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Into The Grid News

Rogue Bots Festival is live!

[p]Hello, Runners![/p][p]We’re super excited to be part of the Rogue Bots Festival, an event dedicated to games where robots, AIs, and digital entities go wild and try to kill you… just like in Into The Grid! 🤖[/p][p]Don’t miss the new discount starting March 5th! 💸[/p][p]Also, for this event, we’ve curated special bundles with other participating games:[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]See you... in The Grid[/p]

Metaprogression announcement!

[h2][/h2][p]Hello, everyone![/p][p]Last balance patch we mentioned that the next big thing we are working on is the metaprogression system. We thought now was a good time to share with you some of the things we’re planning for the next major patch![/p][p]Before we take a more detailed look at what’s to come, we’d like to make crystal clear that we intend all of the metaprogression elements to be unlocked organically with zero grinding. We believe that simply playing runs should be enough for Players to eventually unlock everything the game has to offer. We might have some special unlocks tied to important milestones Players should aim to achieve, and some ways to speed up the metaprogression in general, but nothing core to the game will be behind such gates.[/p][p]Based on your feedback, we have seen that having everything unlocked from the start can feel overwhelming, especially for those who are not used to deckbuilders having so many different options for combat and map navigation. As we understand it, having some of the cards, Drivers, Commands, Tools and Nodes (both current and upcoming) initially locked, but easily unlocked, will allow us to draw a smoother learning curve for new Players. Again, our aim is that Players get to see the core content of the game quite quickly with no grinding, so the unlocking pace will simply introduce content in such a way that Players can get a clear view of everything that’s going on.[/p][p][/p][h2][/h2][p]Firstly, as we’ve said on the game’s store page, customizing each Runner’s console to better fit each Player’s playstyle has always been one of our objectives. Currently, Players can only make decisions about what cards and Drivers to draft; which Commands to equip; and how to play the map. All these decisions happen inside each run, which makes them all context dependent. The metaprogression system introduces Hardware Mods, which will allow Players to alter the way the game is played from the get go.[/p][p][/p][p]Work In Progress concept.[/p][p] [/p][p]Thematically, Hardware Mods represent the customizations Runners make on their consoles outside of cyberspace to prepare for digital incursions. Mechanically, they are perks that range from flat bonuses to game changing customizations. Here are just a few of the over one hundred possibilities we’re currently designing:[/p]
  • [p]What if all Starter cards gave 1 extra VIM?[/p]
  • [p]What if you had one extra Clock every turn, but your max Integrity was halved?[/p]
  • [p]What if, once per Alarm Level, you could reroll Sentinels to avoid fights you know your deck can’t win?[/p]
  • [p]What if picking up a duplicate of an unupgraded card upgraded the one you already had instead?[/p]
  • [p]What if you drew 1 extra card as long as your deck has more than 25 cards total?[/p]
[p]These are just a few of around a hundred ideas we’re considering, designing and testing. Players will have much more agency over several aspects of the game, choosing and combining different Hardware Mods to fit their own personal style, which will increase immersion and replayability.[/p][p][/p][p][/p][p]Speaking of replayability, this major patch will also introduce Layer Ports, which will act as modifiers for Layers generated after Players defeat a Core Keeper and jump Layers.[/p][p]Currently, the only thing that happens after selecting a Core Keeper Driver reward is that Players get teleported to the next Layer. Layer Ports will offer Players a choice of special rules and characteristics for the following Layer, making each new Layer a different challenge and opportunity.[/p][p][/p][p]Work In Progress concept.[/p][p][/p][p]Some Layer Ports will guarantee better Node distribution, greater Intel yield, less Sentinels and even specific Watchers being less present. The quality of these Layer Ports will be affected by the Alarm Level on which you finish the previous Layer, which means that overstaying your welcome on one Layer will reduce your options for the next. This will give a thematic significance to finishing a Layer with low Alarm, rewarding your stealth as a Runner.[/p][p][/p][p][/p][p]Also being worked on right now is the Missions system. As of now, the game refers to Missions as levels of difficulty ranging from Beginner to Master. While so far this has allowed us to identify different Player skill brackets and see what works for each type of Player, we believe a more nuanced difficulty system will be needed in the full game to accompany the new learning curve we envision and the replayability we want.[/p][p][/p][p]Work In Progress concept.[/p][p][/p][p]When the major patch comes online, Missions will refer to combinations of objectives and run modifiers that the Player will have to choose from before starting each run. Fulfilling those objectives will speed up the rate at which the Player unlocks metaprogression elements.[/p][p][/p][p][/p][p]We’re also working on a new feature to “micro-upgrade” cards which will enable a consistent power climb in the deck building process across the run. These will come in the form of flat increases to cards’ damage, Barrier or VIM output that will be independent from whether a card is upgraded or not.[/p][p][/p][p][/p][p]A lot of what we’re cooking at the moment requires the map to be overhauled in order to be showcased (and used in-game). If progression will enable Players to modify how many skills or items they can have at any given time, it stands to reason that the map UI needs to be flexible enough to handle all these customizations. And, of course, a new, clean look is always welcome.[/p][p][/p][p]Work In Progress concept.[/p][p][/p][p][/p][p]Although we are actively developing many other gameplay, narrative and visual milestones we’re eager to deliver to Players, we wanted to focus this on what we’re aiming to include in the next big patch. Many things that our community has been asking for are in the works and will be integrated to the game, just not immediately. We’ll keep you updated on new details and tentative dates as soon as we have them. As always, if you’re enjoying the game, we’ll be grateful if you could leave a review to help us reach more players. Thanks for your support![/p]

