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Mechalomaniac

Bio-Enhancement Lab Updates September 2013

16 posts in this topic

Will Commands

- Added short descriptions on the list of Will Commands so you can at least get a general idea of whether or not it would work for you.

- Edited the Melee/Range/Defense/Mobility/Skill Focus Will Commands to not cause parts of the game to BSOD. If you had these and don't like the new ones you can change them.

- Specified on Countercut, Countershoot, Knock Away and Shoot Down that you can reduce the cost to 0 morale, to agree with the rules. Riposte can still only get down to a minimum cost of 5 morale.

- Barrel Roll and Entrenchment now scale by rank. Entrenchment is considered S Armor rather thanS Barrier now as well.

- Breakthrough and Sudden Strike now specify that they only last for one turn.

- Pilot Damage now deals SP Damage L1 rather than SP Damage 20, which technically by the rules wouldn't do anything.

Classes

- The Precision choice on Co-Pilot's Systems Efficiency now directly reduces critical cost rather than raising skill, which does nothing to reduce critical cost.

- Bodyguard's Improved Potential was moved below Impervious in the text to match the order the class receives them in the table.

- Commander's Leadership ability is now worded more clearly.

- Commabder (Field Commander)'s Field Orders ability is clarified to say that you have to know the Field Order commands in question, and you just get to deploy with the extra ones.

- Gunfighter's Sniper Specialization has its Aimed Shot, Extreme Range, Skilled Sniper, and Auto-Scope abilities modified to work with the current version of Snipe as opposed to the old version of Snipe.

- Hero's Ace Pilot specialization has the Ace Custom choice that gave 3 WP removed for now. It will be re-added when we add installable weapons again. If you chose that ability you may choose another.

- It also had the Ace Custom Choice that gave an additional IS modified to only affect items of rank 1 or lower. If you chose that ability you may choose another if you wish.

- It ALSO had the Ace Custom Choice that gave more EN modified to only be 20% rather than +50. If you chose that ability you may choose another if you wish.

Ace Bonuses

- The Greater Effort ace bonus now gives +1 Unit XP rather than +10%. The bonus to pilot XP is unchanged.

- The Luckier ace bonus now mentions that multiple instances don't stack.

- Critical HP Spirit and High Morale Spirit no longer allow you to automatically cast Gain for free. If you had taken either of these Ace Bonuses and had chosen them to cast Gain, you may choose another Spirit Command or Ace Bonus.

Spirit Commands

- Lucky is renamed to Luck and has its effect changed. If you had chosen Lucky and don't like the new 3ffect you can change it.

- Great Effort is renamed to Gain and Level 2 of it now just directly casts Level 1 on an ally.

- Wish now references Luck and Gain by those names.

- The Sniper spirit command has been updated to reference the current ability.

Skills

- Fortune has its effect changed to be more in line with Luck. If you had chosen Fortune and don't like the new effect you can change it.

- Sniper is reworded to be more clear.

Techniques

- Deep Wounds now gives the Burn effect a level.

Edited by Mechalomaniac

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Classes

- Brawler's Duelist Specialization's Master Precision Ability now has levels associated with its status attacks.

Techniques

- Feint Attack was deleted as it did a nonsense effect. If you chose it you can choose another technique.

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General

- All references to the Mobility Attribute should now properly reference the Mobility Attribute, rather than calling it something like Evasion Attribute or Dodge Attribute. If you come across anything else that erraneously refers to Mobility by some other term , treat it as Mobility and please let us know so we can fix it.

Classes

- Sub Pilot (Spirited Specialist)'s SP Regen ability now more plainly points out it ONLY affects the Sub-Pilot.

- Not a change to the actual class but a note that a rule change has prevented multiple instances of Co-Pilot's Assisted Piloting, Systems Efficency, and Perfect Timing abilities from stacking if you have multiple Co-pilots. Apologies to anyone out there who wanted to turn Combattler into a walking nightmare machine. If you made Co-Pilots with the intention of doing that, feel free to change them to something else if you want.

- As an apology Co-Pilot's Systems Management has been modified to better account for Morale activated systems.

- Supporter has a reference to lessening Morale reduction from repairing removed, as repairing does not reduce Morale.

Skills

- SP Up and Concentrate are now properly Passive (Sub) skills (though ones that only affect the pilot who possesses them).

