As a reminder, even though the event is over you can continue to play RPGLIKE mode as long as you like, even in this and future versions of Cogmind. Even restarting/self-destructing won't work in this case, because some modes, especially this one, actually modify the underlying game data, which cannot be reloaded while the game is running.At some point over the coming weeks I'll also be publishing a blog post covering the RPGLIKE design.It's not all RPGLIKE! With your help Cogmind made the And thanks for the reviews! They assumed your parts would be completely However, the design went through a number of iterations before implementation even began, because as I tried to run the numbers and make sure there would be some semblance of balance (also taking into account likely player strategies given each scenario), it became apparent said tropes in that form really couldn’t exist in the world of Cogmind and keep the game fun at all. For example, the first upgrade to sight range costs 100, increases by 1 per upgrade, and each upgrade after the first adds 200 to the cost (e.g. At that point (or even before) it’s probably more cost effective to add another utility slot and attach a part that extends sight range, depending on how expensive As for where the raw numbers for different upgrade costs came from, I wanted to start with a base cost of 500 for a single first slot upgrade, and use that as the basis for all other costs. It might work when X targeting items. I don't like, for instance, the lack of X targeting in mouse mode.With that said, I'm confused about keyboard mode. there’s no additional/separate unit of value awarded at each level to use for upgrading), and upgrade costs increase with specialization, thus it makes the most sense for the amount of XP per level to remain static. “HP Kit” or “HP Unit” were similarly passed over :PWhile working on the new “healing” mechanics, I decided this was an opportunity to change the initial idea that all incoming damage would go straight to your core, practically doing away with item destruction entirely and behaving more like your average roguelike with RPG-like progression.Reducing the role of item destruction is definitely one of RPGLIKE’s primary goals, but completely removing the risk of that happening felt like it would unnecessarily gut a lot of the feeling of Cogmind--your parts always appearing in perfect shape would be fairly awkward, and we can get the anti-item destruction effect without going to that extreme, by just redirecting So 80% of damage to parts goes instead to the core (it’s funny because there’s actually a part in the regular game which has this exact effect, although naturally the strategic implications are quite different there due to the lack of frequent core restoration). For most game updates and other news see the regular : "Yeah that's an interesting idea, there's a whole other world of potential for "multiple creatures acting as one," where unique behavior helps make them collectively..." – : "A thought I had about handling amorphous multitile creatures like slimes, they could be a group of 4 entities that must be directly adjacent to..." – : "The logs still manage occupy the horizontal space a lot of the time, I just happen to have used an example with extra short lines..." – : "It looks like logs don't occupy all the space they are given and can be shrinked. For example increasing raw energy generation is a simple straightforward way to get more power, but power sources can do the same thing and Relative costs are clearly the most important balancing factor here.XP is used to increment upgrades, and each has a base cost, a modifier (a static value for the amount of stat increase per upgrade), and a cost modifier (a static value for the amount of increase in cost for each additional time an upgrade is incremented).
Is there any way to bring up the info window on an item you've x targeted?I know that if you hold shift and select a weapon you've equipped or have in your inventory the info pops up.