Cobalt cover
Cobalt screenshot
PC X360 XONE Steam
Genre: Adventure, Indie

Cobalt

COBALT - MODS, CUSTOM MAPS ONLINE, ENEMIES & WEAPONS UPDATE!



V266 for Cobalt, also known as the "MODS, CUSTOM MAPS ONLINE, ENEMIES & WEAPONS UPDATE!", has now been released.

It is the first update to Cobalt in a while, but it also brings a some long awaited features, new content both for survival arcade and story and a bunch of bug fixes. Read on for the full change-log:

Features

  • Game now supports dedicated servers! Look in your tools section for “Cobalt Dedicated Server”. Install it and read the readme.txt for further instructions!
  • Game now supports custom maps while playing online. Host a lobby, switch Resource Storage from “Official” to “Workshop”, and select from your subscribed workshop maps there! Players joining your lobby will be asked to subscribe and download the map.
  • Game now supports more extensive modding and mods can be used online. Simply subscribe to a mod and then activate it under “help & options” -> “mods”. When hosting a game online, other players will automatically subscribe to the mods and activate them prior to joining.
  • Statistics has been added! Access them from the main menu!
  • Experience and account level has been added! Play various arcade game modes to gain experience and level up! Leveling up unlocks emotes!


Content

  • Added a new enemy “Spring Bot”. It appears in chapter 4 in story.
  • Added a new enemy “Walker”. It appears in the chapter 2 and 3 in story. Also added as replace for predators in certain waves in survival where it fits the theme better.
  • Added new weapon “Mini Launcher”. Launches many small missiles. Upgrades: “Homing Device”, “Extended Magazine”. Uses “Missile” ammo. It has been added to story and survival mode.
  • Added new weapon “Shrapnel Launcher”. Launches a rocket that explodes into 9 rail shots in all directions on impact or when timer runs out. Upgrades: “Proximity Sensor”, “Extended Magazine”. Uses “Missile” ammo. It has been added to story and survival mode.
  • Added new weapon “Rocket Launcher”. Launches a fast rocket with a medium explosion. Upgrades: “Scope”, “Extended Magazine”. Uses “Missile” ammo. It has been added to story and survival mode.
  • Added new weapon “Thermal Launcher”. Launches a slow fat missile that explodes like a smaller “Thermal Bomb” on impact or when timer runs out. Upgrades: “Homing Device”. Uses “Missile” ammo. It has been added to story and survival mode.
  • Added new weapon “Chrono Shifter”. Shoots a projectile that when it hits something or expires, it first explodes causing everything around it to go slower and secondly teleports the responsible player to the center of the explosion while also adding speed. Upgrades: “Power Crystal”, “Scope”, “Extended Magazine”. Uses “Chrono Charges” ammo. “Chrono Hulls” are more resistant to this weapon. It has been added to story and survival mode.
  • Added new weapon “Nano Pump”. Sprays nano gas that heals everything it can find. Upgrades: “Extra Barrel”, “Extended Magazine”. Uses “Nano Gas” ammo. Will tame beasts if you heal them similar to “Nano Dispenser” and “Nano Showers”. It has been added to story and survival mode.
  • Added new melee weapon “Tractor Hook”. Attached to a wall and pull you towards it in a grappling hook fashion. It has been added to survival.
  • Added new melee weapon “Box Builder”. Spawns up to two simultaneous floating boxes that can be used both as cover and as something to stand on. It has been added to survival.
  • Added new throwable “Radioactive Vial”. Does (100) damage as well as (300) radioactivity on impact, but also emits (5) homing radioactive projectiles similar to the ones emitted by “Rad Wasps”. They can pass through walls but will fly slower and lose power. It has been added to story and survival mode.
  • Added “Auto Aim” setting in map settings next to “Bullet Time”. Options are “Standard”, “Low” and “Off”.
  • Added new throwable “Portable Sentry”. Can be attached to a wall. Copies your primary weapon. Is not limited by amount of helpers. It has been added to story and survival mode.
  • Added scope upgrade to Spike Bow.


