Beta 17 "X0-1V1"
Kyzratisteam_community_announcements
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Have you played DCSS? (Dungeon Crawl Stone Soup) If not, then you should definitely consider trying it, a major roguelike in constant development for even longer than Cogmind, and a great game among those which sent me on my own quest to explore the roguelike genre in 2009 and shortly thereafter start creating some of my own.
DCSS is similar to Cogmind in that it's a balanced tactical experience, so the two games have always had some player overlap either as we send our players in that direction, or welcome them over from that community (including even a number of DCSS developers throughout the years).
Now what does that have to do with Beta 17...
Well, DCSS is a traditional fantasy RL, and within it are gods you can worship to spice things up, usually for the better. Considering the player overlap, naturally many are familiar with a lot of DCSS content, and one god in particular, Xom, the god of chaos, is often referenced in our community (not least of all embraced by myself) as overseeing the distribution of random craziness that can occur across a run. In that sense, one could consider Xom the god of RNG. Emergent fun!
Xom has also been referenced by or appears in other roguelikes, and is such a common symbol in the Cogmind community, that I really felt like they deserved a proper home in the world. With the Unchained we have an opportunity to do just that--not a true god, but perhaps close enough that it doesn't matter ;)
There are actually areas of the lore which are perfect for just such a character, and I've been working up to it over the years.
It's 2026. The wait is over, X0-1V1 is here.
X0-1V1
So do you have to cause enough mischief to get this "Unchained" dispatched on you? No! I considered including that possibility at a very low weighting, but decided to hold off on that since this X0-1V1 character is far too disruptive, almost certainly changing your entire run through and through. Instead, interacting with X0-1V1 is entirely optional, and doing so involves what one might do in DCSS: find an "altar"... It's somewhere in -10/Materials, so you can do this right from the start. You will need to figure out what to do there (it's not that hard), but there is also a more direct hint found elsewhere in the early game. Now why might you want to immediately bring this upon yourself? Well, maybe they're not all bad ;) If you've been to Scraptown and browsed Cyclist databases, in particular Soloparser's Compendium, you may have already come across the primary reference to X0-1V1: "UC/X0-1V1: This is a weird one. Get on their bad side and they'll come up with creative ways to make your life miserable, but have also been known to offer help at times, which is strange. Don't count on it, they probably just want to mess with your head before your untimely demise." Of course Soloparser's rumor-based sourcing doesn't know the half of it. By comparison, anyone who opts to hit up that altar will quickly become an expert, for better or worse. While interacting with X0-1V1 is probably an option more suitable for experienced players since it will add extra challenge at times, it will also likely be interesting for anyone who's been playing for a bit, and in a way offers a sort of alternate start. X0-1V1's behavior fits well with Cogmind's general strategic theme of "adapting" to unexpected situations, in this case making them even more sudden or unexpected. One cool thing is that this "affiliation" is compatible with any other alignment in the world. Unlike many of the other long-term alliances you can establish, X0-1V1 is not mutually exclusive with anything. From a design POV this is because they are essentially self-balancing ;) I was originally wanting to release this on April 1st, which would've been funny as a very real joke, and in the lead up to that time was flying through development, but it turns out implementing sufficient variety to keep this interesting throughout an entire world with so many mechanics was simply not something weeks of sprinting could accomplish xD. From its beginning Cogmind has always included some smaller references to DCSS (and other traditional roguelikes), but this is on a completely different scale. As such I had to push back my target, only to then also be hit by some bombshell personal life issues (inevitable when expanding on a single project for so many years...). Still working through all that, but with the worst bits stabilized for now, I'm happy to deliver you into the manipulative arms of--I mean delivering your new savior, X0-1V1. This release was going to be a Beta 16.2 update, but given that its scope turned into a whole mini-expansion of its own... Xom has successfully hijacked Beta 17, which seems appropriate :P Credit to coolio for the awesome Xom tile work in DCSS! Included as part of the cover image for this release, we also frequently use it in the community and in general over the past decade over on the Roguelikes discord server.Cogmind Beta 17 "X0-1V1" (260623) changelog (excerpt):
