QUOTE (Earlydawn @ Apr 26 2008, 04:55 PM)

Not sure about ordeals, but they're confirmed to be getting totem equivalents called "Streams".
Actually no. "Streams" are the technomancer analog of traditions. Technomancers will have "paragons" rather than mentor spirits.
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Agent Smith will cost more, which means that Peter Taylor will call it fixed and a non-zero percentage of groups who would have hit the wall on that won't. But the essential problem will remain essentially intact as far as the world is concerned.
Limitations will be introduced on Agent Smith (well, actually on Agents in general), but Agent Smith gimmick will still be possible for the dedicated hacker (as will botnets) willing to put in some extra (not-insignificant) programming time. But cracking an Agent and copying them ad infinitum to aid you in hacking a particular system will no longer be a viable tactic.
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Technomancers will get a bunch of new stuff that will be massively better than the core book stuff. I wouldn't be at all surprised if the new Technomancer options are the equivalent to the Cyberlimb Options from Augmentation compared to the frankly useless core book cyberlimbs. I definitely expect Technomancers to get better and yet have the honestly terrible technomancer ability costs from the basic book stay unchanged.
Technomancers will indeed get a bunch of new cool stuff, including the aforementioned "streams" and "paragons," as well as new echoes, new sprites, and some surprise twists. Technomancer costs will indeed remain unchanged.
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The Hackastack will be nerfed slightly in a way that doesn't especially impact its performance.
Since according to the
SR4 core book all Matrix communications and connectivity is subject to a hardwired Access ID and each commlink/persona you use has a separate one—requiring you to separately log on to the local network and nodes being hacked with the new Access ID every time you switch commlinks—I believe Hackastack (to the best of my understanding) is nerfed enough. However, other clarifications on connectivity in
Unwired will undoubtedly clear things up further.
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Script Kiddie and Opt Out will be unchanged - there will remain essentially no reason for "you" to be any good at hacking
There will be Tweaking the Rules variants for those who want them, but the core Matrix mechanics in
SR4 remain in effect —meaning your Matrix skillz will remain hardware and software dependent. We will be visiting the limitations on Agents/Pilots/IC's "creative intelligence" and "tactical decision-making" that make them inferior to human hackers and how gamemasters can apply such limitations in play. That said, the roles and options available to dedicated hackers (as hard core programmers, spoofers, exploiters, crackers, etc) as well as the "offline" uses of skills will be greatly expanded making the role of hacker much more specialized during chargen and time and skill demanding during in game development.