Spirit Commands

- The Spirit Command list now has short descriptions so you can skim for what you want.

- Love now casts Hot Blood L2 rather than L3, if this disappoints you, you may change Love to something else. It also refers to Luck and Gain by those names.

I also apologize for the huge pile of edits in rapid succession. We're just trying to get all the errors sorted out and plug any major holes before they become a problem.

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Classes

- Hero (Brave Hero)'s Unit of Choice has it's bonuses rewritten to be in line with the way the rules and other skills handle these kinds of bonuses. The intended result has not changed. In addition, a section of text regarding choosing your Unit of Choice and the ability to rechoose it that seems to have been accidentally deleted has been restored.

- Hero (Brave Hero)'s Unstoppable Hero has a line regarding repair costs removed, since we are no longer dealing with repair costs.

- Hero (Ace Custom)'s Ace Pilot has it's bonuses reworded to be in line with the rules. The intended result has not changed.

- Commander (Drone Commander)'s Drone Army now has the proper description.

- Skirmisher's first ability has its name in text modified to match the table. The effect is unchanged.

Edited by Mechalomaniac

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Will Commands

- Countercut, Countershoot, Knock Aside, Shoot Down, and Riposte are now all activated in the defense phase rather than the spirit command phase, allowing them to be used against multiple attacks.

- Barrel Roll and Entrenchment have their wording clarified that you gain their stacking accuracy bonuses when you repeatedly use their S Thruster and S Armor respectively, not the will commands themselves. >.> It confoozled my stupid little brain like it was.

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Skills
  • Countermeasure Mastery has been added, as a mirror to Shield Mastery.
  • Concentration (the normal skill) is no longer able to be acquired by Sub-Pilot (Spirited Specialist). If you have Concentration on your Spirited Specialist, you must change it at no cost.
Will Commands
  • Scatter Pattern has been added, to go alongside Thrust and Missile Lock.
Spirit Commands
  • Karma's name in text is fixed from Duty which was the result of Mecha's lazy copy/pasting.
Edited by Mechalomaniac

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Pilot Classes

- Commander's Assist Attack ability is renamed Support Attack, to avoid confusion with the Technique of the same name. It also now mentions that you lose resources for the attack your ally uses in your next Regeneration Phase. You may also no longer use both it and Assist Attack in the same turn because supporting once is enough.

- Skirmisher's Dogfighter specialization's Evasive Maneuvers Will Command has cost progression changed. Its wording is also changed to "negate" rather than "dodge" to avoid giving Morale from the Will+ (Dodge) skill.

- Supporter's Triage and Unforgettable Harmony have their aura ranges reduced.

Skills

- Leadership, Brave Commander, and Veteran have their aura ranges reduced.

Techniques:

- Clarity Inspiration, Ferocious Inspiration, and Rampage have their aura ranges reduced.

Spirit Commands

- Karma's Level 3 cost is reduced.

Ace Commands

- Several new Ace Bonuses have been added: Improved Tactics, Greater Potential, Super Custom, Enhanced Efficency, Spirited Dodge, Spirited Defender, Extra Action, Expert Mechanic, Groupie, and High Anima Spirita.

Edited by Mechalomaniac

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Skills

- Sub-pilots may no longer select the SP Boost Skill. If you had taken it on a Sub-Pilot, please select another skill.

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Pilot Classes

  • Sub-Pilot (Co-Pilot)'s Preaction has been clarified with regards to how it interacts with skills. The ability itself has not changed.
Ace Bonuses

- Ace Bonuses now specifically state if they work when the pilot is chosen as a sub-pilot.

Edited by Mechalomaniac

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Classes

- You must now have your HP go above 75% in order to trigger Defender's Steafast Potential multiple times. This is to prevent excessive activation when dealing with HP Regen.

- You must now have your DP go above 75% in order to trigger Skirmisher's Evasive Potential multiple times for the same reason.

- Supporter's Non-Combatant ability is reduced to 10% Temporary HP and DP rather than 20%.

- Gunfighter's Artillery Specialist's Focused Attack ability now gives half of it damage bonus when targeting multiple (A) attacks. It also specifies it is calculated as a weapon effect.

- Artillery Specialist's Forced Defense Will Command now works with (A) attacks.

Skills

- Like the class abilities, Potential and Guts require you to go above 75% HP or DP (respectively) in order to trigger multiple times.

