v0.3.0
v0.3.0
Make Base Weapons
- Make Martial Weapon Templates
- Make Ranger Weapon Templates
- Create Ammo
- Create Weapons Make Martial Abilities
- Finish Marine Melees
- Make Hunter Melees Port over Classes DELAYED
v0.3.1
Make Morale Checks Make Ranger Arts
- Marksman
- Sidearms
- Assault
- Suppressor Make Armours
v0.3.2
Port over Drifter
- Overview
- Features
- Archetypes
- Duelist
- Scoundrel
- Honorbound Expand Spellcasting
- Make Starter Spells Port over Sorcerer
- Overview
- Features
- Finish Feats from 11 onwards.
- Archetypes
- Evoker
- Warlock
- Forgemaster Try making a Character Sheet
- Make Status Tokens Port over Sentinel
- Overview
- Features
- Finish Feats from 2 onwards.
- Archetypes
- Director
- Arbiter
- Flesh out Feats
- Commando
- Finish Feats from 9 onwards. Port over Rigger
- Overview
- Features
- Finish Feats 7 onwards
- Archetypes
- Conductor
- Battery
- Architect
v0.3.3
Auxiliary Arts
- Rajas Boxing
- Faltes Slashes
- Sua-resu
- Kuroam
- Shields
- Side Weapons Expand Spells
- Manifestation
- Restoration
- Manipulation Origins
- Streetrat
- Colonist
- Nomad
- Military
- Highborn
- Spacer Races
- Ash'ari
- Starforged
- Movian
- Dren Consumables
v0.3.4 - Playtest
Enemies
- Foes
- Ashen Skirmisher
- Ashen Sentry
- Ashen Runeshot
- Ashen Sharpshooter Story Optional- Add Sects to other Martial Arts
v.0.3.5 - Judgement Day
Spell Revamp Consumables Disengage and Break Rework Plan Dialogue Plan Encounters Check over Enemies
v.0.3.6 - Post Session
Melee Crit Mods Clash Macro Rewrite ACs Create links for Martial Art Types Make Upgrades for players
- Mel
- Abdo
- Ashy Player Condition Notes Character Sheet Edits
- Unarmed Calc
v0.3.7
Maps NPCs
- Enemies
- 2 New Enemies
- 1 Boss
- Allies
- Captain Veronis
v0.3.8
Rework Primal Wrath
v0.4 - Shadow of the Phoenix
- New Martial Class: Raider
- A new Martial Class, Raider has been enlisted in the ranks of the Starlites.
- Focused on devastating brutality and domineering presence, they bring radical shifts in the battlefield with their signature Classes/Raider/Features#Primal Wrath, becoming empowered for a brief period.
- When concerning their Archetypes, they may put on a bombastic performance as a Champion, gain unique power through a Reaver's Blood Rituals or transform into a deadly beast of old like a Druid.
- A new Martial Class, Raider has been enlisted in the ranks of the Starlites.
- All Martial Arts now have percent based bonuses.
- This change was made to curtail Multihit attacks, boost Single Hit attacks and add some scaling to Melee damage.
- Some miscellaneous changes were made to many Martial Arts, too niche to list all of them.
- New Combat Basics#Legendary Actions
- A new mechanic intended for use in boss fights and mini-boss fights, allowing on kill effects to maintain their usefulness.
- Core Aspects#Morale Rework
- Morale previously was inconsequential; with lower thresholds for triggering Morale Checks and reduced max Morale, Morale should be more important for Starlites to consider.
- Some classes have received new sources of Morale Restoration.
- Navigator now has a passive Morale heal during Navigator#Pack Tactics.
- Sentinels can consume 1 Status Tokens#Instinct to restore 1 Morale during Classes/Sentinel/Features#Uplift.
- Drifter Archetypes Buffs
- Duelist:
- Can now attack out of Classes/Drifter/Features#Swift Step and other movement based Features.
- +20 Crit Modifier during Duelist#Thunder Storm
- Tranquil is no longer capped.
- Honorbound: Guardwatch now applies Status Tokens#Sturdy instead of Status Tokens#Protection.
