Mythic 5.1 Update
Added 2022-07-31 03:53:38 +0000 UTCMythic 5.1 work continues, with a bit more to delve into. What does this mean, exactly? Well, some cleanup, fixes, and more. Like always, I want to try and keep the core of Mythic alive but sand off the rough edges that people come across.
So, let's start in order of my current changelog for major changes. This will make it easier for me as I'm currently getting slapped in the face by COVID. Got to miss a week of work so hopefully I can at least get some content done on this, knowing good and well I won't be able to make money this week. Bad time, no surprise how shitty this state and the US is with paid time off not being enforced for this, but still enforcing quarantining.
Everyone on this list is not final, nor is it all that is coming to 5.1. A lot of work is being put into 5.1 including unannounced possible layout overhauls.
First, from 5.0 to 5.1, Special Damage thresholds are being reduced by 12.3%. This is a much larger change than it sounds, as players are now more prone to taking a lot more Special Damage from critical hits. This is to help rebalance Special Damage's changes to the changes that were made to Wound calculation.
Fingers and toes were also removed from the Special Damage chart, giving more concise and less granular things to track.
Now, here is a big one.Characters no longer die when their Wounds reach double their total Wounds in the negatives. Now, the moment a Character reaches their total Wounds in the negatives, not doubled, the Character dies. This helps make Characters squishy. I want you to be squishy. But here is the thing, Characters were given nearly double the average Luck with 5.0's update. Player Characters should be just fine with this change. Though you should probably make sure you have a medic.
And finally, to make up for these Wound changes, Characters can now use Biofoam and Sealant Mesh more before needing extended Medical Tests. Your first use also now heals an extra 1D5 Wounds and Fatigue.
Basically, I'm trying to find a good middle point between allowing Characters to feel strong and unique, but also still need to smartly use cover and rely on Luck when needed. This is an extended look at player feedback from 5.0. All of it. So hopefully people find this to be a much better mix of fatality and survivability.
Lifestyle choices were updated to offer more options. This offers some new choices that Lifestyles didn't offer at the time, such as improving Charisma.
The CREW breakpoint has been removed from all vehicles and replaced with an updated Hull BreakPoint that works as a mix between the original Crew Breakpoint and the now-defunct Hull (Wounds) system Vehicles once had. Let's go a bit more into this and what this means and how it works.
First and foremost, the new Hull Breakpoint acts as the vehicle's technical Wounds before vehicles take a new style of vehicle Special Damage. When a Vehicle's Hull Breakpoints are reduced to 0, the Vehicle loses half of its Armor Ratings and any Vehicle with the Heavy Plating Special Rule will lose that Special Rule. This means that regular firearms can attempt to deal the new Doomed State special damage.
Let's go into what Doomed State is. Doomed State effects begin to get taken when the Vehicle's Hull is reduced to 0. Each and every Attack, based on the Damage dealt to the Vehicle with the Attack, will have a chart showing what the effect is. This is done with every single Attack that deals Damage, even if Hull can no longer be reduced below 0.
So, why does this matter? Well, let's look at what Doomed State does.
Based on Damage per Attack, these are not rolled on the Chart.
- 1-10: Nothing happens
- 11-20: The Vehicle’s current Armor is reduced by 1 on all Locations.
- 21-30: The Vehicle’s current Armor is reduced by 2 on all Locations. A Character within the Vehicle takes the Damage of the Attack, reduced by half of the current Armor of the Vehicle.
- 31-40: The Vehicle’s current Armor is reduced by 3 on all Locations. A Character within the Vehicle takes the full Damage of the Attack.
- 41-50: The Vehicle is made into a useless husk of armor and components. The Vehicle’s current Armor is reduced by 4 on all Locations. The Vehicle cannot move and any weapon that needs an engine to move can no longer turn and aim.
- 51-65: The Vehicle’s current Armor is reduced by 5 on all Locations. The Vehicle catches fire and the Characters inside will take Flame (2) each Round until they escape.
- 66-80: The Vehicle catches fire and major sections of the Vehicle have been destroyed. The Vehicle’s ammunition and fuel will soon detonate. The Characters have 4 Rounds to escape the Vehicle before it fully detonates. The Blast Radius is the Vehicle’s Size Points multiplied by 2, while the Kill Radius is the Vehicle’s Size Points.
