This will be an unusual post targeted at our "core" players (whatever this means).
I've started working on new content in the _dev branch and some of it is available to test.
To make testing easier, the _dev branch now uses a separate save file, so you can freely jump between branches without worrying about corrupting your original save (the save will be copied automatically).
Just as a reminder, you can switch to the _dev branch by going to Steam Library -> NET.CRAWL (right click) -> Properties -> Betas -> _dev.

There's also a _beta branch, which we'll use for testing right before updating the release.
A few things about the new content. It's only ~15 pieces at the moment, but I also re-enabled old Challenges, and there's one new corrupted aspect.
There will be a lot more added. In fact, I'm doing a personal challenge-type thing where I want to focus exclusively on content until I make at least 120 new pieces.
To keep track of the challenge I've created another public Trello board: NET.CRAWL: Content-120
You are more than welcome to take a look(it's a chaos). I'll be posting about my progress on Discord regularly, and I plan to make a similar post on Steam once I reach the halfway point.
So, let's talk a little bit about the new content and how it came to be.
Diving Mask (system)
[Activation]: Teleport to target exhausted node and refresh it.
Diving Mask+
Multiuse(2)
[Activation]: Teleport to target exhausted node and refresh it.
This is very similar to Rocket Boots. Single-target exhaust/refresh isn't powerful enough to justify spending an Action. Adding a movement effect improves the value by a lot. Combos with Speech Recognition/Self-Reference, distance-related things, and any [Refresh] effect.
I'm also trying to establish a theme where "diving"(water) is somehow related to exhausted nodes (Triton, Diver, Flood), and this plays nicely into that.
Walkie Talkie (system)
Express
[Activation]: Set Callbacks to 2.
Walkie Talkie+
Express, Multiuse(2)
[Activation]: Set Callbacks to 2.
I have a slight problem with the upgraded version being Multiuse. Potentially, it can produce 4 Callbacks for free, and that's going to be broken with Dial-Up (spend Callbacks to activate nodes with Remote). Dial-Up is probably the much larger problem here.
The other thing is that Multiuse on an Express node is already valuable just for the movement it provides (see Round Trip Ticket). For now, the node gets a free pass for being "elegant."
It also has beautiful thematic synergy with Duplex (+2 Data when Callbacks = 2).
Phone Jail (system, corrupted)
[Callbacks = 0]: Express
[Activation]: Lose X Callbacks, then drop 2*X Trace. (X = all your Callbacks)
[Refresh]: Gain X Callbacks.
Phone Jail+
Express
[Activation]: Lose X Callbacks, then drop 2*X Trace. (X = all your Callbacks)
[Refresh]: Gain X Callbacks.
I was trying to make something with the "Set Link to 1" effect and ended up here. Looks fine and matches the mood of corrupted nodes, but the Express part is awkward. It's a hard node to theory craft.
For "Set Link to 1" I plan to make Radio Silence, which will look something like this:
Radio Silence
Reduce Link to 1 and drop ??.
There are some problems though. Set Link doesn't proc Link loss effects (on Tester, for example), and that feels wrong. So we'll have to introduce "Reduce to 1" as a cleaner way of saying "Lose X Link (X = current Link - 1)". The idea behind the node is to create an enabler for Link = 1 effects. But it turned out to be more awkward than expected.
parchment_engineer suggested on Discord:
Deus Ex (system)[If Trace > 9]: Express
[Activation]: Drop 3 Trace.
Drop 3 with a minor upside is exactly where a system node should be. But the problem is that the upside won't be relevant 90%+ of the time, and it's hard to combo it with anything. I spent a couple hours on the idea and ended up with 3 nodes tied by a single "High Trace Express" condition:
Blood Pressure Tests (data, corrupted )
[Trace > 5]: Express
[Activation]: Collect 1 Data.
Blood Pressure Tests+
[Trace > 5]: Express
[Activation]: Collect 2 Data.
High Temp smth (WIP name) (system, corrupted )
[Trace > 5]: Express
[Activation]: Drop 1 Trace.
High Temp smth+
[Trace > 5]: Express
[Activation]: Drop 2 Trace.