- Duelist:
v0.5 - Sages of the Arcane
- New Caster Mechanic: Spellcasting#Arcanum
- In order to grant Spells the ability to scale up in power, like their more material counterparts, Arcanum have been added, acting as a Caster's equivalent to traditional Weaponry, boosting their arcane power. They have 4 primary stats:
- Damage - Determines spell damage.
- Penetration - Determines spell penetration.
- Assist - Determines potency of healing and buffs.
- Repress - Determines potency of debuffs.
- In order to grant Spells the ability to scale up in power, like their more material counterparts, Arcanum have been added, acting as a Caster's equivalent to traditional Weaponry, boosting their arcane power. They have 4 primary stats:
- New Spells up to 4th level for all Arcane Schools.
- New gameplay options are now available for Casters allowing them to reach higher heights and gain more control over the battlefield.
- Many changes were also made to existing spells, however, there are too many to individually name.
- In general,
- Channels have been reduced in order to add more speed to Caster gameplay.
- Some Channels now have a Count of 0, meaning they will activate next turn due to the mechanics of Token Turn Decay.
- More spells have become Encodes, allowing for a higher spell output.
- Many [TC]s have gained random dies within their Difficulty Scores adding variable power into the spells.
- Channels have been reduced in order to add more speed to Caster gameplay.
- Sorcerer and Rigger Revamp
- Both classes have received an increase to the number of Spellcasting#Attunement Shards both gain.
- Both classes had major combat endurance issues previously. And while Casters having to keenly manage long term resources is a core design philosophy, they leaned too extremely towards starvation.
- More Spells can be learned through levelling.
- Many previous Casters, (YES YOU MELON), had issues with the number of options they had available. So more spell rewards have been sprinkled throughout both Classes' Features.
- Sorcerer:
- New Mechanic: Tarot Cards
- Sorcerers historically lacked a unique combat mechanic to manage during combat unlike every other class. Now, all Sorcerers can engage with the new Tarot Card system, a deck building minigame which if properly used can grant powerful effects like spell stat buffs, storing spells or automatic Surging.
- Classes/Sorcerer/Features#Natural Disruptor now only gives +2 to offensive Interference scores.
- *This serves as light nerf to the potential oppression that Sorcerers could have in Interference clashes. (Potential because, you, yes you Melon, didn't read the Combat Basics file to learn about it.) *
- Forgemaster#Arcane Phantasm now instead grants 4 weapon slots to store custom weapons.
- Before Forgemasters could have slowed down the entire game, by shifting their weapon. Now, a quicker loadout system has been implement to speed up gameplay and improve UX.
- Surge Fiend has been replaced by Warlock#Tarot Master.
- Not gonna sugarcoat it, this was busted. I repackaged the Auto Surge into the Tarot Card system, so you actually have to work for it.
- New Mechanic: Tarot Cards
- Rigger:
- Classes/Rigger/Features#Essence Fusion is now gained at 11th level.
- Classes/Rigger/Features#Essence Stockpile is now gained at 14th level.
- Classes/Rigger/Features#Higher Spell Tuning is now gained at 15th level.
- Classes/Rigger/Features#Essence Fusion has been reshuffled to 11th level to accommodate Higher Level Spells being used earlier.
- Architect Mannequins, Battery Totems and Conductor Percussos all gain more Attribute and Skill Points through Features.
- Both Hollow Types had significant issues with scaling up to their peers, these changes should help them catch up.
- Mortar Surge is now a 0 Status Tokens#Channel S.
- Before this spell was simply too slow to be desirable, now it should be an excellent setup tool.
- Both classes have received an increase to the number of Spellcasting#Attunement Shards both gain.
- Origins Changes
- 2 new Origins have been added: the studious Scholar and intel gathering Bureaucrat.
- New Keepsakes and Features
- Keepsakes and Features have been added to Origins, adding more variation and particularly, allowing for more RP opportunities through Features.
- 2 new Races: Malofan and Ulthar
- The Malofan have joined the Starlite roster, hailing from the MCS, they offer their diplomatic tradition to our ranks, alongside the diligent and nomadic Ulthar who offer their devotion to their craft as a useful asset to the Starlites.
