Code:
NEW: 117 new sourced ambient sounds (total = 134)
NEW: 24 new mapwide ambient tracks (total = 26)
NEW: 6 new RIF abilities
NEW: Expanded Warlord arc
NEW: 2 new endings (total = 9), each with new end-game challenges and lore
NEW: 1 new unique superweapon
NEW: 1 new prototype robot variant
NEW: 5 more derelict encounters
NEW: 5 new items (multiple with new mechanics or special effects)
NEW: 2 lore entries related to a new mechanic
NEW: Extended game C layout expanded with additional prefab
NEW: 9 new types of drones (some with new mechanics/behaviors)
NEW: Drones require Cogmind to have an attached functional matching type of bay to operate (does not need to be active)
NEW: Drones shut down due to lack of matching bay have new Unconnected status
NEW: Drones can RETURN to an available matching bay in Cogmind's inventory if attached matching types already full
NEW: All drones can detect traps in their FOV, at the same base rate as Cogmind
NEW: Cycle through, center on, and follow controlled drone FOV via view centering command (Enter / Alt-KP5 / CMB)
NEW: Centering on a controlled drone highlights its FOV
NEW: Blue 'n' marker appears to indicate the direction of each active drone's position when offscreen
NEW: Dedicated intel markers record locations of drone destruction when it occurs outside remaining FOV
NEW: Combat drones automatically RETURN if disarmed
NEW: Fleeing drones always RETURN automatically
NEW: Fleeing controllable allies appear differently in allies menu, explicitly refuse orders with a warning message
NEW: Opening an ally order list via the Allies console centers display on that ally if they are outside the map view
NEW: Additional "force melee attack" command option Ctrl-Shift+LMB now documented in manual
NEW: Force melee commands used without an active melee weapon allow ramming into machines and walls
NEW: Warned on attempting to fire a volley from a position where doing so might cause a cave-in
NEW: Warned if line of fire is currently blocked by another robot
NEW: Spotting a new interactive machine automatically plays intel acquisition sfx
NEW: Multirail weapons have new, slightly different sound effect
NEW: Optional audio log to list all ambient sounds, as well as non-ambient sounds originating outside FOV (toggle via the options menu)
NEW: "Audio Log" subsection in the Advanced UI section of the manual summarizing its features
NEW: Option to have audio log include non-ambient sounds within FOV (advanced.cfg: audioLogIncludesFovSounds)
NEW: Option to decide whether fluff machine ambient sounds appear in audio log (advanced.cfg: audioLogIncludesFluffMachines)
NEW: Option to adjust maximum length of audio log (advanced.cfg: audioLogMaxLength)
NEW: Option to adjust the duration of non-ambient sounds in the audio log (advanced.cfg: audioLogDuration)
NEW: Option to mute all audio whenever program loses focus (advanced.cfg: muteAudioOnFocusLoss)
NEW: Option to block achievements in challenge modes and special modes, toggle in options menu via "Achievements Anywhere" button
NEW: Allied Mechanics report in message log once they've depleted integrity repair supplies, and change appearance in allies list
NEW: Add notes to message log with Shift-Alt-z
NEW: In Tactical HUD mode, damaged parts retain a box around their integrity until next action (deactivate via advanced.cfg: partDamageIndicatorsRetained)
NEW: Antimissile system effect descriptions explicitly mention their ability to shoot down Remote Datajack projectiles as well
NEW: Log messages for allies and enemies affected by part severing, sabotage, and thievery now also specify the robot affected
NEW: Allied follower history message on entering new map also lists names of any major NPCs
NEW: Manual "Alternative Rules" section explicitly indicates that multiple special modes cannot be combined
NEW: Gallery CSV export includes "Hackable Schematic" entry
NEW: Gallery data exports include fabrication stats for all parts with theoretically obtainable schematics, not only hackable schematics
NEW: Tutorial messages regarding Cogmind's dedicated Achievements UI, and that Steam global achievement rates are significantly underreported for Cogmind
NEW: Tutorial message referring to the many advanced options you can configure outside the game, and where to get more info
NEW: Tutorial message introducing the Alternative Rules section of the manual with details on challenge modes and special modes
