Of course, I will probably end up making a supplement with things like variant chassis types, support for different settings, systems for madness and insanity, and so on. But it'll be, you know, in the future. And supplementary.
Enough talk! Here's 1.7 On to the changelog, which is going to come in abridged version today because there's just been waaaay too many small changes everywhere to list everything. Honestly you should doublecheck all the rules that matter to you, or take your time looking at all the changes from the start. On the plus side, there's not going to be any more changes for a loooong time.
-Added a Table of Contents and Index.
-Some more layout improvements.
-More sidebars with advice and optional rules, plus expanding many of the existing ones.
-I think I'm finally done fixing technical errors like typos and cropped images and whatnot. No, I can't believe it either.
-Added New Traits, some old Traits adjusted in terms of price or power level.
-New category of traits: Anomalies.
-Tweaked the Equipment rules, added more Equipment to the list, powered up most existing equipment as well.
-Powers that require you to make a choice can now be taken multiple times. Rebalanced several Powers and renamed some of them as well.
-Made small adjustments to the starting Attributes of some Chassis types. Renamed Personal and Titanic Chassis classes to Eagle and Shield, the former for readability issues and the latter because the sheer irony of their name has long overstayed its welcome.
-You can now only have a total of 2 Archetypes, so the one you start with plus buying one if you want. Added two new Archetypes, tweaked others, and rewrote Superior Alloy to Invincible Frame.
-Rewrote or buffed all Evasive Systems and Defensive Barriers.
-Slightly nerfed Reload, rewrote Overcharger.
-Most Special Modes were rebalanced and some even renamed to better represent their function.
-Rebalanced or tweaked most Sub Units. Slightly buffed Component Unit.
-Clarified how Alternate Forms, Sub Units, and Combinations work together - which is to say, they don't.
-Tweaked the Custom Weapon Tables to encourage more diversification. Added a new drawback for Melee Weapons. Renamed several abilities to make more sense or be easier to distinguish from each other namewise.
-Rebalanced several premade Weapons. Added four new such Weapons.
Playing the Game:
-Improved the rules for stacking Advantages and Disadvantages. Added guidelines for handling Advantages and Disadvantages against multiple targets.
-Added more ways to use Resources.
-Blasts now interact with more rules, and now get around things like cover.
-Several clarifications concerning Tension and Duels.
-Tweaked the Aim and Delay Actions, buffed Maneuver and Disrupt, renamed Disrupt to Suppress.
-Streamlined and improved Base and Defensive Terrains.
Running the Show:
-Bosses can now have two Boss Archetypes starting at Arc 3 and 3 Boss Archetypes starting at arc 5
-Tweaked several Powers, Archetypes and Weapons.
-Grunts can now use Specific Weapons and get a static bonus to Systems as they progress.
-Nerfed the Squadron feature, and tweaked the Cryptid feature.
-Added several Example Non-Combatants, Allies, and Enemies.
So let's talk a bit about the big picture. Blasts, movement and positioning are more important than they used to. Apart from ignoring cover, Blasts and other area of effect weapons can now ignore half of the Evasive Systems out there, defensive Aid Another abilities, and certain Boss Archetypes among other things. As a result most abilities with area of effect abilities got their costs increased or were weakened a little, and both the Over-Booster and Telescopic Sights (now Artillery Mode) got a small cost reduction. Ballistics, whose in-built advantage require the decision to forego movement entirely, got a small buff. Missiles, which are all about being on the move constantly, got a small nerf.
Then there's the news on the Evasion/Armor front. Simply put, starting high Evasion is too hard to counter and a lot more frustrating to deal with than high Armor - with high Armor at least you might be dealing Damage in small bits here and there, but Evasion completely nulls way too many attacks, and for far too long given that Accuracy is also more expensive than Penetration. I did not want to have to do this, but a starting Evasion of 13 is too much so just to be safe it is going two points down, but to compensate for it the
There's also a lot more clarifications on how specific rules interact with each other, and whole paragraphs being rewritten not to change rules but to make them easier to grasp, and ensuring the rules are tighter. Between that and the various new sidebars with advice on how to use various game mechanics play should be a lot smoother.
What next? Probably small things here and there like editable pdf sheets, separate chapters printable in black and white, and whatever other stuff I can come up with that'll come in handy. Concerning bigger projects, I'll say something when I have a clear idea in mind, but this is definitely not the last you'll see of GGG.