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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.

(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!

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

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:

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:

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)

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:


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