💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
cogmind_part_disruption_effect.gif
February 25, 2025

Beta 15 X2 Prelease: New map, new events... UFD COMPLETE

YES! The UFD is at last prepared to... do whatever it is they're out to do you'll just have to find out ;)

X2 is ready to play, and it even comes with a new ending, Cogmind's 10th and the first ending possible prior to even reaching -1. Now that doesn't mean it's easy... on the contrary, it offers a new set of challenges, and beyond that there are also even greater end-game challenges now that +++ is a thing you could choose to go after if you're truly insane.

At the same time, there are also lots of new toys to build with, although the vast majority of this second batch is located in the late game, and difficult to acquire. Of course difficulty-to-acquire in Cogmind also usually equates with excellent :D

You don't have to reach the end to see all the new content though, since Scraptown has also been updated to its final form (check out the council room). Some aspects of its gameplay have been significantly altered as part of this process, offering even more options than before.

The UFD and its related strategic possibilities are by far the most complex in Cogmind, so it took a while to reach this point, but you will have many decisions to make, each with their own implications and repercussions. Or you can just do it the Cogmind way and go with the flow while making a mess of things and pissing off one faction or another :P

There is a new map. There you will find redacted science. It's probably not too hard to find if you are a connoisseur of redacted sciency things.

Spoiler Discussion

On our Discord server, use the #patron-redacted chat for openly discussing any fresh content for a while, just so folks have at least a week or two to get their own shot at it if they prefer that but also still want to hang around for more general discussions.

Stat changes and non-spoiler content and whatnot can just go in #patron chat, of course.

Try to avoid actively bringing prerelease discussions into the non-patron channels (it can lead to general confusion and misunderstanding while still in development), but streaming your runs and discussing during those is fine.

Beta 15 Status

Last time with X1 I brought you all the non-major features, and with X2 all the major features are done as well! So what's left...

First of all there's the playtesting. This is a rather complex version from both a gameplay and development standpoint, so I expect there are issues to resolve. As usual I explicitly tested all new features and content, but this particular version was complex enough that it required going back to older work at much later times to make further changes, and not necessarily all possibilities were fully tested again, so we'll see what oversights pop up during real play. There will definitely be a few issues to address in there, and I'll have fixes out ASAP as usual. (Also we've got the new truly guaranteed encounter system I wrote about last time--hopefully that doesn't end up causing any issues, and tests were fine, but real runs might in rare cases point out new problems?)

Actual bugs aside, there is also balance to consider, this being a release with many new strategic considerations. There are a number of areas in which we'll need to wait and see how players manage them before implementing possible tweaks. The design has a lot of flexible points, including also some ideas I held back on in order to first gather data to decide one way or another. Usual balance testing things.

Then there's the non-tracking exterminations and assaults. This "experimental" mechanic from X1 is here to stay, though I have not finalized the work on it, or even made any additional changes to that aspect beyond what was done in X1. Since the full UFD content needs sufficient time for playtesting anyway, I decided to save the non-tracking stuff to work on while that testing is ongoing. That and a few other little things here and there. But other than that, Beta 15 is pretty much complete!

Changelog

Below is the X2-specific changelog. For the full Beta 15 changelog, see the file included with the game.

  • NEW: Branch map "[redacted]"

  • NEW: 1 new major event

  • NEW: 1 new ending (total = 10)

  • NEW: 78 new items

  • NEW: 1 new derelict robot class

  • NEW: 12 new robot variants

  • NEW: 1 more major NPC

  • NEW: 1 new optional boss

  • NEW: 2 new robot tiles

  • NEW: 2 new encounters

  • NEW: 1 new unauthorized hack

  • NEW: ? new lore entries

  • NEW: Additional '+' possible, for a theoretical maximum of three

  • NEW: Additional Garrison layouts

  • NEW: Junk Cannon description expanded to include warning about automated recycling at 0 ammo even while inactive

  • NEW: Concussive RPG blasts also push items on ground

  • NEW: Looping Garrisons without RIF increases chance of exits from other Garrisons at same depth leading to a different area

  • NEW: Entering Garrisons increases Programmer support within other Garrisons at same depth

  • NEW: Successful Fedlink also locates all Recycling Units on current map

  • NEW: Option to automatically mark discovered stationary Sentries via map comments (advanced.cfg: autocommentSentries)

  • NEW: Option to stream entire combat log to an external file as messages are generated (advanced.cfg: combatLogStreaming)

  • MOD: Increased armor of Botcube Storage access door

  • MOD: Adjusted a few Scraptown areas to accommodate new content

  • MOD: Scraptown response to hostility updated to account for new content

  • MOD: Active Sensor Suite coverage halved, integrity increased

  • MOD: Renamed "Point Defense Array" and "Antimissile System" to types of Point Defense Systems

  • MOD: "Recoil Nullifier" renamed "Adv. Recoil Stabilizer"

  • MOD: All EM Disruption Fields renamed to corresponding EM Shields, highest rating increased to 9

  • MOD: Energy Mantles merged into single new "Adv. Remote Force Field"

