Posted March 25, 2024 by Miss DataNinja
It's only been a month since the last update - so the list of changes is pretty short - but I wasn't certain if I would make these changes, and didn't want to hold off on the 1.1 update while making that decision.
Here's the changelog:
So, the big change here is the Psyche techs. They were something more experimental, playing around with persistent efects on multiple characters, with Saves as opposed to attack rolls. In the end, though, they were just too clunky, caused too many problems (Sympathetic Twinning needed to be nerfed/tweaked six times, and ended up just... really awkward as a result), and just required too much overhead. Not to mention, they ended up sort of clashing with the "try and use a tech every turn" the frame was pushing towards, since they were all persistent (and thus not ones you'd want to repeatedly use). In the end, I made the decision to swap them all around to less convoluted effects. My apologies if you preferred the older ones, but they just ended up being more headaches than they were worth. Perhaps I'll figure out a way to make them work in a future project.