PASS: Patch Notes

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Revision as of 15:45, 24 February 2023 by ThatSprite (talk | contribs)
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Below is a record of Patch Notes for the Post Arcanum Survival System. This will likely be broken up into pages at some point.

24/02/23

SP Formula Adjustment

Solidified the SP formula as 20+INT, and the threshold after which it costs 2 SP to raise Skills to 100.

=Hollow Point Ammo Buffs

The following Hollow Point ammunition variants have had their damage values changed to simply be an +1 dice from their FMJ variants. The main reason is the mathematical increase in damage simply did not pay off when factoring in the massively increased DT values.

  • 10mm
  • .357
  • .45 ACP
  • .44
  • 14mm IP
  • .30 Carbine
  • .223

23/02/23

New Perks

  • Fortress of the Mind | Level 8 | INT or COM 7
    • You've developed a remarkable sense of control on your mental faculties. You now have Resistance to Psychic damage, and receive a +25 bonus to resist any effects induced by attacks and effects with the Psychic keyword.

21/02/23

Recoil Adjustment

Recoil of all Small Handgun Ammo, and .357 & .45 ACP has been increased by 2. However, for every point of Strength you have above the Weapon requirement using the bullets, the Recoil value is reduced by 1 (Except for Energy Ammo). This restores a functionality I removed previously where a high Strength character had an easier time controlling the Recoil of weapons.

New Perks

  • Akzu Nerve Pinch | Level 6 | CEL 4 | Doctor 75
    • You have mastered a special technique to incapacitate your foes non-lethally. You can make a special Unarmed attack on an organic humanoid creature in Melee range, and if successful they must pass an END test or fall Prone and be Incapacitated. In combat, this action requires 6 AP. This Incapacitation lasts until they are damaged, or roused by an ally for 5 AP.
  • Kill Switch | Level 4 | Science OR Repair 60
    • Your intricate knowledge of Constructs has developed a technique to safely shut them down. When standing next to a Robot or Construct, you can activate this perk with a successful use of the Science or Repair skill. They must pass an END test or fall Prone and be incapacitated.In combat, this action requires 6 AP. This incapacitation lasts until they are damaged, or roused by an ally for 5 AP.

20/02/23

AP Rework

The AP formula has been changed to be 5 + CEL (previously 5 + CEL/2). The main reason for this is simply because losing a single point of CEL was absolutely devastating for characters, since even numbered CEL was a very important breakpoint, and it also made odd numbered CEL feel somewhat useless except for soaking up these penalties.

To go with this rework, the following changes to AP costs in the system have been made;

Attack Actions

  • Natural Weapons from Species +2 AP
  • All Weapons (Including Improvised) costs +2 AP
  • All Unarmed Techniques +2 AP
  • Grapple (and Grapple Attack) Actions +2 AP

Move Actions

  • Move Action unchanged
  • Sprinting removed
  • Change Positions +2 AP
  • Dive/Slide unchanged
  • Vaulting +2 AP
  • Climbing +1 AP

Inventory Actions

  • Using/Throwing an item +2 AP
  • Equip/Take an Item +1 AP
  • All Reload types +2 AP
  • Healing a Fallen Comrade unchanged
  • Set a Trap +1 AP
  • Disarm a Trap set to 10 AP
  • Set up a Tripod or Artillery set to 10 AP

Other Equipment

  • Shields +2 AP
  • Hiking Backpack costs 2 AP to drop
  • Enphunian Strip Pistol reload cost modifier increased to 2 AP (was 1)
  • Desert Survival Rifle reload cost modifier for a single barrel increased to 2 AP (was 1)
  • Speed Loader reduces Revolver reload AP Cost to 2 (was 1)
  • Spring Loaded Cargo pockets reduces first reload AP cost to 2 (was 1)
  • Jump Jets and Hover Pack Armour Mods +2 AP
  • Removing a Barbed Spear Bolt, Irradiated Arrow +2 AP
  • Removing Broken Glass or Nails +2 AP
  • Freeing yourself from Barbed Wire or a Beat Trap +2 AP
  • Turbocharge Stim sets AP to 15 (was 12)

Other rules

  • Winded status condition provides -4 AP
  • Weapon Malfunction crit fail costs +2 AP to fix
  • Melee Weapon Targeted Shot Chaining AP reduction increased to 2 AP (was 1)

Perk Changes

  • Arcobat reduces Change Stance cost to 2 AP (was 1)
  • Arcane provides +5 AP (was +3)
  • Dr. Bones sets First Aid Kid / Doctor's Bag AP cost to 7 (was 5)
  • Kill Switch costs 6 AP (was 4)
  • Squad Leader grants 3 AP (was 2)
  • Taunt costs 6 AP (was 4)
  • Ferocious Loyalty grants 5 AP (was 3)
  • Tactician costs 4 AP (was 3)
  • Commander can now be used once per Round, not per Combat
  • Action Dive grants 7 AP of Attack Actions (was 4)

General Notes

  • Rules clarification: Instances of the usage of "bonus" have been replaced with modifier to indicate that they provide a flat value and are not a Skill Increase. This is significant for Skill Value calculations.

New Equipment

  • New Armour Mod - Grounding | 350 Gold | Installation Difficulty Medium
    • Grants +25 Electric Resist.
  • New Vehicle - Storage Truck
    • A new high end Car that offers a 240 Space Back section to keep things in.

New Perks

  • Mr./Mrs. Help | Level 2 | COM 6
    • When assisting another creature with a test outside of Combat, you have a +15 bonus to your Skills.
  • Rebound | Level 4
    • Once per day, when you recover from being unconscious via healing in combat, you restore 50% of your Max HP immediately.
  • Life of the Party | Level 4 | COM 4
    • Nobody parties like you do! You cannot become addicted to Alcohol, and you receive an additional +2 LCK and COM while under the effects of alcohol.
  • Snake Oil Salesman | Level 4 | Barter 50
    • When selling or trading Weapons and Armour, you can treat the Decay Level of the Equipment as if it were 1 tier better (I.E. "Worn" becomes "Pristine") - Unless it's Broken.
  • Kill Switch | Level 4 | Science OR Repair 60
    • Your intricate knowledge of Constructs has developed a technique to safely shut them down. When standing next to a Robot or Construct, you can inflict the Stunned status condition on them with a Science or Repair test. In combat, this action requires 4 AP.
  • We'll Make It | Level 8 | COM 8 | First Aid 100
    • Your unshakeable Composure inspires those you help. When healing another creature in combat that's Mortal, they receive an extra 50% HP from your Healing Items or First Aid/Doctor Skill usage.

Perk Changes

  • Gain Attribute text clarified to specify "take a rank of this perk", since it can be taken an infinite number of times. A similar change has been made to Talented, which can be taken 3 times.
  • Precision Healing now allows you to throw and activate Stims as well as Healing Items.
  • Stake Out now reduces the Targeted Shot penalty by 15 for Targeted Shots made with a Hold action.
  • Oracle now allows you to swap the initiative values of two creatures. Previously, it just let you set a creature's d10 roll to whatever you wanted.

Other Changes

  • New basic Fist Technique - Winding Blow | STR 6 | Unarmed 90
    • Dmg: 1d10+MD | AP: 6 (T)
    • You strike at the target’s stomach, attempting to disrupt their air flow. If this attack does damage to the target, they must pass an END test or become Winded. Always a Targeted Attack to the Torso.