[Update] 2.0.0 - The Alpheridies Engine Update

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Whiskey
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Joined: Sat Aug 10, 2024 9:08 pm

[Update] 2.0.0 - The Alpheridies Engine Update

Post by Whiskey »

2.0.0 - The Alpheridies Engine Update

So the time has finally come. Not in the circumstances that I wanted, but such is life. This update represents the culmination of over a year and a half of effort. This change log is not exhaustive, nor can it fully encapsulate the enormity of the undertaking we had embarked on with this project. There will be many, many bugs and issues. But from now on, things will be smoother, easier to work and above all else: faster. The most major omissions that will be addressed ASAP is the lack of implementation for some feats, and particularly the implementation of most Force abilities. A bug reporting thread will be linked below the patch notes once it is up.

I want to thank everyone for their patience with this update, and to those in our community that have helped, been supportive and spirits up, even in times of near radio silence from me. I also want to thank everyone for their patience this week with the server downtime. At no point did I feel pressure from the userbase to get the update out faster, and that has made my life immeasurably easier, even if my work hours on the project do not exactly scream "easy life."

Thank you all, and enjoy this update.

- Whiskey

[Patch Notes]
Character & Skills

[added] Added Feats: Feats are enhancements to your character that give them unique bonuses, or access to abilities. Characters may have up to 10 feats.

[changed] All characters now have 15 action, regardless of skills and attributes.
[changed] Skills now all cost 5000 XP, instead of having a scaling XP cost.
[changed] Skill point cost changed to: 1, 1, 2, 2, 4, 4, 6, 6, 8, 8 (from 1, 1, 1, 1, 2, 2, 4, 4, 6, 8)

[removed] The Armour, defending and maneuverability skills have been removed.
[removed] The Inward, telekinesis and lightning skills have been removed.
[removed] Training trees have been removed.
[removed] Weapon crafting has been removed.


Combat

[added] New Ability: Quick Shot - Make an attack at disadvantage, but with reduced action cost.
[added] New Ability: Melee Strike - Use your ranged weapon to strike your target in melee range. Damage depends on the weapon type, and benefits from the melee damage modifier.
[added] New Ability: Suppression - Suppresses the target if hit. Suppressed opponents attack with disadvantage.
[added] New Ability: Overwatch - If your target moves on their turn, automatically attack them at disadvantage. Cannot critically hit.
[added] New Ability: Sweeping Fire - attack all enemies in a cone aimed at a primary target. Damage decreases with number of enemies hit.
[added] New Ability: Cleave - Attack all enemies in an area in front of you. Damage is decreased after 3 hit targets.
[added] New Ability: Whirling Strike - Attack all enemies in a circle around you. Damage is decreased after 3 hit targets.
[added] New Ability: Rally - All friendly characters within 20m regain 3 action.
[added] New Ability: Bolster - Choose a skill. The next time that skill is rolled by your target, use your skill level instead of theirs.
[added] New Ability: Assassinate - If your target is below 20% of their total health, kill them instantly on hit.
[added] New Ability: Chain Attack - Attack your target at 10 action cost. If the target is killed, refund 8 action.
[added] New Ability: Quick Attack - At half action cost, attack with disadvantage, and with half damage.
[added] When ending your turn, you can now hunker down, increasing the DC to hit you by 8, but reducing your action regen by 2.
[added] Added Injuries: Attacks that do damage over a certain threshold turn a percentage of the damage taken into wounds. Wounds cap your health and action pools. Wounds heal by 1 every long rest, or need to be removed by surgeons.
[added] Added Status Effects: Weapons and abilities can apply status effects. These status must be cured to remove, or endured until they end.

[changed] Substantially reduced the effectiveness of improvised healing.
[changed] ALL combat abilities now cost action. Different weapons have different action costs for attacks. These values can be inspected on the weapon.
[changed] Movement now costs action. Movement cost is measured in meters per action and rounds up.
[changed] Dodge and parry are now applied directly to the to-hit DC.
[changed] Changing stance in combat now costs action.
[changed] A combat state is now applied on players when combat begins. Players in combat can only move when the /move command is used.

[removed] Reaction stances have been removed.
[removed] Flurry attack has been removed.


Items

[added] Weapons can now have armour penetration. Weapons with matching penetration to the armour weight class half the protection given. Weapons with greater penetration negate armour protection entirely.
[added] Macrobinoculars are now useable.
[added] Sensorpacks are now useable.
[added] Chance Cubes are now useable.
[added] Added Adrenals for each attribute. Adrenals increase the skill mod of all skills associated with the attribute by +2, +3 or +5 for A, B and C respectively.
[added] Added Revive Packs: Revive packs are required to revive a fallen ally in combat.
[added] Added Surgical Kits (Small, Medium, Large): Surgical kits are required to perform surgery.
[added] Added bandages and antidotes.
[added] Added commlinks. Commlinks are now required to use the /comm command.

[changed] Stimpacks have all been buffed substantially.
[changed] Colour customisation is now available on all customisable items.
[changed] Colour customisation only shows valid palettes, up to 8 per item.
[changed] Style customisation now can have up to 25 options, and multiple customisable options.


Other Changes

[changed] Hyperspace travel is no longer instant.
[changed] Item vendors have been reworked to allow previewing items in full detail.

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