- Entities sent into Status Tokens#Fading now have any overkill damage subtracted. Additionally, upon being revived, gain a random [Injury].
- This new mechanic primarily exists to add more weight to big attacks and Revival abilities or items. Now Starlites should be more wary of big attacks and procure methods of resuscitation.
- Camping Rework
- Camping has received a moderate rework to bring it up to par with rest of the game, generally streamlining the process.
- Sleeping now restores Attunements and Base Core Aspects#Auxiliary Health.
- Naps also restore Base Core Aspects#Auxiliary Health.
- Sparring now grants a temporary Attribute Buff (e.g. Status Tokens#Invigorate) until the next Short Rest.
- Meditation has been removed.
v0.6 - Up Your Arsenal
- New Ranger Class: Guardian
- A new Ranger Class, Guardian joins the Starlite ranks.
- They are frontline vanguard units, blessed with the highest amount of Core Aspects#HP upgrades and defensive abilities such as Classes/Guardian/Features#Iron Skin or Classes/Guardian/Features#Body Block, allowing them to take heaviest risks for the team in order to make space.
- In regards to their Archetypes, they can choose to meld pike and shot as a Terminator, enact ruthless justice against their foes as a Punisher or utilise a unique Hulk Exosuit to crush their enemies.
- A new Ranger Class, Guardian joins the Starlite ranks.
- Widespread additions and changes to the Starlite Arsenal.
- In general, while the classes had expansive abilities and traits, the system lacked breadth. A significant amount of Implants, Consumables, Weapons, Ammo and Support tools have been added and will continue to be added leading up to v1.0.
- Weapon Templates got multiple new traits and weapons.
- Numerous Support Tools and Consumables have been added.
- Implant Changes
- Now Starlites gain +2 IP per 5 Skills#Fitness.
- Previously, non-Implant centric Starlites struggled to tap into the field, now they have a natural path to gain more Interfacing Points.
- A new tiered system has been added for Implants along with attribute requirements.
- These changes exist to reward specialization and expertise in Implant use, granting Rangers a greater monopoly.
- Organic (Requires no other implants): Tier 1
- Neural Link: Tier 2
- Full Circuit: Tier 3
- Frame Fit: Tier 4
- Now Starlites gain +2 IP per 5 Skills#Fitness.
- Ranger Arts Changes
- All Ranger Arts have had widespread [Cooldown] reduction to encourage more use and help Rangers keep up.
- All Classes have received revamped starting Gear.
- Origins will eventually receive some as a part of their Keepsakes but not for this update.
- All classes have gained access to General Mechanics#World Actions, even gaining unique bonuses for specific types.
- Raider's Classes/Raider/Features#Predator Leap [Cooldown] has been reduced to 2 Turns.
- This ability previously felt too slow for the likes of a Martial even with their tankiness.
- Many new [Injury] Status Tokens have been added.
- Criticals can now inflict injuries based on Core Aspects#HP lost.
- Status Tokens#Marked tokens now decay every turn rather than every 3 turns.
- Drifter Changes
- Combos have been shifted back in the Growth Boons, granting Drifters quicker access to them and allowing them to have greater presence within the toolkit.
- Gameplay/Character Building/Classes/Drifter/Features#Reliable Technique is now gained at Lv 3.
- Gameplay/Character Building/Classes/Drifter/Features#Deceitful Challenge is now gained at Lv 6.
- Gameplay/Character Building/Classes/Drifter/Features#Learned Combo is now gained at Lv 7 and grants another Starter slot.
- Gameplay/Character Building/Classes/Drifter/Features#Critical Finisher is now gained at Lv 11 and grants another Link and Ender slot.
- Gameplay/Character Building/Classes/Drifter/Features#Second Gust now allows you to reroll up to 2 missed Melee Hits in a Martial Art.
- Second Gust was previously too difficult to use with multihits. The new version will be more build flexible and more powerful.
- Duelist#Third Gust now allows you to reroll Criticals.