- 81-99: The Vehicle violently explodes due to the damage to the fuel systems and ammunition in the Vehicle. This gives the Characters 2 Rounds to escape before the Vehicle fully detonates. The Blast Radius is the Vehicle’s Size Points multiplied by 3, while the Kill Radius is the Vehicle’s Size Points multiplied by 2.
- 100+: The Vehicle instantly detonates with no chance of escaping. The Blast Radius is the Vehicle’s Size Points multiplied by 4, while the Kill Radius is the Vehicle’s Size Points multiplied by 3.
All vehicles now have a universal detonation rule where when in Doomed State, they will eventually be damaged enough to detonate. Depending on the Damage, the vehicle has a chance to detonate anywhere from 4 Rounds, to immediate detonation. Based on the Size and Weapon Points of the Vehicle, each Vehicle will have its own amount of Damage and Radius based on these vehicle characteristics.
Let's continue with some more Vehicle changes. I removed vehicle Hull armor material, it was useless filler that might be confused to matter alongside the vehicle's Hull breakpoint change.
Air vehicles have had several of their rules removed for universal air vehicle rules that are based on size points.
Vehicles have a new To-Hit table that better represents hitting the Hull compared to other vehicle Breakpoints. This still allows vehicles to have their weapons, engines, and other various aspects to be targeted first. But it also allows for Blast and Kill weapons to hit a plethora of Breakpoints at once.
All Walker vehicles have been reverted back to their original player-character based Characteristics. Walkers have a Strength and Agility Characteristic. Alongside this, all Walkers have new and stronger rules for stomping and melee. These rules are also more concise as well in terms of Actions to take.
Vehicles are overall being rebalanced. ALL vehicles. This comes with a hidden Characteristic that will be applied to Vehicles, ranging from Civilian, Ultra-Light, Light, Medium, Heavy, Super Heavy, Ultra Heavy, and Fortress. These will determine the new balance of Break Points and Armor that Vehicles will have. This is to help bring all vehicles in-line to have more balanced values. Some will see buffs, others will receive nerfs. A lot of this is to help reduce accidental power creep from copying existing vehicles to make new additions over the course of the last couple releases. Also, it helps us better control the values by hand, as well. We're able to apply the size category and then have color-coded variables for Break POints and Armor.
This tool will be given to the public when 5.1 releases. An updated version of the 100DOS/Mythic Dev Calculator.
Shotgun slugs have all been upgraded and improved. The original values did not give enough benefits for losing the damage bonuses of Spread Special Rule. Slugs will deal more Damage and Pierce, depending on the slug variant chosen.
There was an overall reduction of larger melee reach benefits on size. Anything larger than Huge no longer gain exponential reach to melee attacks. Alongside that, Reach and Sizes were given more clear values and rules sharing the same table.
The Blind Fight Ability has been improved, players will see more benefits and what it covers. And the Resourceful Ability has been nerfed. It now states that the Support Point gained does not refresh after missions and use. Also, a new Ability that will give Melee Attacks an additional Special Damage.
All Gravity and Energy melee weapons now have improved Characteristics. Don't get hit by that Gravity Hammer.
Camouflage was given a slew of new rules and updates, such as having greater penalties to the camo if moving. This also includes Blind Fire and Suppressing Fire giving rules on how to use them against camouflage and active camo users.
A new heavy armor variant from Halo Wars 2 has been added to Mythic. this is specifically for human Characters. You'll see a major increase in your total Armor Rating, but a massive decrease in your Agility Characteristic and an extra added Penalty to Evasion. Become the brick.
There are new expanded rules for medical needs, such as holding your breath, missing a lung, and so on.
Two new vehicles have been added, the UNSC M700 Viper Stealth Tank and the Covenant Command Shuttle.
A new Forerunner melee weapon, the Gravity Wrench, has been added. Think the Half Life PhysGun.
And finally, one more overhaul for now. Melee weapons will be upgraded and given improvements to how they're used. This is going to be based on 100DOS Medieval Ages' new and improved Melee system.
With this, though, I am looking into an overall reduction of how many total Melee Attacks a Character can make in a Turn. The current idea is to reduce this to 8, from 10.
Thank you all for your support, and it now means more than ever because I have to miss a week of work. So thank you all, thank you very much.
I'll be back with more updates when it feels like there is enough content to cover.