Still not quite dead.
Mentioned what would be in this update in the last post. I'll save the additional Mobile Infantry / Heavy Power Armor stuff for later. As always eagerly awaiting comments and feedback.
Here's the new version.
0.9.91
Fixed some typos in the Pile Driver and Plasma Cutter weapon descriptions
Custom weapons now have +1CR before modifiers for weapons that are 1cr or less (instead of only 0cr weapons)
Clarified that the Halberd, Explosive Halberd, and Plasma Cutter does not wound self
Power Armor (Mobile Infantry) now come stock with y-racks and no longer need to spend 2cr as a result. Yeehaw.
Also generally edited the Power Armor (Mobile Infantry) page. Clarified and added additional customization options
Grenade Launchers can now indirect fire and can mix and choose freely between three ammunition types at no cost
Rocket Launchers now have an additional follow-up attack on a penetrating hit
Grenade MG's now have two attacks and Hit +1 (changed from just AP0 and Damage x2)
Special weapon ammunition can now be used at will instead of being forced to be used for the first four shots
Added a Mono-TL Scope to the upgrade section; first* HELD type upgrade that enhances a Held weapon with a built-in Targeting Laser
Added a bit of explanation at the start of the Armory on shots/weapon ammunition
Reduced Shredder and Assault Shotgun shots to 10 and 16 respectively (down from 12 and 20)
Added Heavy Chemical Lasers; heavier and more expensive Chemical Laser (what else would you expect?)
Added Photon Beam Emitter; shorter range Laser that interferes with Control and shoulder part usage
Added Neutron Radiators; a new fun way to commit war crimes in ChromeStrike!
Laser/Flamethrower/Incendiary High-Itensity Fuel ammo now has further reduced range and -1 to hit
Reworded how long the Targeting Laser buff persists for allies
Battle Tank armor now counts as 3+ to the rear and top
Removed the Smart-Loader upgrade from the upgrades list as it's now included by default with all weapons
Added an Underslung GL upgrade to the upgrades list; single shot Grenade Launcher addon
Railguns may no longer be moved and fired without treads, now matches the Sniper Cannon
Shotgun buckshot ammo now increases number of attacks by 1 instead of doubling them; oversight with the addition of the Assault Shotgun
*Moved Emerald Garden's Aquatic Treatment from the SPECIAL AMMO bit in Ballistics to the Upgrades table to consolidate it with the new Held upgrades
The Photon Beam Emitter is _everything I have ever wanted in a ChromeStrike gun_
ReplyDeleteThis all looks amazing. Love the change to tanks, really emphasises the advantages mechs and MI would have over them. I'm sure my players will love taking advantage of that. As a GM, I'm also loving the MI changes - it might be because one of my players put a CnC node on his starting mech, so unless it's Stealth MI they get spotted instantly, but I've always found them hard to use in practice.
ReplyDeleteThe changes to the GL are amazing, I love the multiple, free ammo types (something I have wanted for years, honestly) - though I feel like it might be a little short on ammo at 4 shots, I houseruled it up to 6 for my game, and it's been fine there. The Heavy Chem Laser has already been nabbed as an upgrade to a shoulder sniper by one of my players using the cash freed up from the Smart Loaders they no longer need to pay for, and I'm really appreciating the changes to shotgun ammo (it was a balance headache before).
Perhaps the least constructive feedback I've ever had, because almost all I have is gushing praise for this one. I'd suggest maybe checking the ammo count on the Chem Laser, though - it feels a little ammo-starved next to the Heavy.
That email I promised is still incoming, life just got rough for a while, and then I got slightly addicted to painting up 3D-printed Battlefleet Gothic models. Thanks again for another amazing update, and I hope cabin life is treating you well =)