Dev Blog: August 31st
Warmonger is playable to level 10
Warmonger is now wired end to end, levels 4 through 10, with nothing left unaccounted for. That completes Kymara: Berzerker, Templar and Warmonger are all finished.
Tactical Drive shares a pool properly
Tactical Drive's AP pool and Circle of Life's HP pool now run on the same machinery. Tactical Drive is also the first pool in the game that people put resources into rather than only draw from, so that had to be built rather than borrowed.
Bonus damage was being paid twice
On 10 feats across 7 subclasses, a bonus damage die was counted, then counted again. The fix went into the damage pipeline itself, so it is corrected everywhere at once rather than beside each feat.
"Melee Attacks" now actually means melee attacks
A feat scoped to a weapon category was applying to whatever you happened to have equipped. It checks now.
Core Stat grants open a real picker
Four feats had outgrown a fixed list of stats they were allowed to raise. The choice is now read from the feat, so it offers what the feat actually says.
From your play reports
Berzerker, top to bottom
A batch of table reports came in on 26 August. Most of them turned out not to be Berzerker problems at all, which is the good kind of bug report.
Expanding a feat card could blank your sheet
The worst of the lot, and it reached far past Berzerker: 20 feats across 11 subclasses could wipe the sheet when you opened their card.
Radioactive Weapon dealt 3 Rad Dice instead of 2
A bonus that was supposed to depend on the target was being applied to everything. Damage Fallout and Uranium Fever had a related problem: both were asking for a resource that the very attack triggering them had already spent.
Sleep is for the Weak stopped short of the collapse
It shifted every penalty except the one that matters, so Level 4 was still dropping characters into Death Rolls.
Decay Field offered you a reroll of the roll it fixes
Its d6 button also fired with no gate, and a row that names damage now rolls that damage instead of just describing it.
Irradiated Fury lost things on the way out
Ending it early charged you AP it should not have, Thermal Vulnerability was applied the wrong way, and the level 10 upgrade's end-of-effect pulse and scoped melee dice now survive into play.
Three abilities that did nothing at all
Hold Still, Unstoppable Charge and Sybilla's Fury each reached no outcome: a contested Grapple Check with no picker, a Focus Roll on a passive with no cost, and stacked per-strike damage that never stacked. All three resolve now.
Two smaller ones
Getaway Driver's two Vehicle Aptitudes could not be chosen, and Atom Smasher needed a second click to arm. It arms on Use.
From your play reports
Templar, and the spells it never granted
Touched by a Lum'eil granted no spells
It was writing them down and nothing was reading them. Spell grants now add up across sources and carry their restriction into the picker, so you see what you are allowed to take and why.
Free daily weaves that cost no ARC
These now work everywhere a cost is shown, rather than in one place and not the others.
Bolstered Immune System never doubled your dice
Short Rest recovery dice were not being doubled. In the same pass, impairment Hindrances were fixed: 42 of the 59 SCRs write one, and every one of them was printed on the card and then quietly ignored when you rolled.
The Focus Roll card showed one number and rolled another
The card read your MAB while pressing it rolled MAB plus 1. It was a fourth hand written copy of a sum that already existed. There is one copy now.
New this week
Apex Biomancer and the Nanite Potions
The first third of Luminary is done. Chemical Warfare turned out to rest on a sentence the game was never asking you to answer.
Every Nanite Potion was free
All six carried their materials and their duration and none of them carried an activation line, so they cost no AP and no BIO Point and sat outside the action economy entirely. They now cost what the book says: 2 AP, a Combat Action, and 1 BIO Point.
The canister never asked which potion
Combat Chemist says to choose a Nanite Potion to fill it. Nothing asked, so "they suffer the Potion's effects" named no potion. It asks now, the cloud lingers its full Round, and anything that walks into that cloud is asked to roll. Infused Bullets and Gas Launcher deliver through the same route.
Fetch works
Your Guard Dog brings back one item from the Gear and Equipment Appendix under 500 credits, plus 1d4 Exotic Salvaged Crafting Material. Previously the whole ability reached nothing.
