It's new GHC release day! Probably the most exciting change this time around is the addition of bonus actions- I've had a lot of players ask when they'll be able to use more than two actions per turn.
Full notes
Full GearHead Caramel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
2 fixes10 additions6 changes0 removals
Balance
Performance
Gameplay
UI and audio
Fixes
addedIt's new GHC release day! Probably the most exciting change this time around is the addition of bonus actions- I've had a lot of players ask when they'll be able to use more than two actions per turn. I guess giving the action clock four quarters was a bit of a giveaway? Anyhow, I have added the bonus action system: you can spend stamina to get extra actions. The more bonus actions you take in one turn, the higher the price gets. Stamina is also needed for defense; once you run out you are extremely vulnerable. I think this is an interesting trade-off and I hope you enjoy it.
addedTo go along with bonus actions, there are new mecha systems to make them easier to get. Dynamic Mecha Control and Reflex Control cockpits both reduce the cost of bonus actions. High output engines and high performance engines from GearHead 2 have been added. Finally, you can give your mecha an advanced gyroscope, which provides multiple bonuses but is a more fragile system than the default gyro.
changedMissions which do not receive a proper description will now randomly generate their own description based on the enemy faction, allied faction, and mission objectives. This should cut down on the number of rivals who say things like "I am here to defeat you, and in order to defeat you I will defeat you!", though I will admit that I do love bad procedurally generated text.
addedThere are also some new missions, factions, and bugfixes. As usual try it out and let me know what you think.
changedUpdated the Allied Armor bookshelf
changedCharacters and mecha can spend stamina to get extra actions
GearHead Caramel changes
addedIt's new GHC release day! Probably the most exciting change this time around is the addition of bonus actions- I've had a lot of players ask when they'll be able to use more than two actions per turn. I guess giving the action clock four quarters was a bit of a giveaway? Anyhow, I have added the bonus action system: you can spend stamina to get extra actions. The more bonus actions you take in one turn, the higher the price gets. Stamina is also needed for defense; once you run out you are extremely vulnerable. I think this is an interesting trade-off and I hope you enjoy it.
addedTo go along with bonus actions, there are new mecha systems to make them easier to get. Dynamic Mecha Control and Reflex Control cockpits both reduce the cost of bonus actions. High output engines and high performance engines from GearHead 2 have been added. Finally, you can give your mecha an advanced gyroscope, which provides multiple bonuses but is a more fragile system than the default gyro.
changedMissions which do not receive a proper description will now randomly generate their own description based on the enemy faction, allied faction, and mission objectives. This should cut down on the number of rivals who say things like "I am here to defeat you, and in order to defeat you I will defeat you!", though I will admit that I do love bad procedurally generated text.
addedThere are also some new missions, factions, and bugfixes. As usual try it out and let me know what you think.
changedUpdated the Allied Armor bookshelf
It's new GHC release day! Probably the most exciting change this time around is the addition of bonus actions- I've had a lot of players ask when they'll be able to use more than two actions per turn. I guess giving the action clock four quarters was a bit of a giveaway? Anyhow, I have added the bonus action system: you can spend stamina to get extra actions. The more bonus actions you take in one turn, the higher the price gets. Stamina is also needed for defense; once you run out you are extremely vulnerable. I think this is an interesting trade-off and I hope you enjoy it.
To go along with bonus actions, there are new mecha systems to make them easier to get. Dynamic Mecha Control and Reflex Control cockpits both reduce the cost of bonus actions. High output engines and high performance engines from GearHead 2 have been added. Finally, you can give your mecha an advanced gyroscope, which provides multiple bonuses but is a more fragile system than the default gyro.
Missions which do not receive a proper description will now randomly generate their own description based on the enemy faction, allied faction, and mission objectives. This should cut down on the number of rivals who say things like "I am here to defeat you, and in order to defeat you I will defeat you!", though I will admit that I do love bad procedurally generated text.
There are also some new missions, factions, and bugfixes. As usual try it out and let me know what you think.
Here's the complete list of changes:
Updated the Allied Armor bookshelf
Enchantments do not continue to update on dead/destroyed combatants
Biotech mecha get a +2 action bonus
Characters and mecha can spend stamina to get extra actions
Added different cockpit control types
Added High Output Engine, High Performance Engine
Added Advanced Gyroscope; Gyroscopes are no longer Integral by default
Fixed sound effect repeat bug
Fixed dungeon branch naming bug
A biotech torso can only install a biotech engine; non-biotech mecha may not use biotech engines
Added Ravagers faction
Biotech mecha can only mount biotech modules; non-biotech mecha may not mount biotech modules
Reduced Stamina loss from cyberware
Rebalanced monster dodge skill
Corporate factions now have allies and enemies
FieldHQ name buttons now use labels and can resize text if name is too long
New MissionText generated if no MissionGrammar provided to BuildAMissionSeed