Welcome Colonist !   There are 27 Citizens Exploring our Colony




Today in Colony CT-3-999 is C.Y. 5:10:20



Rules Forum - FI 3
Goto Thread: PreviousNext
Goto: Board ListMessage ListNew TopicSearch
Engineering Updates
Posted by: Josh M (IP Logged)
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.
Housing
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 [1]” is being added, with Weight 0 and Size “Large.”
Utility
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.
Modularity
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 “[1] Packaged [0] 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 “[1] Single Parent [1] Punch Delivery [+0]” for that line of your Blueprint.
Autonomy
We are removing “Contingency [4]” 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 [4] and the “Individualized Virtual Intelligence” Modifier to [5]. We are now accepting suggestions for a [6] Modifier.
Durability
All “Durability” Modifiers other than Delicate have had their Theory Level reduced by 1. There will be a new modifier, “Impervious [6]” 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.
-Josh M
Mr. Head of Plot


-Josh Marcus
Head of Plot, FI 3

Re: Engineering Updates
Posted by: Stu A (IP Logged)
Date: August 10, 2021 10:29PM

Does engineer used to pay upkeep have to match the science of the device?

Re: Engineering Updates
Posted by: Josh M (IP Logged)
Date: August 15, 2021 01:16AM

Skills that could be used to help build the Device may be used to help pay the upkeep.

Let's use a "Chem, Pain" Device as an example:

Example #1: You have some Chem Engineering. You use Chem Engineering to help pay the upkeep of the Device.

Example #2: You are a Pure Engineer, and have chosen Chem, Physics, and Math Engineering to be interchangeable. You may use Physics and Math Engineering to assist in paying the Upkeep of the Device.

Example #3:You are a Pure Chemist, and can use Chem Engineering, Genius, and Technician interchangeably. You may use Chem Genius and Technician to assist in paying the Upkeep of the Device.

Any Skill that could be used to help pay the cost of building the Device can be used to help pay the upkeep.

Hope that helps.


-Josh Marcus
Head of Plot, FI 3

Re: Engineering Updates
Posted by: Stu A (IP Logged)
Date: August 15, 2021 04:15PM

We are adding “Delivery” meta-Modifiers for non-Child Devices.

May I suggest that a Willful Child should be able to receive a meta modifier?

Discuss.



Sorry, only registered users may post in this Board.

Send us your Comments or Email the Webmaster.