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Beta 14 X1 Prelease: *Actual* UFD

The UFD is here! Beta 13 was the original target for adding the UFD (new faction!), but as most of you know we were side tracked with the whole new mega UI update, which as it happens came at just the perfect time. Very glad for that, but also very glad to have finally completed the vast majority of our brand new faction.

This release actually comes over a month later than planned, but I inserted no less than four full weeks of yet more architecture work to help combat slowdown from the huge expansion of content, and just improve loading times overall. Get ready for super fast game starts and map loading.

Beta 14 is focused on the UFD and their home in Scraptown, which you can find somewhere in Recycling, and remember that as of Beta 13 there were already two different ways to reach Recycling.

Even in terms of content there is actually more to Beta 14 than just the UFD/Scraptown, including some features which affect many other maps...

Changelog

But I will not be revealing all those things :)

For the first time I'm releasing a partial changelog! I mean technically Cogmind changelogs don't often go into detail in terms of every interesting new mechanic, especially those related to items or robots, but here I'm redacting a few of the entries I would normally include in a complete changelog, which will be released in full with the public release. I figured some of you might be interested in experiencing some... unexpected surprises as you explore the world anew, with or without the UFD. I'm sure those who don't (and don't avoid spoilers) will hear about some of these things from other players pretty quickly.

Here is part of the changelog:

So yeah most of the changelog is actually still there :). You'll notice there's a lot of useful QoL and important fixes. Grunt hopping is gone. GONE I tell you. Lotta good stuff in there, including more options, I highly recommend reading through it if you get a chance.

A visual summary of some features listed above...

Beta 14 is also a sizeable lore expansion, increasing Cogmind's lore collection content by 51.3%. So if you're one of the rare folks who are at or near 100% lore as of Beta 13, that will drop to 66%.

For the most part this is not lore which is difficult to obtain, though getting it all will definitely require multiple runs. That figure technically also excludes a good chunk of new dialogue that doesn't fall into the types that are included in lore (many hundreds more lines). Overall there's a lot of new writing, and a lot more to discover about what's going on on Tau Ceti IV.

What you'll find within isn't the end for the UFD. There's still Beta 15, some of which I've already worked on, which adds another new map, new NPCs and events, and the new ending. For Beta 14 I picked a decent cutoff point to ensure the content is a little more self-contained and doesn't feel like it leaves a lot hanging.

Sharing and Wizardry

This being a new release, and an especially big one filled with lots of new encounters as well as secrets, a little reminder that if you hang out on the Discord, for more spoilery or unexpected things either use spoilers tags in #patron or discuss openly in the #patron-redacted channel (ask for access if you need it). In general we want to give people some time to explore on their own.

On that note, remember this is a prerelease so please try to keep discussion out of the main Cogmind channels where possible. I know it's exciting and there's a lot to talk about, but it's not yet a public release and not everyone there is able to play prereleases!

Now obviously some of you will end up streaming Beta 14, which is fine, and in fact I look forward to watching that myself. There'll no doubt be non-patrons about as well, also fine, just saying try to limit going into deep Beta 14 text discussions in the regular channels until it's publicly released. It's hard to completely avoid any discussion given the streaming aspect, as non-patrons will want to ask a lot of questions and contribute to speculation, but remember that we're also trying to avoid spoiling Beta 14 prerelease content for those who don't want to be spoiled, including current patrons. On the other side, anyone here who is super spoiler averse might want to consider staying away from the server, or sticking to just #patron until you play a bit yourself.

For now, the latest X1 does not support wizard mode , robot data exports, or LuigiAI. Those will likely be enabled in the next release, which aside from fixes may in fact be the public release because Beta 14 is pretty much done. Just need to put in some proper playtesting time and it'll go public. (Wizard mode and LuigiAI features can as usual continue to be used with the public Beta 13.)

Bugs

Beta 13 was a fairly buggy release by Cogmind standards, much of which was corrected by subsequent hotfixes, but a few remaining issues were left for Beta 14 and have since been taken care of (a few minor but complex things I haven't around gotten to yet). I bring this up here because similar to how Beta 13 made massive changes to the UI architecture, Beta 14 comes with massive content architecture updates, on top of a significant expansion of said content, so I expect there will be some new issues to uncover, including even possibly among old/pre-existing content.

As usual, individual features have undergone extensive testing in isolation, though how all this stuff behaves when played out across real runs is a different story, so we'll see what pops up. Expect hotfixes.

Under the hood Beta 14 is by far the most complex release to date, on many levels, and I imagine you'll notice some of this complexity while playing with many segments of new content.

Get Beta 14 X1

On Steam, Beta 14 X1 is located on the new beta branch "beta_14_x1" accessible with the code "FederationRising", 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 14 cycle notification list. (This is a new list being created from scratch since Beta 13 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.

Update 20715b

As expected, first patch is in! Overall not too bad though, just a few smaller issues aside from the new mapgen bug affecting some extra "ghost" prefab exits. Relatively little so far compared to the volume of new features:

Saves are compatible with the original X1 release.

Comments

If you stay unspoiled, I can guarantee fun for quite a while with this one ;)

Kyzrati

An update whit lots of surprises and FUN?, that sounds like a Kyzrati thing.

Charson


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