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Bigger, better, more X0-1V1! That's the general theme here for Beta 17.1, a pit stop of enhancements and expanded content on the way to a much bigger Beta 18. We've seen lots of crazy X0-1V1 runs since since the "god-not-god of chaos" became a reality in the previous release, not too surprising since they're not only the latest hot new thing, but also accessible right from the start and fully compatible with all other factions and routes.
And this is technically not new since I was able to directly patch it in for Beta 17, but shared here for the first time we've also got a an on-HUD reminder of temporary weapon slots granted by X0-1V1:
It works in condensed mode as well, by printing directly on the sidebar button:
This and of course some other mods or abilities, be they temporary or permanent or usable, will eventually get a more explicit reference list in the form of a new interface window. Patrons never vote for that one enough, but maybe X0-1V1 is going to force my hand sooner rather than later in this regard xD
The great thing about streaming at random times is also getting to see viewers that can't be around during my typical times, like Zyalin who then sketches up the scenario in real time :D
That was during my X0-1V1 run, which involved building and rebuilding a gifted Botcube from whatever happened to be around, which at one point involved one equipped with four Scimitars of Distortion but not much in the way of propulsion xD (spot the leg...). Zyalin dubbed it "botcute," imagining it scurrying around on its array of swords!
Kuriiri here to remind you that X0-1V1 loves subatomizers (the part choices are great xD):
Apt reminder by aoemica to not always believe your sensors if you have X0-1V1's attention... (it's fun spotting these in advance, but an occasional sinister one might slip through...)
Szymekc is a fan of Hyp. Multirail, in case it isn't obvious:
But really, aren't we all? Hyp. Multirail hype!
Naturally it covers a lot of Unchained-related material, but many other features and topics as well.

Have you played DCSS? (Dungeon Crawl Stone Soup
There are a few unrelated things to pick out here though...
You may also come across it in another "normal" way as well, but for now it's there in the Subcaves, too.
So this particular type of utility has become a pretty extreme anti-trap solution. I imagine we'll see more builds considering its use, at least situationally.

The <HOSTILES> counter/button up near the top was also sometimes less responsive to the actual current situation, which I didn't notice before since I don't use it myself, but it became more important in Beta 17 because some of the new content is tied to its internal behavior. That should be in better shape now if you noticed it being odd before.
Hermelin created a certain turtle in the visual breakdown style I've previously used to share a few bot loadouts, here using Cogmind parts plus an appropriate unique weapon:
blobthegreat demonstrates how to make a Scrapoid out of Legos :)
Gustav used REXPaint to put together this interesting take on Optimus:
(REXPaint
Wyvric drew some hypothetical "monstrosities" dubbed the Scraptor, Hijacked Behemoth, and "actual moth," among other cool unnamed designs you wouldn't want to meet in the dark:
Wyvric also made one of my favorite pieces of late, "Listen and Recite" complete with UFD coloring and Scrap Suit background:
Behold that Great Nut.
Ironically for a release dubbed "Unchained More," and one that includes an even wider variety of Unchained personalities and tech, folks are generally going to be seeing them "less" overall xD. This is due to the inevitable arrival of CY-PHR, who we'll get to further below...
Technically in this version you can get 1B-0RG dispatched on you while you (mysteriously :P) also have his Assimilator, thereby offering a unique opportunity to enjoy some Borg-on-Borg action. Maybe there will be some bonding over a common interest after all!
Even more importantly in this update from a QoL perspective, the not-so-obvious "this robot's using a part with no art so maybe I can't salvage it?" is replaced by a much clearer "INTEGRATED" state indicator, which also includes context help text to explain as much.
In all, as of Beta 16.1 there is now a maximum of 1,334 item entries in the gallery.
There is no leaderboard reset for Beta 16.1--the runs are included in the same board as the previous version, though the runwise database list puts them on a separate page for convenience.
Cogmind's 12th annual review
A new expansion begins! Our Beta 16 eponymous opponents are upon us... With them comes upgraded Scanalyzer functionality for all, and a batch of over 200 more achievements to catch us up with the last seven years of ever-expanding content.
The average player or basic winning run will not really see these guys much, if at all, whereas top runs by experienced players are much more likely to encounter at least one, if not more. Incurring the wrath of Unchained is even rarer (though not entirely impossible) if not playing on the harder difficulty setting around which Cogmind is balanced: Rogue.
To keep things simple, the type of stat modification acquired for a given part is consistent across entire categories of parts, as follows:
Like schematics, part studies also prevent you from losing the respective part IDs to corruption.
Alongside schematic, fabrication and repair lists, run scoresheets now also include a complete list of where and what parts Cogmind studied, which will be very interesting to look at in the future data.
