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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...
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