Release of Rulebook v1.9 with massive changes

Big-ChangesWell the last release was a little over nine months ago, how crazy is that? You’ll notice with this release I jumped a bunch of version numbers. The reason for that is because of all the massive changes. I know I had said the core rules were solidified at the v1.0 release, and in a sense they still are, but yeah, v1.9 and forward will be different than prior releases.
What I’m planning to do is release v1.9, let it simmer for a bit, and then release the “final” version as v2.0. This is because I might have missed typos or other errors just due to the sheer size of the changes.

First of all, here is the brand new Dinosaur Cowboys Rulebook v1.9.

Anyway, I keep talking about big changes, so let’s hear them (ordered biggest change to smallest)!

Version 1.9 Rules Changes
– Renamed the statline, which is now: DEF, RTN, CTN, BTN, SPD, HP. That would be Defense (Armor Rating), Range Target Number (Ranged Miss Chance), Close Target Number (Melee Miss Chance), Bravery Targer Number (Bravery/Gutless), Speed (Movement), Panic Speed (Panic Movement). The reason for this was to apply a consistent naming to the lower-is-better stats (RTN, CTN, BTN). Also Defense makes more sense in terms of dinosaurs and lightly armored cowboys. Speed also sounds better since then the Maneuever Phase can become Movement Phase instead. Also Defense is written as +X, and Speed as X” instead of both being flat X. The use of these statistics doesn’t change much, it’s more just a redone naming and reorder of the stat line. To get an idea of what the new statline looks like see this example posse roster.
– In the same vein of renaming for theme, Run was changed to Hustle
– Split Speed on the Posse Roster (similar to Hitpoints) to easily see what the Hustle distance would be
– Dinosaurs now ignore Difficult Terrain, due to their massive size. This also makes moving a big dinosaur toy MUCH easier on a cramped table.
– Dinosaur balancing: King DIS 9 to 8, King A-D 1-9 to 1-8, Raptor A-D 1-6 to 1-5, Fin HP to 17, Terror A-D 1-7 to 1-6, Terror MV 5 to 6, Plated HP 23 to 22, Runner HP 10 to 11, Thickskull A-D 5-1 to 4-2, Horned MV 6 to 5, Horned A-D 4-3 to 6-1, Ripper HP 12 to 13, Longneck HP 37 to 35, Titan HP 32 to 30
– Added 10 Deployments to spice up games beyond “line up on opposing sides”
– Added 11 Objectives to help move away from plain “kill everything” matches
– Added 40 Features to provide some extra variety to games, such as Duststorms, Volcanos, Traps, Weapon Emplacements, etc.
– Added a Forced March rule to allow posses to travel longer per day at the cost of Initiative
– Added an underdog table for unbalanced battles in a campaign
– Added rules for Overland Difficult Terrain
– Added after encounter Wound and Injury rules for an ongoing campaign
– Updated Variant Rules to have 19 solid options, instead of old brainstorm info
– Renamed Surprise Hit to Shot in the Back (for flavor)
– Added a Custom Game Sheet that helps track Variant Rules and Features in a game
– Added a game component and game example image to the Game Overview
– Buffed Lassos so they are a little more viable. Now they base the attacks-damage off the dinosaur being ridden. This basically gives a mounted dinosaur a slight ranged attack
– Added a new image based on an old Pony Express ad
– Improved Dinosaur page by making it landscape and adding silhouettes to give an idea of each dinosaur
– Minor change to Minimum Range to be 0-X instead of 1-X to clarify that it can’t be used in melee
– Lowered Voluntary Weakness for Bravery to make it less profitable. Now it goes 2, 2, 3, 4 to stop getting 14 IP from dropping Bravery by two
– Made a note about maximum Traits (which is 13 at 400 IP)
– Reworded Neotechnoist wealth refund to be clearer
– Embed fonts in exported PDF, very important for Dingosaurus font (used in Dinosaur list for silhouettes)
– Cut the PDF size down to ~2.5mb (even with all the new images) by changing from Lossless image export to 100% quality
– Added an example completed posse roster to help players understand how they should look
– Added a note that dinosaurs block Line of Sight
– Added a D12 Random Direction table (demonstrating using the faces of a clock)
– Cleaned up item lists to use alternative colored rows and some green garnish
– Add a note that only a single Panic token can be added at once, regardless of double or triple damage
– Added Dice Tables for D4, D8, D10 in case players only have D12s
– Removed the Crossfire rule and diagram. It was never used, was overly clunky and complex, and didn’t add much
– Added Hatchet as an alternative to Hammer
– Trait “Runner” was renamed to “Racer” to avoid confusion with the dinosaur
– Ten grammar and typo edits from user Grusome99 on Boardgamegeek, many thanks

