Full notes
Full Into The Grid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- UI and audio
- Workshop
- Gameplay
- Security
- Balance
Fixed an issue with Kernel’s Boost Hand subroutine pool missing some intents.
Fixed a bug with Kernel not switching to the correct subroutine if a Hand was disabled during his Channel Blast subroutine.
Fixed a bug with Kernel’s Hands being able to invoke the channeling subroutine while Kernel was already channeling.
Fixed a bug that sometimes softlocked combat against Kernel.
Fixed a typo and an inconsistency in nomenclature with Kernel’s Hostile Hand and one of its subroutines.
Fixed a bug with Maxilla Mk2 and Mk3 not having the same Jaw Death Trigger as Mk1.
Fixed a bug that sometimes softlocked combat against Jilette.
Fixed a bug that caused the game to softlock if the player exited the game mid-combat during the tutorial.
Fixed a bug with Chain Driver not being limited to triggering once per turn.
Fixed a bug where effects that upgraded cards when entering combat (Update Driver and Maker’s Workshop) would cause the upgraded cards to not be targeted by Wendigo’s Antler’s Death Trigger, and redirect the effect to another card in the Player’s hand.
Fixed a bug that caused tooltips to sometime generate outside the visible screen.
Added missing tooltips for Scoutting Scuttle.
Fixed a bug with Strategize showing incorrect tooltips and icons on affected cards.
Beginner Run now has an easier Node distribution and lower overall difficulty.
Intermediate Run now has 3 Layers, an easier Node distribution and lower overall difficulty.
Expert Run’s Haven Nodes now heal less.
Master Run has been implemented. This difficulty is intended only for our most experienced Runners.
- NEW ENEMYEveryone’s favourite has been added to the Elite Sentinel pool.
Core Keepers no longer Scale with Alarm Level.
Data Nodes Exploit bonus Intel percentage yield has been increased from 20% to 25%.
Data Nodes Exploit bonus Intel percentage yield now only affects other Data Nodes.
Data Nodes Exploit bonus Intel percentage yield now affects Rehashing Data Nodes.
The Guild’s Heist:
OLD
Clock cost
1 / 1 VIM / Effect: Deal 40 damage.
On-hit
Draw 1 card.
NEW
Clock cost
1 / 1 VIM / Effect: Deal 30 damage.
On-hit
Draw 1 card.
The Guild’s Heist+:
OLD
Clock cost
1 / 2 VIM / Effect: Deal 50 damage.
On-hit
Draw 2 cards and then discard 1 card.
NEW
Clock cost
1 / 2 VIM / Effect: Deal 40 damage.
On-hit
Draw 2 cards and then discard 1 card.
Adonis Ad Blocker+:
OLD
Clock cost: 1 / 2 VIM / Effect: Gain 45 Barrier. Draw 1 card.
NEW
Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. Draw 1 card.
Animal Instinct+:
OLD
Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you’ve hit this turn, instead: Gain 70 Barrier.
NEW
Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you’ve hit this turn, instead: Gain 60 Barrier.
Syrinx Blessing and Syrinx Blessing+:
The wording of the card has been modified to make clear that it will only double the Barrier produced by Defense cards (this means it won’t double Barrier generated by Hoplite, Hoplite+, Data Drain or Data Drain+).
Codesmash:
OLD
Clock cost
2 / 3 VIM / Effect: Deal 50 damage.
On-hit
Gain 1 Overclocked. Decompile.
NEW
Clock cost
2 / 3 VIM / Effect: Deal 50 damage.
On-hit
Gain 1 Cached.
Codesmash+:
OLD
Clock cost
2 / 4 VIM / Effect: Deal 50 damage.
On-hit
Gain 2 Overclocked. Decompile.
NEW
Clock cost
2 / 4 VIM / Effect: Deal 60 damage.
On-hit
Gain 2 Cached.
Paper Crane:
OLD
Clock cost
1 / 2 VIM / Effect: Gain 20 Barrier. Discard 1 card.
On-discard
Gain 20 Barrier.
NEW
Clock cost
1 / 2 VIM / Effect: Gain 30 Barrier. Discard 1 card. Decompile.
On-discard
Gain 20 Barrier.
Paper Crane+:
OLD
Clock cost
1 / 3 VIM / Effect: Gain 30 Barrier. Discard 1 card.
On-discard
Gain 30 Barrier.
NEW
Clock cost
1 / 3 VIM / Effect: Gain 50 Barrier. Discard 1 card. Decompile.
On-discard
Gain 30 Barrier.
Aftershock:
OLD
Clock cost
1 / 2 VIM / Effect: Deal 30 damage.
On-discard
Deal 30 damage to the ICE and create a Temporary copy of this
NEW
Clock cost
1 / 2 VIM / Effect: Deal 20 damage.
On-discard
Deal 30 damage to the ICE and create a Temporary copy of this
Aftershock+:
OLD
Clock cost
1 / 2 VIM / Effect: Deal 40 damage.
On-discard
Deal 40 damage to the ICE and create a Temporary copy of this
NEW
Clock cost
1 / 2 VIM / Effect: Deal 30 damage.
On-discard
Deal 40 damage to the ICE and create a Temporary copy of this
Kinetic Memory:
OLD
Clock cost
1 / 3 VIM / Effect: Discard 1 card. Draw 2 cards.
On-discard
Generate 2 VIM.
NEW
Clock cost
1 / 3 VIM / Effect: Discard 1 card. Draw 1 cards.
On-discard
Generate 2 VIM.
Kinetic Memory+:
OLD
Clock cost
1 / 4 VIM / Effect: Discard 2 card. Draw 3 cards.
On-discard
Generate 4 VIM.
NEW
Clock cost
1 / 4 VIM / Effect: Discard 2 card. Draw 2 cards.
On-discard
Generate 4 VIM.
Peak Performance:
OLD
Clock cost: 1 / 2 VIM / Effect: Discard up to 2 card. Generate 2 VIM per card discarded.
NEW
Clock cost: 1 / 2 VIM / Effect: Discard up to 2 card. Generate 3 VIM per card discarded.
Peak Performance+:
OLD
Clock cost: 1 / 3 VIM / Effect: Discard up to 3 card. Generate 2 VIM per card discarded.
NEW
Clock cost: 1 / 3 VIM / Effect: Discard up to 3 card. Generate 4 VIM per card discarded.
Strategize and Augmented Strategize VIM Cost reduced from 12 to 11.
Replicate and Augmented Replicate VIM Cost reduced from 16 and 12 to 15 and 11, respectively.
Rally and Augmented Rally VIM Cost reduced from 12 to 11.
Rush and Augmented Rush VIM Cost reduced from 16 to 15.
Prepare and Replicate (and their Augmented versions) can now be stacked in the same turn.
Metaprogression system deployment.
Source
Changelog.gg summarizes and formats this update. How we read updates.
