Hello, Runners!
We're very excited to share with you one of our biggest updates yet. This is mostly because of how many different new elements we're introducing into the game all at once. Let's jump into it!
The Event System is a long-awaited feature that will make every run feel fresher and more immersive. Events in the Grid are narrative scenarios that the player must decide how to resolve. This means that Events not only are a way for us to give you a better narrative picture of what's going on when you're infiltrating the Grid, but they're also a strategic puzzle that you must solve to make the most of their mechanic outcome.
Events can have an inherent quality of being positive, neutral, or negative, but are also highly contextual: our Event system allows us to tweak chances and randomness to adjust every option to the actual state of the run at any given moment. We've also set up a system that reduces the chances of seeing the same type of Events multiple times in a row.
Events are triggered by entering Clusters that are marked for Events, and interrupt all other actions when triggered. We are working on implementing free point-and-click movement so you can step on Event Clusters without having to queue an action to enter them. We're also developing other types of Events which are linked to Node Actions and Elite Combats that will be added in future updates.
We will continue to add new Events as development progresses, as it is something we consider to be a cornerstone of the replayability and the worldbuilding of the game.
Layer Ports are a system we've already explained in more detail in this post. This system will basically offer different ways of approaching the second and third Layers.
After defeating a Core Keeper, players will have to choose between several Layer Ports that will modify the upcoming Layer.
Each Layer Port is procedurally made up of different modifiers, and the Alarm Level on which you've completed the Layer will decide how many of these modifiers each Port has. For the first time since our Early Access launch, we finally have a mechanic that rewards finishing a Layer in a lower Alarm level. This has long been in our plans, as it adds more flavour and depth to the Alarm System, bringing one step closer to our final vision. Meanwhile, we continue to work on the final element that will complete the Alarm System, which are custom Alarm Raising effects for each Corporation.
Aside from regular Layer Ports, there is always a chance to get an S Tier Layer Port, which is obviously considerably better than any other. These are meant to serve as a surprise breather on a difficult run or simply a gift from luck to give you more and better options.
As with everything else, we will continue adding Layer Ports to the game as we progress.
These cards were one of the missing puzzle pieces of the hacking theme, and they're finally here. These are harmful cards that players will obtain through Events, allowing us to tell stories that have a mechanical impact on gameplay. Be careful with Viruses, as they are not only bricks, but also alter other game aspects in real time! And be sure that they will be expanded as development progresses.
Executable Cards are one-time-use cards that will allow for very interesting Grid exploration and combat decisions. We will be expanding these cards to interact with other elements (such as Perks and Nodes) after we have solid feedback about how they feel during gameplay.
Chromed Attacks or Defenses will gain a random flat bonus to their Damage or Barrier output. For Generators, it will always be a flat +1 to its VIM generation. Chroming cars is the main way we're implementing "micro-upgrades", which allows you to feel the progression impact your cards and deckbuilding in a more nuanced and controlled way. Another way of micro-upgrading cards is via Card Statuses, which are an upcoming feature we are currently working on.
Chroming a card is not as strong as upgrading it, but a good roll on its bonuses will certainly make it feel special compared to other copies of the same card. We believe that this mechanic not only adds to the hacker fantasy of having optimized programs but also allows for more instances of powering up without breaking the balance of the game.
Flawed cards are the reverse side of the same coin: Flawing a card will hinder a card's Damage, Barrier, or VIM output. Being opposites, these two statuses will cancel each other out any time they are applied to the same card, leaving the card in its natural state.
Hashkey Gates now cannot appear in the first Cluster of the Layer.
Teleporter Nodes and the Teleporter Tool have been removed from the game.
Remover Rehash cost increased from 1 to 3, as it has gained relevance now that Virus cards exist.
Security Driver has been removed from the game, as it did not have any effect after the removal of the Alarm Collapsing Clusters.
New audio tracks have been added for the Loadout Screen and the End of Run Summary Screen.
Fixed some Achievements that were impossible to accomplish after the Grid size change.
Fixed some issues with Driver counters and their UI while being in the Map.
Fixed a bug in which the Spoofer effect was working on combats.
Fixed a bug in which language was being changed after quitting the game.
As we move forward with development, we just want to thank you all again for your support during our Early Access, and remind you that it is important for us that you leave feedback in the Steam Forums or via the “Leave Feedback” button in-game. On the same note, if you enjoy the game it helps us immensely if you could leave a Steam review in our store page, as it helps us reach more fans in this era of tricky algorithms.