The Demo is live again!

[p]We’re happy to let you know that, by popular demand, the demo is back! We’ve updated the demo to feature all the latest content for anyone who is still on the fence about joining us on Early Access to get a taste of what Into the Grid offers.[/p][p][/p][p]So, if you think you know someone who might be interested on a cyberpunk, rogue-like, dungeon-crawling, deck-builder, link them the demo page so that they can try out the tutorial and a seeded Beginner difficulty run. And if they like what they see, tell them to join us in Early Access and in our Discord channel![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Version 0.2.2 Patch Notes

[p][/p]
  • [p]Fixed an issue with Kernel’s Boost Hand subroutine pool missing some intents.[/p]
  • [p]Fixed a bug with Kernel not switching to the correct subroutine if a Hand was disabled during his Channel Blast subroutine.[/p]
  • [p]Fixed a bug with Kernel’s Hands being able to invoke the channeling subroutine while Kernel was already channeling.[/p]
  • [p]Fixed a bug that sometimes softlocked combat against Kernel.[/p]
  • [p]Fixed a typo and an inconsistency in nomenclature with Kernel’s Hostile Hand and one of its subroutines.[/p]
  • [p]Fixed a bug with Maxilla Mk2 and Mk3 not having the same Jaw Death Trigger as Mk1.[/p]
  • [p]Fixed a bug that sometimes softlocked combat against Jilette.[/p]
  • [p]Fixed a bug that caused the game to softlock if the player exited the game mid-combat during the tutorial.[/p]
  • [p]Fixed a bug with Chain Driver not being limited to triggering once per turn.[/p]
  • [p]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.[/p]
  • [p]Fixed a bug that caused tooltips to sometime generate outside the visible screen.[/p]
  • [p]Added missing tooltips for Scoutting Scuttle.[/p]
  • [p]Fixed a bug with Strategize showing incorrect tooltips and icons on affected cards.[/p]
[p][/p][p][/p]
  • [p]Beginner Run now has an easier Node distribution and lower overall difficulty.[/p]
  • [p]Intermediate Run now has 3 Layers, an easier Node distribution and lower overall difficulty.[/p]
  • [p]Expert Run’s Haven Nodes now heal less.[/p]
  • [p]Master Run has been implemented. This difficulty is intended only for our most experienced Runners.[/p]
[p][/p][p][/p]
  • [p]NEW ENEMY: Everyone’s favourite has been added to the Elite Sentinel pool.[/p]
  • [p]Core Keepers no longer Scale with Alarm Level.[/p]
[p][/p][p][/p]
  • [p]Data Nodes Exploit bonus Intel percentage yield has been increased from 20% to 25%.[/p]
  • [p]Data Nodes Exploit bonus Intel percentage yield now only affects other Data Nodes.[/p]
  • [p]Data Nodes Exploit bonus Intel percentage yield now affects Rehashing Data Nodes.[/p]
[p][/p][p][/p]
  • [p]The Guild’s Heist:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 40 damage. On-hit: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 30 damage. On-hit: Draw 1 card.[/p]
  • [p]The Guild’s Heist+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 50 damage. On-hit: Draw 2 cards and then discard 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 40 damage. On-hit: Draw 2 cards and then discard 1 card.[/p]
  • [p]Adonis Ad Blocker+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 45 Barrier. Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. Draw 1 card.[/p]
  • [p]Animal Instinct+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you’ve hit this turn, instead: Gain 70 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you’ve hit this turn, instead: Gain 60 Barrier.[/p]
  • [p]Syrinx Blessing and Syrinx Blessing+:[/p][p]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+).[/p]
[p][/p][p][/p]
  • [p]Codesmash:[/p][p]OLD[/p]
    • [p]Clock cost: 2 / 3 VIM / Effect: Deal 50 damage. On-hit: Gain 1 Overclocked. Decompile.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 2 / 3 VIM / Effect: Deal 50 damage. On-hit: Gain 1 Cached.[/p]
  • [p]Codesmash+:[/p][p]OLD[/p]
    • [p]Clock cost: 2 / 4 VIM / Effect: Deal 50 damage. On-hit: Gain 2 Overclocked. Decompile.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 2 / 4 VIM / Effect: Deal 60 damage. On-hit: Gain 2 Cached.[/p]
  • [p]Paper Crane:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 20 Barrier. Discard 1 card. On-discard: Gain 20 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. Discard 1 card. Decompile. On-discard: Gain 20 Barrier.[/p]
  • [p]Paper Crane+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 30 Barrier. Discard 1 card. On-discard: Gain 30 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 50 Barrier. Discard 1 card. Decompile. On-discard: Gain 30 Barrier.[/p]
  • [p]Aftershock:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. On-discard: Deal 30 damage to the ICE and create a Temporary copy of this[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. On-discard: Deal 30 damage to the ICE and create a Temporary copy of this[/p]
  • [p]Aftershock+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 40 damage. On-discard: Deal 40 damage to the ICE and create a Temporary copy of this[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. On-discard: Deal 40 damage to the ICE and create a Temporary copy of this[/p]
  • [p]Kinetic Memory:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Discard 1 card. Draw 2 cards. On-discard: Generate 2 VIM.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Discard 1 card. Draw 1 cards. On-discard: Generate 2 VIM.[/p]
  • [p]Kinetic Memory+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Discard 2 card. Draw 3 cards. On-discard: Generate 4 VIM.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Discard 2 card. Draw 2 cards. On-discard: Generate 4 VIM.[/p]
  • [p]Peak Performance:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Discard up to 2 card. Generate 2 VIM per card discarded.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Discard up to 2 card. Generate 3 VIM per card discarded.[/p]
  • [p]Peak Performance+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Discard up to 3 card. Generate 2 VIM per card discarded.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Discard up to 3 card. Generate 4 VIM per card discarded.[/p]
[p][/p][p][/p]
  • [p]Strategize and Augmented Strategize VIM Cost reduced from 12 to 11.[/p]
  • [p]Replicate and Augmented Replicate VIM Cost reduced from 16 and 12 to 15 and 11, respectively.[/p]
  • [p]Rally and Augmented Rally VIM Cost reduced from 12 to 11.[/p]
  • [p]Rush and Augmented Rush VIM Cost reduced from 16 to 15.[/p]
  • [p]Prepare and Replicate (and their Augmented versions) can now be stacked in the same turn.[/p][p][/p]
[p][/p]
  • [p]Metaprogression system deployment.[/p]

