Full notes
Full Coreless update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
Balance
Research Programs
Research Program costs have been streamlined, making them much cheaper to get started with.
Cache Yield and Starting Funds are now significantly cheaper overall (total costs reduced by approximately 60% and 44%, respectively).
Fracture Pressure, Ignition Control, Plague Seeding, and Conduit Relay now cost 18,000 Printed Circuits in total, down from 31,000-40,000.
Skills & Programs
Loaded Powers and Auto Protocol now increase the damage of all Active Skills or Passive Skills, including your character's base kit, instead of only affecting Power Skills. Their stat names have been updated to Active Skill Damage and Passive Skill Damage.
The Killing Streak mission required to unlock its Program now allows 150 seconds (up from 120) to reach a 250 Killing Streak.
Gameplay
Damage feedback is now less intrusive. Screen flashes only trigger on significant hits. Chip damage and damage-over-time effects no longer trigger screen flashes, and the effect now has a short cooldown.
Credit Vault now spawns closer to the player, moves more slowly, lasts longer, and grants 1 additional Process Token on completion.
Bug Fixes
Fixed an issue where wave challenges such as Echo could fail to count kills correctly. Clearing the first enemies too quickly will no longer end the wave early or prevent remaining enemies from spawning. • Dark Shockwave now correctly benefits from Power Damage bonuses. • Fixed Powers not being rerollable.
Source
Changelog.gg summarizes and formats this update. How we read updates.