NEW: Holding a wait key to pass turns is temporarily blocked if a hostile Zionite in view suddenly arms itself
NEW: [RPGLIKE mode] Added special indicator for when Sensor Range upgrade is being jammed or scrambled as per that Sensor Array mechanic
NEW: Option to disable flash animation for terrain scanning process (advanced.cfg: disableTerrainScanAnimation)
NEW: Scoresheet records initial influence on each 0b10 map
NEW: Scoresheet Best States includes Relay Coupler Value, Relay Coupler Types
NEW: All Alpha supporter names registered since Beta 9 added to in-game list (see Credits menu)
NEW: All patron supporter names registered since Beta 9 added to in-game list (see Credits menu)
NEW: All patron item-attribution names registered since Beta 9 added to the item collection gallery
MOD: Drone bays never autoactivate on attach, regardless of part autoactivation settings
MOD: Drones no longer benefit from Cogmind's Structural Interface RIF ability
MOD: Increased mass of Mapping Drone Bay and Adv. Drone Bay
MOD: Reduced coverage of Mni. Drone Bay
MOD: Accessing the ally order list via keyboard displays it adjacent to the ally rather than below Allies console
MOD: Removed GOTO order for allies
MOD: Unarmed allies following Cogmind will slightly trail behind rather than gathering around
MOD: Releasing a drone directly from a bay on the ground (e.g. with '>') can only be done if a functional matching type of bay is already attached
MOD: Zionite Recon dispatches now arrive as a Z-Drone Bay
MOD: Loading a saved game containing intel displays all intel immediately even if Intel console not active on startup
MOD: Map-wide ambient audio volume lowered dynamically based on volume of nearby machines
MOD: Increased base volume of map-wide cave ambiance
MOD: Removed Audio mute from options menu (to achieve the same effect, set Master Volume to 0)
MOD: Updated context help for Locale volume setting in options menu
MOD: Removed Ambient Music section from Credits page and README file
MOD: Weapon salvage context help clarified to indicate the value is applied each time target is hit by a projectile
MOD: Allied Mechanic integrity repair supplies reduced by approximately half
MOD: Coupler Efficiency RIF ability level progression effect increased from 4,10,20 to 6,12,20
MOD: Derelicts assimilated by Programmers in caves will not self-destruct their parts on death
MOD: Walls and Reinforced Barriers 50% and 25% less resistant to impact damage, respectively
MOD: Armor of Reinforced Barriers in two extended areas increased
MOD: Disabling a Transfer Station reduces initial non-combat robot numbers across Complex 0b10, rather than only affecting their restore rate
MOD: Removed advanced.cfg "onlyRegularModeAchievements" option (now handled by higher-level options menu option)
MOD: W base event timer behavior changed, making the area easier to explore with slower builds
MOD: Certain Mines reward encounters no longer require randomly visiting a hidden location, instead now visible as Scrap (ex: Exp. Sensor Array)
MOD: Attacking from a space prone to cave-ins increases that chance even when using a melee weapon, rather than only when firing projectile weapons
MOD: Guided weapon waypoint recall now also works for points outside view, but all stored waypoints are cleared on movement
MOD: Perun now has an Exp. Energy Well
MOD: Scrap piles push items away as they are opened
MOD: Toned down Intercept squad dispatching behavior
MOD: Immobilizer range reduced from 22 to 14
MOD: Linked Autogun range reduced from 22 to 14
MOD: Integrated Tracker Drive movement speed adjusted from 10 to 15
MOD: Gui. EMP Blaster range and waypoints decreased, matter and energy costs increased
MOD: Firepult has a potential side effect when fired
MOD: Recalibrator effect description specifically refers to the new "Broken" prefix rather than simply "non-functional" part state
MOD: 0b10 Terminal database lockouts no longer summon an investigation squad
MOD: Re-entering Access via an Access-level Garrison results in less severe consequences
MOD: Access-level Garrison interior more dangerous
MOD: Hidden doors outside FOV revealed by Access(Emergency) hacks and Emergency Access intel always show as closed, regardless of their current state
MOD: Multiple adjustments to behavior around "remote opening" of locked doors
