Icon 1.5 playtest released
Update notes (v1.5)
Hi ya’ll,
I’m very tired, but this is one of the largest and most comprehensive updates to the game yet, and I think the game will finally be in a content complete state and a stable testing state.
I don’t have comprehensive notes for a change log this time, because this has been well over a hundred hours of work and nearly everything has been updated, from the composition of the book, to basic mechanics. I’ll try and hit the highlights. You’ll have to dig in yourself to see how your favorite jobs have fared. Thanks very much for reading, there’ll be more comprehensive notes as we go through testing versions in the future.
Special thanks to the band Vildjharta, whose discography I listened to about fifteen times finishing the last part of this update.
MAJOR UPDATES
Character advancement has been reorganized - less narrative action dots, more ability points
Tons of new art!
Narrative
Narrative play has a more play sheet like structure for visual learners. I don’t think these are that usable as a character sheet but you can get a good look.
Gear system added for narrative play.
Got rid of some narrative play concepts (resistance, spending effort to avoid breaks) as I think they were unnecessary
Standardized strain and stress for all bonds
Changes to many bond powers
Moved some sections around for ease of reading
Tactical Combat
Tactical combat has received a massive update. The entire section has been reorganized in order of complexity.
The entire combat system has been smoothed out. Generally I was looking to redesign things to be more straightforward, effective, and require less overhead. Nearly all abilities have significantly changed and have been clarified and refined along with numerous balance changes.
All character capabilities in combat are now ‘abilities’
New triggered effects concept to unify some ability functionality
Nearly all glossary terms have been updated and clarified.
Small update to resolve
Dying is now ‘fallen’ if you gain 4 wounds, allowing more complexity
New statuses replacing old ones, and some old ones have been moved around.
Stun has been changed
Blights have been removed completely.
Removed many saves to avoid statuses.
Massive rework to summons, now standardized
Rework to how vigor works
Rework to how vigilance works
Rework to hatred
Update generally to range, ranged abilities, and how AoE works
Update to cover and LoS
Refocus concept to allow respecialization
Updates to all relics
Combat jobs
Talents are now mutually exclusive (you pick one or the other) but a little stronger
Base armor lowered to 2 for most red jobs
Rush (armored dash) added for stalwarts
New slashed and weakend statuses
New Rampart effect for red jobs
Update to finishing blow and new traits for vagabonds
Slow removed, changed to dazed (from old stalwart status)
Update to bless and most bless traits
Update to Aetherwall for consistency and new Slip trait
All jobs have received massive updates. In general, jobs have been rebalanced and refocused on just a few concepts and triggered effects, for build consistency. For example, Chanters are focused on flight, pits, combos, the charge triggered effect, and have a light gamble theme.
Just to give you an idea of what changed, here’s a list of new abilities replacing old abilities: Gates of Hell, Soul Blade, Massive Overhead, Raging Wolf, Gallows Humor, Party Favor, Paradiso, Exorcism, Trick Shot, Showdown, Warding Bolts, Nightmare, Shadow Play, Umbral Echo, Assassinate, Lycanthropy, Morrigan, Aria, Symphony, Gravebirth, Crimson Bloom, Chaos Tarot, Blazing Bond, Helix Heel, Bifrost, Rampant Nail, Geyser, Waterspout.
Yeah.
If that all sounds cool its best just to check out your favorite job to see what changed.
Other
Small updates to camp system to work with new gear system
Foes
Massive updates to foes. In general, I wanted to make them more effective and straightforward, streamlining the number of traits and actions they have in favor of making them more effective
Reworked how foe interrupts generally work
Complete rework to how mobs work
New Round Actions concept
Massive number of new foes and elites, including for factions that lacked them at certain chapters
All legend fights have received polish and numerous changes or updates. There are also numerous new legend fights for factions that lacked them.
Deeptower
Tiny updates to deep tower to reduce foe variety to make it easier on new GMs
Enjoy!
Files
Get ICON playtest
ICON playtest
Mythic fantasy in a vast green world
Status | Released |
Category | Physical game |
Author | Massif Press |
Genre | Role Playing |
Tags | Fantasy, final-fantasy, Forged in the Dark, Tactical |
More posts
- Icon playtest 1.45 releasedAug 19, 2022
- ICON playtest 1.4 releasedJul 29, 2022
- ICON playtest 1.3 releasedFeb 08, 2022
- ICON playtest 1.2 releasedAug 07, 2021
- And another thingJul 29, 2021
- Some bonus contentJul 28, 2021
Leave a comment
Log in with itch.io to leave a comment.