MEGALOS v1.0: Out of Early Access - Changelog & Next Steps


It's finally here~ 🥳🎉😭

MEGALOS IS OUT OF EARLY ACCESS! 

*long, long, long sigh of relief*

The version of the game present here on itch represents v1.0 - the pre-errata "stable final build". There's a whole lot that's changed and been tweaked since v0.95 of the Early Access. Healing has been adjusted, HP & Armor HP has been bumped up, minions got completely re-designed to better serve their tactical niche. All in all somewhere around 75-80% of all player abilities have been adjusted, and about 60-70% of monsters in the Oradam Rift Worldbook have been tweaked or rebuilt (make that 100% if you include the elite critters whose only changes were to bring their HP in line with the new design).

Next Steps

I'm in the middle of winding down my current day job to move to a new job with better pay & fewer hours. Which, I've decided for some reason, means I'll have more time to work on games (instead of, y'know, more time to not work). There's going to be another publicity & marketing push, I'm going to try to get the game onto some shows & into some articles if at all possible. Meanwhile I'll also be working on Webs & Wires, the first MEGALOS splatbook.

For kickstarter backers above a certain tier, W&W will be getting an early access edition sometime in the next couple months. For everyone else, early access should be around mid-to-late Q2 of this year. Plan is to have it over n done with by the end of Q3.

As a bit of a teaser: Webs & Wires will be featuring 3 new classes (Mekanikae, Psyniscients, and Spinners) with 2 callings each (Mek Jockey & Nanovector, Sympath & Wild Talent, and Spider & Puppeteer). It has more weapon & outfit options, new talents & powers for the 9 core callings, and some updated rules for more in-depth use of vehicles like airships.

v1.0 Changelog (highly abridged)

--BASIC SYSTEM CHANGES--

  • Changed multiple attack damage penalty to -1 per extra Attack action (-1 for 2nd, -2 for 3rd).
  • Lethal Terrain normalized to inflict a flat 3 piercing damage per instance, instead of d3.
  • Tank & Support callings' Base Damage is now 4, up from 3.

--HEALING, BARRIER & HP CHANGES--

  • Support Callings' bonus role ability to heal a target was made into a 1/round free action.
  • Barrier effects no longer serve as bonus HP, but cut the pre-soak damage in half for a number of sources of damage equal to their rating (i.e. Barrier 3 halves the pre-soak damage of 3 attacks).
  • HP increased across the board for MCs (Tanks: 32 [rb: 8], Strikers: 24 [rb: 6], Support: 28 [rb: 7])
  • Tank callings now only get 4 Recovery points instead of 5.
  • Most (not all) instances of "(1/2 RB)" heals were improved to full RB.
  • Most (not all) flat-number heal effects had heal increased by +1 (advances of affected powers were buffed as well).
  • Most (not all) Barrier effects changed to Barrier 1 or Barrier 2.

--STATUS & CONDITION CHANGES--

  • A "rule of 3s" has been implemented across all statuses & conditions. Whenever there's a numerical variable (i.e. +/- X), it has been replaced with a 3.
  • SLOWED now prevents you from taking your Auto-Attack.
  • TAUNTED now requires you to use your Auto-Attack on the origin of the effect.
  • REGEN & WOUNDED changed from rolls to flat 3 HP (healed or suffered), +1 per additional stack of an identical effect (i.e. 2 stacks of REGEN heal 4 HP).

--POWER & ACTION CHANGES-- (this section is HIGHLY abridged, as a huge number of things got shifted around & tracking got lost)