MOD: [Player 2 mode] Player 2 part list displays raw integrity values rather than percentages
MOD: Cannot simultaneously open Cogmind status info and that of another robot
MOD: Updated Warlord terminal entry query results
MOD: Core reset also clears trap knowledge
MOD: Allies under standard Cogmind-following behavior no longer step on known traps near Cogmind
MOD: Scoresheet "Average Influence" now simply listed as "Average" under "Peak Influence" section
MOD: Scoresheet "Database Lockouts" only counts the initial lockout, rather than including any subsequent attempts on the same map
MOD: L2 Power Cell cannot be detonated via Trojan
MOD: Rogue abbreviation in score history difficulty column changed to "Rog"
FIX: Beta 10 prerelease bugs hunted down by: [alice_fexa, Tone, CaptainWinky, Ape, NikolayAg, Joshua, MTF]
FIX: [Player 2 mode] Attacking a machine then a wall on the same floor would encourage Player 2 to attack that wall [Valguris]
FIX: One or more known traps installed at positions completely blocking the output of a Fabricator prevented it from producing items [Valguris]
FIX: Spotting a new interactive machine while other machine intel active but Intel console not visible caused all machine intel to deactivate [Valguris]
FIX: Drones using prototype propulsion might launch with a STAY order and immediately start wandering [Valguris]
FIX: Running while being attacked by single-weapon volleys from outside view (and possibly other scenarios/conditions) would not stop the run [Valguris]
FIX: L2 Power Cell might not always detonate even after being hacked [Valguris]
FIX: Rebooting a target paused any active Molecular Deconstructor effects [Valguris]
FIX: Display error of sensor layout knowledge from a certain NPC's data core if shifted outside map view area [Valguris]
FIX: Attached broken multislot parts fixed by a Mechanic did not update their "Broken" prefix for additional slots automatically [Valguris]
FIX: [Player 2 mode] There were a few consumables that Player 2 could pick up but not use [Valguris]
FIX: Pathfinding for multi-cell robots in a certain layout that should be pathable had stopped working [Valguris]
FIX: Parsing a robot added unobtainable parts to the art gallery (retroactively removing from player data as of this version) [Valguris]
FIX: Since Beta 4 tweaks, hostilities against W base caused Demented to ally with Cogmind, and local traps targeted wrong faction [Valguris]
FIX: In rare cases a machine might be embedded in a Reinforced Wall [Valguris]
FIX: W base "mobilizing sentries" reaction did not play out as usual if Cogmind already hostile to the locals [Valguris]
FIX: Assimilating a siege mode Behemoth or robot with rebooting propulsion gave it a STAY order and caused it to wander [Valguris, Kerapace]
FIX: Addition of Dirty Bomb Traps caused all AOE trap effects to affect both score and alert [Valguris, NikolayAg]
FIX: NPC dialogue flashing '?' markers for some encounters might appear in the wrong color [Valguris, DDarkray, Malthusis]
FIX: [Player 2 mode] New AI system in Beta 9.6 prevented Player 2 from attaching more than one tread part [CaptainWinky]
FIX: Extra word in message log text for allies and enemies affected by Tearclaws [CaptainWinky]
FIX: Crash possible on attempting to transition to a new map after leaving a part inside a Repair Station [CaptainWinky]
FIX: Surface exit prefab had begun always appearing in the same orientation [CaptainWinky]
FIX: Using Field Lobotomy Kit on certain NPCs might cause undesirable side effects [CaptainWinky]
FIX: Heart of Steel effect description missing <parallel_ok, resume_ok> tags [Chrome]
FIX: Relay Coupler [NC] description referred to Engineers rather than Builders [Chrome]
FIX: Possible gallery crash under rare circumstances [Chrome]
FIX: Typo [Chrome]
FIX: Discovering a trap, hidden door, or phase wall then immediately moving out of view did not retain that info in map memory until viewed again [Joshua]
FIX: JSON output for online scoresheet data unable to differentiate between consecutive maps of same type at same depth for history log [Joshua]
FIX: Detecting a trap, hidden door, or phase wall before the first turn on an 0b10 map after evolving showed messages before evolve results [Joshua]
FIX: Scoresheet relative alert level distribution values incorrect if a mid-run stat dump was previously performed on that run [NikolayAg]