  • MOD: Imp. Remote Force Field rating lowered from 8 to 7

  • MOD: Exp. Force Field removed from general item spawning pool

  • MOD: Hybrid power sources have significantly decreased coverage

  • MOD: Major NPC's Beam Splitter replaced with Thermal Barrier, difference added as innate resistance

  • MOD: Scatter Rocket Array radius increased to 4

  • MOD: Rocket Array matter cost increased to 30

  • MOD: Slightly increased possible Recycling Unit count in Factory/Research

  • MOD: Security Level 3 type Recycling Units less common

  • MOD: Hacking Drone innate heat dissipation increased by 2

  • MOD: Thermal Lance explicitly indicates unique heat transfer property in description

  • MOD: "D-Prototypes" static terminal target renamed to Protocatalog for more generic use

  • MOD: Jammed Operators can still lock DSFs directly upon reaching their Terminal to call reinforcements

  • MOD: Engineers building machines displace items in designated area, or destroy them if no available space

  • MOD: Several nearly-"guaranteed" encounters in certain maps now actually fully guaranteed (includes A7, 4L-MR0, -8/MAT GAR and more)

  • MOD: Approaching S7 with FarCom causes entrance lockdown

  • MOD: In Rogue mode, destroying a Garrison Access point attracts two assault squads instead of one

  • MOD: Anti-cheese cave-in mechanic added in Beta 15 X1 targeted even more tightly, shouldn't affect non-cheesers anymore

  • MOD: UI border color lost if disowned by UFD

  • MOD: Autocommenting of robot positions uses specific name instead of class name

  • MOD: Added second exception for coupler autoreplacement when one is more damaged but has higher value, consistently preferring the latter

  • MOD: Direct mouse access to map robot info blocked while any status screen list open (was only sometimes possible in non-modal layout)

  • MOD: SDL.dll reverted to Beta 13/14 version due to X1 version's incompatibility with some older systems

  • FIX: B-90 Cyclops analysis out of date [R-26 Lightspeed]

  • FIX: "Sunderer" achievement could be earned regardless of target hostility [R-26 Lightspeed]

  • FIX: Enumerate(Guards) erased previously learned guard intel outside its detection range [R-26 Lightspeed]

  • FIX: Lightning analysis cloaking reference changed to phasing to match technology terminology [R-26 Lightspeed]

  • FIX: Under certain circumstances, machine intel markers may autodeactivate on acquiring new intel [R-26 Lightspeed]

  • FIX: Weapon disruption calculations broken by update in Beta 14 for a certain UFD sword [R-26 Lightspeed]

  • FIX: Non-overweight flight-capable bots had become blocked from using their ability to jump bots if too close to Cogmind, or on sensors [Plexion]

  • FIX: Airborne Protovariants were slowed due to earlier part adjustments causing them to be overweight [N.W.L.]

  • FIX: Major Revision 17 event could be partially continued via Garrison looping [DoshDoshington]

  • FIX: Adventurer mode showed cargo convoy path automatically (normally only given in Explorer mode) [8fpsbossfight]

  • FIX: Two derelict ally classes were missing GUARD/AID order option [CaptainWinky]

  • FIX: Active Sensor Suite description did not mention its inability to overcome Scan Cloak 5 [aoemica]

  • FIX: Inventory(Components) and Inventory(Prototypes) did not include all relevant stockpiles [aoemica]

  • FIX: Under certain conditions two Exiles dialogue transmission interactions could occur simultaneously [Byrnothil, aoemica]

  • FIX: A few NPCs with more significantly delayed dialogue could be prematurely marked as having a transmission in info/scan windows

  • FIX: AZ-K3N exit dialogue would no longer trigger due to faction behavior adjustments for previous version

  • FIX: advanced.cfg autocommentBehemoths was unused, instead was referencing autocommentHeavies

  • FIX: Asb. Combat Suite and Multitargeting Array were using Processor tile instead of Device

  • FIX: Concussive RPGs were unable to push victims as far as described

  • FIX: Potential crash from invalid memory access during robot combat handling

  • FIX: Crash on pressing ESC within 100ms or so of a certain extended win (w7)

  • FIX: runResult placeholder data in mid-run scoresheet dumps was not included in optional JSON output format

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

Sorry no images, this is basically one huge spoiler release :P

Get Beta 15 X2

On Steam, Beta 15 X2 is located on the new beta branch "beta_15_x2" accessible with the code "OptimusPlusPlus", 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 being created from scratch since Beta 14 development ended.)

Saves are not compatible with previous releases.

Additional hotfixes will no doubt 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 below.

Update 250226b

Patch for all known bugs so far! Includes critical ones!

  • NEW: Hacking immunity in robot info split into two types for clarity

  • MOD: Updated Relay Coupler [Proto] description to expicitly state that some robots may be inaccessible via RIF

  • FIX: Possible crash at beginning of new Scraptown event

  • FIX: Entering Q/T on -3 messed up their assigned depth, and could also lead to other issues

  • FIX: Squads initially placed on map were no longer registered by 0b10, causing a number of issues, primarily loss of enumeration functionality

  • FIX: Core Stripper broke in X2, crashed on success

  • FIX: Were unable to inspect items sitting on floor machines

Saves compatible, and as mentioned in your email if you have the DRM-free version, the same link will get this newer version now.

