Nanite removal superbranch -> dev#804
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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 Outdated after removal of skills@10@lv1.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.
…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.
Textify Medical Nanites
| Action: 1 Action | ||
| Effect: Choose 1. Remove up to 3 Rounds of cooldown from one unit of | ||
| Medical Nanites owned by the target, or the cooldown of the target's next active | ||
| feat before your next turn is reduced by up to 3 Rounds, to a minimum of zero. |
| @@ -0,0 +1,242 @@ | |||
| ============================== | |||
| Hard Point Equipment | |||
| ============================== | |||
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We'll have to add a new document to the website to display this.
ooooops, how'd I leave that in there??
Turtlelord26
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Changes by File
Basic Rules
-Top-level descriptions of classes, nanites, and energy (new) altered for the new aesthetic. Nonfunctional. ✔️
-The maximum nanites by level section has been terminated. Nonfunctional. ✔️
-Added resting mechanics. Characters now (officially) heal during rests, based on medical naniteness and level. Rests are rate-limited as well. Functional. Testable. ✔️
-Feat description prose changes. Descriptive text, nonfunctional. ✔️
-Active feat rules now require the use of medical nanites, using a cooldown system. functional. testable. ✔️
Leveling Up
-Added a column describing maximum number of units of medical nanites per level. Functional. Numbers testable. ✔️
Cloaking Rules
-Cloaking now uses a new resource "Energy" instead of nanites. Activation and upkeep costs remain, just with the new resource name. Technically changing the name of a resource is not a functional change, but the resource economy was altered, see below.
-Removed free cloaking for taking no actions as out of aesthetic. Now instead cloaking is reduced cost while not taking actions. Functional, testable. ✔️
-Added an Overheat stat to cloak modules, which puts a cap on how long a cloak can be held. Replaces the old cloak turn limit by level (which has been removed from the cloaking table) - ie the limit is tied to equipment instead of level now. Aesthetic. Functional, testable. ✔️
-Cloaking modules now have a built-in resource supply, compensating for the loss of the baseline resources from every character's nanite bar. functional, testable ✔️
-Removed the one-cloak-per-encounter limit for early levels. Functional, testable. ✔️
Classes
-removed primary attributes. With the destruction of the old nanites, these were vestigial, so deleting them is actually not a functional change. ✔️
-The former Engineer resource Energy has been renamed to Potential, specifically to free up the name for the above-mentioned resource. Nonfunctional. ✔️
Feats
-Active feat economy has been switched off old-nanites resource cost and onto new-nanites cooldowns. They have ben given durations (how long it takes to execute the feat) and cooldowns (how long your unit(s) of nanites need to recharge afterward). Functional, testable. Testing indicated for every feat. ✔️
-Some functional changes resulted from the new system:
--Adrenaline rush can only move 4 or 8 extra meters, instead of 1-10. Cannot be taken twice anymore.
--Aimed shot is now considered a crit instead of automatically critting, but has bonus damage to compensate.
--Bunker, Multi-target are deleted.
--Cover slide gains an evasion buff vs readied attacks.
--Duck, Bob, and Weave has been unintentionally deleted and will be reintroduced in a subsequent patch. 🎏🎏🎏🎏🎏🎏
--Flash Dance has been substantially reworked, and may be remotely balanced now.
--Gun Kata same.
--Kata now additionally triggers off certain combat maneuvers.
--Run 'n' gun's accuracy penalty is now cumulative per attack.
Doctor Procedures
-Nanite Restore has been reworked to use the new nanites. Functional, testable. Testing indicated. ✔️ 🎏
Engineer Procedures
-Further replacement of Energy by Potential, including flavor text and process costs. nonfunctional ✔️
-Enhanced flavor text for why munitions don't persist between encounters. nonfunctional. ✔️
Hard Point Equipment
-Separated from Armor doc into its own file for ease of reference. Nonfunctional. ✔️
-Significant rebalancing of costs to account for the new Energy economy. Functional, basically every item requires testing. ✔️
-New items: battery packs. Allow you to add more Energy storage at the cost of hard points - allowing characters to choose between doing one thing strongly or having more utility. Functional, testable. Testing indicated. ✔️ 🎏
Armors
-Hard point equipment removed, nonfunctional. ✔️
Items
-Added Medical Nanite Items. They are functional and testable ✔️
--Medical Nanites Booster Shot: A partial version, supplies less rest healing and no active feats.
--Medical Nanites Unit: The full version. maximal rest healing and they let you flash dance.
-Reworked Nanite Pack to use medical nanites. Very similar to nanite restore. functional, testable. testing indicated. ✔️ 🎏
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Um, why are we removing the feats section from basic rules? |
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It's a duplicate. |
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Carry on! |
Closing out the Nanite Removal project, wherein the nanite aesthetic was reimagined into a more soft-sci-fi feel than its former definitely-space-magic flavor.
Former uses of the nanite bar have been rewritten using a new resource: Energy. Energy is stored by equipment that uses it and also batteries. Generally cloaking, shields, and other armor hard point modules.
As part of this, the Engineer resource Energy has been renamed to Potential.
We introduce Medical Nanites, the new nanites. Medical nanites are now used to power Active Feats based on a multi-cooldown system. Each Active Feat puts a unit of medical nanites on cooldown for a duration, but characters may have multiple units at their disposal.
(Dev note: we can make higher-level feat content very splashy by using multiple units instead of one)
Resting has gained rules text, and applies healing based on medical nanites.
Concurrent to this superbranch, class feats have been reworked to remove old nanites (thanks @bleehu), and some older feats that used nanites have been deleted. The former is already in dev, the latter will merge following this PR.
I'll make a full technical review with the nitty gritty.