The bulk of the non-layout aspects of v3.2 of the rules are finished.
You can see the updated team sheets, updated character sheets, new attitude abilities, and quick-reference rules in this temporary folder.
The reference sheet includes some of the rule changes to using the Feed, operate action replacing the hack action, and the transition from "devil's deal" to the "sell out" mechanic.
Remaining work for v3.2: reorganization of the rulebook; addition of of some example pre-generated worlds and factions; and general rule clarifications/fixes from the errata.
I've started putting together the next version of the rulebook (v 3.2). The new rules have mostly been finished, but reorganization, editing, and layout will take the bulk of the time.
I'm aiming to have the new rulebook out by May 7th.
This is an overview of the planned updates:
Progress has unfortunately been slowed by personal life complications, but luckily I am receiving regular playtesting feedback. With the amount of feedback coming in, I am waiting on releasing an updated rulebook for probably 1 more month so I can make a chunk of significant edits.
Errata & Clarification
In the meantime, I have started a list of common questions and minor updates. I will continue to add to this over the next month based on the most common questions or problems. If you go to "view-->show document outline" it basically has a table of content for quick maneuvering.
I have also created a document with the main rules used in-play in list/bullet point form for easy access. Again, if you go to "view-->show document outline" it basically has a table of content for quick maneuvering. I will eventually format this into easy player handouts, but I wanted to get the content out there as quickly as possible.
The next version of the rulebook will primarily focus on editing, clarification, and small rule tweaks. The biggest change will be to the hacker class. There are significant problems as-written, and it was never fully changed to reflect the break from an assumed technology level or an assumed 3D Matrix style cyberspace. Additionally, I don't want a class that basically amounts to "I hack the thing."
Based on inspiration from feedback, the hacker will be changed into a Virtual Artist class. It will focus on creative virtual manipulation (manipulating information in the feed, manipulating appearance/sounds in the virtual space), innovative technology hacks to make technology do more than originally designed, and also retain some of that hacker attitude.