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Ahhh yeah there's a few parts that have errors / vestigial bits of what their old Stats used to be ((So Guided Spear would just be TOR/COM across the board) - The reason I dropped splitting things out too much was to hone in on a level of simplicity that felt more approachable (and evened out Stat balance across the parts). In the case of Beast Tamer I think the whole MEC used to be DUR/MOB before getting switched a few months before 0.1 released - And yeah I definitely want to add a Focus Glossary of some kind. 

Re; Stat Boost, I was actually thinking about that last night! (So that's very good feedback that it might actually be worth changing) Tuning might be a good replacement word too, might even use it! In terms of certain Stat Boosts being In-Line with each other and others not, the main thinking there was the desire to split off boosts to your DMG Stats vs Basic stuff like Speed/Soak/Armor etc - Generally I find it a little better for readability ((Often the only time these things will go in-line with each other will be to save space if absolutely needed)) - I'll definitely do some thinking on that presentation though.

Re; re; any feedback pre-01.4 I'm pretty open to any feedback! (Just know it may take a while or as you said may already be on the docket) - If it's balance tuning a LOT of stuff is still subject to change and rejiggering (and also as I've had to clarify in the past, the game's balance favors feel over any degree of wargamey-fairness - The big thing I try to avoid is any "instant pick" parts that are just too good not to go for, but most (most) of those have gotten stamped out - especially because so much of the game's difficulty comes from familiarity with systems and moment-to-moment choices even a "beginner" encounter could wipe one party while being a breeze for another- I think it's why I'm really hammering home that these are house rules and every GM is going to need to season to the taste of their party. What I build for it is appropriate for the skill level of my tables and the way I run the game, so your mileage may vary - By my estimation the game is relatively easy and about building a super cool engine, then getting into combat and having to improvise when that combat/enemy's gimmick comes into play or when something unexpected happens... and then being a super fragile human for the rest of it that can only solve so many problems with a giant war machine...))

There's a whole laundry list of typos that need going through. Additionally (as I think was posted in one of the updates?) the main rules are getting a few extra pages to cover things like empty part slots, two-handed part breaks, going point by point on what each MEC Perk does AND on top of all that Biomes/Units and Data Packs are getting fully reworked to be more drag-and-drop friendly (Since the game works best when you're making your own bespoke encounters). But if there's rule bits you feel could use some fleshing out or more explanation let me know and I'll add it to my list!! ((And thank you again for some of (if not) the best feedback I've gotten on this game outside of my playtesters))

Yeah, making Stats uniform would make things easier. From an outsider’s perspective, I couldn’t always tell whether the mismatches were intentional. I erred on the side of sticking with the book where it wasn’t an obvious error.

  • Stat Boost I think the fact that the MEC Stats are in all caps makes them distinct enough from the likes of Armor, Shield, Soak, and Speed, and the X : Y format does a lot for readability on its own.

  • Feedback I’m probably going to split it off into a separate, dedicated topic, but to respond to your points here, I think there aren’t any “instant picks” for all scenarios, so good job with that. Though, you might want to put a DMG cap on the Martial Artist’s Roundhouse Kick, from the Cyber-Thighs Part. Direct DMG is already powerful, and Speed can get quite high if you build around it (>30). That it gives SYN on top of that is icing on the cake. It’s stopped from being an instant pick by the need to build around Speed, but the ceiling on the payoff is quite high.

I did see your posts about v0.14, and (silently) updated the Perks on my sheet to match. It was Kinetic Regen and Overclock specifically that merited new text.

There’s also an edge case with the Knight Core, which allows two Option Parts to be equipped. Is the second Option Part tied to the Knight Core specifically, so that if the Knight Core suffers a Part Break, that Option Part is lost? This might be one to use an in-line Stat Boost to expand the effect description.

More will come in a future post. Still doing a bit of recovery from the data entry, haha. This game has been a brainworm for me for the past few days, so I’m taking time to catch up with other things I let slack during my fixation period.