Update 250227a

Another compatible patch! Very important since I found another issue in the expected-to-have-issues guaranteed content system :P

  • MOD: Mechanic combat repair block extended from 5 to 12 turns

  • MOD: Unique Pitchfork and Trident weapons have attack delay

  • FIX: Ranged Impale crit still affected attacker delay [CaptainWinky]

  • FIX: Potential for crashes or other odd behavior related to some features in some map types regenerated to guarantee the presence of certain content

All known X2 bugs now once again taken care of.

Update 250302a

Again all issues fixed with another compatible patch, along with some other adjustments, a new feature, and reinclusion of an updated Luigi mod that could especially benefit 4K users:

  • NEW: New Scraptown animation can be skipped early via Escape

  • MOD: Volley window weapon reference letters listed in alphabetical order

  • MOD: Combat Programmers cannot be hacked, only parsed

  • MOD: First Optimus dialogue more explicit about the data unlocked

  • MOD: FarCom entrance lockdown detection moved west of FFF

  • MOD: Optimized rendering gives significant FPS boost to 4K and other high resolutions [Luigi]

  • FIX: Hitting self with System Spiker caused higher corruption than intended [Plexion]

  • FIX: Some new rare robots were not datajackable

  • FIX: Some new prototype bots not yet fully integrated into RIF exclusion system

  • FIX: DM redirects could occur during UFD event

  • FIX: One concept weapon's art was not set

  • FIX: Beam Splitter was still using old art

Update 250305a

An even better X2! After having watched enough people take on the new map, I like what I see so far but it's time for a few adjustments to further refine the experience.

Aside from again fixing all known new issues I also used this opportunity to make the part disruption change permanent, so that's no longer listed as experimental and is properly integrated into the game, including construct immunity and couple ways to counter it.

Changelog:

  • NEW: More conditions for losing UFD status UI

  • NEW: 0bPrime Fedlink includes new READINESS readout

  • MOD: Assaults always spawn from stairs during late-game UFD event, but also sometimes use more deliberate pathing rather than relying on randomness

  • MOD: N-04 Retrievers have a somewhat faster collection rate, though fewer of them prior to attack event

  • MOD: [spoiler] destruction triggers high security under some conditions

  • MOD: Cogmind parts no longer inherently immune to disruption (constructs always immune, and part shielding/Dynamic Insulation systems prevent it)

  • MOD: Temporary part disabled status removed when traveling between maps

  • FIX: Botcube behavior could be negatively impacted by some major events [Hermelin]

  • FIX: A cave Mutant encounter was guarding rewireable Derelicts instead of 0b10 bots [R-26 Lightspeed]

  • FIX: Depthwide Sectors intel for higher depth was available from -1 [Darby]

  • FIX: Particular intermittent announcement was not supposed to show in new map itself

As usual with patches, saves are compatible!

Wizard note: For my needs when working on this I added a KM command equivalent to the DM command, but using regular death+salvage instead of outright destruction/removal, and that's available now. Edit: Oh, you know... that command was already there and I apparently forgot and added it again xD. Anyway, now there's also KU, and I updated the How-to guide's list of non-standard bot tags to include the new variants in Beta 15.

Update 250312a

Last patch for X2 because next up there's going to be an X3 that breaks saves! (unlike this one, which is still compatible, although if you do have a run in progress it will retain the world map connections from the previous patch until you start a new run)

  • EXPERIMENTAL: Adjusted SF [spoiler] challenge

  • TEMPORARY: Adjusted new map research prefab (real layout/content coming in X3)

  • NEW: Additional informative warning message during runup to new ending

  • MOD: Deep research branch access locations adjusted, now mutually exclusive

  • MOD: Removed one of Crosscalibrator's features

  • MOD: Even fewer N-04 Retrievers prior to attack event

  • MOD: Updated descriptions of all Concussive RPGs to better reflect their mechanics

  • MOD: Using a Datajack to quick boot an ally or accelerate assimilation does not restore as default manual target for next fire actio

  • FIX: Mak. Microdissipator Network causing final ablative damage to mutlitslot construct destroyed it outright instead of downsizing [Darby, Cracklepappy]

  • FIX: Engineers were capable of permanently destroying pieces of Plexus under some conditions

For more on the state of Beta 15 as of this patch, and what "TEMPORARY" means and where we're going with it, see my latest writing on the topic (big spoilers for much of the post, but it's clearly marked before starting that part).

Update 250316a

Turns out there were some more bugs! Not necessarily something everyone would see, but definitely could cause big problems for specific run types or routes, so here's some more fixes:

  • MOD: N-04 Retrievers ignore lab item collection areas

  • MOD: Deep research entrance stairs not randomized

  • FIX: RIF ability count readout did not appear on HUD in keyboard mode outside 0b10-controlled areas [Plexion]

  • FIX: Approaching deep research branches with FarCom did not properly lock them in all cases

  • FIX: Relay Coupler [Proto] had stopped working after latest immunity updates

  • FIX: Optimus' death could trigger incorrect message under some circumstances