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Faster, Sleeker Action in StVHS version 0.3.7

10/28/2016

 
It's a little bit late (not even a fortnight), but Straight to VHS version 0.3.7 brings some welcome streamlining to the game's action sequences. Let's have a look at the change log!

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StVHS SPRAYS LEAD IN version 0.3.6

9/17/2016

 
One month after the last update, Straight to VHS has been updated to version 0.3.6. The biggest change this update brings is the removal of reloading as a game mechanic. I think there were some nice qualities to having reloading, but for most other players I talked to, the good was outweighed by the bad.

A few other things happened too, but I'll let you see for yourself in the changelog below. I do wanna give a heads-up for the future though: Some personal matters are going to be digging into StVHS development and playtest time in the next couple of months (life is crazy, yo). I'm still committed to monthly updates through at least the end of the year, but the time frame for launching a crowdfunding campaign might get knocked back a month or two. I've been eyeing March, but something like May is a possibility. 

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Update! Version 0.3.05 is out.

8/17/2016

 
EDIT: Formatting issues have now been fixed!

Sorry for the long wait everyone, but Straight to VHS version 0.3.05 is here at last!

As well as an update, today's gonna bring another change as well: monthly updates! Straight to VHS updates are going to become a more regular occurrence through the end of the year. This doesn't mean content will be shoveled out regardless of its level of completion, merely that whatever is ready to be released, will be released. So look forward to the next update on or before September 18th.

Now, let's take a look at the changelog for today's update.

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Version 0.3.04 Wastes no time!

4/30/2016

 
In what is surely the fastest numbered update in Straight to VHS history, version 0.3.04 brings added functionality This is mostly a quality of life update, but there's a couple small changes to the game that are sneaking in too.

GAME-WIDE CHANGES
  • Added bookmarks and links throughout the document! See a blue word and don't quite remember what it's all about? Click it! Wanna go right to the Bad Guys section but hate scrolling? Open up your bookmarks folder and digi-teleport there!
  • Clarified that move actions end when you take another action or pass to another character's turn (no jumping out of cover, hitting, then running back into cover all for 3 AP)
  • Did a sweep of the document and corrected a few small issues, cleaned up some text and added a few explanatory bits. Nothing about this really changed the game, but rest-assured I've done some housekeeping.
  • Can you believe I've never included a link to the fillable character sheet in the actual rulebook? This situation has been rectified. Also, the fillable sheet itself has been updated.

TROPE/PERK SPECIFIC CHANGES
  • The "Batshit Crazy" trope now gives the option of -2 to either CHA or INT. In a related matter, the "Train Wreck" cinematic action now works with either CHA or INT. You can be all sorts of crazy now.
  • The "Warrior Training" perk got the nerf what was comin' to it. The STR bonus is gone.
  • The "Why Didn't You Say So?" perk now requires a 12+ in order for an item to be within reach.

Version 0.3.03

4/28/2016

 
This latest update brings important changes to Push it to the Limit. The short version is that player characters can no longer throw up their 1/2 total HP shield once per scene. Also, when you do use your once-per-day Push it to the Limit, you won't just be healing, you'll actually be gaining epic dice. It's more fun, more dangerous, and more bad-ass. Oh, and there's other stuff.

GAME-WIDE CHANGES
  • The Push it to the Limit action has been severely changed and is (once again) a once per day ability.
  • Added a reminder in the Action Sequences section that players can turn in epic dice tokens to gain extra AP. This has been stated in the Epic Dice section for a long time, but it gets missed quite a bit in there.
  • Added a couple more examples of how gambles might be ruled. I'm thinking this will give Directors firming footing on this.
  • Integrated a new icon in the Bad Guys and Villains section for abilities that aren't a ranged or melee attack, but which simply require the player to be in their presence.
  • Due to Push it to the Limit going back to once per day, I've added a sentence to the Bad Guys section reminding the Director that multiple tough encounters without a new day between them will ramp up the difficulty.

TROPE/PERK SPECIFIC CHANGES
  • The "Sexual Tyrannosaurus" perk has had nothing done to it. Why would it? After all, it was in Predator well before it was a character perk in Borderlands, and I would never allow my brain to only remember the latter. So, same as always. Let's move on!
  • The "Push it Real Good" perk has been tweaked in the wake of Push it to the Limit being changed.
  • Added the "Gonna Take a Miracle" Cinematic Action to the trope "Man/Woman of the Cloth".
  • The "Martial Artist" trope now specifies the +5 STR bonus as being to attacks only.
  • Clarified that there is a 3 AP cost to the "Wrestler" trope's "Signature Move" action.
  • Added the "Looney" cinematic action to the "Talking Dog" trope.
  • The "It's Like Coach Says" cinematic action on the "Troubled Athlete" trope now grants two epic dice.
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