Difference between revisions of "Aberrant 2.0 Changelog"

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*Disrupt now more effective against quantum constructs/etc at high levels, slightly weaker at low levels.
 
*Disrupt now more effective against quantum constructs/etc at high levels, slightly weaker at low levels.
 
*Boost now also fixed-effect to reduce dice rolling, returned to (Quantum + Boost) rather than (Stamina + Boost). Buying the power up is now more effective than increasing Quantum.
 
*Boost now also fixed-effect to reduce dice rolling, returned to (Quantum + Boost) rather than (Stamina + Boost). Buying the power up is now more effective than increasing Quantum.
 +
*Quantum Conversion's ability to generate power increased.
  
 
=September 5, 2011=
 
=September 5, 2011=

Revision as of 21:23, 8 September 2011

September 8, 2011

Additions

  • New Bodymod: Personality Analysis (thank you CASIE).

Changes

  • Changes to several Body Modifications
    • Extrasensory Access renamed to (Exotic Sensory Mode). Some sensory types moved between Extrasensory Access and Exotic Sensory Mode.
    • Alternate Sensory Mode cost increased to 5 XP.
    • Rangefinder reduced in power.
    • Pain Editor is its own bodymod.
    • Nematocysts folded into Venom Sacs (renamed Toxin Generation).
    • Toxin Generation made more flexible. Added method of buying more toxin types/delivery methods.
    • Concealable Pocket cost reduced from 1/4 XP to 1/3 XP.
    • Physical Optimization cost increased to 16 XP from 12 XP.
  • Shapeshift altered, now fixed result. The fixed results hopefully will allow Shapeshift to be more predictable.
  • Disrupt now more effective against quantum constructs/etc at high levels, slightly weaker at low levels.
  • Boost now also fixed-effect to reduce dice rolling, returned to (Quantum + Boost) rather than (Stamina + Boost). Buying the power up is now more effective than increasing Quantum.
  • Quantum Conversion's ability to generate power increased.

September 5, 2011

Additions

  • Added new Paramorph Knacks
  • Reimplemented Inspiration Facets for Paramorphs
  • Trinity-era Vehicle Options

Changes

  • Significant changes to Body Modifications
    • Redundant Organs increased in cost and effectiveness
    • Hyperdense Musculature No Longer Exists
  • Actions/Turn Limit Improved

August 2, 2011

  • New Martial Arts System

July 23, 2011

  • Mega-Stamina now gives Incapacitated health levels as well.
  • High Stamina now slightly increases character health levels.

June 28, 2011

  • Miscellaneous fixes to various descriptions
  • Improved Radiant Conversion (ever wanted to wipe out a small continent? Well.)
  • Improved Telekinesis
  • Added a limit on the number of actions/turn characters can attempt.

April 21, 2011

  • Added new Merits
  • Added Errata: Disimmunize and Quantum Forgery
  • Explained how Extras affect power cost

April 19, 2011

  • Changed how Mastery works again.
  • Altered the Node background to give mental disorders rather than Taint.

April 18, 2011

  • Altered functionality of LANSA system.
  • Altered amount of dice given by assistants-Mega-Intelligence now gives further bonuses.

April 17, 2011

  • Additional Biomanipulation Errata
  • Altered Healing and Regeneration, increased cost of regenerating Aggravated damage to render the Aggravated extra for certain powers more effective.
  • Altered Dormancy background

April 15, 2011

  • New category: Archaic Equipment, for WWII era tanks, anti-tank rifles, Tommy guns and MP44s, bows and arrows, and whatever else.

April 14, 2011

  • Increased SAM damage slightly to compensate for increased armor for most vehicles.
  • Anti-vehicle ratings for weapons lowered across the board, to add more viable anti-Nova weapons for baselines.
  • Slight changes to explosive weaponry.
  • Fixed Gunsen/War Fan strength ratings.
  • Clarifications on EMP Weaponry added to Combat, EMP technique of Magnetic Mastery altered, EMP weapons added to Armory
  • Buffs to Stun Attack and Disintegrate
  • Renamed "Aberrant 2.0 Expansion" to "Aberrant 2.0 Equipment Errata", split weapons and vehicles into their own pages to reduce clutter.
  • Moved merits and flaws to "Aberrant 2.0 Character Generation"

April 10, 2011

  • Added grievous injury rules
  • Adding rules for damaging/destroying inanimate objects
  • Altered Mega-Strength (now gives additional -0 HLs)

April 7, 2011

  • Altered Lifting and Throwing
  • Altered Carrying Capacity and Encumbrance
  • New Physical Enhancements

April 4, 2011

  • Altered movement speed calculations for walking, running, and sprinting.
  • Additional body modifications added.

April 2, 2011

  • Altered Damage Adds and their functioning
    • Significant changes to all armory weapons and weapons maneuvers
    • Significant changes to the functioning of most damage-dealing Quantum powers and Mega-Strength
  • Altered the Area and Explosive Extras, and how Area and Explosive tags on weapons functioned.