Peaceful-BeachLike I said, a TON of changes. I maybe should have done an intermediate release, now that I realize how far out of date the old v1.3 was compared to the current.

Version 1.9 Saloon Changes
As usual I updated The Saloon to match the current version. This was a lot of work because of all the PDF export work that needed to be done. Otherwise there were a few minor changes:

– Changed NeodollarFormatter to cut off the decimal places
– Changed fonts and also embedded them in the PDF. This roughly doubled the file size (~185kb to ~350kb) but will ensure the PDFs display properly on all operating systems regardless of what fonts they have available

Next Up
For now I’m going to take a break, play some Dinosaur Cowboys, and make sure v1.9 is solid and there aren’t any unconverted stats or other typos. I have a 4-player game lined up tomorrow so that will be fun. With luck v2.0 will be out in the next month or two.

Battle Report: Hills and Passes

Encounter Overview
Background: I had two goals when I setup this game: use a lot of hills, and use my new cacti models. So I placed terrain and road sections to make the table look like an abandoned stretch of dusty highway. Think “The Loneliest Road in America” Highway 50 in Nevada as it cuts through a pass.
There were some secondary goals around this game as well. I wanted to try a couple Variant Rules, since normally I play vanilla Dinosaur Cowboys. I also wanted to use higher IP and ND values to make more powerful posses.
The posses I ended up with are a travelling group of performers, artists, and vagabonds named Maudlin Travelling Band. They would be wandering the road scavenging for supplies and looking for towns to entertain. The other posse was the exact opposite, a tough gang of bandits and raiders who generally go to towns to kill and steal. They were called, aptly enough, The Dirty Dogs.
This battle report was using the v1.3 rules, so Neotechnoists got a bit of a buff with their new Allegiance benefit.
Also I’ve tried trimming down the level of detail I go into for each turn. So no more specifics on who rolled what, instead I’ll try to give a general summary of each turn. One of these days I’d really like to get a battle report map going.

Posse Resources: Each posse had 2,000 Neodollars and 200 Improvement Points and 6 Traits to allocate.
Variant Rules: Dual Wield and Last Man Standing.
Special Rules: +1 MV if a move starts on the road. This bonus applies for BOTH Standard Move and Running or Charging, so it’s possible to get +2 MV just by Standard Move + Run on your turn.

