User:RedbatRT/Sandbox

= HHR 1.3.0 - 2023-04-17 = Information: As the state of the HHR releases have now reached a point of maturity where most intended major features have been added, the focus of HHR 1.3.0 will be on addressing balance issues or parts of RogueTech that are not in line with the vision of the team. This means a considerable amount of changes have been made, in form of both raw stat values as well as new game mechanics.

Expect more changes to be added in upcoming patches as fine-tuning of the balance, but the goal is to not do this amount of sweeping changes through RogueTech until the next Save Break - which currently has not even entered planning stages.

Note: Due to the length of this Change Log entry (it's almost 1,500 lines long) a new concept is being trialed. All the information is now grouped in Tabs and Sub-tabs for easier access to only the information each reader is interested in. 

Feel free to leave feedback on how this look works out, especially if it is not rendering correctly.

Key Changes

 * -|Status Effects=


 * -|Brace to Fire Changes=

Generating enough Resolve to constantly use abilities and still have a large surplus was too easy, especially by combining Lance-wide stacking effects. To reduce the strength of this, all flat Lance-wide Resolve bonuses have been decreased to +1, and now stack to a maximum of 3 times, and all pilot Quirks that gave such an effect have been changed.
 * -|Resolve Generation=

Some tweaks have also been made to sources of flat non-Lance resolve bonuses per round.

A long-standing issue has been the ability to repeatedly re-load when assembling 'Mechs from parts until the best or most valuable outcome is achieved. To prevent this the way readying, storing and disassembly of Mechs work has been updated.
 * Pilot Quirk Command now gives a non-stacking Lance-wide 33% reduction to panic risk, replacing the resolve bonus.
 * Pilot Quirk Inspering Prescence has been changed to provide a Lance-wide +1 Guts instead of the resolve bonus.
 * Unit Quirk Pirate Shanties is the only one to retain a +2 effect, where +1 of it is still limited by the stack limit of 3, and the remaining +1 is guaranteed to always apply.
 * -|Mech Assembly from Parts=

When assembling a Mech from all salvaged or bought parts, the chance to restore each component will now be predetermined using a seeded random distribution. This means the result for assembling the same Mech / Mech parts will always be the same, but each new assembly will still be initially randomized.

When disassembling a Chassis (i.e. breaking a stored Mech down to parts), the amount of parts returned is now also predetermined and reloads will not improve it.

Further, all Mech parts created by disassembly of chassis will be returned empty, i.e. will not have any equipment in them on reassembly with other Mech parts. This can be seen in the Storage screen as the first number of the parts counters, the numbers now mean amount of empty parts/amount of normal parts/amount needed to assemble a unit. Enough testing of Superheavy contracts has now been done by players that most issues have been ironed out. The increased generation ratio of such contracts has now been removed, making them less likely to spawn instead of normal contracts.
 * -|Superheavy Contracts=

The difficulty of many superheavy contracts has been tweaked or corrected based on the gathered information.
 * -|Other Significant Changes=
 * A new unit type has been added, the QuadVee - a Quad that can convert into a vehicle. The QuadVee can fill both Mech and Vehicle drop slots.
 * Thunderbolts have long flown under the radar for some time as being too strong, as they in the past were both made lighter and to do more damage at the same time. Damage has now been reduced to make them more in line with their weight.
 * Thermobolt ammunition for Thunderbolts was far too strong at disabling targets and has now had a significant nerf. They can still overheat targets easily, but will require more hits than just one or two.
 * Battle Armor weapons and equipment have been adjusted both in price and ammo count.
 * TAG weapons and Narc beacons have been fixed to work as intended.
 * The targeting buff from a TAG now lasts for 8 hexes of movement of the target. If it does not move, the effect never drops off.
 * Narc effects will now last until the end of the round, no longer punishing units with a slower initiative by missing out on the last round.
 * Fixed Missile guidance systems - quirk Advanced Missile TTS, and Howler and Athena FCS - are no longer allowed to be used with Thunderbolt weapons. It was an oversight when restrictions for more advanced weapons were added.
 * Indirect Fire accuracy bonuses will now not stack beyond +3, as this is the difference between direct and indirect fire.
 * Armor Piercing ammunition for several autocannon types had too low maximum thickness set, this has now been increased.
 * Many LAM/VTOL and Clan weapons have had their price and cost per shot adjusted.
 * Several Clan Lasers have had their ranges adjusted.



Detailed Changes

 * -|General Changes=


 * -|Item Stat Changes=


 * -|Item Price Changes=


 * -|Unit Changes=


 * -|TAG / Narc=

Some historical armor piercing values were set incorrectly. While adjusting these some more work on normalizing other AP values was also performed.
 * -|Armor Piercing Changes=


 * -|Battle Armor Changes=