General Changes
-Still no ToC or Indexes because they take time and bookmarks serve the same basic functionality for online use. Yes, I will add them later.-Moved 'The World' from Chapter 2 to Chapter 6.
-Expanded the introduction a little bit to compensate for the above two things.
Character Creation
-Four new Common Powers that encourage Weapon type specialization a bit.-Buffed Target Lock
-Nerfed Pierce
Mecha Construction
-You may now apply your Upgrades and Weapons to any Areas without restrictions.-Added Attribute Modules, Upgrades that provide a passive bonus to stats (like Enhancements) but can be maimed (unlike Enhancements.
-Slight buff to Battlefield Commander.
-Added Stealth Field Feature to Special Modes.
-Reinstated Terrain Adaptability Upgrades as Special Mode Variants.
-Modified Transformation and Frames.
-Buffed Expansion Pack.
-Combiners require to specify who they combine with beforehand.
-Overhauled Weapon balance.
-You can only have one each of Recharging, Technique, One-Shot and Remote Weapons for balance reasons.
-You can now give drawbacks to any of your Weapons regardless of their cost.
Playing the Game
-Disrupt halves Damage dealt instead of taking a disadvantage.-Whenever an Area is Maimed the attacker picks which one gets taken out if the Damage dealt was odd, and the defender chooses the sacrifice when the result is even instead.
Running the Show
-Modified a few Features and added a new one, Power Armor.-Bosses no longer gain new abilities when at low health, instead their Archetype(s) get stronger when they lose Levels and they are given new abilities after each Arc.
-Rebalanced some Boss Powers and Boss Weapons.
Playtesting was had to ensure free Beams weren't absolutely bonkers, Bosses were threatening, and Maiming wasn't mind-boggingly dull. Seriously, that table was bad. Also to compensate for Transformers no longer getting to switch their Chassis around, there are Attribute Modules which give you a small yet cheap boost.
Then there's the restrictions on limited-use Weapons (plus Remotes) and the chance to now give Weapons that cost 4 or less drawbacks. The main reason the latter couldn't be done before was because stacking dozens of One-Shots would be exploitable, to say the least, and in general the same could be said of anything that gives you ways to spam those. So now you can only have one of each of these, because you have three different ways to give color to your hissatsu wazas so make use of them all instead of just sticking to one. The nerf to Remotes is kind of necessary now that Beams are Energy free by default.
Bosses now start off a battle weaker than before (Archetypes do nothing at first) but grow exponentially stronger and they take even less effort to build this time around. Weapons have been slightly improved to make sure they can still bully PCs before they start being smacked around too.
Another thing I have in mind for the future is a small boost to Chassis stats to further differentiate them from each other and to improve general longevity, because offenses are that much stronger than defenses since 1.4 but I'm not doing anything like that until I'm sure about it. There's also one or two things about Combiners I want to sit down and see if they can be improved but that'll also have to wait.
And that's it for now! I'd like to have the next one sometime around January, so obviously you should expect it around February.