Posse: Maudlin Travelling Band: 1/2000 IP, 0/2000 ND, 6/6 Traits
I figured the Maudlin Travelling Band would hail from an imaginary small town called Maudlin, and be lead by a father and daughter. They would be general survivors and drifters so the Bandit allegiance worked best. Along the way they picked up Thurn, a Duster, who is a rougher cattle hand who grew tired of life on the ranch and now is training up his gimmicks and tricks for the road. Markus is another Duster, and happens to be in love with Ozie. Her father Gerg pretends to not notice, but there is definitely friction as a result. The Savage Wildgrass is sort of a novelty item in some smaller, backwater towns, so he completes the troupe. And Tarnation is their Ripper dinosaur, because what travelling act wouldn’t have a dinosaur?!
Now that I had some general background I needed to fill in their stats and equipment. With $2,000 and 200 IP there was plenty of high end gear to go around. Ozie got a Handcannon (terrific short range pistol) and Kaboom Grenades, mainly since I don’t use grenades nearly enough. Gerg was the melee man with a Twin Lance, and he would start the game mounted on Tarnation to complete the “knight in the wild west” image he portrays on stage. Thurn and Markus got a pretty standard set of gear with some pistols and a Light Repeater. It’s hard to not match Wildgrass’ classic Necromunda figure so I had to give him a Double Barrel Shotgun. A Flail completed his gear, and the Savage Allegiance movement boost meant he could try to advance alongside Gerg and Tarnation.
I was aiming for a denied flank setup. Markus would hold down one side of the road alone, since his gun had good range. The other side would have everyone else in a big clump. Ozie and Thurn would try to advance together since their weapons had similar range. Wildgrass would parallel Gerg but also provide some melee support in the middle if needed. He could leverage the road to boost his speed to try to pace Tarnation. And Gerg would go for the long side flank, rushing ahead on Tarnation as fast as possible to shut down any backline shooters.

Ozie Tumaneng (Bandit Leader)
MV 4, AR 0, RMC 5, MMC 8, BRV 7, HP 12, Speed Reload, Bonus RMC. Kaboom Grenades, Handcannon, Small IRP.

Gerg Tumaneng (Bandit)
MV 5, AR 2, RMC 8, MMC 7, BRV 6, HP 12, Inspiring Shot. 80kW Six-Shooter, Twin Lance, Wood Armor.

Thurn (Duster)
MV 3, AR 0, RMC 6, MMC 8, BRV 6, HP 15, Bonus HP. Heavy Pistol, 100kW Six-Shooter.

Markus (Duster)
MV 3, AR 1, RMC 6, MMC 8, BRV 6, HP 12, Go For the Eyes. Light Repeater, Small IRP.

Wildgrass (Savage)
MV 5, AR 2, RMC 8, MMC 7, BRV 6, HP 10, Get Up!. Double Barrel Shotgun, Flail, Wood Armor.

Tarnation (Untrained Ripper Dinosaur)
MV 7, PMV D8, AR 0, MMC 7, DIS 5, HP 12.

Posse: The Dirty Dogs: 3/200 IP, 0/2000 ND, 6/6 Traits
I opted for a big, expensive dinosaur at the core of the posse. Something about the King (T-Rex) dinosaur always seems perfect for a marauding gang of raiders. I can just imagine the fear it would strike into villagers and mere peasants. So yeah, Kalgin the King dinosaur was chosen. A slew of Traits helped ensure he could survive the long trek across the table. I hesitated mounting anyone on him since his towering height makes a rider an easy target.
Anyways in terms of backstory for the human members I went with the tried and true “corrupted Neotechnoists”. Ruger and Ximenez would both be fallen Neotechnoists, perhaps dabbling in drug running and other nefarious pursuits. Two silent henchmen completed the posse, in this case Falcon Hand (sounds like a cheesy 80s super villain) who was a Duster, and The Gray Shadow who was a sniper Bandit.
In terms of gear a crude Assault Rifle seemed perfect for Ruger. It matched the figure very well and I like the juxtaposition (woa getting fancy) of an advanced civilization still using gunpowder based firearms. Ximenez went for a Sawed Off Shotgun to continue the “brutal weapons” trend.
Since one of the Variant Rules we’re using is Dual Wielding (+1A when using 2 small weapons of the same type) and Falcon Hand’s figure had two pistols, I decided he’d naturally have two 200kW Six-Shooters, hitting at 5A-2D. The Gray Shadow got a Twin Rifle for sniping and a simple 80kW Six-Shooter sidearm for enemies inside the minimum range. The “Both Barrels” feature of the Twin Rifle is nice, especially for early shots to make enemies dive for cover. A few Traits and some scraps of armor completed the posse.
My strategy was simple and mostly dictated by the terrain. The road looked to be a death zone of crossfire and no cover, so I’d split my force and advance through the hills on either side. Kalgin, Ximenez, and Falcon Hand would go on one side since they were slightly shorter ranged and could support the dinosaur well. Ruger and The Gray Shadow would be on the other. I figured Ruger might eventually cross the road while The Gray Shadow hung back in support, but we’ll see. Hopefully Kalgin could make it to melee and tear up some foes.

Ruger (Neotechnoist Leader)
MV 4, AR 3, RMC 6, MMC 8, BRV 7, HP 10, Neck Shot. Assault Rifle, Clay Armor, Medium IRP.

Ximenez (Neotechnoist)
MV 4, AR 2, RMC 7, MMC 8, BRV 6, HP 12. Sawed Off Shotgun, 80kW Six-Shooter, Cloth Armor, Medium IRP.

Falcon Hand (Duster)
MV 4, AR 3, RMC 6, MMC 8, BRV 6, HP 10, Inspiring Shot. 200kW Six-Shooter, 200kW Six-Shooter, Bone Armor, Medium IRP.

The Gray Shadow (Bandit)
MV 4, AR 1, RMC 5, MMC 8, BRV 6, HP 10, Try Again. 200kW Twin Rifle, 80kW Six-Shooter.

Kalgin (Feral King Dinosaur)
MV 6, PMV D6, AR 2, MMC 4, DIS 8, HP 27, Bonus HP, Runner, Turtle.

The Table and Deployment

Deployment: Up to 8″ from the narrow table edge. The Dirty Dogs deployed first towards the kitchen (left side of the table) followed by Maudlin Travelling Band on the right.

The Dirty Dogs: Looking from my table edge Kalgin is to the right opposite Markus. Falcon Hand and Ximenez beside, with Ruger and The Gray Shadow to the left.
Maudlin Travelling Band: Looking from my table edge Markus is on the left all alone. Everyone else is piled on the hill to the right. Gerg started mounted on Tarnation.

Turn 1 – Forward, March!
As usual Turn 1 was fairly simple with everyone advancing and re-positioning after the deployment. No guns were in range yet but soon would be. Some folks Ran, some just walked. The only real surprises were Wildgrass moving onto the road behind a pile of rocks and a cactus. Ruger matched him except couldn’t find any cover, and didn’t quite make it to the cracked pavement. Gerg and Tarnation flanked to their right, and Kalgin ran along his right, both trying to stay in the cover of the hills. The road would be faster, but good luck blocking line of sight on that highway of death.

Turn 2 – Open Fire!
Kalgin powered ahead, his long strides and useful Runner trait bringing him closer and closer to Markus. Seeing this Wildgrass continued down across the road and into some rubble to bring some fire (and his flail) onto Kalgin. Ozie dropped from the hill and followed in Wildgrass’ footsteps, basically swinging the Maudlin Travelling Band’s focus from their right flank to their left. Thurn continued up the hilltop, cresting and giving him a commanding view of the upcoming firefight. Gerg also continued his flank, reaching the valley between the hill his friends occupied and the menacing mound manned by The Gray Shadow. Ruger and Ximenez simply marched up the road, confident in the lacking range of their enemies. Falcon Hand started hand-over-hand climbing the towering hill in front of him, hoping to get a shot on Gerg or Tarnation.
With a shouted command and eager pointing, Ruger ordered The Gray Shadow to open fire on Gerg. His Twin Rifle blasted the approaching enemy for 4 damage. Markus’ weapon chattered to life as bolts of energy peppered the T-Rexes hide. Kalgin took 3 damage from the assault and Markus repositioned himself higher up the hill, trying to get out of reach of the incoming dinosaur.

Turn 3 – This Way and That Way
The Dirty Dogs won the first Activation, and immediately rushed Kalgin towards Wildgrass. The mighty dinosaurs fell just short by an inch or so from getting into melee. Markus uses his “Go For the Eyes” trait and unloads point blank onto Kalgin for 8 damage, which adds a Panic token. The fire continues to pour into the dinosaur, this time Ozie with her Handcannon. Her shot goes wide and she has to Reload, but activates Yeehaw! to allow a re-roll. The shot still misses but isn’t a 1, so at least she doesn’t have to Reload anymore.
Across the field The Gray Shadow uses the “Both Barrels” feature of his rifle on Gerg, since the mounted dinosaur is rapidly approaching. The hit is deadly and does 8 damage to Gerg which kills him! The downside of unloading his gun in one massive blast is The Gray Shadow now needs to Reload. Ruger continues up the road, finally getting into range of a foe. He fires at the exposed form of Wildgrass and hits for a measly 2 damage. Wildgrass keeps his attention locked on the T-Rex, and uses “Both Barrels” of his shotgun for a brutal 8 damage. This adds another Panic token, so Kalgin certainly won’t be rushing anywhere soon. The final attack is from Thurn who blasts Ruger through a tree for 4 damage.
Quite the turn!

Turn 4 – Torn to Shreds
Markus starts the turn with another powerful shot at Kalgin, this time hitting for 6 from his mountainous perch. The dinosaur responds by trying to reach Ozie. The Panic Movement roll is 3″, so the T-Rex has to settle for Running to reach Ozie. It activates the Turtle trait which should spare him for another turn.
Ximenez moves directly up the middle of the road, firing shell after shell into Wildgrass as he advances. The Savage is hit for 7 damage but doesn’t Flee. Instead he moves into melee with Kalgin, but his wildly swinging Flail misses the hunkered down dinosaur.
Seeing his sniper pressed by the Ripper, Ruger spins and fires at Tarnation, hitting for 7 damage which adds a Panic token.
Ozie holsters her Handcannon and grabs a Kaboom Grenade. Flipping the switch she hurls the massive bomb at Ximenez. The weapon connects and hits the poor Neotechnoist for 8 damage. The big Explosion (4″ radius) showers the nearby Kalgin with hot shrapnel for an additional 7 damage. A terrific attack since the radius damage didn’t have to roll against Kalgin’s impressive Armor (due to the Turtle Trait). After all this Ximenez fails his Bravery test and is Fleeing, naturally.
Seeing the enemy starting to break Thurn keeps the pressure on. He fires at Ximenez and hits for 6 damage which kills the man just as he is about to run away. Return fire echoes from the distant hill as The Gray Shadow unloads into Tarnation with his revolver, hitting for 4 damage which brings the Ripper down to 1 HP left! The dinosaur slowly chugs forward and almost reaches the devastating sniper.

Turn 5 – Down With Dinosaurs
This turned out to be a deadly turn for any non-humans on the board. Wildgrass started the butchering by smashing Kalgin with his Flail for 5 damage, which killed the limping beast. The Gray Shadow responded in kind by firing his Six-Shooter into Tarnation again, doing 2 damage which killed the Ripper. Unlike the Flail though his revolver needed to Reload after the fusillade of shots. The Gray Shadow was now holding two empty weapons.
The grand shootout in the middle continued, and now without the dinosaurs it had become a straight up street fight. Markus fired at Falcon Hand from the edge of the cliff, hitting for 4 damage. Falcon Hand moved forward and returned fire hitting Markus for 7 damage which caused the upstart to Flee.
Ruger continued pumping shots into Wildgrass until the Savage was dead. Thurn tried to bring down the enemy leader but missed all his shots against Ruger. Ozie had more luck. Using her Speed Reload trait to quickly grab another grenade she lobbed the ticking bomb at Ruger, hitting him for 6 damage which killed the leader. This caused both Falcon Hand and The Gray Shadow to Flee.

At this point with two wounded and Fleeing humans left against three enemies, The Dirty Dogs resigned the field. End of game with a Maudlin Travelling Band victory!

