v0.3.1 release!
November 5, 2021
Hi there! Based on my feedback from 0.3.0 I released a balance, metagame, and accessiblity update. A few Integral Traits received minor tweaks: I made a few changes to Systems based on two observations: longer-range Systems are more powerful/useful than shorter-range Systems and Near/Far range area-attack Systems are very powerful.Integral Traits
Integral and Modular Systems
v0.3 release!
October 11, 2021
Hi there! As promised, v0.3 is done! This one was a more extensive change than v0.2. See the devlogs tagged as v0.2 -> v0.3 for more details on why I made any given change. I'm going to be rethinking the ACES HIGH content (at least the Ace-facing equipment stuff) based on these changes, but also I'm focusing on releasing my 36th Way SRD and that's going to happen first, so stay tuned.Resources
Attributes
Traits
Armaments
Systems
Frame Damage
Other
Quality of Life
Thoughts about v0.2 -> v0.3: Resources, Systems, and Size
October 2, 2021
Hi there!
I want to talk a bit about one of the bigger v0.3 changes: Ammo. That is to say, I'm adding it. If you haven't read my initial 0.3 post and my Armaments and Dice post please do! But to recap, Tension is being split into Tension and Ammo: Tension handles rerolls and grants extra actions, while Ammo is used to activate Systems. Tension can be regained by Drops (and by another method - we'll get there), while Ammo is either only restored upon return or during some kind of mid-mission supply cache discovery. So that means each Frame has 3 Resources, Vigor/Tension/Ammo, which do very different things.
Thoughts about v0.2 -> v0.3: Armaments and Dice
October 1, 2021
Hi there! As noted in my last post, one of the things I'm changing in v0.3 is Attack rolls keying off Armaments. I'm going to dive deeper into that here, think out loud about the balance involved, and see where that gets us in general. There's a bunch of math ahead. You've been warned! I promise it's going somewhere though. I covered this a bit in my first devlog about v0.2's Attributes. The most important part, though, is the probability for each number of dice (0 and 4 won't come up much, but mostly for comparison):Dice and Probability
Thoughts about v0.2 -> v0.3: Let's get weirder
September 29, 2021
Hi there! So as alluded to, I have some ideas about what I want to do next to core. I came to these conclusions both by playtesting the game (and by replaying Armored Core) to get a handle on what kind of feeling I wanted to capture. Right now AF is pretty close to LUMEN CORE in a few particular areas, and these changes would do quite a bit to push that further away. Let's get a bit weird with it.
Slight change of plans!
September 28, 2021
Hi there! Sorry for the radio silence. I've been working at ACES HIGH and also preparing a different project (to be announced shortly)! ACES HIGH is basically done pre-editing in its current incarnation. But "current incarnation" is the key. I've been thinking about the core mechanics and I'm going to make a few major changes to how certain things work - something that'll take things further away from core LUMEN and lean a little more some mecha concepts I wanted to emphasize. I decided that it would probably be more confusing to release it as-is given that fact. So my goal is to release an update to the core book, and once those changes are settled, propagate those changes to ACES HIGH. I'll make a follow-up post detailing the concepts there.
Expansion Chat 3: Tyrants
September 14, 2021
Hi there! Tyrants were the biggest reason I decided to fast-track this expansion over creating premade missions. If you'd been paying attention to v0.1.0, you might have noticed that Prime enemies got a downgrade between versions. This is because originally Prime enemies were supposed to fill the role that Tyrants currently fill. But as I playtested, I decided they needed to be their own thing.
Expansion chat 2: Campaigns
September 9, 2021
Hi there! In this post I'm going to be talking about the Campaigns section of the upcoming Aces High. Specifically, the mechanical bits: Crisis Advances and Moonshot Advances. The idea behind Crisis Missions is that they're intended to add points of challenge and tension to an otherwise power fantasy-oriented game. But when the consequences are simply narrative, this can create a disconnect when the Aces' actions are otherwise unaffected by these encounters that are supposed to signify increasing danger to the place they call home.Crisis Advances
Expansion chat 1: Experimental Loadouts
September 4, 2021
Hi there! I'm going to both announce a supplement to APOCALYPSE FRAME core, tentatively titled Aces High, and also talk a little bit about one part of it. The supplement is going to be bundled in free with the core book because it contains stuff I feel is necessary to an experience that feels complete. (Also, it gives you an idea of what I'll include in future non-bundled supplements.) You can see my current overview spread for it below: