All IPS-N mechs implemented
This month’s update is somewhat truncated since I’ll be at PAX + associated meetups for the rest of this week. We’ve got the rest of the IPS-N done and dusted, rounding it out with the Raleigh, Lancaster, and Tortuga. Other than that, we’re maintaining our bug steady state with a buncha fixes to offset the ones I’m sure I introduced with specifically Lancaster and its cursed winches and harnesses.
Oh! On a bsky recommendation, I also made an account on mod.io to start investigating hosting user-made maps (and eventually, someday, mods) via that. So, um, yeah. Nothing more to say here besides watch this space.
New Content
- Finished implementing the IPS-N catalog.
- Pilot barks on structure/stress/destroy target/death/brace events
- New batch of community maps from celtarican, venator_iv, and markopolodev.
- Add AI and NHP tags, enforce their uniqueness. No cascading yet.
Content Fixes
-
Fixed crash on arc projector attacking a size 2+ enemy
-
Add missing briareos frame to IPSN catalog
-
Player deploys first for extraction sitrep
-
Fade cloak asks to confirm activation
-
Mag parry only works against kinetic-damaging attacks
-
Vijaya rockets correctly deal explosive damage
-
Fix missing CPR accuracy
-
Metahook breaks when linked unit is exiled/intangible
-
Ghostweave invis into integrated cloak preserves hidden
-
When lose assassin, hive, iceout, lotus, or sentinel drones, the gear is also destroyed
-
Add concept of “mission critical entity” that can’t be stepped on and is not a deployable (term is from Interpoint’s Enhanced Combat supplement)
-
Fixed Snow_Crash triggering on miss if energized swarm hits an npc
-
Fixed metahook -> lesson of the held image not using extended metahooked sensor range
-
Mines cannot be placed adjacent to each other
-
Fix mag cannon not pulling
-
Can no longer scylla with vorpal gun
-
Fixed Mino CP not stunning
-
Swarm body now only deactivates when YOU move, not when anybody moves
-
Hive drone damage is now AP
-
Ferrous lash save is now AGI
-
Ferrous lash cannot move units uphill (could be talked out of this)
-
Ferrous lash can move flying units over grounded units and vice versa
-
Large units no longer collide with themselves during forced movement eg ferrous lash
-
Increase neurolink targeting CB bonus from +2 to the correct +3
-
Energy damage increases manticore CP charge die instead of only heat
-
Fix double flank activation (cancelling the first) soft-locking the game
-
Grapple cable range works for duelist 3 free grapple
-
Fix stabilize clearing ALL conditions on the indicated character
-
Can jump while slowed
-
Centimane/tidal suppression is 1/round
-
Fix being able to deploy multiple OROCHI drones of the same type
-
Made a trait to make certain deployed effects (e.g. mag field) dissipate on their owner’s deaths. deployables shut down but remain in place.
-
Can’t fold knife if slowed
-
Fix fliers getting soft cover when above 10 elevation
-
Fix accumulation of _savefile maps
-
Specific-attack-roll bonus damage inherits damage type correctly
-
Stabilize doesn’t force you to spend a repair if you’re at zero heat
AI
- Sentinel does not eye of midnight when it’s already applied
- Fix NPCs getting stuck in loop self-doubt about whether they can move
- Fix crash when the AI controls orochi deployment
UI / Graphics
-
When starting with UI at 2x scale, double the min screen size as well
-
Telegraph grunts not taking damage on saves
-
Don’t ask for confirm rerolls on attacks where player is not controlling the attacker
-
Omit the unit’s name in the battle log if it’s a repeat from the previous line
-
Experimenting with using a decal for the tile cursor instead of a flat mesh – it’ll conform to whatever you’re hovering over, but also sometimes weirdly smear.
-
Tile cursor highlight locks to LOS blocker height, not standable elevation height. Feels more natural for tall non-LOS-blocking setpieces like windmills and radio towers
-
Fixed placing large deployables not showing the entire correct placeable area
-
Add trigger text to mimic mesh tooltip
-
Show sentinel acc in attack preview during overwatch
-
Current-action bar has a dark toggable back window instead of stacking them and eating up so much play area
-
New batch of icons for GMS gear and Balor
-
Character sheet uses kit action icons instead of manufacturer icons
-
Can clear integrated weapons from NPC mechs
-
Unique tag enforced for weapons
-
Fixed crash when a pilot roster folder is empty
-
Give stock pilots barks
-
Add olive color scheme to more clothing choices
-
Show full rules text for sitreps in instant action screen
-
Holdout zone doesn’t require entry/end zones (but can still use them)
-
Fix being able to launch on maps with a required zone that exists but is empty.
-
Actually full repair lancers on pressing “full repair”
-
Fight setup doesn’t have a warning message about destroyed mechs when the roster is empty
-
Camera needs things to be closer together before it’ll zoom in automatically (may cause it to zoom out too much… keeping an eye on this)
Map editor
-
Fixed bug with painting/deleting multiple setpieces not always updating all of its component tiles
-
Reduce instances of getting stuck in line-painting mode when holding shift and the window losing focus
-
Change painting preview when changing brush size by hotkey
-
Select a block/setpiece/doodad by default when changing to that tool
-
New doodads! Landing pads, rail tracks, potted plants, wiring
-
New setpieces! Modular buildings, shipping crates, elevation-changing pipes, radar dishes, greenhouse dome, gravel piles, new rock spire formations, statues.
— Olive
Files
Get Lancer Tactics
Lancer Tactics
Mecha RPG adapted from Lancer tabletop
Status | In development |
Authors | Olive, Mark Carpenter, Josh Boykin |
Genre | Strategy, Role Playing |
Tags | 3D, Godot, Mechs, Pixel Art, Sci-fi, Tactical |
Languages | English |
Accessibility | Subtitles |
More posts
- All SSC & HORUS mechs, pilot barks, visual landscape palette30 days ago
- Minor bugfix release (PC only)59 days ago
- Compatibility rendering mode, eight new mechs65 days ago
- Keeping the fire lit, more talents92 days ago
- Rebaked NPCs Pt. 2 (+ linux build!)May 09, 2025
- NPC Rebake, rests & repairs, community mapsMay 02, 2025
- 🦴 Bones early access 🦴Apr 01, 2025
- Prebones_build_final_FINAL (2), production update, new narrative directorMar 01, 2025
- Pre-vacation changelogJan 12, 2025
Comments
Log in with itch.io to leave a comment.
Another set of mechs, hooray!
Especially the Lancaster, my beloved
Caliban isn't a base license, but I feel that if a suit of power armor can be built for consistently inflicting knockback on things ten times its size, the Ferrous Whip should probably be able to pull things uphill.
Holy a lot of work going into this
All looks so cool! About those pilot barks, do the NPC's get those too? If so, I dont suppose you could give the backers that got to make an NPC pilot a chance to make their own barks?
Whoaaaaa that’s a thought. I’ll put it on a potential ideas list, it might be a lot to pull off logistically at this point (and manually reviewing/editing that much player-submitted text to make sure it fits thematically would be a huge chore) but I love the concept of it.
mfw I remember Zheng isn't a base license and won't be included in Lancer Tactics