Version 10, the end of the alpha stage for Aes, is currently in the final stages of being printed! Before that’s finalized, we wanted to give the summary of how version 9 came to be, as we see it exiting the testing landscape.
- Pages: 332
- Faculties: 226
- Modifications: 486
- Testing time: 4 months
Looking back at the numbers for version 8, several things are clear. Version 8 was focused on removing content we knew would not be a focus for the core book, such as sand shapers and grit tech. Version 9 focused on moving us closer to beta by adding core content: 34 more pages, 27 new faculties, and 122 new modifications.
On the faculties front, hurled weapons finally got support through specialized faculties. There were also additions made to self-defense and invention.
With crafting, the two biggest additions were charges and thrumbines. Players now had the chance to customize explosives, making a demo man a viable player type. Thrumbine mods allowed for personal vehicle creation, a definite thematic necessity. A new type of hybrid between mods and faculties – habits – were added, finally allowing explorers to customize their animal companions, at least a little bit.
Two major systems implemented with version 9: memories and vending points. Memories had been on the character sheet since it was first drafted. We always knew we wanted a system that players could use to signify special in character knowledge. It also gave us a way to impart more lore about the world from a “first person” perspective, so that players could put themselves into the minds of their explorers more readily. Version 9 saw memories added for each of the four main nations, with Aeneam and Zahnrad being the main focus.
Vending points are a system of special “chits” players can cash in once per game session. We’ve discussed their implementation and relation to the five ideals already.
In terms of testing duration, version 8 to 9 had one of the longest periods to date with 4 solid months and multiple conventions. There were 2 regular sessions a week for much of it, so the total sessions alone were easy above 20. That allowed for robust testing of all the new material and helped identify some bugs.
However, this length of testing time was quickly dwarfed by version 10’s dev cycle. Version 10 featured cuts and additions, but overall sported very different numbers from version 9, as we’ll see in its upcoming “By the Numbers” breakdown. We’re planning to have the print version ready before the end of November, in time for the holiday season and to close out 2017 on a high note!