Game-play:

  • Added more unique loot throughout story, in particular more extra lives and batteries around boss fights.
  • Grenades and throwables now have a much bouncier first bounce. They will also be targetable by your own auto-aim and bullets after the first bounce.
  • ”Missile Launcher” slightly snappier ignition time, slightly more level launching angle, and slightly less effect from the shooting players speed.
  • In “Survival” all enemies now have a more uniform color theme, making it easier to distinguish friend from foe.
  • ”Ninja” cloth and goggles are now damage indicator.
  • ”Ninjas” now becomes temporarily slowed when damaged similar to Guards.
  • ”Ninja” cloth is now a team color indicator.
  • ”Fly” wings and eyes are now team color indicator
  • ”Wasp” wings and eyes are now team color indicator
  • ”Spikebird” eyes are now team color indicator
  • ”Trunkan” eyes are now team color indicator
  • ”Skullfish” eyes are now team color indicator
  • ”Skullfish” improved on-land movement animations
  • ”Jet-bike” now falls apart to indicate damage.
  • ”Jet-bike” tail fin is no longer collision.
  • ”Jet-bike” engine lights, lights and eyes are now team color indicators.
  • ”Air-Sentry” light and engine lights are now team color indicators.
  • ”Jet-shoes” flame and trails now now team-color indicators.
  • ”Missile” flames and trails are now team-color indicators.
  • ”Shroom” eyes are not team-color indicators.
  • ”Chrono Rod” now has a powerful chrono shift effect which slows down enemies, and also gives a temporary speed boost, but about 33% less damage.
  • ”Heal”, “Restore Gamma” and “Sooth Heat/Cold” now display healing / second instead of total. Total “Effect Duration” is listed separately.
  • Fires and furnaces and other warming sources now work 500% better. They will never explode you due to overheating, but they will warm you much better.
  • ”Heat”, “Cold”, “Radioactivity” have been slightly reworked in relation to shields. Before, “Shield Belts” would nullify the effect sometimes and other times the effect would pass straight through. When it did what, was a bit unclear. Instead, Shields now have effect resistances. For example, if you get hit by a “Molotov”, with an un-upgraded Shield-Belt, 50% of the heat effect is absorbed by the shield, losing charge in the process. “Nitrogen Grenades” used to 100% penetrate shields, and have often been used for this purposes in many death-match maps. Don’t worry, a direct hit by a “Nitrogen Grenade” vs an un-upgraded shield will still inflict enough “cold” to destroy the target, but the difference becomes apparent when the shield has lots of upgrades.
  • Wall mounted turrets, alarms and sentries can now be moved around with the “Materializer Gun”.
  • Improved and smoothed camera look-ahead in speed challenges.
  • Releasing left or right while flying tilted through the air as a metalface now restores air rotation.
  • ”Force device” now hits more targets in the arc when used.
  • Marketplace items and “Unique Loot” items are now indestructible.
  • Pickups now sink in water, instead of float.
  • ”Survival” now scales difficulty for enemy spawns slightly less for number of players, while still retaining the amount of attacks and size of attacks. Was (0 to 1.75) is now (0 to 1).
  • Changed default actor class for customized rules to “Agent”.
  • All low-tech melee weapons increased damage by 75%.
  • Chrono bomb sphere of influence is more clearly marked.
  • Radioactive projectiles can now pass through walls but they will fly slower and lose power.
  • Being radioactive no longer randomly blocks key actions like shooting, reloading and picking up objects.
  • Radioactive targets are now visible on the hud offscreen through a small marker.
  • Nano dispenser gas is now faster to easier catch up with running players.
  • Nano dispenser gas and Nano pump gas now only heals yourself and friendly actors, unless it explodes as which point it will still heal anyone.
  • Camera tracking in challenges has been tweaked down a little to be less extreme with the route prediction, and it now also zooms out a bit more during high speeds.
  • Nerfed most enemy shield belts in adventure and removed a bunch of them as well.
  • Added more ammo, loot and extra lives to the first chapter in story.
  • Reduced the amount of radioactivity from radioactive environmental drops by 50%.


