Posted March 06, 2018 by irskep
I'm happy enough with my combat system now, and I feel I'll be able to balance it effectively. The early game will focus on physical damage, and the late game will split between electric (tasers) and heat (laser) damage, with electric coming in a little earlier.
I removed strength from all damage calculations. Instead, strength affects fatigue, which maps approximately to how often you can use your weapon. If you get "exhausted" (75% fatigue) or "super exhausted" (90% fatigue), you lose 1 or 2 turns during which your reflex score is halved.
The changelog is too long to list, but here are the highlights: