Hi there! A few minor changes now that I’m getting some new eyes on the game (and now that I’m actually playing it instead of just running). v0.3.6 was the first 3 of these only so I figured it wasn’t worth a devlog, but the others are enough to justify.
A bunch of typos and copy/paste errors were fixed.
I still had the 0-Tension rule in (gain 1 if you end the turn at 0), which was supposed to be taken out in favor of build traits. It’s removed now.
Charge and Charge+ have been improved to not care about other Armaments with them. This gives a lot more flexibility and allows a lot of Armament combos that weren’t really viable before.
Impulsive now gives +1 Harm only at 0-1 Tension instead of under half. (Impulsive+ is the same.) The way it was made perfect sense when players didn’t start combat at max - 3 Tension but now that they do the “under half” condition was basically always on until they took Frame Damage. 0-1 still makes it valuable (especially for heavies) but it’s not quite as good as it was.
Some Armament tag swaps. After doing an inventory of tags, I found I was overusing a few.
Gatling: Loses Burst, gains Invigorating. Burst doesn’t really make sense at low dice and I wanted it as a default tag for the more “assault rifle” build weapons. Invigorating gives Gatling a good reason to be used even if you’re not leaning on Spin Up.
Recoilless Rifle: Loses Piercing, gains Near. Recoilless Rifle and Rocket Launcher are kind of swapping positions. Now, Recoilless is a bit more versatile range-wise while still gaining a benefit at longer range. It didn’t really feel like it had a role before, now it feels like a heavier scout rifle and that’s a good place for it. (For now, anyway.)
Rocket Launcher: Loses Near, gains Incendiary. Rocket Launcher now feels more like a proper long-range explosive to tie in with Grenade Launcher and doesn’t overlap so much with Marksman Rifle.
Kinetic Cannon: Loses Piercing, gains Impulsive. Piercing was a bit of an oddball on this one to begin with, and it felt like it needed something extra to be in the conversation with other heavier Close Armaments.