Posted by: Josh M
Date: August 1, 2021 02:28PM
UPDATES TO ENGINEERING, BLUEPRINTS, & DEVICES
BLUF: Dirty Upkeep can be ½ paid with Engineer, Impervious is like Invulnerable but ignores Break Effects. Engineers will see changes to blueprints done automatically over the next few weeks, but submit a Help Request if you have any specific things you would have done differently regarding Core Modifier selections.
After a very productive round table, we are excited to announce a number of updates to the Engineering Modifiers. For ease of navigation, we will break them down by Modifier Category.
All non-Armor Housing Modifiers other than Immobile and Bulky have had their Theory Levels reduced by 1. The “Immobile” Modifier will triple the number of Child Devices a Parent Device can support. The “Bulky” Modifier will double the number of Child Devices a Parent Device can support. Power Armor will receive the “Bulky” benefit, and Assault Armor will receive the “Immobile” benefit for how many Child Devices they can support. A new modifier, “Big ” is being added, with Weight 0 and Size “Large.”
The “Dirty” line of Uses (Double Upkeep) may have up to half the cost of their upkeep paid by spending purchases of Engineering. These expended Engineering Skills may be Restored normally.
We are adding “Delivery” meta-Modifiers for non-Child Devices. The new ones are “Firearm Delivery”, “Blade Delivery”, “Packet Delivery” at +1 to your Modularity Theory Level Total, or “Punch Delivery” or “Touch Delivery” at +0 to your Modularity Theory Level Total.
Example: You want your Packaged Biology Device to deliver its Poison effect by Firearm. You would submit “ Packaged  Firearm Delivery [+1]” for that line of your Blueprint.
Example: You want your Single Parent Math Device to deliver its Negate Math effect by Punch. You would submit “ Single Parent  Punch Delivery [+0]” for that line of your Blueprint.
We are removing “Contingency ” as a Core Modifier. Instead, we are adding “Contingency” meta-Modifiers. The new Modifiers are “Contingency [+1]” which functions exactly like the old Contingency Modifier, and “Emergency Override [+2]” which will activate a defensive effect as a response to being targeted by a call it could defend against, even if it needs to replace whatever else you have in the relevant Enhancement Slot. The effect of the “Emergency Override” Modifier only functions if the Device is an Armor Device, or is a Component plugged into an Armor Device. As a result, we are also decreasing the “Infrastructure” Modifier to  and the “Individualized Virtual Intelligence” Modifier to . We are now accepting suggestions for a  Modifier.
All “Durability” Modifiers other than Delicate have had their Theory Level reduced by 1. There will be a new modifier, “Impervious ” that functions like “Invulnerable”, but instead ignores “Break Device” Effects that do not Target “Impervious” Devices specifically.
What did this mean for you?
If you are not an Engineer, this just means you might have a reason to pick up a few stray points of Engineer to help pay “Dirty” Upkeeps, and that there is now an “Impervious” Durability to be aware of that may very rarely show up in play.
If you are an Engineer, this is going to change a lot for you, but most of it will be handled by us on the back end as we go through everything this month. If these changes would reduce you below 2 Modifiers at any Theory Level you have reached, please submit a Help Request. If you have other changes you would like to request, please submit a Help Request, we will try to give a large amount of leeway as we navigate this adjustment.
TLDR: Dirty Upkeep can be ½ paid with Engineer, Impervious is like Invulnerable but ignores Break Effects. Engineers will see changes to blueprints done automatically over the next few weeks, but submit a Help Request if you have any specific things you would have done differently regarding Core Modifier selections.
Mr. Head of Plot
Head of Plot, FI 3