Bug Fixes:

  • Fixed capture the plug score limit defaulting to 10, now defaults to 5.
  • Fixed jet shoes climbing issue
  • Fixed nexus report being added the player database when it was never supposed to.
  • Fixed potential double reporting of kill
  • Fixed not being able to dance to music while riding pets/vehicles.
  • Fixed settings not scrolling down in game modes without presets.
  • Fixed rare crash in survival on clients related to shopping.
  • Fixed not being able to buy a gun in good condition when already having a broken one.
  • Fixed auto aim issue with aiming at Flying Flapping enemies that took gravity too much into account.
  • Fixed loading workshop maps that shared filename with an official map.
  • Fixed Gui in map editor not sorting properly when elements too big when picking from the left menu.
  • Fixed flames and beams being hitable with melee weapons.
  • Exiting adventure through other portals after beating bosses will now still count as “completing” the node. All save games that have unlocked story nodes that are not “completed” will be given 1 free restart to use when you see fit.
  • Shop maps in story no longer save player dropped items on ground.
  • Fixed bug where “Scouter Feet” would not drop from the scouter statue in “Deathshrooms”. Added “Scouter Feet” and to resupply station 1 behind cipher door.
  • Fixed bug where some enemies would not apply certain armor related damage multipliers in the right way.
  • Fixed a number of random crashes in online.
  • Fixed bug related to push-doors that are horisontal not always being one-way in the correct way.
  • Sometimes bot actors would remain for too long when a player joins mid game with balance bots.
  • Fixed the rig not resetting properly after switching weapon away after a melee attack sometimes making your attacks be inaccurate.
  • Made unique loot and blueprint ultra legendary loot always reserved for player. That way a helper cannot snatch your epic loot from under your nose.
  • Reduced intensity of light shafts in certain ETACs to reduce the amount of white-out.
  • Fixed possible crash in survival when playing online due to exceeding MAX PACKET SIZE when trying to continue after defeat.
  • Fixed muzzle flash and sounds effects not playing when a host player shoots a weapons with just 1 ammo.
  • Fixed possible crash for when heat/gamma/health/chrono exceeds network limits


Editor:

  • Double clicking a tile that belongs to a tileset now defaults to picking the tileset. CTRL+Double click to force pick the specific tile, or right click and select “Pick Tile”. This behaviour can be changed in Options -> Pick-Mode.
  • Added mod editor! F9 to access. Mod editor allows you to create a new mod resource for uploading to the steam workshop.
  • Added a ton of new collision tiles, decorative tiles and more.
  • Added 3 new actor types, Walker, Spring Bot and Protobot.


Other:

  • Simplified the menu shader color distortion and raised the crispness of the entire menu.
  • Made the online menues more like the arcade menues.
  • Put arcade map descriptions in a box for better alignment!
  • Settings have been split into 3 categories -> graphics, sound and system.

Cobalt WASD is launching this week!

The WASD+mouse-aim Cobalt spin-off "Cobalt WASD" has been cooking in closed beta for roughly half a year, and it's finally time for the full release!

Check out the store page here and make sure you add it to your wish lists! http://store.steampowered.com/app/590720/Cobalt_WASD/

What does this mean for original Cobalt players?

  • If you own Cobalt you can get Cobalt WASD at a discount via a "Complete Cobalt" bundle
  • If you got Cobalt in alpha (before 2016) you will get a Steam redeem key for Cobalt WASD added to your Mojang account
  • Cobalt will soon™ get a huge update adding new functionality, mod support, and engine improvements!


If you want to get more info about development of Cobalt and Cobalt WASD, you should join our discord.

Cheers! :emergencycell::emergencycell::emergencycell:

Cobalt W.A.S.D. In Closed Beta Testing

Heyo!

