Exciting news! How different is the game from what we saw previewed at Gen Con 2013, and in what ways?
The final version is based upon the beta rules we've been testing for the last two years, but fleshed out, refined, and tightened up throughout. Sitting down and focusing exclusively on this task has let me really pull everything about the game core togerther and twig to places where I could improve or make things more universally applicable.
For instance in this pass, I was able to apply a universal skill use formatting, which means for the first time skill checks and attack actions are read the same way, using the same set of basic critical effects,times, and Difficulty presentation which makes the game vastly easier to scan and play from memory. Awesome Dice are now fully fleshed out and expanded, which just makes them that much cooler to use and easier to understand how they fit in the gameplay ecosysytem. I also got the quick character builder done, so you can build a fully functional 1st level character in 10 minuts (with limited options of course). Stuff like that.
Next, I'm going to be building entirely new stuff like the NPC rules and mission design bits, before turning to player options.