Full notes
Full Net.Attack() - Code or Die! update
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Repeated intro
Hey everyone, our new update is ready to be played!
What changed
- Gameplay
- Performance
- Security
- Maps
- Store
- Balance
Net.Attack() - Code or Die! changes
It’s Autumn Sale and we can proudly provide a big content update. This is an important event for us as we are hoping to reach new players. As you may have noticed, we got a lot of feedback from you and received many reviews that negatively mentioned performance and a slow entry into the game. These are issues that we really wanted to target and the changes hopefully improve your experience again.
Okay, but what’s new:
Ro.oTO can now be unlocked and played! He has a lot of new nodes and we are absolutely curious what you think about him!
One of the most wanted features was the Sandbox Mode and now the first iteration is finally included and waits for your creativity.
We also implemented some other features like different Start Codes and scalable difficulty after completing the highest security level (see full list below).
We are truly grateful for all your support and the time you spend with Net.Attack(). We always aim to deliver a better game for you and so it’s hard to see that in the past few weeks our work has often been rated “not recommended”. We believe that we can do better and invite everyone to look at the new version. It would mean the world to us, if Net.Attack() convinces you to leave a positive review on steam!
Thank you very much, we couldn’t do any of this without you!
Major Changes:
Performance Optimizations
Early progression and gameplay has been accelerated for a quicker start into the game
Ro.oTO is now playable
Sandbox Mode added
Detailed List:
General:
Different Start Codes for characters can now be unlocked
New Mines and reworked behavior
Hard.Mode() with endless difficulty stages can be unlocked
New achievements
Rerolls can be bought again
Sandbox Mode:
Can be entered via Desktop when unlocked
Nodes are usable when the according characters have been unlocked
Spawnable waves
Pre-placed enemy groups
Progression:
Metagame Balancing adjusted
DarkMarket Items have been modified
When starting a new game, desktop items are now available one after the other to avoid overwhelming new players
Bug fixes:
Interaction between Levelup and CodingScreen no longer causes issues
Nodes bought from the shop no longer spawn with gigantic size
TracePing damage is now applied correctly
Metadata is now calculated correctly
Self-destructing enemies now properly kill themselves again
Opening the CodingScreen no longer resets enemies cooldown for firing projectiles
SelectLastExecuter now picks the correct target
30-min mode now awards the correct amount of HackerRanking points
Source
Changelog.gg summarizes and formats this update. How we read updates.