Degenerative Genetics is not a potion
It is something you do to a potion, and it was labelled as one. Its three effects now appear in the crafting picker where you would actually reach for them.
Genetic Superiority had nowhere to put your choice
It charged 1 AP and 2 BIO Points and created nothing, so the benefit you picked had no home. It lasts as long as Hybrid Form does, and ends when Hybrid Form ends.
Character sheet
Two you would have noticed
The Arc Pool read 0 / 0 for everyone
One joined line of code swept the ARC values into a comment. The Magic tab's meter showed zero for every character, the ARC meter disappeared from the resource rail entirely, and every "can you afford this" check in Feats, Cybernetics and Companions was comparing against nothing. Restored.
Injuries heal on their own now
The books give every Injury a recovery time by severity, Minor on one Long Rest and Serious on two, and the sheet was tracking none of it. An Injury lasted until you remembered to untick it by hand. It now counts down as you rest, and Berzerker's Accelerated Healing has a real number to halve.
At the table
A switch for game masters who would rather do it themselves
Manual Targeting
Flip it and the table becomes a dice and sheets tool. It stops picking targets, stops applying Conditions and damage, stops forcing Defense Rolls, and stops Auras landing on their own. You adjudicate. Cleanup keeps working either way, so turning it on partway through a session does not strand anything already out on the board.
Deleted scenes stay deleted
A removed scene could reappear when the session reconciled its state. It does not now.
Templates stop drifting
Dragging a template no longer snaps it back to where it was a moment ago.
Timed Conditions survive a reload
When each timed Condition ends is now stored with the session rather than held in memory. A game master refreshing the page used to make every timed Condition permanent.
Creatures were rolling Defense at +0
The books capitalise Defense names, and one part of the code was matching on that capitalisation and one part was not. Creatures rolled their Defense with no modifier, and a forced Defense Roll came back without rolling anything. Both are fixed at the point every source flows through.
Game master tools
Rulings, implants and repository art
"You can use that." Now there is a switch for it
A player has a Sniper Rifle that wants 2 STR and they do not have it, and you want them to have it anyway. One toggle on the item waives all three gates: the Aptitude penalty, the Heavy property's Hindrance, and the armor requirement. It travels with the item through a trade, it costs no Aptitude Point, and it applies to that one piece and nothing else.
Background and genotype implants arrive on their own
An implant granted by a background or genotype only became a real inventory row if the player happened to walk through the Equipment step. Now it lands either way.
Two game masters, one note
Per character notes in the party view no longer silently overwrite each other when two people edit the same one.
Creature Repository
Bulk import now takes art, both the token and the standee, uploaded fresh or pulled from your Asset Vault. Published templates can be edited in place rather than deleted and reimported.
Accounts
Safety, privacy and a notification bell
A large piece of platform work landed this week around who can send you things and what happens when you would rather they did not.
Report and block, at the moment it happens
Both are offered together on the thing that just arrived, because most people who want one want the other and making you hunt for a second screen is the whole problem. Blocking is retroactive: anything still pending from that person is withdrawn.
Choose who can reach you
A new Privacy page on your account. Anyone, people you know (friends, your syndicates, and anyone whose things you have already accepted), or no one at all. It covers every route somebody can send you something: shares, trades and invites alike.
There is a bell now
There was no notification surface at all, which meant a game master could be sent scenes and music and simply never find out. Clicking a share notification takes you to the library it actually landed in.
Trades no longer eat items
A direct item trade holds the item out of your character while it is pending. Withdrawing one used to mark it cancelled and destroy the item. It comes back to you.
Data that ages out
Sign up and last seen IP addresses exist only so a moderator reviewing a report can see that several accounts share an address. They are deleted on a 90 day window, and pending shares nobody ever answered expire on the same clock.
If something reaches you that should not have, the report and block controls sit right on it. You never have to go looking for the right screen while it is still on yours.
Coming up
Neuromancer next
Luminary continues with Neuromancer, then Techwright. Eleven subclasses remain after that.
Nearly everything above came from somebody at a table noticing that a number was wrong, so if an ability does something you did not expect, please say so. The reports from 20 August and 26 August are most of this post.