From 4bd6154968dc0eb9caa9caec053085eb16149c9e Mon Sep 17 00:00:00 2001 From: Eranziel Date: Wed, 4 Sep 2019 07:16:42 -0600 Subject: [PATCH 1/7] Fixes for issues #73, #74, #76, #77, and others. --- lib/npc_classes.json | 12 ++++++------ lib/npc_template_systems.json | 31 +++++++++++++++++-------------- lib/systems.json | 2 +- 3 files changed, 24 insertions(+), 21 deletions(-) diff --git a/lib/npc_classes.json b/lib/npc_classes.json index 7bf42d0..9a5d784 100644 --- a/lib/npc_classes.json +++ b/lib/npc_classes.json @@ -167,8 +167,8 @@ }, "stats": [ { - "hp": 15, - "evade": 10, + "hp": 12, + "evade": 8, "edef": 6, "heatcap": 6, "hull": 3, @@ -181,8 +181,8 @@ "save": 10 }, { - "hp": 20, - "evade": 11, + "hp": 16, + "evade": 10, "edef": 6, "heatcap": 6, "hull": 4, @@ -195,8 +195,8 @@ "save": 12 }, { - "hp": 25, - "evade": 13, + "hp": 20, + "evade": 12, "edef": 6, "heatcap": 6, "hull": 6, diff --git a/lib/npc_template_systems.json b/lib/npc_template_systems.json index 1b49843..3f15f4c 100644 --- a/lib/npc_template_systems.json +++ b/lib/npc_template_systems.json @@ -23,7 +23,8 @@ "class": "ultra", "type": "trait", "effect": "The Ultra gains +4 evasion, up to a maximum of 20, but reduce its structure to 3.", - "base": false + "base": false, + "stat_bonuses": { "structure": -1 } }, { "name": "Extra Deadly", @@ -36,7 +37,7 @@ "name": "Fortress", "class": "ultra", "type": "trait", - "effect": "Tech attacks against the Ultra are made at +3 difficulty and it makes all systems saves at +3 accuracy).", + "effect": "Tech attacks against the Ultra are made at +3 difficulty and it makes all systems saves at +3 accuracy.", "base": false }, { @@ -50,7 +51,7 @@ "name": "Limitless", "class": "ultra", "type": "trait", - "effect": "The Ultra can use overcharge. It’s cost for overcharging is always 1d6 heat.", + "effect": "The Ultra can use overcharge. Its cost for overcharging is always 1d6 heat.", "base": false }, { @@ -71,28 +72,29 @@ "name": "Superior Construction", "class": "ultra", "type": "trait", - "effect": "The ultra has resistance to one of the following damage types: kinetic, energy, explosive. It cannot gain resistance to more than 2 (from this trait or any other systems). Reduce its structure to 3.", - "base": false + "effect": "The Ultra has resistance to one of the following damage types: kinetic, energy, explosive. It cannot gain resistance to more than 2 (from this trait or any other systems). It loses its +5 bonus HP.", + "base": false, + "stat_bonuses": { "hp": -5 } }, { "name": "Superior Frame", "class": "ultra", "type": "trait", - "effect": "The ultra is immune to the Slowed, Shredded, and immobilized conditions", + "effect": "The Uultra is immune to the Slowed, Shredded, and immobilized conditions", "base": false }, { "name": "Superior Targeting", "class": "ultra", "type": "trait", - "effect": "The ultra ignores cover when making ranged attacks.", + "effect": "The Ultra ignores cover when making ranged attacks.", "base": false }, { "name": "Supreme Maintenance", "class": "ultra", "type": "trait", - "effect": "The ultra is immune to the Jammed condition, can reload one weapon with the loading property as a free action on its turn, and can repair a destroyed weapon or system with a quick action on its turn.", + "effect": "The Ultra is immune to the Jammed condition, can reload one weapon with the loading property as a free action on its turn, and can repair a destroyed weapon or system with a quick action on its turn.", "base": false }, { @@ -106,14 +108,14 @@ "name": "ARGUS armor", "class": "ultra", "type": "system", - "effect": "The ultra’s armor increases to 6. Each time it rolls a structure or overheating check, reduce its armor by 2, to a minimum of 0.", + "effect": "The Ultra’s armor increases to 6. Each time it rolls a structure or overheating check, reduce its armor by 2, to a minimum of 0.", "base": false }, { "name": "Siege Shield", "class": "ultra", "type": "system", - "effect": "The ultra has resistance to all damage that originates further away than range 5 of its space.", + "effect": "The Ultra has resistance to all damage that originates further away than range 5 of its space.", "base": false }, { @@ -123,8 +125,8 @@ "weapon_type": ["Heavy", "CQB"], "weapon_roll": { "flat": { - "val": 0, - "pertier": false + "val": 2, + "pertier": true } }, "weapon_range": [ @@ -201,8 +203,9 @@ "name": "SSC Silvershielding", "class": "ultra", "type": "system", - "effect": "The Ultra is permanently invisible. Reduce its structure to 2.", - "base": false + "effect": "The Ultra is permanently invisible. It loses its +5 bonus HP.", + "base": false, + "stat_bonuses": { "hp": -5 } }, { "name": "SSC Ex Hover Propulsion", diff --git a/lib/systems.json b/lib/systems.json index 0d353c0..fb4342a 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -742,7 +742,7 @@ "id": "shield" }, { - "id": "protocol" + "id": "quickaction" } ], "source": "IPS-N", From 5eef4cc6891c6043cb39289285de97086029c8ad Mon Sep 17 00:00:00 2001 From: Eranziel Date: Thu, 12 Sep 2019 18:47:20 -0600 Subject: [PATCH 2/7] Fix for #78. --- lib/npc_systems.