There's more background info on development of the new set available in this article
For those of you who've been playing for a while, you will likely earn quite a few new achievements very quickly, since you'll be able to breeze through a run and interact with an even wider array of mechanics compared to newer players. You may also earn some achievements in a sometimes unexpected order, but this is because they're designed with a fresh player experience in mind, not the experience of someone who's been playing for dozens/hundreds of hours already. New achievements from the Style, Challenge, and Win categories will of course come at a more reasonable pace :)
Text searching also allows for exclusion of a string by inserting a '-' before it, for example "-corr" to exclude corrupted parts:
Searches can also now properly find prototype or otherwise unknown parts, if that's what you're looking for (or want to exclude).
We also have some new advanced options regarding more persistent data visualizations on the map. Normally the map view avoids using too many permanent extra indicators, since they can be distracting, but in the past I'd identified some features that I thought might be interesting or useful to have as permanent options for some folks.
There's also an option to always shown the detection warning radius for known Heavies nearby, the same info you can see when putting your cursor over them (advanced.cfg: alwaysShowHeavySensorRanges):
(I'm putting myself in the wall there just so we can watch two Heavies rotate past :P)
And a comparison between a patrolling ARC and... ARCs of a different persuasion...
In addition to reflecting their different purpose, adding this variant will be a nice reinforcement of the idea that their respective contents are different, too!
A sighting of the Great Nut?! This is what McSaucyNugget
Watercolor G-47 Trooper, also by McSaucyNugget:
Zyalin's been cooking up something else new we'll maybe get to see in the future, but this one's just a quick sketch of my TRAPPER-ASSASSIN build I was streaming some months ago.
(I guess I did also stream some Beta 16 early on to share the new Scanalyzer study feature--that, too, turned into a gladiator/assassin build :P)
CaptainWinky continues to expand his crazy amount of "expanded lore
Merchants, you don't say...
The epic conclusion to the UFD expansion is here, bringing with it a major new map, 100 new items, and Cogmind's 10th unique ending!
The above is just one area in which the general "pressure" across normal floors is evolving. Aside from a bug fix related to spotting that should likely result in somewhat lower alert buildup overall, more directly you'll also see (if you have a way to see it :P) that alert decay is now applied gradually instead of in large chunks at greater intervals, resulting in a natural and smooth process but with the same ultimate effect as before.
For the detail-oriented player, scoresheets now also include a complete breakdown of all sources of alert/influence increase and decrease across a run. See the boxed section in this sample excerpt below:

Drone repairs now drain the integrity of corresponding bays upon repair. The process is all automated and uses the best options available at the time, including inventory-based bays; the costs are also fairly lenient at the moment due to the lack of drone stat changes, so doesn't really have much impact on normal drone use, just getting that mechanic in there now.
You can now reverse the comparison between two items' info--there's a nifty [REVERSE] button to click, or hit the 'r' key:
For some extra audiovisual reinforcement when a part is forcefully removed by some mechanic, there's new animation and SFX for that:
It's generally pretty obvious when it happens, and hard to forget, but now there's also a persistent HUD border animation to go along with being stuck in non-beam-type stasis effects:
When Terrain Scanners or other non-direct intel methods discover machine locations, they're added to your intel marker records as normal, rather than just being visible on the map:
For those of you who would like all known Heavy/Behemoth/Sentry guard positions to be autocommented on your map, there are separate settings for each of these in the user/advanced.cfg file (and the manual has more information about their behavior):
The new advanced dynamicPathDistanceTime option shows you the exact amount of time required to reach a given destination given your current speed while manually highlighting a path to a destination:
Here's a fun one--now you can see just how many kills and damage have been dealt out by your favorite Botcube, NPC ally, or random Hunter follower who just seems to be casually murdering all comers:
It's now possible to see the actual amount of integrity supplies remaining in your allied Mechanic to provide repairs--not that many people ever hit this limit (and no it's not some new restrictive limit so don't expect it to become a problem, it's always been there!), but a select few RIF-heads do indeed run into this (shown here with its context help copied from the manual):
Use any of the normal directional keys to control the evolution UI (arrows/vi/numpad), not just letters or mouse:
Among its new data entries the scoresheet includes multiple bigger new sections, including some pretty cool ones like a breakdown of all the infowar used across the run (17 types total! although this sample only shows 6 of them):
Like the Fabrication list we now also have a list of every repair performed and the item's original state:
And now we'll know just how many spare parts of each type people are carrying through their runs (extra replacement parts in inventory at a given time), and how many of those went completely unused/discarded later:
I'm sure these sections will provide some very interesting aggregate data to share later in the usual places!
A really important QoL update that I don't have an image for is actually a fix to a new bug introduced in Beta 14 while getting rid of the old issue of a combat AI sometimes hopping over another in an attempt to reach Cogmind (even around a corner or without flight capabilities). So that original issue was fixed, but in the process apparently introduced another unwanted behavior where groups of bots might block each other, and individuals rerouting as a result could sometimes even temporarily split up roaming patrols that were supposed to be working together. If you noticed more lone combat bots wandering around in Beta 14, that was likely the reason and the latest behavior updates should resolve that now.
