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Kyzrati
Kyzrati

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Beta 15 X1 Prelease: Super Experimental?!

No, not the Z-kind of experimental, today we have a new build! And it's super experimental! Why? It changes a fundamental aspect of Cogmind that's been deeply rooted in the gameplay since the beginning, for better or worse... We shall find out soon which it is.

The change: Extermination and Assault dispatches no longer target you directly!

They do head to your general area, and they have somewhat different behavior (don't expect them to act like patrols), but they do not get free targeting info and still have to find you all the same once they reach the area. This means you still have an opportunity to avoid them, or maybe end up meeting them later than expected or planned.

Such an important change has quite a few strategic implications, and the overall effect will vary depending on build and player skill level, so I'm eager to see how it turns out over the coming weeks. I'll refrain from saying too much for now, but will be watching on Discord to see how it turns out, as well as continue some of my own runs.

That said, I already did one stream earlier today where I talked a bit about the experiment and its effects, once out of the early game anyway, as well as eventually got to see one of the new parts and their mechanics to discuss that. Haven't quite gotten to the part where we actually use them yet, but that wasn't the focus of the run anyway, just a happy accident :D

https://youtu.be/NOMMENI_R5Q

Beta 15 Status

Progress on Beta 15 is good, with pretty much all non-major features complete. The legs that were voted for earlier have been fully implemented, with even more bonus legs/mechanics thrown in for fun, and there's a bunch of QoL stuff and balance adjustments, including the KI cannon buff.

All that remains to do is a pair of major events, and a new map and ending, so yeah still a lot of work left, but at least anything that doesn't fall under that plot umbrella is done with, aside from of course residual changes that will need to happen if the change to exterminations/assaults become permanent.

As such, the changelog is already pretty decent.

Changelog

(don't worry about any typos or whatever in the changelog--this is a prerelease and it's not complete or reviewed)

No additional visual highlights to share here, since most of the recordable features I've already shown in earlier posts, for example this one.

As the tracking change is an EXPERIMENT, it could be reverted depending on the results, but if it does go through, I have a list of further changes that will end up needing to happen as a result of that. This includes both some balance considerations and also just basic things like the tutorial messages and related lore--none of those extra things have been updated yet, though they're not important while simply testing out the core feature.

Get Beta 15 X1

On Steam, Beta 15 X1 is located on the new beta branch "beta_15_x1" accessible with the code "EnhGladiatorCannon", 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. (This is a new list being created from scratch since Beta 14 development ended.)

Saves are not compatible with previous releases.

Additional hotfixes may come for this release, unannounced except to append a notice here and via an announcement in the #patron Discord channel. It's not uncommon due to the experimental nature of these releases, and if saves are compatible then the same branch is simply updated, otherwise a new branch is created and listed here.

(If you're using wizard mode, a new key has been added to the page for Beta 15.)

Update 241106a

Important hotfix!

Saves are compatible, and in the case of the scoring issue, if you currently have a 241104a run in progress, loading it into this newer version will retroactively correct your score so it won't be so ridiculously negative xD

Update 241112a

I've updated X1 again after my latest stream, and saves are still compatible, just some adjustments very relevant to what we're testing here :)

The run I continued today was also pretty neat, checking out some of the new legs and talking design and whatnot.

Comments

There already is.

Kyzrati

More common? So there will be a source of them besides botcube researcher man?

Plasmoid Dude

Well primarily it gives them their own entry in the scoresheet data, rather than just being a "Mutant" as they were before. I was on the fence about it when first implementing them so I just made them a mutant at first, but I think they're important enough, and will be at least a little more common at some point, so they deserve it.

Kyzrati

"MOD: Botcubes have their own robot class" Huh interesting. Is there a specific reason you did this?

Plasmoid Dude


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