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/lib/npc_systems.json b/lib/npc_systems.json index 11e3457..2de463d 100644 --- a/lib/npc_systems.json +++ b/lib/npc_systems.json @@ -2086,7 +2086,7 @@ "class": "mirage", "type": "trait", "action": "quick", - "effect": "Up to two allies of the Mirage’s choice can immediately teleport up to 5 spaces in any direction to their ‘real’ location. This movement does not provoke reactions and ignores engagement.", + "effect": "Up to two allies of the Mirage’s choice can immediately teleport up to 5 spaces in any direction to their ‘real’ location. This movement does not provoke reactions and ignores engagement. The Mirage can use this system as a reaction to any other action or movement it can see 1/round, but can only teleport one ally if used this way.", "base": true }, { From b8f77c3925f214853dce4a63c748588a516fc3fb Mon Sep 17 00:00:00 2001 From: Eranziel Date: Thu, 12 Sep 2019 18:51:13 -0600 Subject: [PATCH 3/7] Fixes #79. --- lib/mods.json | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/lib/mods.json b/lib/mods.json index 0d483e2..7b3227f 100644 --- a/lib/mods.json +++ b/lib/mods.json @@ -17,7 +17,7 @@ }, { "id": "para", - "name": "Paracausal Mod", + "name": "Paracausal Weapon Mod", "sp": 4, "applied_to": [ "Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee" @@ -26,9 +26,9 @@ "source": "HA", "license": "SALADIN", "license_level": 3, - "effect": "Damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction.", + "effect": "Choose one weapon. This weapon gains the Overkill tag and damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction.", "data_type": "mod", - "description": "Paracausal weapons are, to say it plain, difficult to describe and visualize. The first incident was recorded when paracausal ammunition was pushed to frontline soldiers during the Tian Shen civil engagements. It arrived in sealed magazines with directions to be loaded and fired as normal. There was to be no inspection of the magazines' contents, as this would “damage the payload” — frontline reports indicate that this ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding at near-100% efficacy. Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its development Harrison Armory is currently undergoing investigation by the Bureau; paracausal ammunition is still in use in the field, however, as shipments continue to leak to interested parties. HORUS is suspected, and a concurrent investigation is underway.", + "description": "Paracausal weapons are, to say it plain, difficult to describe and visualize. The first incident was recorded when paracausal ammunition was pushed to frontline soldiers during the Tian Shen civil engagements. It arrived in sealed magazines with directions to be loaded and fired as normal. There was to be no inspection of the magazines’ contents, as this would “damage the payload” — frontline reports indicate that this ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding at near-100% efficacy. Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its development Harrison Armory is currently undergoing investigation by the Bureau; paracausal ammunition is still in use in the field, however, as shipments continue to leak to interested parties. HORUS is suspected, and a concurrent investigation is underway.", "added_tags": [{"id": "paracausal"}] }, { From 4e0605473dd036516b7beef10cfc37a6e6d24acd Mon Sep 17 00:00:00 2001 From: Eranziel Date: Sat, 14 Sep 2019 23:37:19 -0600 Subject: [PATCH 4/7] Fix omission in Kai Bioplating. --- lib/core_bonuses.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/lib/core_bonuses.json b/lib/core_bonuses.json index 7fb8b14..6df6a78 100644 --- a/lib/core_bonuses.json +++ b/lib/core_bonuses.json @@ -110,8 +110,8 @@ "id": "kai", "name": "Kai Bioplating", "source": "SSC", - "effect": "Your mech gains +1 accuracy on all agility checks. Your mech ignores difficult terrain, and when your mech makes its regular move, it can jump your full speed lengthwise and jump half your speed straight up, in any combination.", - "description": "Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored, chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal, bioplating guards sensitive systems from minor impacts that would otherwise lead to maintenance during downtime." + "effect": "Your mech gains +1 accuracy on all agility checks. Your mech can climb and swim at normal speed, ignores difficult terrain, and when your mech makes its regular move, it can jump your full speed lengthwise and jump half your speed