The big change this time around is the improved lancemate system. You
start out with the ability to take on one lancemate; you can gain up
to two more slots by completing quests in your hometown. If you
attempt to add a new lancemate while your party is full (say, by
hiring a mercenary) then you’ll have the option to drop a character
currently in the party. The core story partner can be removed like any
normal lancemate, but for the time being I’d advise against doing so.
Here's a complete list of changes:
- Encounters visible even if on a hill (glmap.pp)
- Can clear email by passing message index 0 (arenascript.pp)
- Added IfMeritBadge, Announce, EndPlotsByConID ASL commands
(arenascript.pp)
- Added merit badges (ghchars.pp)
- NPC XRan context will include GOOD, EVIL tags (playwright.pp)
- StartPlot, StartStory commands updated (arenascript.pp)
- Factions can be initialized with standard scripts (gearparser.pp)
- Mecha arenas won't let you compete without a suitable mecha
- More enemies will appear if you have many lancemates
(arenascript.pp)
- Script XP awards reduced if more than one lancemate (arenascript.pp)
- If adding lancemate when party full, may automatically drop some
(arenascript.pp)
- If remove lancemate in bad place, LM will go to safe area
(arenascript.pp)
- Plot lancemates can join, quit lance like regular lancemates
(arenascript.pp)
- Increased number of basic lancemate slots from 1 to 3
(arenascript.pp)
http://www.gearheadrpg.com/Good to see this moving forward. I wonder if this will ever have any competition outside of its prequel in this kinda setting/genre?