After Action Report
The Dirty Dogs: So like true “dogs” we ran from the fight with our tails between our legs. Losing Kalgin right at the start of Turn 5 really sealed the deal. He didn’t even get to snap anyone in half :( At least their dinosaur was equally futile. Deploying along the narrow table edges so the melee folks have EXTRA far to run sure hurts sometimes. Anyways having both my survivors Flee after Ruger bit the dust soon after really hurt a ton. I maybe could have done some damage with The Gray Shadow as the enemy approached to kill him, but with all the hills and only a few inches of range superiority that advantage wouldn’t have lasted long. Still a terrific game!

Maudlin Travelling Band: Victory through surrender, my favorite kind for my hippie travellin’ gang. The game went pretty well overall, although half of it was just pouring fire into Kalgin, staying out of his reach, and hoping for the best. My flank to The Gray Shadow didn’t work quite as well as I hoped, although it did succeed in locking him down and emptying both his weapons. Some great surviving (aka luck) by Wildgrass in the middle. Ozie was a champ with her Kaboom Grenade trick to start the focus fire that killed Ximenez. All in all no one stood out as too weak or useless to me, aside from maybe Thurn who could have been a bit more focused and a bit less committed to his high ground position.

Complete Turn Log
Read the rest of this entry »

Rulebook v1.3 Released!

Well here we are again for another point release, in this case v1.3! It feels close on the heels of v1.2 but that’s because I haven’t been posting as much, since it’s actually been two months since a release.
Get the Dinosaur Cowboys Rulebook v1.3 here.

Version 1.3 Rules Changes
The main reason for this new version was to get the Neotechnoist allegiance fixed (as mentioned), and also to fix a Saloon bug around Dusters. There are some other changes so check out the list:

– Added $10 Neotechnoist Wealth Refund on first weapon purchase as a bonus of the Allegiance, to balance with the other three. Also moved the version number up to 1.3 from 1.2
– Removed a lot of items from the table of contents to streamline its size. Might have gone too far though.
– Clarified Snap Attack to ensure it’s obvious that a melee weapon needs to be equipped to make a Snap Attack
– Minor reword around Facing to better clarify that if the attacker isn’t facing their target at the start of their Action Phase, they’d have to spend their Maneuver Phase to turn
– Reordered the combat modifiers table (also on the QRS) to be more readable and easier to follow a process, instead of a hodgepodge of modifiers.
– Another slight touchup of the Charge wording
– More minor editing, especially around the later sections that don’t get as much reading. Discipline, Variant Rules, etc.
– Made the close combat / melee combat writing consistent
– Minor change to remove a note about cauterizing

Version 1.3 Saloon Changes
As with every release The Saloon was updated to use the latest rules, and also had a few bugfixes of its own:

– Factored in the Neotechnoist Wealth Refund for their first weapon purchase, and also remembered it for remote url loading
– Added a Save to Text option that will export the Posse in a consistent plain text format, useful for battle reports or posting directly to forums.
– Fixed three main bugs. First of all a Leader decreasing their BRV from 7 to 6 rewards no IP, as compared to the previous of +6. Also now a Duster costs 10 IP to change from MV 3 to 4, instead of the previous incorrect 5 IP. Finally a remote loaded posse will have their stat flags mirrored so that flags like hasIncreasedArmor will still apply, which stops an AR 1 character from increasing their AR to 2
– Changed the recent posse list to have a scheduled executor that will check the posses.txt file for changes and re-load the recent list in memory. This is necessary in case I want to make changes manually to the file (like deleting a junk posse someone created) but don’t want to have to restart the app. Also we now write the posses.txt file on every new addition, instead of just on shutdown
– Cleaned up the validation of a posse to ensure a name and author are always present both when saving and when loading, and the general logic has been compressed into a single method

Next Up
I still have the general idea of writing a basic campaign for players to try out some linked, story driven battles. I’ll also keep on keepin’ on with my battle reports and post those when I can. As usual more minor editing and fixes are always in my mind. I wouldn’t mind getting someone to update the rulebook formatting to be more professional instead of a plain black-and-white document.

Rulebook v1.2 Released!