straight up, in any combination.", + "description": "Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored, chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal, bioplating allows for faster movement through hard-to-navigate terrain." }, { "id": "neurolinked", From f8c319ce50568e661fb13bcdb817f7543b224e56 Mon Sep 17 00:00:00 2001 From: Eranziel Date: Sat, 21 Sep 2019 01:11:00 -0600 Subject: [PATCH 5/7] Fix #81. --- lib/systems.json | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/lib/systems.json b/lib/systems.json index e7155c0..91b624a 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -2577,15 +2577,14 @@ "id": "quickaction" }, { - "id": "heatself", - "val": 2 + "id": "reaction" } ], "source": "HA", "license": "SALADIN", "license_level": 1, "effect": "Activating this system generates a Burst 3 area centered on you until the end of your next turn. All ranged or melee attacks made against you and any characters inside the shield that originate from outside the shield are made with +1 Difficulty, but your mech is immobilized for the same duration. While the shield is active, 1/round you can grant resistance to all the damage of one attack that just hit a character or object in the shield, but your mech takes 2 heat.", - "description": "The HA Support Shield, ENCLAVE-pattern, creates a localized one-way blink field, folding a thin dome of spacetime around its user to protect occupants from incoming projectiles. Units covered by the field can fire out, but probabilistic fluctuations cause incoming projectiles to \"lag\", skipping them away from their intended target and into a randomized trajectory.", + "description": "The HA Support Shield, ENCLAVE-pattern, creates a localized one-way blink field, folding a thin dome of spacetime around its user to protect occupants from incoming projectiles. Units covered by the field can fire out, but probabilistic fluctuations cause incoming projectiles to “lag”, skipping them away from their intended target and into a randomized trajectory.", "data_type": "system", "aptitude": { "support": 1, From a5e9f0e30cfd47dc2a0f032e2007cb7a15012b35 Mon Sep 17 00:00:00 2001 From: Eranziel Date: Sat, 28 Sep 2019 14:32:27 -0600 Subject: [PATCH 6/7] Fix #83. --- lib/systems.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/lib/systems.json b/lib/systems.json index 91b624a..bb679f1 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -2697,7 +2697,7 @@ "source": "HA", "license": "SHERMAN", "license_level": 1, - "effect": "When you gain your first point of reactor stress, you can re-roll your overheating check (but must keep the second result, even if it's worse).", + "effect": "When you gain a point of reactor stress, you can re-roll your overheating check (but must keep the second result, even if it’s worse).", "description": "A necessary component of most energy-based mechs, reactor stabilizers add another layer of failsafe protocols to vent heat, manage power flow, and shunt excessive output into weapons and systems in need.", "data_type": "system", "aptitude": { From f7f52a973185f4069e30e1c2b4e07c55a29522b1 Mon Sep 17 00:00:00 2001 From: John Arena Date: Mon, 30 Sep 2019 13:53:38 -0500 Subject: [PATCH 7/7] 1.9.26 --- lib/systems.json | 5 ++++- package.json | 2 +- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/lib/systems.json b/lib/systems.json index bb679f1..4b7ae82 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -91,6 +91,9 @@ }, { "id": "drone" + }, + { + "id": "quickaction" } ], "source": "GMS", @@ -231,7 +234,7 @@ "source": "GMS", "license": "", "license_level": "", - "effect": "Gain 2 extra sets of limbs. These limbs cannot be used to make attacks, but can otherwise hold and manipulate the environment and items as normal. In addition, these manipulators can interact with objects in the environment that a pilot would normally have to interact with (a pilot sized touch pad, etc) with no penalty.", + "effect": "Gain an extra set of limbs. These limbs cannot be used to make attacks, but can otherwise hold and manipulate the environment and items as normal. In addition, these manipulators can interact with objects in the environment that a pilot would normally have to interact with (a pilot sized touch pad, etc) with no penalty.", "description": "Precise interaction with the built or natural environment, soft targets, and sensitive material below rated tonnage is part of the daily routine for support-class mechs. Manipulators, haptic-padded multi-digit \"hands\", allow for such precise manipulation. ", "data_type": "system", "aptitude": { diff --git a/package.json b/package.json index 678dfff..d4a61c1 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "lancer-data", - "version": "1.9.25", + "version": "1.9.26", "description": "Data for the LANCER TTRPG", "main": "index.js", "repository": {