Pressure Relief Valve
[Trace > 5]: Express
[Activation]: Gain 1 Action.
Pressure Relief Valve+
Unstable
[Trace > 5]: Express
[Activation]: Gain 2 Actions.
Data/Trace versions ended up in the Corrupted pool, where being Express 1 with a downside is about right. We might also "uncorrupt" them both keeping [Trace > 5] condition. I think there's more need for corrupted nodes right now.
Pressure Relief Valve seems exciting. It should be comparable to Code Optimization/Call to Action/Overclocking, and thus gets treated with Unstable on the upgraded version.

Technical Debt (system)
Express
[Activation]: Add 1 Action.
[Turn Start]: If exhausted - Strengthen Firewall by 3.
Technical Debt+
Express
[Activation]: Add 1 Action.
[Turn Start]: If exhausted - Strengthen Firewall by 1.
An attempt at "get benefit now, regret it later."
I'm a bit concerned about printing an unconditional Express 1 Action (Free-Rider will love this). We might have to change this into "Add 2 Actions" without Express. But it makes sense to start with a stronger version first.
Scavenger (data, corrupted)
[Activation]: Gain X Callbacks (X = number of adjacent exhausted nodes)
Scavenger+
Multiuse (2)
[Activation]: Gain X Callbacks (X = number of adjacent exhausted nodes)
Coming back to the idea of counting adjacent exhausted nodes. Looks fine as a Corrupted Data node and fits into the animal theme (name needed). It will add unreliable Callback generation to some starting setups, which is good. we have similar effect on Dormant Accounts (loot node), but this is cleaner and more useful. Also, artwork on Dormant Accounts isn't the best.
Data Leech (hostile node)
[Move]: If active and Avatar was close before and after the move - move into the Avatar's node.
[End of Turn]: If active and Avatar is here - lose 3 Data.
Attaches itself to the Avatar and follows it around, sucking Data from it. It's easy to get rid of by clicking or teleporting/driving away. Haven't played enough to know if it's in the right spot, and it's very toxic to play with, but maybe that's on point.
There's a corresponding Corrupted Aspect, and you should always get it in the initial choice (_dev branch Pro/Max difficulty).
For aspects, there are only these 3.Beam Pipe
[When Action is spent to move over an exhausted node]: Make a free move in the same direction.
Catapult
[While on Home node]: You can move to nodes exactly 2 spaces away.
Intel
[Reboot]: Reveal 6 random nodes.
(Intel is already added to the release as a replacement for Low-Cost Plan.)
There's also Fresh Perspective.
Fresh Perspective
[When Actions become equal 1]: Reveal nodes up to 2 spaces away.
I think it was sitting in the _dev branch for a while. The problem is that [When Actions become equal X] is somewhat unpredictable. Hot Surface (see below) was impossible to play with because of the "sequencing" was too unpredictable.
Hot Surface
[When Actions become equal 2]: Weaken Firewall by 2.
Fresh Perspective should be fine, though.
There are also two early-game Cores. Both very simple.
Ophelia
[Data Overflow X]: Reduce Core Strength by X.
[Activation]: Reduce Core Strength by 1 and drop 1 Trace.
Ophelia is a simple Data Overflow Core that gets the right to exist after Gordian had its [Data Overflow] removed.
Lucky (WIP name)
[Activation]: If Data below Link - Upload X Data to reduce Core Strength by X.
Otherwise, restore X/2 Link (round down).
Lucky is a Link-related brother of Bucky and Vicky. This is the 3rd iteration of the concept. It's very hard to play against on Max where you start with half of Link missing. I like the idea of those Cores in theory, but in practice they aren't super fun to play against. People also seem to struggle with Bucky a lot despite multiple nerfs.
That's it for today. Just a fair warning most content in the _dev branch uses placeholders. And those placeholders aren't those pretty sketches you might have seen occasionally during the Early Access period. Those are my placeholders, and some dolphins can draw better than I do. You've been warned.
Thanks for reading. I'd be happy to hear from you. You can reach out on Discord, comment below, press F2 in-game, or try sending a powerful psychic wave. Whatever works for you.
Have a good one,
Denis (obsolete_one)
