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

Lancer Tactics 0.3.4.dmg 267 MB
Version 7 11 days ago
lancer-tactics-pc.zip 202 MB
Version 8 11 days ago
lancer-tactics-linux.zip 204 MB
Version 8 11 days ago

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Comments

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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

(+1)

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?

(+1)

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