Well after some more tweaking, balances, and editing I am releasing Dinosaur Cowboys v1.2. Hooray!
Get the Dinosaur Cowboys Rulebook v1.2 here.

Version 1.2 Rules Changes
In terms of changes here are the highlights, straight from the Subversion commit log. The biggest change was around the stats of the dinosaurs, plus the two new classes (Terror and Fin), plus some new weapons.
– Increase Wrangler trait damage to +2 per stage for Lasso
– Renamed Aimed Shot to Placed Shot and made Aimed Shot now hit at -1 RMC
– Switched the Advancing a Posse and Statistic Improvement Cost pages
– Changed mx HP from 50 to 40
– Reduced Needler weapon cost from 400 to 250
– Added Spine Blade (Motor Blade equivalent)
– Added Skinning Knife as an alternative for Machete, and renamed Knife to Hunting Knife
– Reduced Armored HP from 22 to 20, and Plated from 24 to 23. Going to stop poking at them now
– Changed the Panic MV header to PMV in the dinosaur list to better match how the roster sheet and other abbreviations are used.
– A bunch of dinosaur changes. First of all King was moved to a new class, and the old version was renamed Terror. A new Fin dinosaur was added. A bunch of stats were modified as well, mainly HP and MV adjustments to balance everyone.
– Renamed the Game Master (GM) to the Sheriff to add a bit more flavor
– Added an Aimed Shot variant rule, made a note of recommended variant rules, re-added the brainstorming variant rules.
– Added a new rule for multiplayer games where each entity gets +2 HP per player beyond 2, to increase survivability against more enemies.
– Also added a combined image of the common weapons to the Weapon Description section.
– Cleaned up the table of contents to remove some superflous items
– Clarified some of the combat modifiers since there was a description for Crossfire but not Cover or Elevation
– Renamed the Movement Phase to Maneuver Phase, since the Action Phase isn’t called the RMC Phase, so the Movement/Maneuver Phase shouldn’t be named after a stat too. The downside is it’s tougher to spell.
– Cleaned up Charge wording
– Cleaned up Activating an Entity and the Uneven Activation example since they were written a long time ago
– In the Falling Damage example removed the specific 4 inch distance of the knockback, since it’s confusing when we just want to focus on the 3 inch fall

Version 1.2 Saloon Changes
Also The Saloon received a bunch of bugfixes which I’m really happy with, plus of course all the v1.2 changes were ported into it.
– Added an asterick after a weapon name if it has a special ability. Also added the Spine Blade (Motor Blade equivalent)
– Fixed a really annoying bug around Bonus RMC trait, where it would miscalculate the IP cost
– Fixed a silly mistake where the wrong ‘I’ was being cut because I did indexOf instead of lastIndexOf, so something like ‘Inspiring Shot I’ would cut the first ‘I’ instead of the proper stage ‘I’
– Glaring remote url load error where the 4th member would be ignored (used < instead of <= in the loop)
– Changed the PDF export so excess weapons (over 2) are listed in the inventory instead of being lost to the ether
– Lots of changes around Traits. Previously some of the non-stat Passive traits weren't being applied, such as Clear Sight which modifies ranges of weapons. This actually ended up being a bit of a hassle because we needed to clone the Weapon object, manage string based range brackets, etc.
– Improved some title text for weapons and the allegiance/breed
– Ensured we have an author in the field
– Put version number in intro message

Next Step
As before I don’t have any drastic plans for the rulebook. Maybe some tweaking and formatting and editing here and there, but as I promised with v1.0 the core mechanics will stay the same. I’ve been thinking of adding some items that have more of an in-game effect, like a Bugle or Trumpet that let’s a non-character use the Yeehaw! ability. Maybe various types of alcohol that can be used like drugs in other games to provide bonuses for a turn.
One goal I do have is to make a standalone campaign module for Dinosaur Cowboys, complete with Hexographer maps, scenarios for each location, general plot twists, etc. That might be more of a pipe dream than a goal, but I could see it being fun and adding a lot of value to the game.