>>96891376
Blunt truth and reason for my disappearance: My father passed away. I thought I recovered quickly, but it fucked me up more than I realized as making content even for my own game(s) felt like a challenge. I'm writing a new project again so it feels like I've finally bounced back.

As for Alchemicals, I've never read it all yet. There were some bits and pieces I did read, but that was still when I was in a sour mood. My immediate impressions:

- What the hell is with the art. Nevermind the usual art complaints, like seriously the tone is off entirely. It was like I was looking a cyberpunk exalted shard not Autochthonia.
- I really enjoyed how they expanded Loran and Xexas. These were favorites of mine, so they were one of the things I did immediately upon finding out.
- The charms are not bad. In some areas they have some more balance than mine (especially since I wrote my Alchemical conversion before the Solar revamp), but I think in a lot of ways they're missing gaps and some a lot stronger than I thought. Auto-Calibrated Tuning is *a hell* of a lot stronger than something I'd ever consider. But there are some gaps, especially Sail. But then again Sidereals didn't have a single charm about naval warfare so I'm pretty sure the devs have just abandoned it, and no one even cared to notice. I also may be based but I liked some of my charms better, like the ability to turn your blood into poison magma is more metal than Toxicity Filration System, even if there's nothing wrong with it.
- The Alchemical dice cap surprised me. I get why they did it, it makes them powerful out of the gate, especially since in Ex3 it's a long time to Ess 3 whereas in Ex2 it was a hop. But I did like how alchemical started out weak and then with proper investment could roll more dice than Solars.