It has been roughly one year and about ten updates since the first release, and things have changed a lot since then. But I think things are looking pretty stable from now on. This one's got a good number of small adjustments in addition to the big stuff. The 1.4 rules changes have seen enough action I'm confident in making what I think will be the last batch of those for a while.
Have a link.
-More fixes regarding making the early chapters universally readable without knowing what a Gear or Avatar is. Also Dramatic Themes got changed to Genre Themes.
-The return of the Quick Rules Reference sheets.
-Rescaled Attributes and added three new ones.
-Modified how Defenses and Plot Armor Work.
-Modified the way Skills and Traits work.
-Added Miracle Skills representing supernatural talents.
-Added more Traits.
-Rewrote Equipment Rules.
-Determinator now ignores the effects of Maiming for a Round.
-Nerfed Impregnable Defense.
-Changed Imagination is the Limit to Hidden Power
-Increased Chassis starting Attributes a little.
-Moved suitable Features to the beginning of this chapter.
-Made Anti-Gravity cheaper.
-Removed the Terrain Adaptabilities that are also Features.
-Nerfed Stealth Field.
-Buffed Alternate Forms a tiny bit.
-Nerfed Expansion Pack and Assistant slightly.
-Rewrote Combination Upgrades. Again.
-Small nerfs to Armor Breaker and Bombardment.
-Buffed Interference Cloud a little.
Playing the Game
-Added a clarification on how Advantages and Disadvantages work.
-Reworked Disruption and Mixed Tests.
-New type of basic Terrain: Base.
Running the Show
-Adjusted Enemy Generation to new Pilot rules.
-Expanded Grunt and Boss versatility a little.
Good thing I explained the how and why of Pilot changes in broad last week, because that saves me from making this post comparable to a script dump of the average Hideo Kojima title, and I want to touch on the Mecha stuff a little. Base stats went up to further differentiate the four types from one another, since their expected survivability was more or less the same against non-specialized weapons, give or take a Turn.
This was because I did not want defensive builds to be really, really difficult to crack, and because things are more fun when people are affecting each other than when they aren't. Thus the default was that you could increase your defenses to be very tough to take down, but anyone could just mirror your efforts by spending the same points in corresponding offensive buffs and keep you in line.
Where this kinda failed was that nearly every defensive Genre Power was ditched a while ago, so a character who intended to be good defensively had to not just fight offensive stats, but also Tension and nearly every Power under the sun. A starting Evasion of 18 is not very intimidating when your regular-use Weapon has a total Accuracy of +6, has an in-built Advantage under conditions that aren't very tough to reach, and you have dozens of ways to give them another Advantage to roll 2d10 instead of 1d10 and Tension is going to make it harder to dodge every Round.
So nearly everyone has wildly different survivability rates now against different Enemies, for the most part I increased defenses, but everyone received a small boost to offenses as well just to keep the stonewall uber alles in check, plus a boost to Energy since it can be used either way. Energy costs have been decreased enough for everything in general that Assistant no longer needs to be the crutch to end all crutches, and will be fine giving you points back 50% of the time and double that much another 10%.
The transfer of Features from enemy-and-maybe-PC-material to the mecha section is a stealth buff to Alternate Forms, since they cost 0, you can now get a lot of mileage out of those by only spending the requisite 3/5 UP. It also makes Imagination is the Limit absolutely fucking ridiculous, more than it already was, so now it plays to a different trope and has to declare what it wants to do beforehand.
Lastly there's Combiners, who are in a fierce competition with Transformers to see who gets to have the most changes to their rules, and I admit making those work in a way that makes sense and is elegant has been tough. Combiners should now play better to their Genre conventions while having an unique mechanical role to call their own. God Combination is very distinctive from Unison Combination, as opposed to one of them being better than the other, and Component Unit lets you make those G-Falcons and Laganns with as little fuss as possible.
Next time I hope to bring a lot less balance changes and a lot more prebuilt NPCs and Enemy creation/usage advice.