v0.3.6-7 release!


Hi there! A few minor changes now that I’m getting some new eyes on the game (and now that I’m actually playing it instead of just running). v0.3.6 was the first 3 of these only so I figured it wasn’t worth a devlog, but the others are enough to justify.

  • A bunch of typos and copy/paste errors were fixed.
  • I still had the 0-Tension rule in (gain 1 if you end the turn at 0), which was supposed to be taken out in favor of build traits. It’s removed now.
  • Charge and Charge+ have been improved to not care about other Armaments with them. This gives a lot more flexibility and allows a lot of Armament combos that weren’t really viable before.
  • Impulsive now gives +1 Harm only at 0-1 Tension instead of under half. (Impulsive+ is the same.) The way it was made perfect sense when players didn’t start combat at max - 3 Tension but now that they do the “under half” condition was basically always on until they took Frame Damage. 0-1 still makes it valuable (especially for heavies) but it’s not quite as good as it was.
  • Some Armament tag swaps. After doing an inventory of tags, I found I was overusing a few.
    • Gatling: Loses Burst, gains Invigorating. Burst doesn’t really make sense at low dice and I wanted it as a default tag for the more “assault rifle” build weapons. Invigorating gives Gatling a good reason to be used even if you’re not leaning on Spin Up.
    • Recoilless Rifle: Loses Piercing, gains Near. Recoilless Rifle and Rocket Launcher are kind of swapping positions. Now, Recoilless is a bit more versatile range-wise while still gaining a benefit at longer range. It didn’t really feel like it had a role before, now it feels like a heavier scout rifle and that’s a good place for it. (For now, anyway.)
    • Rocket Launcher: Loses Near, gains Incendiary. Rocket Launcher now feels more like a proper long-range explosive to tie in with Grenade Launcher and doesn’t overlap so much with Marksman Rifle.
    • Kinetic Cannon: Loses Piercing, gains Impulsive. Piercing was a bit of an oddball on this one to begin with, and it felt like it needed something extra to be in the conversation with other heavier Close Armaments.

That’s all for now. Until next time!

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Comments

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(+1)

Do you know if anyone has put together anything for this in Roll20 or The Foundry? I'm pretty excited at trying to introduce this game to some friends but any aids would help immensely.

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I’ve been thinking about assembling something for roll20 at least (because I’d been running it on roll20 recently). I’ll make a post about how I’ve been doing it soon because some options (like getting the hex grid set up) are a little buried. No character sheet stuff on roll20 yet, I should look into how that works because that would be cool.

I’ve never looked into Foundry but I’m not opposed.

To my knowledge nobody’s done anything in either yet but I’d love to be proven wrong!

Post has been made, check it out! https://binary-star-games.itch.io/apocalypse-frame/devlog/333016/how-to-run-apocalypse-frame-on-roll20