Version 0.2.1 Patch Notes

[p][/p]
  • [p]Fixed a bug with the way Gates became Collapsed Gates that made them not lock properly.[/p]
  • [p]Fixed a bug where Rehashing a Remover Node and selecting and confirming a card very quickly during the first remove phase made a ghost copy of that card during the second remove phase.[/p]
  • [p]Fixed a bug where playing cards quickly sometimes made them to not be played and got stuck floating in the play area.[/p]
  • [p]Fixed a bug where the tooltip for Protocols sometimes remained on screen even when not hovering.[/p]
  • [p]Fixed a bug where forcing a shop to spawn while having every Driver o every Unique card would softlock the game.[/p]
  • [p]Fixed a bug with Kernel's System Failure passive subroutine where redrawing the same card over and over if it was the only card in your deck would make it not glitched.[/p]
[p][/p][p][/p]
  • [p]Reduced the amount of Sentinels spawned on Layers 1 and 2.[/p]
  • [p]Reduced the amount of Sentinels spawned on some Alarm Levels.[/p]
  • [p]Reduced the number of Nodes on Layer 1 (removed 1 Access node, 1 Security node, and 1 Printer node).[/p]
  • [p]Replaced 1 Access node, 1 Security node, and 1 Printer node on Layer 2 with Library Nodes.[/p]
  • [p]Reduced the amount of Haven nodes on Layer 3 from 3 to 2.[/p]
  • [p]Increased the amount of Library nodes on Layer 3 from 2 to 3.[/p]
  • [p]Library nodes Exploit extra Intel percentage yield reduced from 25% to 20%.[/p]
  • [p]Teleport nodes extract yield decreased from 100 Intel to 80 Intel.[/p]
  • [p]Probe nodes extract yield decreased from 100 Intel to 80 Intel.[/p]
  • [p]Compiler+ nodes extract yield reduced from 200 Intel to 160 Intel.[/p]
  • [p]Haven nodes extract yield reduced from 200 Intel to 160 Intel.[/p]
  • [p]The rarity of the cards offered by Compiler nodes on Layer 1 has been slightly increased.[/p]
[p][/p][p][/p]
  • [p]The cost Combat Drivers has been increased by 50 Intel.[/p]
  • [p]The cost of Rare cards has been increased by 50 Intel.[/p]
[p][/p][p][/p]
  • [p]Maggie The Magpie:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 15 damage to all targets. Assist 2: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage to all targets. Assist 2: Draw 1 card.[/p]
  • [p]Maggie The Magpie+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 25 damage to all targets. Assist 2: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 30 damage to all targets. Assist 2: Draw 1 card.[/p]
  • [p]Venom Strike:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 25 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.[/p]
  • [p]Titanium Web:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 35 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
  • [p]Titanium Web+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Gain 40 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 55 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
  • [p]Molt:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 copies of the last Script you played.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 copies of the last Script you played.[/p]
  • [p]Molt+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 copies of the last Script you played.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you played at least 4 Scripts this turn, also: create 3 copies of the last Script you played.[/p]
  • [p]Scouting Scuttle:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 Weave Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 Weave Scripts.[/p]