Concussive RPG explosions now push items away from the source:
For those of you who know what ECA is, there's a convenient reminder of your current level directly in the HUD, which will also update in real time so you can see the effect your actions are having on it:
Any PSU Rigger lovers out there? Of course there are! Well, you also now have the option to use your improvised proximity explosives as time bombs instead:
It's now possible to output the entire combat log as messages are generated, for any external realtime monitoring and processing needs (advanced.cfg: combatLogStreaming):
Cogmind's 11th annual review
THE UFD HAS ARRIVED. A whole new faction introducing new robot classes, mechanics, and a huge collection of lore and dialogue across many dozens of new encounters. This expansion includes 83 new items for you to find, salvage, steal, fabricate, or piece together, most featuring new mechanics and thereby further enhancing your existing build ideas or enabling a range of fresh alternatives.
In a general departure from other potential allied factions, you'll find there are often some items found locally which you must be hostile to obtain, though some of these are incredibly rewarding in and of themselves (alongside some potential drawbacks later, for being hostile). The overall balance and considerations regarding these particular items will be changing somewhat in Beta 15, so don't worry about those too much yet, although patrons testing out the prerelease have been more than happy to murder everyone to get everything that they want xD (it's not exactly easy, but if well-prepared yeah you can do it...)
Another new feature sure to be of use for mouse users is the ability to swap pairs of attached and inventory parts back and forth by clicking on the ticks to the left of attached parts, which are there to indicate you are still in possession of whatever part was in that slot before:
As you can see, once the cursor is held over the tick/button for a moment, it will also pop up all the names of existing valid pairs.
We now have a dedicated indicator in the part info window (as well as corresponding context help if you click on it, as usual) for those which are destroyed on removal, the term for which is FRAGILE. Originally this behavior was specific to certain part types, Processors and by extension Hackware, but over the years for balance reasons this behavior has been extended to a number of other special parts, so we ideally need to know which those are before attaching them, mainly for those of you encountering them for the first time. Sample:
The main HUD also has a few siutuational updates such as reflecting corruption immunity status if applicable, and a change in the RIF button to include the number of abilities known (adds useful information to screenshots!):
That button doesn't normally display in keyboard mode, which accesses RIF info via the spacebar menu, but in order to display the RIF ability count it will now report the same information as non-interactive text.
Beta 13 and its new modal UI layouts were made possible in part through a combination of being able to hide the inventory and even shrink the parts list by removing type headers to keep the inventory visible through a greater number of depths. But some players reportedly really liked having no part type headers at all, even when removing them was not necessary to save space, so by request I've added a new advanced.cfg feature "alwaysCondenseSlotTypeHeaders" to always hide those regardless of slot count. For example this is what it would look like upon just starting a new run with the initial 7 slots:
Another new option (itemLabelIntegrityPercent) implemented by request replaces raw integrity values displayed alongside map item labels with percent integrity values:
Personally I don't think this is as useful raw numbers, since the general integrity percent is already reflected in the label color, but some apparently prefer it regardless. Try it out if you're in that boat!
That's the path shown when moving the cursor around (although above brightened by holding Ctrl-Alt, which is how you could always highlight the path for better temporary visibility). Keyboard players normally won't see it, but can also now display a path to their examine/targeting cursor by holding Ctrl-Alt (and technically path there via the spacebar menu!).
They've also got some new complementary abilities to facilitate pathing, such as pushing smaller/regular-sized bots out of the way, as in this demo:
This and related changes do, however, mean that hostile multitile robots are going to be that much scarier if they discover your presence, so look out for that! Finally proper nightmarish Behemoth encounters :D
You can go meet this fellow today. Play nice :)
(animation by Maiker, depicting a particular special type of bot you may know about)
I promised this expansion would be added to the development queue once we reached 800 Steam reviews, based on the same premise as the Merchants Guild, which I write about below and actually came in an earlier announcement, but in terms of long-term development organization it's better to build this particular expansion first.
They will become a significant overarching mechanic, albeit mainly a potential threat to players who challenge the status quo in Complex 0b10. If you prove you're not some regular Derelict by repeatedly causing more trouble across multiple maps, or even just being more problematic for the Complex in other ways, you may end up with one of these guys hunting you, and they are not your normal enemy. Almost all of them will have special abilities beyond anything possessed by current robots, including new unique AI and behaviors that will add new dimensions of challenge.

To accommodate this change, all layouts have undergone a few modifications as well, including moving the transient HOSTILES button over to the regular message log side (this makes room for another likely button to appear next to ZOOM in a future version), and reordering the top-center console buttons in general (LAIC -> AILC), meaning their F-key hotkeys have also been shifted to maintain the same order, if you're using those.
As usual, keyboard access (-/=) automatically opens this history as well.
Not long after that, while the spreadsheets were hot I couldn't help also taking a preliminary look at player preferences regarding our major new interface features in Beta 13 (map zooming and upscaled UI layouts). I posted usage graphs and analysis of the figures here
Of course anyone on a smaller 720~800px display can also use these new fonts, though it's too bad the Deck has such a low resolution and isn't at least just 10 pixels taller, which would put it in range of a nice font/tile size increase across the board!
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