Various mini-announcements.

First, we have added a new set of Energy Packs to Soryu's Chip Shop. They now come in 5 strengths.

Second, we've released the Custom Viruses back into the networks, so expect to encounter some new faces as well as old favorites from RE:CN.

For the mods: The Interactive Virus Lists have been updated. They have been simplified for easier use. Be sure to check what viruses belong where, as some allocations have changed.
Just a couple of things:

-- The Mission BBS is now run by a neutral organization, and has no affiliation with the NetPolice or NetMafia.

-- SneakRun subchips are available for use again. You may purchse them from Soryu's Chip Shop for 3,500 Zenny. They jump you ahead to the next multiple-of-five battle, immediately.

-- The costs of several Navi Customizer Programs have been reduced. This affects the programs used to lure specific virus types to your Navi, and the larger HP+ Parts.

-- The Status Guard NCP has been deleted. (This affects no-one.)
The Northwind signature effect has been removed. The only means of using Northwind from this point forward will be via BattleChips.

Anyone this affects may re-register any signatures this affects for free.

You will be expected to have the changes made before the start of the tourney if you are registered for that event. Otherwise, you may change them at the end of your current battle.
By the by, for all of you who weren't aware of this (like me), Cannon series of chips now has knockback. We figured people should know this since almost everyone has one of them.

~Lux
Thanks to Grim pointing something out, we have added the following rule regarding SP's and GMO's:

Your SP gains a new GMO every 5 levels it gains.

Reg them in the normal place.
Some minor to moderate changes in the way debuffs work:

1. All, and that means all, debuffs take effect at the beginning of the turn after they are inflicted. There seems to have been some confusion on this, particularly in the tournament and what happens to the debuffed person's current actions, so this is just being stated outright.

2. Sleep, Confusion, Berserk, Hold, and Freeze have all been reclassified as green, or heavily RP-dependant, sig effects. How the user executes all these attacks and how the afflicted reacts to them can vary a lot, so they've all been changed to reflect that. Make sure you think carefully about how to use them in the future.

3. Hold and Freeze in particular have been clarified, seeing as their old descriptions were vague and left many wondering what they actually did. Since this is just a clarification and not a major change, no one needs to rereg Hold or Freeze sigs over this.
Heyo, all!

First up on the (Global) agenda: Mystery Data.

There are now Mystery Data tables for Beach Net, Netvegas, Hades Net, and Dentech!

This might not seem too relevant to the smart ones out there who have realized another key fact, namely that mystery data never quite seems to crop up... there have been some internal changes to the mechanic, however, so you should (Hint hint, mods) see them a lot more often now.

We also have 3 5 9 new chips! You can find them either in the chip lists or... RIGHT HERE!

We also finally found where the Bag O' Candy viruses were hiding all their candy at-- can you believe it, they were hiding the candies in the bags! Their chips have been added to the lists as well. (And, again, further down on this post.)

That's all.

RedFruit1 -
Damage: 80
Accuracy: S
Description: Places a large red apple at a random spot on the field. The first person to attack the apple (Enemy or ally) will recover 80 HP.
Duration: Once
Element: Null

RedFruit2 -
Damage: 140
Accuracy: S
Description: Places a large red apple at a random spot on the field. The first person to attack the apple (Enemy or ally) will recover 140 HP.
Duration: Once
Element: Null

RedFruit3 -
Damage: 200
Accuracy: S
Description: Places a large red apple at a random spot on the field. The first person to attack the apple (Enemy or ally) will recover 200 HP.
Duration: Once
Element: Null

ElemFlar -
Damage: 40
Accuracy: B
Description: Shoots a wave of fire along a straight line, changing the panels to Lava as it goes. Line Attack. Ground attack.
Duration: Once
Element: Fire

ElemIce -
Damage: 40
Accuracy: B
Description: Shoots a wave of Ice along a straight line, changing the panels to Ice as it goes. Line Attack. Ground attack.
Duration: Once
Element: Aqua

ElemWood -
Damage: 40
Accuracy: B
Description: Shoots a line of wooden spikes out of the ground along a straight line, changing the panels to Grass as they go. Line Attack. Ground attack.
Duration: Once
Element: Wood

ElemSand -
Damage: 40
Accuracy: B
Description: Shoots a wave of sand along a straight line, changing the panels to sand as it goes. Line Attack. Ground attack.
Duration: Once
Element: Null

((Note: The below two are original chips based off of the others that, in the case of ElemShock at least, I figured would round things out. ElemDark is not an official chip that I could find, but it was linked to by the viruses, so I attempted to make it as well.))

