Beta 15 X3 Prelease: Protoforge, now with V-Series!
Added 2025-04-08 06:12:43 +0000 UTCThe X-release that wasn't supposed to be, now is.
After slogging through other roadblocks (sickness, new dev machine, also actually a little sick again now xD) and pushing another back to who knows when (7DRL play) as yet another looms close (taxes, yay), X3 is done, and we're now all way up to 97 new items in Beta 15.
As stated the full extermination/assault update was postponed to get the Protoforge to an even better state, and you will now find the labs portion of that map has a somewhat new form, and some guaranteed rewards among other possible toys.
Changelog
Below is the X3-specific changelog. For the full Beta 15 changelog, see the file included with the game.
NEW: 12 new items
NEW: 1 new robot class
NEW: New map's research prefab expanded with additional content
NEW: Score bonus for completing new late-game event
NEW: System Spiker description specifies it only works on active targets
NEW: Several teleportation technology effect descriptions include additional details
NEW: Master Drone Bay description now implies possibility of failure to survive destruction of host
NEW: No more than 60 of a single robot class contribute to score in a single map, though total kill data still recorded in scoresheet records
NEW: HUD displays Encrypted Comm Array modifier while appropriate
NEW: Scoresheet records Encrypted Comm Array modifier values for entire run until behavior is no longer compatible with faction
MOD: Microwarp Drive size increased to three slots
MOD: Vmp. Broadsword integrity and mass increased
MOD: Field Manipulator cost to Stasis Trap reduced from 5% to 3%
MOD: Hdn. item prefix changed to Hds.
MOD: Retrieved drones with damaged parts or core are repaired using the bay's integrity as a resource
FIX: Obliterator could safely remove a target's disintegrating parts or those of fabricated robots [DoshDoshington]
FIX: Obliterator Terminal was not limited acccess [Darby]
FIX: New deferredAudioLoading advanced.cfg option did not work properly if deactivated [Plexion]
FIX: Certain combination of faction interactions could lead to unexpected outcome in extended game (spoilers) [Darby]
FIX: Fedlink installs not restored properly when continuing a save, giving inconsistent results
FIX: New spawn protection against Behemoths in view on main maps did not work
FIX: Squads will no longer split up as much due to being blocked in narrow corridors under certain circumstances (behavior introduced in Beta 14)
FIX: Per-map score caps for robot value and destruction from replenishing non-combat bot variants added in Beta 11 was applied to all bots
FIX: Deflector Sword miss SFX were not playing
A few more notes and images below...
Here's the new ECA label in action, which updates in real time so you can immediately know the impact of actions once you've obtained the comm array (as you can see we're getting more faction-related info in that space, useful for learning, a good reminder, and for reference in screenshots):

Among the bigger unexpected mechanics introduced in this version is drone repairs. Well at least unexpected now, as it's something that's been discussed over the years and I've expressed an interest in doing it, though the intent was to eventually get to it as part of a bigger drone rework. I decided to just do the first and most important step itself right now to see how that goes, requiring that bays lose integrity as they recover damaged drones in order to completely restore them.
This will have little impact on the majority of drones, but obviously a few types will no longer be quite the same, namely certain combat drones used for cheese that prompted the idea in the first place. The impact there is also smaller than it could be, mainly because there's no complementary redesign as intended, so we'll just see how this bit pans out for now.

The system is smart and will pick backup inventory drone bays for repair needs, as well as move drones between bays where it make sense.
There are 12 new items in X3, all of which are quite good and found in the new map. Some of the new Cep. parts that have taken shape (they look cooler in their fully colored versions, but the Cep. theme is dark and incomplete!):

The forge offers some new challenges and is somewhat more dynamic, though still plenty of guaranteed rewards as before, and mostly predictable. Alongside Scraptown itself, Protoforge is easily the most content dense map in Cogmind... I should write up an analysis on that...
Get Beta 15 X3
On Steam, Beta 15 X3 is located on the new beta branch "beta_15_x3" accessible with the code "ProtoforgePlus", or if you don't have Steam and bought through FastSpring and would like to try the DRM-free version, send me an email at gridsagegames@gmail.com to be added to the Beta 15 cycle notification list if you're not already on it. (This is a new list created from scratch since Beta 14 development ended.)
Saves are not compatible with previous releases.
Additional hotfixes for this release will be unannounced except to append a notice here and via an announcement in the #patron Discord channel. Save compatibility is generally maintained, in which case the same branch is simply updated, otherwise a new branch is created and listed below.
Update 250411a
First patch! (save-compatible as all patches)
NEW: Multitool gives explicit feedback if attempt use on non-Terminal interactive machine
MOD: Changed lore categories of some map-specific 0b10 lore to match map name rather than using generic "0b10"
MOD: Cep. "DPC" renamed to Cld. "DPC"
MOD: Expanded defense-weakening effect of UFD support in late game
MOD: UFD Drillbomb description updated with expicit turn count requirement
FIX: Cld. DPC was missing a couple important stats
FIX: Exp. Force Field was missing from new map pool
FIX: Terrabomb destruction of certain redacted walls did not have intended side effect
FIX: Resistance modifier consumables had reversed signs in effect description
FIX: AI updates made it possible for ARCs to get stuck in bottlenecks