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Pilot Classes

  • The Quick-Start guide has been updated with a set of 5 example attribute arrays, to help in quick pilot generation. Note that these arrays are examples, and there are many more potential arrays that you may end up with, so these examples may not suit every situation.

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Spirit Commands

  • Grit now correctly reduces damage received, instead of accuracy.

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Pilot Classes:

  • Supporter's Morale Charge now works on Recoveries and songs.
  • Supporter (Singer)'s Lingering Melody has been reworded to support the Buff category. It also only extends the duration of Buffs with a duration longer then 1 turn.
  • Supporter (Singer)'s Idol has been rewritten to be more compatible with different abilities. Also to not let you buff an enemy when you sing at them.
  • Supporter (Singer)'s Unforgettable Harmony has it's cost increased and it's Aura reduced to 1.

Skills:

  • AI now refers to Debuffs.

Will Commands:

  • Flawless Body now negates Debuffs.
  • Aggravated Injury now effects Debuffs.

Spirit Commands:

  • Belief, Prayer, and Negative Force now clear Debuffs.

Ace Bonuses:

  • Groupie now refers to Buffs.
Edited by Umbaglo

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Pilot Classes

- Commander's Support Attack ability now grants the Commander an extra attack phase, rather than giving one to an ally, making it work similar to the Assist Attack technique.

- Its table and Morale Charge now properly refer to Support Attack and not Assist Attack as well.

- Field Commander's Field Tactics ability has its wording cleaned up a bit. The effects remain the same.

- Spirited Specialist's Spirit Affinity now refers to "Support" Spirit Commands rather than "Supportive".

Skills

- Tactical Command also has its wording cleaned up in the same fashion as Field Commander's.

Spirit Commands

- Friendship, Honor, Hope, Prayer, Respect, Resupply, Resurrection, and Trust are now considered Support Spirit Commands in addition to being Recovery. As such they appear in both lists.

- Substitute is modified so that you may only substitute with an ally that is in the same terrain that you are.

- Confusion now specifically states it lasts one turn.

Techniques

- Unified Attack more clearly stats that the attack created by it is a Combo Attack, and is subject to all the rules that affect Combo Attacks.

Edited by Mechalomaniac

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Classes

- Brawler's Duelist spec has Follow Up and Master Precision swapped around in regards to when you get them so you can actually use Follow Up when you get it.

- Commander's Support Attack is pretty much completely reworded and changes back to you granting the ally an attack phase rather than you. Sorry about the confusion. It now only works when targeting single enemies and ensures the attack is used against the same enemy the ally is targeting. It also clarifies that any penalties for being used in different terrains still apply.

Skills

- Some erroneous bits were removed from the Positive skill.

Techniques

- Assist Attack is reworded in a similar fashion to Support Attack.

- Brutal Critical is now +/- 10% Damage and Accuracy respectively, and its use is optional.

- Focused Critical is now +/-10% Accuracy and Damage respectively, and its use is optional.

- Demoralizing Blow, Expose Armor, Expose Weakness, and Frightening Blow now all require 5 AP to be spent to gain the status effects.

- Formation Attack now only lists one morale cost rather than two (it costs 30).

- Clarity Inspiration, Ferocious Inspiration, and Rampage all have their wording made a bit clearer, hopefully.

Spirit Commands

- Training now only requires level 6, costs less SP, and has a second level effect.

Edited by Mechalomaniac

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Classes:

- Gunfighter's Forced Defense Will Command now changes the attack to (I:1), as the attack is already being boosted by the Mass Destruction skill.

Skills

- Gunfighter (Artillery Specialist) may no longer take Mass Destruction the skill, as they get better.

Spirit Commands

Three new Spirit Commands:

- Intimidate: Like Confusion but it affects damage instead of accuracy.

- Fate: Casts Karma on an ally.

- Incite: Casts Hot Blood on an ally.

Techniques:

- Mortal Strike now gives an attack the Repair Break status. (See today's hangar lexicon update).

Will Commands

- Will Commands are now listed in a table, sortable by name, category, minimum level, and XP cost. Spirit Commands and Skills will similarly be going into sortable tables when I feel like staring at a wiki editing screen for an hour again. Point is this will make it easier to figure out what Will Commands are level 1.

Please report any inconsistencies between the table and the text of the will command in the tracker (And the text wins out if they conflict).

Edited by Mechalomaniac

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