ElemShock -
Damage: 40
Accuracy: B
Description: Shoots an arc of electricity along the ground in a straight line, changing the panels to Magnet as it goes. Line Attack. Ground attack.
Duration: Once
Element: Elec

ElemDark -
Damage: 40
Accuracy: B
Description: Shoots a wave of darkness along a straight line, changing the panels to Poison as it goes. Line Attack. Ground attack.
Duration: Once
Element: Null

Candybomb1 -
Damage: 50/10
Accuracy: D/S
Description: Creates a piece of candy with a lit fuse. When eaten, heals the user immediately for 50 then deals the user 10 damage at the end of the battle. Can also be thrown to deal 50 to a target.
Duration: Once
Element: None

Candybomb2 -
Damage: 70/20
Accuracy: D/S
Description: Creates a piece of candy with a lit fuse. When eaten, heals the user immediately for 70 then deals the user 20 damage at the end of the battle. Can also be thrown to deal 70 to a target.
Duration: Once
Element: None

Candybomb3 -
Damage: 100/30
Accuracy: D/S
Description: Creates a piece of candy with a lit fuse. When eaten, heals the user immediately for 100 then deals the user 30 damage at the end of the battle. Can also be thrown to deal 100 to a target.
Duration: Once
Element: None
In a spur-of-the-moment consensus in the chat, Teleport as a sig effect now costs 80 point. Yeah, you thought it'd never happen, didn't you? Well it did. Passive teleports are now dead for the good of the world. Normal rules apply in that if you have a teleport sig affected by this change, you get a free sig edit to do damage control.

You can register your changes here.
GMOs now have a rules topic, and no longer have a level cap.

Quote ()

Steve and [Bomber] came to a bit of a revelation regarding the Multi-Hit and Multi-Target sig effects, how they're supposed to be used, and how they are being used.

Quote ()

Multi-Target Attribute: The cost for one target, times the total number of targets.  [Simply dealing the full damage and effects to more than one target.]

Multi-Hit Attribute: Free (Stackable) [Hits the same target multiple times. Does not affect damage cap. You do need to register this, though.]


The problem is that some people [...] (Steve admits he too has some), have sigs using "divisible" damage (i.e. damage that can be split among several targets, or concentrated on just one). I'm aware from Steve that this was normal back on RECN and in early on in RERN, but now, the wording (as seen above) doesn't really allow for Multi-Hit and Multi-Target to be blended like that.

In short, [any sig with divisable damage] needs to be redefined as either Multi-Hit or Multi-Target, or you can opt to scrap it if needed.


This ruling was made and as a result I figured we should let the general population know about it in case they missed it.

So as a quick super-summation signature attacks may not have divisable damage.

~Lux
By the way Terraformer Passive ability of Ground no longer allows Passive terrain changes.

Just in case you missed that change back uh, whenever it was made.

~Lux
Hey y'all, just wanted to bring to everyone's attention that PA has helped us all out big time and spent hours toiling away to finally bring us all of the chip icons and have them actually posted by their proper chip in the chip lists, in case you haven't noticed already.

And, in a fortuitous sense of timing, it's been brought to our attention that the old icon lists just went down, so if you use chip icons in your signatures, I highly encourage you to re-apply your IMG tags to PA's custom album created just for us here at RN.
SPs rejoice, there is a brand new SubChip just for them!

SPRevive (1000z in Chip Shop)
- Revives EJO'd SP to full hp
- Use between battles only
- Must summon SP for next battle using an action

This information is also in the chip shop and the SubChip database.

-The_Grim_Reaper
Guard has (finally) been clarified in the Battlechip list. Now we all can rest easy knowing how it works. :'D
-The Cross System has gotten a boost! Read more about your increase in sig points here.

-Added Pull and Gravity, changed status cure, changed Invisibility and Shadow, changed damage reduction, Changed body effects, Break modified to deal DD to bodies, Impact modified for effectiveness against DR, delayed damage added, SP resistances (resistance, immunity, guard) and crash in the Signature Effects List.

-You now have giant penalties when buying in shops between battles. More details here.
Since everybody (read: nobody) asked for it, the sprucing of shields continues this time with an overhaul of the PoisonMask series of chips, as seen here.
Here's something that probably should've been done ages ago: you no longer gain levels from your extra chips. I.e. you only gain chip levels from your folder, and chip level gains are effectively capped at 6 levels. Overinflated levels make everyone face enemies they aren't really ready to face, and that's... well, bad.

EDIT: As always, if you lose levels because of this, you do NOT have to forfeit any extra sig points you'd have because of it.
New Development.

Sort of. HP Barrier, HP Casing, Planar Barrier, and Planar Casing all now have a 20 HP minimum.

That's about it. If you're under this minimum, you should get right on fixing that in Sig Changes, as always.

~Staff
By the catch of Pally and Azure, Wind's Gust now offers both Knockback and Pull as options. Makes sense, isn't a huge change, etc, but congrats to whatever Wind types we have.