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Hiya! Firstly thank you so much for the feedback! It's stuff like this that helps every version get clearer and cleaner - My replies in order:

> So Shields always start at zero at the beginning of combat and I somehow neglected to mention this anywhere! I've adjusted the intro to Shields line but I really like your side bar idea! (I think it'd go well with an FAQ page I'm adding in Ver 0.14 that covers things like empty equipment slots) - As for whether or not they carry over depends on if you preform a Synergy Dump (pg. 29)

> Yeah Episode generally means "session", however I keep this vague so that if you have a long arc of things happening that make more sense for one episode across two sessions ((or like me have run 8 hour sessions that more consist of 2 episodes) it's not as restrictive - I'll add a line somewhere to clarify this.

> Correct! I'll add a clarification for this somewhere.

> Yep! It all stacks! This is getting added to the FAQ page I was talking about.

> Yes! Any time SYN is generated (unless explicitly said otherwise) it gets divided up as usual. ((Will also get added to the FAQ Page))

> You're only able to generate SYN for yourself if you've built into it with stuff like Kinetic Regen or Optimize. In the event that you do you'd treat it like Overflow SYN (also addressed on Pg. 29)

> The Perks are (eventually) getting an index that spells out all their weird interactions. In an AoE you roll DMG once, that DMG is the DMG you'd regain SYN from ((ex: You hit 3 enemies in an AoE and roll 15 DMG - You'd gain 2 SYN and each enemy would take 15 DMG)) - If say one of the Enemies were Charged and then switched to burning (adding another 5 DMG), you'd gain 3 SYN!

> Yep! That means they can happen once per phase (Enemy and Ally) giving a total of twice per Turn Cycle. Also that is absolutely a misprint and a good catch! Curious as to where the other ones are ((This is why I need to not write after an 11 hour shift at work like I am now haha))

> You can pick a two-handed weapon (and it only counts as one part) - This makes them especially valuable for a starter MEC!

> You're right! Granted you'd only be able to do this once per turn cycle (twice with unrelenting) and wouldn't be doing a lot of DMG with it ((and also sacrificing your options to use Interventions to defend yourself) - Bard Core has gone through a LOT of iterations and likely may see more. One change you may see is that +4 SYN going down to +3 (or maybe even +2). The majority of Steel Hearts was playtested with 4-5 Players, in which that extra 4 SYN helps but isn't felt quite as hard because each player is only getting one.

> This is an awesome early game support build that you could easily stick with and flesh out! If the clarification you needed was "does this work like this?" - yes it does! Especially strong in smaller groups where that 20 SYN is getting divided between fewer people ((granted you'll have less health between you all). Would pair vvv well with a melee DPS who can dump all that SYN into some heavy hits.

> I'm not sure what the clarification you're looking for here is? But it does sound like you've got a good TOR/COM build in mind!

> Lordy this is such a good catch - I just pushed an update to the download files, thank you so much for seeing this. ((And thank you again for all the feedback! -- Sorry for any spelling errors in this reply, it is very late and my brain's a bit fuzzy from dealing with customers at work all day))

Thanks for the reply!  

For the Syn overflow, if you're rolling a basic attack of 30 (9 from a stat, 6 from a gravity, 4 from a feedback detonation, 8 from the overclock amplify, and 3 from a bond) dice with all the tor/com perks you're getting ~14 Syn for yourself. Since Syn overflow specifies ability to spend Syn before you receive more, you then shoot up to 12 and lose the 2? Or are you allowed to spend it at instant speed before it overflows, on say shields or boosts?

And that reminds me, if you target multiple enemies and only elemental detonation some of them I assume you roll the dice separate?

One last thing, does the burning condition deal damage if synergy/tension is spent to remove it, or a 'once per phase' ability? Or is the only way to safely stop burning to let an ally extinguish you?