There has been a long period of radio silence, but we want you to know that we are crunching the last little bits on "Cobalt W.A.S.D.," a stand-alone spin-off to the original Cobalt. Cobalt W.A.S.D. is a reimagination of the game where the controller has been replaced with mouse-and-keyboard, and with a team-based multiplayer focus.

We are currently running a closed beta test of Cobalt W.A.S.D. and if you want to join in we have a limited number of beta keys to hand out. Please join the Cobalt Discord via https://discord.gg/sreHKwR and ask for a key in the #general channel, and with some luck your wish will be granted.

For the true fans of rolling and grenade kicking, please be patient, there are more things coming to Cobalt, too!

Cheers!

Edit: The link to discord is now permanent.
Edit 2: We have filled the need for beta testers for the moment, but please feel free to join the discord chat anyway!

Cobalt Workshop Challenge #3 Winners

Hey hey!

It's time to post the winners of the third Cobalt Workshop Challenge! This time the objective was to create a Plug Slam or Team-strike map inspired by a famous movie. But you already know that, so let's get on with the results.

Cobalt Workshop Challenge #3 Winner - CEO of the Corporation for "Quidditch"

"CWC winner? But... what category?" you may ask. Well... ALL. OF. THEM. Yep, that's right. CEOotC grabs all three Minecraft capes for Best Map, Best Use of Theme, and Best Looking Map.

Essentially our line of thinking was that "Quidditch" played really well and used the tiles in a nice and clear way. The map was fun and only arming metalfaces with spears and jetshoes made for some interesting challenges. There were another map based on the same theme ("Plug Slam - Quidditch" by Jagloid), but since everything else was so well done we thought CEOotC would grab the final prize as well.

You should definitely check it out! (And, as with most Plug Slam maps, play it with human beings and not bots.)

http://steamcommunity.com/sharedfiles/filedetails/?id=662457834

Noteworthy Contributions

Even if all the prizes where snatched by a single person, we would like you to also check out these other cool maps:

http://steamcommunity.com/sharedfiles/filedetails/?id=662456745

Just look at that dragon! It's great!

http://steamcommunity.com/sharedfiles/filedetails/?id=663066540

This was the only Team-strike map in the challenge. It is inspired by Inception, and comes with up-side-down buildings and all!

http://steamcommunity.com/sharedfiles/filedetails/?id=662354816

Cute underwater terrain in Dottixxl's "Hidden Sea"!

All in all, thank you so much for participating in this challenge. We have still not decided if there will be a CWC4... If you'd like to see another challenge, please give us theme suggestions in the comments!

Cheers!

CWC3 - Five More Days

Hey!

Only five days are remaining of the third Cobalt workshop challenge! Make a Plug Slam or Team-strike map and win a Minecraft cape!

Remember that if you think the theme is too hard, we only judge that in one of the prize categories. You are still eligble for "Best Map" and "Best Looking Map," though keeping to the theme makes things more fun.

Not making a map? Help us out by testing and commenting on the maps submitted already.

Cheers! ːmetalfaceː

Cobalt Workshop Challenge #2 Winners!

Hooray!

Here are the winners of Cobalt Workshop Challenge #2, "Wonders of Speed"! I really love speed challenge maps, so it was a thrill to judge :)

Each one of these level designers have earned a code for a Cobalt cape in Minecraft!

Best Use of Game Mechanics Winner - Muriako for "The Once Great Wall"

There were a couple of levels that used interesting triggers and effects in the design. We ended up picking "The Once Great Wall" as the final winner, because the tile events really made the map come alive and feel a bit scary.

http://steamcommunity.com/sharedfiles/filedetails/?id=647968880

Best Use of Theme Winner - Meow J for "Message"

Several designs decided to base their theme on the Great Wall of China, but the beauty of "Message" is that Meow J integrated the theme and the gameplay.

http://steamcommunity.com/sharedfiles/filedetails/?id=648469154

BEST MAP Winner - quijx for "Egyptian Dunes"

Finally the winner of best speed challenge map is "Egyptian Dunes" by quijx! The map is simple, yet so complex, and finding that optimal jump and slide path is quite tricky! Very well made! Big congratz!

http://steamcommunity.com/sharedfiles/filedetails/?id=641304577

Thanks to all of you who participated in the CWC2. Remember that CWC3 - "Teams Playing the Big Picture" - already is under way!

