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Into The Grid News

Into The Grid - Patch 0.1.3 is now LIVE!

[p]0.1.3 is live with new balance changes![/p][p][/p][p]Here's a small balance patch as we continue to fine tune some of the existing game mechanics before bringing you everything we're currently working on.[/p][p][/p][p]These balance changes are focused at addressing a lot of the feedback we've been receiving from the start of the Early Access. Keep it coming! It helps us greatly to improve the experience. [/p][p]
Many more changes are coming, aimed at improving the length and pacing of the longer runs and the not-so-hard-to-build infinite builds. Have fun with the degen looping while you can![/p][p][/p][p]We hope you enjoy the weekend running the Grid![/p][p][/p][p]Here's the detailed breakdown for today's patch:[/p][p][/p][p][/p]
  • [p]Fixed a bug in which Magnifier Driver Intel yield was being affected by Data Nodes Exploit bonus.[/p]
  • [p]Fixed a bug in the Tutorial that was repeating the Skill explanation when entering and leaving the Commands screen before the final battle.[/p]
  • [p]Fixed some enemy animations not working.[/p]
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  • [p]Tuned down the overall difficulty of the Beginner Run.[/p]
  • [p]Tuned down the damage of Jillete MK1, MK2, and MK3 across the board.[/p]
  • [p]Tuned down the damage of Simon MK1's "Twin Shot".[/p]
  • [p]Now Glitched Cards also deal 10 DMG to yourself after being played.[/p]
  • [p]Ursa's Upgraded MEM BEACON now draws 3 cards instead of 2.[/p]
  • [p]Ursa's THE PUNK'S GIFT now costs 2 Clock instead of 1.[/p]
  • [p]Ursa's Upgraded THE PUNK'S GIFT's damage lowered from 30 to 20, but cost remains at 1 Clock.[/p]
  • [p]Darwin's EXTRAPOLATE conditional damage increased from 80 to 100.[/p]
  • [p]Darwin's Upgraded EXTRAPOLATE conditional damage increased from 120 to 140.[/p]
  • [p]Now any effects that upgrade random cards at the start of combat can target cards in your initial Hand instead of only the Repo.[/p]
  • [p]Prompt Driver is now a Core Keeper Driver instead of a Rare one.[/p]
  • [p]Poppy Driver now gives Feral the first time you deal damage each turn instead of the first time you play an attack card each turn.[/p]
  • [p]Transistor Driver now always generates 2 VIM per discard instead of the base VIM of the discarded card.[/p]
  • [p]Magnifier Driver now gives 100 Intel per Rehash instead of 80.[/p][p][/p]
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  • [p]Layer 3 Core Node is now visually further away (does not affect gameplay).[/p]
  • [p]Added more information to the logs for better debugging.[/p]
  • [p]Improved the tooltip for Augment mechanic to clarify it refreshes the Command.[/p]

Into The Grid - Patch 0.1.2 is now LIVE!

[p]Hi, everyone![/p][p][/p][p]Here's our second patch, aimed at fixing some pesky bugs that blocked important fights in certain circumstances. We've also fixed some visual errors and bugs that may have prevented you from admiring certain Sentinels in all their glory. [/p][p][/p][p]Keep tuned for a balance patch that should be coming sooner rather than later.[/p][p][/p][p]And, same as last time, if you haven't left a review yet, please consider doing so; it's very important for us and can make a world of difference in this early stage.
[/p][p]Here's the detailed breakdown for today's patch:[/p][p][/p][p][/p]
  • [p]Fixed a bug that made the Final Core Keeper lock the fight when making it change phases through passive end-of-turn damage.[/p]
  • [p]Fixed an error with Sentroid's and Final Core Keeper's model materials.[/p]
  • [p]Fixed a visual bug with Malbork's Shield when destroying it.[/p]
  • [p]Linux users may now choose between OpenGL and Vulkan as a way to reduce crashes due to Vulkan's instability.[/p]

Into The Grid - Patch 0.1.1 is now LIVE!

[p]Our first patch is live![/p][p][/p][p]We'd like to thank everyone who reported a bug or provided feedback.[/p][p]Thanks to you, we've been able to prioritize game blocking bugs and some other changes that made it into this patch.[/p][p]Next week we'll be further organizing and planning for what's coming, so please stay tuned![/p][p][/p][p]If you haven't left a review yet, please consider doing so, it's very important for us and can make a world of difference in this early stage.[/p][p][/p][p]Here's the detailed breakdown for today's patch:[/p][p][/p][p][/p]
  • [p]Fixed a bug in which Access Driver was blocking the game on certain Trace/Alarm scenarios.[/p]
  • [p]Fixed a bug in which killing an ICE with a passive damage effect at the end of player's turn would break the game-state of the combat.[/p]
  • [p]Darwin's Weblocks now respawn properly on Alarm spawned Sentinels after combat or map reload.[/p]
  • [p]Darwin's Weblocks now clear themselves correctly when changing layers or rising Alarm levels.[/p]
  • [p]Fixed Map contextual menu not being reset to the center of the screen when being used by Hunting Grounds on display aspect ratios that are not 16:9.[/p]
  • [p]Fixed multiple visual glitches during layer transitions.[/p]
  • [p]Fixed a bug that made possible to spam some Tools by clicking too fast.[/p]
  • [p]Fixed a bug that was making Maxilla's Jaw Peripheral attack after the ICE instead of before.[/p]
  • [p]Fixed a bug that was causing the Gates sound effects to be very loud.[/p]
  • [p]Fixed a bug that was blocking the combat after a specific intent of Jilette MK2.[/p]
  • [p]Fixed a bug that made Malbork's Self-Destruct not deal the correct amount of damage in the Beginner Run.[/p]
  • [p]Fixed a bug that made Blindfold Driver counter not work as intended if activated after a Core Keeper fight.[/p]
  • [p]Fixed a bug that was making Apex Arachnoid decompile, when it shouldn't.[/p]
  • [p]Fixed a bug that made upgraded Darwin's Evolution Theory card to not count the conditional scripts correctly.[/p]
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  • [p]New Skill Icons![/p]
  • [p]Now there's a direct link to the Roadmap in the main menu.[/p]
  • [p]Adjusted volume of several sounds.[/p]
  • [p]Player Speed setting now affects the player actions in the Map.[/p]
  • [p]"Gameplay" and "General" settings are now together in the same category for easier access to game speed settings.[/p]
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  • [p]Rebalanced Ursa's "Mem Beacon" card.[/p]
  • [p]Rebalanced Darwin's "Peak Performance" card.[/p]
  • [p]Increased Layer 3 Ultimate Core Keeper damage across the board.[/p]
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  • [p]Highlight boxes during the Tutorial are misaligned on aspect ratios that are not 16:9.[/p]

Into The Grid - Early Access Roadmap

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Early Access OUT NOW!!!

[h3]Hello there, Runners![/h3][h3]The time has come, Into The Grid Early Access is now live![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][h3]The question is, what are you doing reading this? Go an play some runs![/h3][p][/p][h3]If you have any questions:[/h3][h3]We hope to see you all in the Grid![/h3][p][/p][p]- The Flatline Team[/p]