  • Corrected the Power Up!! entries, which had some leftover information in them from previous versions.
  • Auto-Attacks do piercing damage again. They are no longer technically an action, but are resolved as the very last part of each round, after everyone has acted. AAs are resolved in order from MCs first, then Bosses, then Elites, then Minions.
  • Changed Warrior Priest & Multiattack talents to match one another, and also ignore the first instance of the multiple attack penalty while still technically accruing it, so a third attack still suffers a -2 penalty.
  • Invoker talent Seals of Life changed to "I heal 3 once per turn when I spend one or more Seals. At level 3 I also gain Barrier 1."
  • Astromancer bonus power Cosmic Siphon 1st advance improved to heal (RB) instead of half RB.
  • Chanter bonus power Chant of Eld had heal 3 effect added.
  • Word-Bearer power Divine Utterance's 1st advance changed to "Injured targets also Heal 4".
  • Word-Bearer Arcanum power The Golden Word effect changed from (RB+6) to (RB×2), Raise effect changed from Raise 6 to Raise (RB). 2nd advance changed as well.
  • Faerie King Arcanum power The Faerie's Kiss had ally heal effect improved to (RB).
  • Arklight talent Heart of Light changed to Heal 2 on affected targets.
  • Shadowblade talent Heart of Darkness had base heal effect improved to 2.
  • Arklight bonus power Aegis of Light improved to Forfend 6, 1st advance improved to Forfend 12.
  • Shadowblade Reaction Drakul's Grasp had damage & heal increased to 3, from 2.
  • Draloi talent Some for the Doctor improved to heal 3.
  • Draloi bonus power Redistribute had damage & healing increased by +1 again (now 5).
  • Draloi Aether Charge effect that inflicted damage & healed user had the Surging effect's heal increased to 2.
  • Draloi Aether Charge effect that Healed 1 ally in range had both Weak & Surging effects improved by +1 heal.
  • Draloi cantrip Drain Blood had 1st advance improved to Heal 3.
  • Draloi sorcery Blood Alchemy's 2nd advance changed to "1 ally in my zone gains REGEN".
  • Draloi sorcery Chirurgy had Target changed to "2 allies in aura 1" and healing improved to (RB + 2) + (HP sacrificed). 2nd advance changed to "Increase number of possible targets to all allies in aura 1"
  • Insanguinate sorcery had Effect improved to "heal (rb)+(hp sacrificed×2)" while its Special entry was changed to "If I sacrifice 6 or more HP, I gain REGEN & this power gains the Cooldown tag". 2nd advance changed to "I gain REGEN if I sacrifice 3 or more HP".
  • Revivify sorcery's effect improved to "Raise 3 + (HP sacrificed × 2)". 1st advance improved to base Raise of 6.

--ITEMS & EQUIPMENT CHANGES--

  • Armor HP for Light Outfits increased to 5, 10, 15 (similar to Medium Outfits), both to help with Light-users' survivability & to make Light & Medium more of a choice between defense & soak vs inventory slots, rather than making people suffer for their IP.
  • Defense Bonus for Heavy Outfits decreased to +0, +1, +2, while Armor HP was increased to 7, 15, 20. This further differentiates Medium from Heavy, makes heavy a bit more of an investment, and steers heavy users more towards picking Armor HP & becoming juggernauts.
  • "Cargo" outfit mod changed to +2 maximum IP (+3 max IP for Light Outfits).
  • "Reinforced" outfit mod improved to +4 Armor HP (+5 Armor HP for Heavy Outfits).
  • "Dangerous" weapon type renamed "Deadly".
  • "Lethal" weapon mod renamed "Execution".
  • Elixirs now heal for (RB×2) instead of a flat number.
  • Panacea now affects you for 3 rounds, to bring it into line with the "rule of 3s" that's been applied to buffs & debuffs.
  • Phoenix Ashes now Raise for (RB) instead of a flat number.

--MONSTER RULE CHANGES-- (this section also highly abridged)

  • "Minion" enemies had some major rules changes
    • Minions only have 1 HP now (0 Recovery, 0 Soak)
    • If minions would gain any amount of healing, they instead regain 1 lost member of their pack, up to their normal maximum
    • Minions have 10/10 defenses, up from 9/9
    • Packs include 3 minions by default
    • Number of packs included in a fight is recommended at number of MCs (+/- 1 for harder or easier fights).
    • Minion damage can add up FAST, recommended that AoEs & similar effects be used as quickly as possible to cut down on the number of minions.
  • Elite enemies HP raised to 60
    • Elite Auto-Attack reduced to 4
  • Boss Damage (for all stages): CD changed to 12, Auto-Attack Damage changed to 4
    • Boss Defenses for phase 2 & 3 changed to 10/10.
  • Thieves can no longer inexplicably fly and Mug you without rolling.

Files

MEGALOS Core Rulebook - Final v1.0 PAGES.pdf 112 MB
Jan 27, 2023
MEGALOS Core Rulebook - Final v1.0 SPREADS.pdf 117 MB
Jan 27, 2023
MEGALOS - Plaintext Final v1.0.pdf 1 MB
Jan 27, 2023
Blank Character Sheets.zip 1 MB
Jan 27, 2023
Quick Play Character Sheets.zip 14 MB
Jan 27, 2023

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