- Second Gust was previously too difficult to use with multihits. The new version will be more build flexible and more powerful.
- Valor now procs upon gaining Status Tokens#Down ,Status Tokens#Fading or being [Injured] .
- This primarily serves to grant ways to neutralize high Valor Drifters as non-Martials.
- Duelist#Windswept Steps now grants a free Parkour Maneuver during Classes/Drifter/Features#Swift Step.
- This acts as a slight boost in mobility and action economy, helping Duelists weave offense with speed.
- Navigator#Pack Tactics now grants targets 1 Status Tokens#Prowess 4 and 1 Status Tokens#Brawn 2.
- Navigators lacked the ability to properly boost the team's offensive potential beyond Martials. Not only is their potency buffed but their boons are more team flexible.
- Navigator#Inverse Gust now allows allies to also gain your Valor buffs while within the ZOC.
- Honorbound#Guide Through the Hurricane's Halt has had its [Cooldown] reduced by 2 turns.
- Halt's cooldown was way too long for what it offered, now it should be a more frequent tool that is utilized.
- Combos have been shifted back in the Growth Boons, granting Drifters quicker access to them and allowing them to have greater presence within the toolkit.
- Sentinel Buffs
- Gameplay/Character Building/Classes/Sentinel/Features#Muscle Memory costs 1 less Status Tokens#Instinct.
- Before it was slightly inefficient to use, due to the cost.
- More IP and Overclocks have sprinkled within the Features and Archetypes.
- Commando's Jury Rigged Items now scale off Skills#Engineering.
- These tools struggled to keep up with higher power levels, now they will still be a consistent threat.
- Gameplay/Character Building/Classes/Sentinel/Features#Muscle Memory costs 1 less Status Tokens#Instinct.
v0.7 - Wisps of the Past
- New Caster Class: Whisperer
- A new Caster Class, Whisperer has been added.
- They are the class with the highest customization available to date; choosing their Primary and Secondary Skills, gaining access to numerous Spellcasting#Arcane Schools and even Martial and Ranger Proficiencies via Tenets#Rites, and picking out a special Tenet which is a specialized set of Features from their Wraith, their personal spiritual guide.
- When concerning Archetypes, they often don't grant too many isolated abilities, instead determining the Whisperer's relationship with their Wraith and how they interact with Virtues and Confessions, a currency used for every facet of this Class' abilities.
- A new Caster Class, Whisperer has been added.
- Added 2 new Origins have been added: the spiritual Acolyte and the socialite Entertainer
- Added 2 new Races: Sedimi and Flore
- The Sedimi hailing from the Sedimian Meteoric State, bringing their physical bulk and spirituality to the roster, alongside the Flore, whom as the unifiers of the FCR, offer their socialite and espionage traditions to assist allies outside of battle.
- All Spell Schools have gained spells up to 7th level.
- Previously, Casters lacked endgame abilities due to how they're designed. Now they are at their proper power able to shape the battlefield with devastating arcana.
- Status Tokens#Resonance's [TC] bonus has been reduced by 2.5 and it's Token Count now also degenerates on use of a spell which it affects.
- The TC Bonus offered was a bit too strong and the previous Token Decay system was hit or miss, both have been changed to remedy this.
- Added dual Damage scaling.
- Added a d20 to the Difficulty Score of Detection [TC]s
- To add some variance to Detection ACs
- If a Grand Sorcery level spell is Diluted, Sorcerers can now use another Grand Sorcery to instead have it be Surged by 1.
- Sorcerers previously, were locked out of accessing the highest tier of Spell power. Now they can at increased cost.
- A new Consumable type, Consumables#Drugs have been introduced alongside a new Toxicity system.
- This system allows for more variance within Consumables and prevents over-reliance on certain items to brute force combats.
- All other Casters have recieved Spellcasting#Attunement reductions.
- In previous versions, there was a issue with the battle stamina of Casters being too low. However, it was admittedly overtuned. Hopefully these numbers strike a better balance.
- A new Melee Combat#Dueling Level system has been added to Melee Combat.
- This serves to properly represent the difference in Martial Skill between multiple types of combatants.