Update 1.1


It's been almost six months since Iridia launched, and I figured my list of typos, clarifications, and mechanics changes was long enough to warrant an update. I just want to give a big thank you to everyone who downloaded this project, and especially the people who gave feedback of what did and didn't work. I definitely wasn't able to catch everything during my original testing, so those sorts of comments are a big help.

The full changelog can be found down below if you're interested, but the major changes in v1.1 are: 1) Cutting/changing most of the mechanics that use Intangible; B) Aphrodite and Callista got major adjustments to their Frames due to awkward mechanics; and iii) The Enyo and Nemesis both have one of their Licensed Systems replaced with less situational alternatives.

(Note: If you're using Corelock or Inertial Compensator, or one of the removed/renamed NPC traits, you'll want to remove them from your character before updating, just to avoid possible errors.)


General Changes:

  • Typo fixes. An embarassing amount of typo fixes.
  • The use of Intangible has been drastically reduced. I ended up overusing it due to it being new and shiny, but it fundamentally is a status based around NOT interacting with anything else. This resulted in a lot of what I thought were more interesting applications (primarily zones of intangible) ending up being at odds with the rest of the game - they were easily gamed to make characters impossible to hit, or made some objectives effectively impossible to claim. To that end, most things involving Intangible have been reworked or cut entirely, with three major categories remaining: 
  1. Using Intangible as a tradeoff. "You can avoid reactions, mines, engagement and obstacles, but in exchange you can't take advantage of this to attack right now."
  2.  Using it as a shortcut for "ignoring obstacles" that happens to also interact with existing Intangible things like Calendula - this one is mostly found on NPCs that have permanently Intangible as a central gimmick.
  3. Using it as an "until start of next turn" debuff - like Fold Space in the core book, removing characters from the field clears their influence on the field (reactions, engagement, passive adjacency/burst effects), but also prevents them from being damaged. Notably this does not remove their ability to take their next turn, so must be applied tactically.

PC Changes:

Ananke: 

  • Removed the Immaterial Physicality Trait. With the removal of so much Intangible, it ended up just being awkward as a ribbon. Especially since the one Intangible thing in license (see next) was one of the best examples of the problem.
  • Reality Pocket was completely revamped. This was trivial to dip into/out of for ranged attackers, as well as drop on an objective the NPCs wanted. Trying to balance it with making the zone easier to clear was really just a bandage on the greater problem.

Aphrodite:

  • The Frame has recieved a revamp - while a System Trauma gun was interesting on paper, in practice it rarely felt worth it. Of the big targets, Ultras could easily clear it, while others really had only a 50/50 chance to have something worthwhile. In the end, what was supposed to be the centerpiece just never ended up used.
  • Mindrazor has recieved a wording change that simplifies the intent. Now there's no "sometimes it also counts as a tech action, but it's not clear when", it's just a regular ranged attack that cares about stuff on NPCs that modifies tech.

Astraea: 

  • The Luminary Mod is now only applicable to attacks that target a single character. It wasn't really clear how this should work with something like the Zheng's Tiger-Hunter Combat Sheathe, so now you can only use Thrown if you're attacking one character.

Enyo: 

  • Corelock Subsystem has been replaced with Interposition Lock. Corelock was too fiddly, required dangerous levels of self-heat to even feel like it was worth it (especially with high NPC heat caps), and just rarely felt desirable. 

Ersa: 

  • Liquify Earth now specifies that the zone doesn't move with the target, something that was accidentally left out of the original version. The Save of slow has been removed, as that proved to be too much additional overhead, and wasn't really why the ability got used.

Nemesis: 

  • Inertial Compensator has been replaced with Chaff Launcher. Immunity to fall damage was just too niche, even for 1 SP.

Silver:

  • The Silver's Core Active got almost completely overhauled in the Intangible cull as another major offender. Now it acts more as a tar pit.
  • Electrostatic Grasp has been reduced from 2 SP to 1 SP. It was just too expensive at 2 SP, comparing unfavourably to other anti-tech options in both Core and this book.

Luna: 

  • Wraithcloak teleports instead of going Intangible. This is far simpler, and my initial Sunzi interaction concerns were overblown.

Phane:

  • The Phane's Ephemeral Trait has been removed. Originally added as effectively a space-filler due to having such a huge Core Passive, I've become increasingly uncomfortable with mechanizing memory modification. Definitely unnecessary.

Castilla:

  • The Castilla's Ravaging Swarms caused too much overhead for too little reward - the ability to change the skills used for saves ended up being the star of the show, so Swarms could be reworked into something more passive. The core active was in a similar position - now it's far more emblematic of a devouring swarm. 
  • Molecular Disassembler has been increased from Limited 1 to Limited 2. It just didn't feel like it was impactful enough to be worth taking as a single shot.

NPC Changes:

Living Battlefield:

  • The object created by Spire now only has 10 HP. The default 30 HP for a Size 3 object was just too much for a composition without specialized terrain removal tools.
  • Fey Realm has been entirely changed, as it was yet another Intangible Zone. 

Memoria: 

  • Domain of Legend and Grasp Between Realms are more casualties of the Intangible chop. Both have been entirely reworked (with Grasp Between Realms being renamed to Fated Duel).

Chosen: 

  • The Psychic Battlefield Trait has been removed, another major offender of being Intangible Zones. Especially for a major boss Template, that just wasn't interesting.
  • In exchange, the Legionspace Specter, Puppet Master and Solar Gaze Traits have been added (now bringing it up to an even 10).
  • Areas from the Starfall Battlefield Effect now have a minimum distance between them - being able to drop them adjacent to each other was too punishing for slower frames. 

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