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Beta 11 [no X!] "Mechanical Renaissance"

The final prerelease! It is ready. Now not quite everything on my Beta 11 list is included, but setting ambitious goals and not accomplishing them is par for the course ;)

Most of the Beta 11 plans , and certainly all the major ones, have been executed, and the results have been pretty decent, I'd say. Beta 11 good, now let's get ready to share it with everyone!

I didn't actually get to finish the Active Sensor Suite branch data (can blame that on the complicated end-game stuff I added for X11 :P), so that'll presumably come in 11.1. That part is already pretty good anyway, and there are tons of others, including a bunch of new sensors.

Otherwise this past couple weeks I've cleared out a ton of rare Beta 10 bugs (thanks everyone for reports), while also finishing off my near-term QoL list.

So the differences between this release and X11 don't include any major new content like before, though it's a sizeable changelog nonetheless, including perhaps most importantly having revisited the Adventurer/Explorer modes to tweak the Beta 11 features under those where desirable.

Changlog

Since X11 we have the following changes:

Some partial string matching examples that enable more convenient hacking, especially for robots where you won't need to reference the prefix in order to hack it:

And a number of parts got descriptions for otherwise unexplained mechanics, or at least some hints/warnings. Some samples:

Get Beta 11

On Steam, Beta 11 is located on the old beta branch "patron_release" accessible with the code "beta11heavies", 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 11 cycle notification list. (Anyone already on the list will receive an email with a new link.)

Saves are not compatible with previous releases.

Wizard's Addendum: A new wizard key has been generated for Beta 11. You can get it from the attachment over at the normal place.

The Plan

Looks like this is Beta 11 week!

All days are of course in my time, over here in GMT+8 ;)

7DRL

Speaking of 7DRL, the 2022 challenge has just ended, and there are a ton of new little roguelikes for you to try out if interested. 

I've been watching over the event a fair bit (being a mod on r/RoguelikeDev and the Roguelikes Discord server it's kind of my job to help organize and moderate some of this stuff...) and as usual there are some great projects in there which I look forward to exploring, especially since I'm sure there are as many more cool ones that I haven't seen, too.

I won't be judging 7DRL officially this year, but I imagine I'll want to check out some of these on stream with everyone, probably using a different format than in most previous years.

Other Plans

Each year I rather enjoy doing a new "AFD" mode for Cogmind, but this year due to Beta 11's release window, I think April 1st is a bit too soon for an event, especially after such a major release this time (Cogmind's largest ever...).

I had an idea that seemed to have decent scope and be pretty fun, but I guess we'll do that later on, probably some other time this year depending on how things proceed. As I've announced before, we already have plans for Beta 12 and 13, which will be significant but not nearly the kind of scope we had with Beta 11 :P


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