  • [p]Scouting Scuttle+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 Weave Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 3 Weave Scripts.[/p]
[p][/p][p][/p]
  • [p]Charged Codeslash:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Deal 35 damage.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Deal 25 damage.[/p]
  • [p]Charged Codeslash+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 6 VIM / Effect: Deal 50 damage.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 5 VIM / Effect: Deal 35 damage.[/p]
  • [p]The Guild’s Heist:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.[/p]
  • [p]The Guild’s Heist+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.[/p]
  • [p]Hoplite:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Gain 20 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 20 damage. Gain 20 Barrier.[/p]
  • [p]Hoplite+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 30 damage. Gain 30 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. Gain 30 Barrier.[/p]
  • [p]Fun Guys+:[/p][p]OLD[/p]
    • [p]Clock cost: 0 / 3 VIM / Effect: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 0 / 2 VIM / Effect: Draw 1 card.[/p]
  • [p]Rending Codeslash:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 35 damage. On-Hit: Inflict 1 Debilitated.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. On-Hit: Inflict 1 Debilitated.[/p]
  • [p]Rending Codeslash+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 2 Debilitated.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 1 Debilitated.[/p]
  • [p]Power Armor:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 100 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 90 Barrier.[/p]
  • [p]Power Armor+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 150 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 120 Barrier.[/p]
[p][/p][p][/p]
  • [p]Erebus Mk1 Integrity reduced from 120 to 110.[/p]
  • [p]Erebus Mk2 Integrity reduced from 190 to 180.[/p]
  • [p]Erebus Mk3 Integrity reduced from 250 to 240.[/p]
  • [p]Erebus Mk1’s Flying Hook subroutine damage reduced from 45 to 40.[/p]
  • [p]Erebus Mk2’s Flying Hook subroutine damage reduced from 65 to 60.[/p]
  • [p]Erebus Mk3’s Flying Hook subroutine damage reduced from 75 to 70.[/p]
  • [p]Erebus Mk1's Periphal Wings Integrity reduced from 190 to 160.[/p]
  • [p]Erebus Mk2's Periphal Wings Integrity reduced from 270 to 240.[/p]
  • [p]Erebus Mk3's Periphal Wings Integrity reduced from 340 to 310.[/p]
  • [p]Erebus Mk1's Periphal Wings’s Shield Blast subroutine damage reduced from 50 to 30.[/p]
  • [p]Erebus Mk2's Periphal Wings’s Shield Blast subroutine damage reduced from 70 to 50.[/p]
  • [p]Erebus Mk3's Periphal Wings’s Shield Blast subroutine damage reduced from 90 to 70.[/p]
  • [p]Maxilla Mk1's Arsenal passive subroutine damage requirement reduced from 30 to 15.[/p]
  • [p]Maxilla Mk2's Arsenal passive subroutine damage requirement reduced from 35 to 25.[/p]
  • [p]Maxilla Mk3's Arsenal passive subroutine damage requirement reduced from 40 to 35.[/p]
  • [p]Maxilla Mk1's Clamp Down subroutine damage reduced from 45 to 40.[/p]
  • [p]Maxilla Mk2's Clamp Down subroutine damage reduced from 65 to 60.[/p]
  • [p]Maxilla Mk3's Clamp Down subroutine damage reduced from 75 to 70.[/p]
[p][/p][p][/p]
  • [p]All Drivers that mention “Basic Tools” now refer to “Breaker Tools”.[/p]
  • [p]Storm Driver has been temporarily removed from the pool due to a bugged interaction with the final Core Keeper.[/p]
  • [p]Panoptic Driver Trace requirement increased from 5 to 6.[/p]