Posted June 02, 2023 by Foxtail Foundry
>Accessing File...
>Opening changelog2.txt...
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The second changelog for Mekra Descent. In here will document the changes of the current iteration of the system, which currently is 0.0.3 until stated otherwise.
This is a rather small update this time around, with some small balance passes and an update to the credits.
[What's Changed?]
Credits
Specialties
Mekra
Equipment
[Reasoning]
Grenadier Buff
This was always the intent, but I realized the wording wasn't what I wanted it to be and as such made it weaker than intended.
Energy Beam Buff
While the Energy Beam wasn't bad by any stretch, it was kind of underwhelming, even despite the design of the game meaning features supplement equipment, not replace equipment. This little bump in its flat damage should help it more. The average damage of Energy Beam has now gone from 6 (technically 5.5, but it's always round up) to 7. Remember, as the health values here are notably lower than some other fantasy games you'll find, that +1 damage is more significant than you'd think.
Ionized Laser Buff
This is more of a formality due to the buff to Energy Beam, as otherwise the average damage of 1d6 + 3 would just be equal to Energy Beam's normal damage.
AM35-Bowman Nerf
This one has always been kind of contested, but considering its equipment grade, the AM35-Bowman did quite a bit of damage - average of 12, to be exact. While it could only target Mekra (and only usable while not piloting since it's a technician weapon), this was still very potent damage, being able to even take down a Wall in a short amount of time if enough players had it. Its average damage now is 9, which while still good, is less oppressive in comparison to its previous damage numbers.
[Closing]
Overall, this is a rather smaller list of changes compared to the previous changelog, but I felt these changes were necessary enough to warrant putting out.