Posted December 13, 2022 by Oliviridian
Thank you for playing Neon Saber! Here’s the patch notes on the 0.6 update.
Playbook Reworks
Crew Reworks:
Most of these balance changes target the Grit and Economy Perks for various Crews.
Punks
Has been revised to:
Punks felt too powerful in the first revision. Hope you can still stick it to the man in this update! Let me know how this feels.
Mercenaries
Up Front: At the start of the Operation, roll Dice equal to your Crew’s tier and gain that much CRED. You still receive the Reward at the end of a successful mission.
Has been revised to:
Up Front: At the start of the Operation, roll 1d and gain that much CRED. You still
receive the Reward at the end of a successful mission
This update gives Mercs a scaling pay raise that should help them keep pace with other economy perks as the game goes on.
Gang
Black Market: You always get one additional CRED per COMPONENT when you Exchange COMPONENTS for CRED. All Exchange costs are reduced by 1 CRED or by 1
COMPONENT. This cannot reduce the cost to zero
Has been revised to:
Black Market: You always get one additional CRED per COMPONENT when you Exchange COMPONENTS for CRED. All Exchange costs are reduced by 1 CRED or by 1 COMPONENT. This can reduce costs to zero.
Gangs should be allowed to steal hope this helps.
Detectives
Silver Lining: The first time each of you fail a roll in an Operation, each Crew
Member may ask a Gather Information question. Whenever you receive REP, receive
that much CRED
Has been revised to:
Silver Lining: The first time each member of your Crew fails a roll in an Operation, each Crew Member may ask a Gather Information question. Your Crew gets +1d to all Acquire Asset rolls.
This should hopefully give Detectives a more interesting tactical niche
Misc Changes