Cheers!

Cobalt Workshop Challenge #3

Hey all!

We will announce the CWC #2 winners next week, but we should get the third challenge going already!

CWC #3 - "Teams Playing the Big Picture" - ends April 10



This time the challenge is to make either a Plug Slam or a Team-Strike map with a theme that is somehow inspired by a famous movie. Maybe it takes place in the canal chase scene of Terminator 2? Or maybe in the castle of Queen of Hearts from Alice in Wonderland? Or maybe in the restaurant of Casablanca? There are many, many possibilities!

Objective:

  • Create either a "Plug Slam" or "Team-Strike" level
  • The level needs to have some kind of theme inspired by a scene or place from a famous movie
  • Share it to the Steam Workshop with the tag “CWC3”
  • You can contribute as many levels as you want


Categories:

  • Best map - Simply the best map overall! Great gameplay and looks good
  • Best use of theme - The map that uses the theme in the coolest way
  • Best looking map - The one that is most pleasant to the judges' eyes


Jury:


Prizes:

  • The winner in each category gets a redeemable Cobalt cape in Minecraft (yes, you can give it to someone else)
  • One level can win multiple categories
  • The same author can win multiple categories with different levels


Getting started:

  • Setting up a Plug Slam level: http://steamcommunity.com/sharedfiles/filedetails/?id=651861488
  • Editor keys and shortcuts, by Janeator: http://steamcommunity.com/sharedfiles/filedetails/?id=615788030
  • How to upload levels to the workshop, by Janeator: http://steamcommunity.com/sharedfiles/filedetails/?id=606811862


Disclaimers

  • The jury’s decision can’t be overruled
  • We may change the rules and prizes at any time
  • We may cancel the competition at any time for any reason
  • For prizes to be delivered, at least 10 people need to have participated in the challenge


[Update] v136b Mostly bug fixes!

Just fixing some annoying bugs. Quality is always nice!

Change-log:
Game-play:

  • Increased “Rail Cannon” price to (1600), was (1400).
  • Increased “Rail Cannon” reload time to (2.5), was (2).


Bugs:

  • Fixed rare crash in survival on clients.
  • Fixed scaling in player list
  • Fixed getting stuck in text chat and pause menu at the same time.
  • Fixed dropping wrong item when replacing items on client.
  • Fixed rare bug with HUD getting all crazy scale after typing. (Bug was you had to press Shift + Backspace)

CWC #2 - One Week Remaining

Hey!

You still have one more week to make a map for the Cobalt Workshop Challenge! The objective is to make a Speed Challenge map inspired by one of the (fourteen) Wonders of the World. Three contributions will be awarded a redeemable Cobalt cape in Minecraft.

Check the full description in the original announcement post here: http://steamcommunity.com/games/357340/announcements/detail/857179255555952648

[Update] v136 summons save, settings, bug fixes!

There will be no more junk lying around on the floor!

Full change log:
Game-play:

  • Summons are now correctly saved for the continue in survival during shopping phase, which means you can now spawn (1) summon while shopping, was (0).
  • Dematerialized enemies are now removed from their wave. This means you can finish a wave with an enemy in your pocket.
  • Moved “rounds” “rounds time limit” and “score limit” to be a global setting in each game mode instead of per map.


Bugs:

  • ”Air-Sentrys” now correctly sync their dynamic armor state to clients.
  • Fixed items lying around on the floor in ship.
  • Fixed shop upgrade de-sync when using different languages.