- NEW: 1 new Unchained (interaction optional via manual trigger process in -10, changes nature of entire run)
- NEW: 4 new robots
- NEW: 12 new items
- NEW: 7 new scoresheet entries (total = 1,182)
- NEW: 2 new achievements
- NEW: Regular game now includes first unique source of Protomatter (rare)
- NEW: Sfc. Transmogrifier always found in Subcaves lab, replacing 1B-0RG's Assimilator test from Beta 16.1
- NEW: Recalibrator effect description more explicitly states no effect on faulty or corrupted parts
- NEW: Destruction from overheating results in more specific "Core Melted" game over state
- NEW: Trap Scanners also have higher separate chance of detecting and disarming adjacent traps
- NEW: Some Unchained carry Trap Scanners
- NEW: In-theme reminder about speaking to UFD leader if about to leave without having done that after joining
- NEW: Additional smaller number of weaker Assembled arrive during particular extended game event to enable parsing of their parts for gallery purposes
- NEW: History log records initial spotting of Unchained, H3-MLN encounter, and stealing IN-MT5's Pitchfork schematic
- NEW: LMB on directly adjacent inactive bot automatically attempts to rewire it
- NEW: LMB on directly adjacent bot with force melee mode active also works to force a melee or ramming attack
- NEW: Number-based menu interaction and text entry treats numpad number keys as regular numbers
- NEW: Keybinds now support adding multiple additional new keyboard inputs for the same command under a name different from defaults
- NEW: Advanced.cfg pauseMoveDurationActiveSensor option also applies to repeatedly waiting
- NEW: Option to disable "Quit, Delete Save" option in game menu (activate in advanced.cfg: noQuitDeleteSave)
- NEW: Option to override default key repeat delay for held keys (system.cfg: keyRepeatDelay)
- NEW: Option to override default key repeat interval for held keys (system.cfg: keyRepeatInterval)
- NEW: All patron supporter names registered since Beta 16.1 added to in-game list (see Credits menu)
- NEW: All patron item-attribution names registered since Beta 16.1 added to the item collection gallery
- MOD: Increased leniency of Unchained-related timers with respect to slower builds
- MOD: Unchained pursuit into new maps slower on average
- MOD: Unchained even slower to dispatch and chase to Access
- MOD: Some Unchained pursue for fewer than three valid maps
- MOD: V4-D3R unit count scaled down in smaller maps
- MOD: V4-D3R does not return to same map if forced to retreat
- MOD: Increased hacking threshold before potentially attracting CY-PHR in non-Rogue difficulty modes
- MOD: Fabricated/repaired parts affected by CY-PHR have effects on attach rather than suffering from later breakdowns (patches retain old behavior)
- MOD: 1B-0RG's Assimilator immune to permanent disabling by side effects
- MOD: Borg never use siege/shielding modes if equipped with melee weapon
- MOD: Borg immune to rebooting
- MOD: Botcube able to use Tactical Coordination Suite
- MOD: Multislot parts can no longer occupy temporary slots
- MOD: Chute Traps no longer trigger due to treads movement, even if overweight
- MOD: Golem, Assembler restored to original color despite recent conversion to Special class
- MOD: Enh. Scrap Shield source item armor bonus applied at integrity values between 5 and 10 as well
- MOD: Using CRM also wipes any non-expired dynamic key knowledge
- MOD: Tactical behavior of SC-armed SW somewhat more effective (spoilers)
- MOD: button tally updates more responsive
- MOD: Intel and other offscreen map object markers shift down from behind temporary interface messages or mode indicators
- MOD: Removed "Toggle Inventory Autosort" hotkey (Ctrl-F6)
- MOD: Removed "Inventory Autosorting" from Options menu (has been permanent default behavior since Beta 13)
- MOD: Moved blockVi advanced.cfg setting to Options menu as "Block vi-Keys"
- MOD: Removed CMD_DOMAIN_PARTMANAGE Numpad-based keys from rebind list (now supported implicitly)
- FIX: Several 0b10 Decoder Chip detection effects operated on 50% less area than intended
- FIX: Disrupted Borg could by rewired and therefore indirectly assimilated by Programmers
- FIX: "CQB" achievement detection could fail in 16.1 even if circumstances should allow it
- FIX: KE Penetrator recoil accidentally zeroed in previous version
- FIX: More lenient ally hostility checks in 16.1 unintentionally increased difficulty of taking sides in 01-MTF/KN-7UR meeting
- FIX: Kinecellerator effect could stack despite tag and correct weapon damage visualization
