SolarLink Change Log
Version Alpha.0.6
- Removed the d12 from the game. d10 is the maximum individual damage die available.
- Added the Camraderie Mechanic
- Added the following Caraderie related maneuvers: Fight for Ones Friends
- Added multiple Willblade Maneuvers (See Design Notes below)
Version Alpha.0.6 Willblade Design Notes
One of the main decisions of this version was to give the Willblade some love like the Supersoldier was given in the prior version. While parry-based Willblades felt strong, mental attacking based Willblades felt too weak. Additionally, when designing Maneuvers, we try to think of "playstyle" archetypes. Generally, maneuvers should work even when not going all in on an archetype, but we want to put enough content to fulfill that power fantasy (and if you think of good ways to mix fantasies, even better). One archetype we wanted to add was a sort of "Blue" (think MTG) Willblade. So we added a bunch of maneuvers related to that as well.
While we did think parry Willblades were already good, we still decided to add some parry buffs. Adaptive Parry makes each successive parry stronger than the previous. It also includes a generic +1 just so its never useless. Allied Parry is more interesting and adds another parry option, allowing you to defend an ally. This opens the door for support parry builds.
Where we really wanted to give love was Mental Attacking Willblades. To this end we removed Decision Fatigue, instead combining it with Mental Crush, which was buffed. It now uses only 4 AP, you choose any Attribute, and it can be learned cumulatively to increase its damage or effect multiple targets. This maneuver can become powerful with enough cumulative points in it. However, there is also that pesky clause preventing Mental Attacking Willblades from spamming abilities. To help with that we also introduces Persistent Intruder, allowing Willblades to attack the same target mentally multiple times. Want to just stab the Mental Attacker Willblade to death? Well, we introduced Mental Parry, allowing them to do further Attribute Damage if you try to harm them.
Overlapping with a Mental Attacker, is the Counterspeller Willblade Maneuvers, which also appreciated Persistent Intruder. Deny Will, perhaps the most powerful maneuver in the game, is a straight up Instant "NO" button. Delay Will gives you a weaker, secondary but still powerful, option to this. To add another option, "Invert Command" is a more-powerful but narrower "counterspell". In terms of the player turn, Seal Will and Silence give players proactive options, rather than waiting on the enemy turn.
Finally, we wanted to add some additional support options for Willblades. These actually are better for supporting your team against other Willblades. Transfer Burdens lets Willblades move Attribute Damage in ways that other characters simply cannot replicate. It's the fastest way to restore Attribute Damage at no cost in the game. Mental Protection defends all allies from The Will Maneuvers, providing a valuable defensive tool against all the sudden Willblade buffs. It was also intentionally phrased to work with Wisdom Willblades.
Version Alpha.0.5
- Added New Serum Maneuvers (previously, only Attribute Boosting Serum Maneuvers Existed)
- Added the following non-Serum Maneuvers: Blast Back, War Master, Well... Actually, Forced Passivity, Split Bolt, Note Target, Measured Application.
- Additional preparation, Blade Dance, Bonus Aura and Cower MP cost reduced from two (2) to one (1)
- Temporarily removed TerraSuits from the game.
- Altered the rules for healing Ability Damage, significantly increasing the recovery time.
- Added the following weapons: Boomlance, Bronze Knuckles (and Electric Bronze Knuckles), Injection Gun
- Reduced the damage of the Dispersion Buckler
- Reduce AP time to use injections. Nerfed the benefit of Temporal Injection from 12 AP gained to 6 AP gained.
