GearHead2 v0.540
I’ve just uploaded GH2 v0.540 to SourceForge. This one continues with the deep adjustments to the rules of the game… Click below the fold to see which of your favorite god-skills have been nerfed.
- Stealth-in-plain-sight now more difficult: It’s now only possible if you’re in the rear 180 degree arc, and there’s a -5 penalty to the roll.
- Altered the Performance mechanics: In a nutshell, I removed the massive experience gains so Performance is now a way to turn experience into mostly risk-free income. It still needs to be tweaked, though.
- Conversation less effective as verbal attack tactic: Intimidation works much better.
- Martial Arts will not use MP
- Animals do not use funky martial arts
- Restored Martial Arts damage bonus
- Number of skill slots less dependant upon Knowledge: Most characters should now get around 20 to 25 skill slots. Getting more than 30 slots will be almost (but not quite) impossible.
- Name generator should not repeat so often
- No-one should taunt after quitting the game
- GJoinLance will move target if not in play: So, if you call your friend in another building and they offer to become your partner, weirdness will not ensue.
- No XP gained from attacking scenery
- Verbal attack won’t halt movement
- Lancemates won’t rapidly level skills they don’t know
- Added \HINT message formatting command
- Tools may be used as robot parts
- Last part added to robot will be indicated

February 27th, 2009 at 8:11 am
Any fix in the work for software?
February 27th, 2009 at 1:16 pm
Sorry, nothing there that would make my Robot Builder want to update. He used the Guitar to get the Exp needed to create his Robotic Sentient Lancemate. Kinda wanted it before the final battle.
While I am impressed with the skills (9 in Mecha Artillery!) my built lancemate had, I miss the random goodness of the old system. No integrated weapons, extra arms, integrated jet packs, etc. Though to be honest, those things were much more useful in GH1.
February 27th, 2009 at 1:17 pm
I’ll update when I want to play Rocky Baboa!
February 28th, 2009 at 4:38 pm
I’m seeing a lot of weirdness in the weapon range and combat math, e.g. 500+ range in SF2 combat and enemies consistently hitting me with 6 piloting skill in my first battle…
Am I using an odd version? it says 0.540 in the documentation.
March 1st, 2009 at 9:52 pm
I also noticed that SF:2 weapons display incredible ranges, but only when outside a mech; when sitting in a mech, the ranges are fine. Similarly, SF:0 weapons have minuscule ranges when in a mech. My guess is that it’s now calculating range according to scale; maybe Joseph is planning on mixed-scale battles.
March 1st, 2009 at 10:05 pm
Although now that I’m in a mech fight, I notice that the ranges are somewhat off, at least in appearance. A light laser from a Buru Buru appears to have a max range of 72, but has (I presume) its original range.
March 2nd, 2009 at 4:22 am
The range problem is just with the weapon descriptions; actual weapon ranges don’t appear to be affected. That problem has been fixed. As for your constantly getting hit, CSR, I can only guess it was a string of bad luck. If you check the rolls history by pressing “R” you can see what’s going on.
March 2nd, 2009 at 10:47 pm
Awrighty. Seems like I hit one of those scripted battles early (i had 4 opponents!) and the pilots probably had real stats and skill to back up their nasty guns.
Thanks for the feedback, and I’ll give this version another try.
March 15th, 2009 at 10:25 am
[...] version 0.540 (announcement) continues the spate of game rule adjustments. I like it that there’s a lot of thought going [...]