Are there any "trap-like" consumables planned? Rather than a piece of the map, something you purposely put at a location/chokepoint to help destroy enemy robots? Or are they all "instant-use" effects?
Interesting you ask because I was just thinking about this again yesterday, especially after having started playing Caves of Qud for the first time and reaching Golgotha, though others have asked about this earlier in development. Nothing like that is planned right now, because it doesn't really fit in the game design on multiple levels (balance, UI, etc.). I want to keep the environment relatively simple and focus on just parts and robots, though I did add interactive and non-interactive machines because we do need more atmosphere than just empty rooms, and they help meld together many other elements of the gameplay. Even consumables themselves are very rare and won't play a huge part in the game. They're all late-game special items that you'll have to go out of your way to find, though several of them
will be incredibly helpful when used properly.
You'll find that Cogmind is not very "X@COM-like" in its items and mechanics--that game has a much broader range of crazy possibilities. When starting I did spend more than a week porting X@COM's ability system over to Cogmind, but I haven't even used it yet, and may not ever, simply because it will make the game a lot more convoluted. That said, for the consumables and some other special items I have been hard-coding effects that could otherwise have been scripted using X@COM's SA system, mostly because I'm trying to avoid using it entirely if I can.
Time is another major issue here. Cogmind was
supposed to be a simple re-write of the 7DRL that would take no more than a year, and has since blown up into a minimum 18~24-month project... While I believe environmental hazards could be a whole new interesting element of the game, there's not enough time to fit them in. They are, however, a feature best limited to certain areas, and thus something I can tack on later if we want more content. Part of the reason for passing them up early in the design phase was the lack of enough good ideas to evenly distribute them throughout the game in an interesting and logical manner.
Special consumables alone are taking longer than planned (and there are only like 15 of them...). Yesterday I took
this screenshot of the result after firing what is now the game's most powerful weapon, a disposable one with which you can do some serious damage but are going to have to try hard
not to trash yourself with