Aurora 4x
Astra Imperia => General News => Topic started by: Erik L on November 11, 2015, 11:03:12 AM
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Has been put up on DTRPG.com
Emails should have gone out to everyone who has purchased already.
The change log:
1. Changed Dual Mounts to allow for multiple targets.
2. Changed Autofire to restrict to one target.
3. Added Hostile gasses to the racial ability list.
4. Added a number of advantages and disadvantages to the racial list.
5. Clarified some wording in the system generation text.
6. Changed barracks capacity
7. Added Economic Health
8. Added Heat and Radiators.
9. Added AIR units
10. Added Nuclear Strike Command Options
11. Added Air Support Command option.
12. Changed Personality support to 1 per 100 PP.
13. Changed Personality percentage to 20%.
14. Changed starting troop points to 100 TP.
15. Added a number of “Gather” intel operations
16. Specified what happens when strategic intel changes after gaining that level.
17. Changed the requirement of needing a personality to lead a team.
18. Added a note to Income collection regarding the Capitalist racial trait.
19. Expanded on some of the racial traits for usage.
20. Added science instrument missile/mine components.
21. Added a science instruments component for drones.
22. Added an extended range option for strategic use of drones (their original purpose)
23. Added a rule on raising shields in combat.
24. Removed mitigation values from shields.
25. Added regeneration value for shields
26. Added Cargo Shuttles to the fighter engine exclusion list.
27. Added a SEC (Security) ground unit
28. Added an Embassy colony structure.
29. Added three gather intelligence operations, vs. Research Centers/Universities, Fleet Commands, and Intel Agencies.
30. Added to Level 5 of Strategic Intelligence for observed thrust.
31. Added qualifier to Level 7 of Strategic Intelligence.
32. Added a section on intelligence gathering for updating already gained intel.
33. Added a MCr cost to crew replacements.
34. Added descriptive entries for Complacency Index Modifiers.
35. Changed starting ground troops to 100 troop points from 4 INF/1 HQ
36. Added XP for surveying planets to the facility experience awards table.
37. Added a qualifier for using non-espionage teams for espionage.
38. Added a clause for leftover RP from game setup.
39. Changed Very Dry to Arid in the Biosphere modifier table.
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you've been busy!
hmmm, no email, and the one in my RPGNow library (even though it says "updated") is still Astra_Imperia_2_(6055182).pdf
It could be I didn't buy the AI2 playtest, I thought that I did but maybe it was only AI1 that I bought, hmm just checked and I did on 27 June last year, though it was as a bundle with the Via Astrum playtest, wonder if that's the reason?
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you've been busy!
hmmm, no email, and the one in my RPGNow library (even though it says "updated") is still Astra_Imperia_2_(6055182).pdf
It could be I didn't buy the AI2 playtest, I thought that I did but maybe it was only AI1 that I bought, hmm just checked and I did on 27 June last year, though it was as a bundle with the Via Astrum playtest, wonder if that's the reason?
Did you download the file and compare it to the old one? :)
Check page 41 of the PDF (page 29 numbered) and look for the Science Instrument missile component.
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nope it's the old one, no Science instruments
interestingly DTRPG says the Via Astrum playtest was updated 11/11/15 however, there are only three copies of the Via Astrum PDF in there
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nope it's the old one, no Science instruments
interestingly DTRPG says the Via Astrum playtest was updated 11/11/15 however, there are only three copies of the Via Astrum PDF in there
Yeah, I noticed that it was sticking in the prior versions without a name change or anything. So I removed 2. Hopefully the oldest two.
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Still nothing showing, and it looks like Yahoo mail for AU has crashed (the email addie I use for DTRPG) If theres no update when I get home I may just buy the playtest on it's own, not bundled which will hopefully get the updated file, though it could just be that they are slow updating their end, as I still see 3 Via Astrums
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Whats the mechanism for determining starting Economic Health?
I can only find info on how it modifies up and down turn by turn
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Whats the mechanism for determining starting Economic Health?
I can only find info on how it modifies up and down turn by turn
5 for players, 1d10 for non-players.
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theres one thing about this overly complex game setup I'm doing, it sure finds some edge cases!
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hmm as a rulebook organisation thing, had you thought of putting the applied science tech trees under the theoretical tech trees they are unlocked by?
ie
Have the physics tech tree
then have Engine Tech, Laser Tech, Inertial Compensators, Shield Tech, FTL Tech, Power Tech and Fission Tech
then
Chemistry
with Armour, Mineral Improvement
though it gets a trifle more complex with applied sciences like Mineral Improvement which has requirements of Chemistry and Geophysics.
It would assist with making prerequisites more obvious
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hmm as a rulebook organisation thing, had you thought of putting the applied science tech trees under the theoretical tech trees they are unlocked by?
ie
Have the physics tech tree
then have Engine Tech, Laser Tech, Inertial Compensators, Shield Tech, FTL Tech, Power Tech and Fission Tech
then
Chemistry
with Armour, Mineral Improvement
though it gets a trifle more complex with applied sciences like Mineral Improvement which has requirements of Chemistry and Geophysics.
It would assist with making prerequisites more obvious
The Applied Sciences section is actually organized that way, though it is not labeled such.
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actually with labels that would work just as well as moving everything about
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Once I get to the part of "not changing smeg around" and into the layout part, I can easily do that.