Mh/v0.2.3/part one half#894
Conversation
Flavor reasons, replaced zero upkeep for still cloak with reduced upkeep.
Also reflavored the shield names, and removed the "nanite shield" as a thing that exists. Applied corresponding buffs to the level 10 shield's stats. Changes to the level 10 shield are functional.
Additionally laid the groundwork for Medical Nanites. Introduced new issues: -need item entries for medical nanites (and rules for unit quantity restriction by level, probably as a column in the leveling table), -need to expand rules on feats to include active feats and medical nanites. -need to fill out effects of short and long rests.
New Issue: need limits on the number of batteries a character can carry. Or are they armor hard point items? Prices extremely preliminary
Balance concerns.
Also removed Stealth skill requirement from cloak modules. Outdated after removal of skills@10@lv1.
Nanites -> Energy Cloak Turns stat removed Added Overheat stat: a cloak turns stat based on the equipment instead of the player level. Removed 1 cloak per turn restriciton to lv 1-4, that can be on modules with Overheat stat.
…urtlelord26-Nanite_Removal-Cloak_Rules_Update
…_Rules_Update Turtlelord26 Nanite Removal: Cloak Rules Update
…urtlelord26-#612-Nanites_to_Energy
These items moved directly out of Armors.txt without change. Restyled for better parsing.
Turtlelord26 Hard Point Equipment to Own File
Turtlelord26 #612 nanites to energy
Now does not conflict with Energy resource for shields/cloaks. Scope crept to add a bit more flavor to the munitions not lasting between combats, some sp/grammar fixes.
Scope crept to try and fix Overbuilt, please review this.
Wasn't caught by my find&replace.
…ial"_Resource Turtlelord26 Reflavored Engineer Energy into Potential
Some functional change to adrenaline rush during the conversion. Now only gives either +4 of +8 instead of anything between +1 and +10. Also removed the take-the-feat-twice-to-halve-the-cost, but I could be persuaded to restore that.
No functional changes, only the new costs.
Next feat I'll remember
Bunker only works with nanite space magic, and I am considering it as out-of-aesthetic.
…lelord26-Medicalize_Gun_Kata
Medicalize Gun Kata
…ite_Removal Turtlelord26 #611 active feat nanite removal
Vestigial with the removal of the nanite bar.
#621 We have definitions, conditions, and benefits! Slight production sin in Long Rest where I refer to "Exhaustion Rules" that don't exist yet. Mea Culpa.
…butes Removed Primary Attributes
Add rules text to Rests!
Moved text from dev into the nanite superbranch in preparation for altering it.
And prose alterations to the other feat categories.
#262 Provisional testing. If it proves too much of a balancing chore re. active feats, this can be reconsidered.
#613 As the procedure, provisional on testing and not being a balance headache.
Now with boundary conditions that double as development knobs.
…ubBranch Rework Nanite Restoration Ability/Item
…ive_Feats_Rules Rules Text for Active Feats, now with Medical Nanites
#619 They now have built-in benefits (minor Shock save bonus added to the already-existing rest healing), and link you to relevant rest and feat rules. Provided explicit pathway to upgrade from the booster to the full unit.
Turtlelord26
left a comment
There was a problem hiding this comment.
Changes By File
Basic Rules
-New Flavor text for Nanites, introduction of flavor text for Energy. Nonfunctional.
-Removal of old nanite system. Functional, testaed by testing the new rules. ✔️
-Added rules text to Short and Long Rests. THey now have definitions for duratino and interruption, apply healing based on Medical Nanites, and have a framework for class ability regen. Functional, untested. ❌
--One note: Long rest references a non-existent rules section for Exhaustion. This could block playing by groups unfamiliar with the dev process. ❌
----Mea Culpa
-Feat summary text moved into Basic Rules, nonfunctional.
-Active feat rules text updated to implement Medical Nanite Use. Functional, untested. ❌
Leveling Up
-New table columns for Short Rest Healing and Medical Nanite Capacity by level. Nonfunctional since they reflect rules text elsewhere.
Cloaking Rules
-Reworded to use Energy instead of Nanites. No structural change, but since ENergy works differently it's a functional change. Untested. ❌
Classes
-Class primary attributes removed. ✔️
-Engineer Energy renamed to Potential. Nonfunctional.
Feats
-Active Feats reworked to use Duration and Cooldown, new stats that interact with the Medical Nanites that power these feats. In some cases, notable functional change to the feat has taken place, marked with *. Tested status:
- Adrenaline Rush*
- Aimed Shot
- Bunker: Deleted
- Combat Roll
- Cover Slide*
- Flash Dance**
- Gun Kata*
- Kata*
- Kip-up
- Multi-target: Deleted
- Run N Gun
- Steady Shot
- Twitch
- Blur
Doctor Procedures
-Nanite Restore reworked to apply to new Nanites. Functional, untested. ❌
Engineer Processes
-New flavor text for Potential, nonfunctional.
-Instances of Energy replaced with Potential, nonfunctional.
Hard Point Equipment
-Shield Generators and Cloaking Modules re-numbered to work with new Energy instead of Nanites. Also one utility module. Tested status:
- A-class Proton Shield, untested.
- HiCap A-class Proton Shield
- B-class Electron Shield
- HiCap B-class Elecron Shield
- Mk1 Microfoil Cloaker
- Mk1 Passive Camoflauge Module
- Mk2 Advanced Microfoil Cloacker
- Mk3 Experimental Body Cloaker
- Class M Point Defense System
-Battery Packs added for Energy economy. They store energy to use with other modules, but take up space.
- Basic Personal Battery Pack
- Basic Military-grade Battery Pack
- Basic Military-grade Specialist Battery Pack
Armors
-Hard point equipment moved to new file. Nonfunctional.
Items
-New item: Medical Nanites Booster Shot. Provides increased Shock and rest healing. Functional, untested. ❌
-New item: Medical Nanites Unit. Provides more rest healing and can power Active Feats. Functional, untested. ❌
-Reworked Nanite Pack to interact with Medical Nanites. Functional, untested. ❌
That's much better.