FIX: Repeatedly and quickly pressing ESC after opening map object labels restarted their close animation each time [NikolayAg]
FIX: ">>" in message log were converted to ">>" if optional HTML log dump was performed alongside stat dump for current run [NikolayAg, Torako]
FIX: Context help for schematic fabrication matter contained reference to old mechanics [Vectis]
FIX: Assimilated/fabricated 0b10 ally name assignment ordering was reset between saving/loading [Vectis]
FIX: Compactors affected by ignore_targets could intermittently raise alert level while in view [Vectis]
FIX: Earlier fix for part info comparison misalignment due to manual tagging had broken gallery item comparisons [alice_fexa]
FIX: Opening schematic list via keyboard when inventory part info already open could only close new window via mouse rather than Escape key [alice_fexa]
FIX: Stat comparisons with non-part items revealed hidden mass values despite N/A designation and no bearing on mechanics [Decinym]
FIX: History log message for triggering Deep Caves wall could appear twice [Decinym]
FIX: Killing self by ramming a target off stairs to next depth with low core integrity would put game in an unrecoverable state [TBExtent]
FIX: Modified TNC manifest lists allowed too much mixing of characters when multiple lists overlapped [TBExtent]
FIX: Mechanics attaching an unknown backup part to Cogmind identified it but did not show name unless manipulated [Tone]
FIX: Benefits of Operator allies listed in the manual still included their robot hacking bonus under the old system [Tone]
FIX: Scoresheet history log messages for core heat dissipation and energy generation adjustments did not properly display the amount [lsend]
FIX: Clicking on any special mode's unique on-map window button with a pathable cell behind it would immediately path to that cell [Cmdr Jslin]
FIX: Was possible to use a combination of machine destruction and drones to block all assault squad spawning during High Security [skar1ath]
FIX: Earlier fixes to to prevent repeated awarding of bonus points for certain actions had been undone by new scoresheet system [Trione]
FIX: [RPGLIKE mode] Mechanics affected by deconstruct_bot could successfully give access to Core Shielding by removing it from a Rogue [IAMCRAIG]
FIX: Delayed Scan window armor values for unknown Phase Walls and hidden doors revealed that they were not in fact walls [stormcleaver5]
FIX: Gallery data TXT and CSV exports included fabrication stats for Matter, even though it cannot be fabricated [Ape]
FIX: Manual hacking autocompletion for schematics could suggest Matter as an option, which has no effect [Kerapace]
FIX: Successful indirect database hack on 0b10 terminals in caves could alert about investigation dispatch even if not possible [Captain Croissandwich]
FIX: Machine intel obtained via 0b10 Decoder Chips and robot hacks did not glow like other intel for undiscovered machines
FIX: Machine and stockpile intel obtained via 0b10 Decoder Chips and robot hacks wasn't immediately applied to Intel console
FIX: YI-UF0 encounter recorded wrong message to history log
FIX: Crash on attaching AS-neutralizer No. 17b while within 16 cells of a map edge
FIX: Ambient sound for large interactive machines was not always originating from the terminal section
FIX: Dynamic build type analysis conditions for "Messiah" prefix were not being checked correctly, showing it more often than it should've been
FIX: Explosion-caused screenshake in sprite mode might cause inventory items to appear incorrectly until redrawn for some other reason
FIX: Visiting the game menu for a time before the HUD finished startup animation prevented the HUD from ever fully appearing
FIX: "Broken" prefix included in log messages for AI overheating, part deterioration, autonomous weapons, and some robot hack side effects before the break
FIX: Short circuits caused by destabilization could break an already broken part
FIX: Potential crash on firing a second guided attack via mouse using recalled waypoints without moving the cursor since the first attempt
FIX: Using fully allowable item tag input length could not display the tag in part info without overlapping the window border
FIX: Online JSON run data for all Beta 9 series releases has incorrect values for discovered exit destinations (no effect on text scoresheet content)