In this update4
Full notes
Full NET.CRAWL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- UI and audio
NET.CRAWL changes
Includes changes from EA.0.3.2 that I haven't posted previously.
Added
basic skin selection screen; - underline for node references in descriptions (Null, Instant Message etc; - Countdown(keyword): Effect triggers when Counter reaches 0. Decrement counter every move and at the End of Turn; - Bitflip(system): [Activation]: Refresh or exhaust a target node. [If Avatar is here]: Express; - Navi(system): Teleport to a node in a straight line and activate it; - Remote Controller(system): Activate target node; - E-book(data): [Activation]: Collect 2 Data and gain 1 Callback; - Static Field(system): Drop 4. Ignores reboot while exhausted; - Pocket(aspect): add 1 extra item slot and immediately gain 2 random items; - Immortal snail(corrupted aspect): adds 1 Immortal Snail to the board that moves towards you rather slowly; - Witness(corrupted aspect): Watchful Eye is added only past Stage 2; - highlight effect for nodes in UI; - corrupted slot (visual only); _DEV only: - Family Photo(data): Singleton, Add 1 Callback and 1 Link. If Link is below half - repeat; - Spicy comment(data): Express, collect 0 data, then exhaust adjacent node; - somet
Changed
- Loophole Contract(data)reachable only when active; - Timebomb(system): reworked to only proc on Countdown; - Voice Mail(data): reworked into Remote, Singleton, Charged(2) [Activation]: Gain X Callbacks, [End of Turn]: Add 1 to Counter; - One+/Zero+ changed to trigger on [Reveal] as their Upgrade; - Static Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: Ignores Reboot. - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added; - False lead(system): tiny nerf to 2nd proc (3/5 and 4/7 instead 3/6 and 4/8); - Depth-2: 1/2/3 hidden hostile nodes depending on the difficulty; - selective difficulty increase at stages 4-9;
Fixed
Blackmail(system) didn't work; - Mnemonics(data) stopped working after an activation; - Loophole Contract(data): wasn't always reachable with Actions; - Null Checker was adding Nulls only on the first turn; - One/Zero were triggering on [Reboot] even if exhausted; - visual bugs with items; - same loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes; - 20 other small things;
Known issue
Paco level generation will ignore additional nodes (from Nullptr and corrupted aspects) ;
Source
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