Module editor!
Another month, another build. Also we’ll be doing a livestream this Wednesday (the 15th) at 3-5pm on youtube to celebrate the 3-year anniversary of the Kickstarter. Come hang!
Changelog:
Highlights
- module editor enabled, experimentally. This basically a mini visual novel maker that can stitch combats together with downtimes & narrative beats.

- can upload and download modules to and from mod.io
- placeholder portraits for the new stock pilots, from the kickstarter backer rewards
- added distance ruler tool (holding shift, same as the editor)

Content
- a bunch new ability FX
- another batch of new portrait assets: skin colors, tattoos & face smudges, hats, jewelry
- added cataphract and engineer NPC tokens
- new sound fx & music mixes
- Added “eject pod” fx for downed lancers and certain NPCs.
Character Sheet / Roster
- automatically remove unaffordable licenses/talents/cbs/frames
- buttons to randomize callsign/name
- increase character limit for barks (from 64 to 128)
- fix npc character sheets not having name/callsign
- pilot roster entries are collapsible (we still might go back to list view, but this should make it less noisy)
- fix creating duplicate “custom pilots” sections when creating pilots from the category + button
Mechanics
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can siege ram setpieces
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vlad doesn’t don’t dismember self when using crack shot or grappling
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fix symbiosis switch control situational action not showing up
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remove arcing from siege cannon direct fire
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minotaur correctly loses all its speed when entering engagement with other characters; it doesn’t count as larger when it’s initiating the engagement
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minotaur can pick up the payload (previously, it was not able to enter the minotaur’s space due to localized maze lol)
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annihilation nexus centered on a drone doesn’t trigger your own turrets & correctly enables the followup protocol attack
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can apply Leadership dice to attacks you make from drones
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predator/prey concepts can use variant actions like thrown (but so can predatory logic now)
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can puppet systems allies through other allies
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held image only triggers at the start of other mech turns, not drones
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fix dusk wing explosions not catching nearby units/playing the explosion fx
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fix: hunter lunge fails to trigger drag down damage
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fix weapon type restrictions (and lack thereof, respectively) for seeking payload and avenger silos
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don’t autoconsume all lockons when attacking with a launcher from a monarch
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fix cable winch drag only working when starting adjacent
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grease monkey III charge no longer resets whenever you spend any repairs
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prototype weapon charges are only rerolled on full repairs
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multiple Open Channels no longer can affect the same character
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a bunch of fixes having to do with the ghoul nexus; it now overwatches from where it is instead of trying to do so from the unit & can recall it
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lockbreaker doesn’t lock out UNCLE weapons
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not locked out of lockbreaker movement forever if you ever decline it
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post-attack lockbreaker happens after followup aux attacks
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can lockbreaker a skirmish from an overcharge action
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fix deep well heat sink priority so it affects type 1 flight system
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balor self perpetuating repairs during downtimes; not just at combat starts. Full repair beats actually full repair.
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drake fortress CP provides knockback immunity to all sources + correctly ignores brace restrictions
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fix combat drill overkill heat not corresponding with its bonus damage
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fix infinite range attack glitch when you have to disambiguate targets for a melee attack
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fix teleporting while going in a straight line causing you to teleport individually for each step
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soft-cover setpieces grant soft cover when you fire through them instead of only when the target is standing within them
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invading allies no longer clears hidden since it doesn’t count as an attack
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can move payloads when dazed, but no longer stunned
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Jericho cover no longer gives hard cover to itself
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Rider units (latch drone, mule harness) do not take fall damage when their host carefully climbs down a cliff.
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correctly reapply buffs when a kit is repaired (e.g. ultra siege armor resistance)
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oasis wall doesn’t deploy on tiles you’re currently occupying for size 2+ units
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fix escort+extraction not extracting the payload // triggering victory.
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Can try to break grapples from harpoon cannon & lasso
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assassins mark is no longer shared between all assassins
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engineer turrets aren’t affected by engineer’s impaired status
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hard AI round cap on mobile printer being used multiple times per round
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fixed berserker doing fall damage to itself when harpooning a larger character
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fix witch’s Blur never applying
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Hive’s Razor swarm is no longer a character (again? I stg I’ve fixed this before)
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charged slash should no longer be used on allies ++ have the AI make the choice if the AI gets targeted in some other way (eg player-controlled ronin)
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fix breacher thermal charge sometimes not moving because it tries to either target the line on the way there or some unreachable final target
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scout rebound scan correctly auto-hits allies
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scout pathfinder boost correctly consumes rxn
UI/Graphics
- new combat start/new round/combat resolution banners

- don’t offer to consume leadership dice for bonus damage when you can’t deal bonus damage with the attack
- fix stabilize heal option desc when at full hp
- fix meltdown causing the game to hang out for like 10 seconds afterwards. punched up/fixed meltdown camera shaking
- fix “immune to knockback!” spam when targeting grav gun
- numerous positioning fixes for stationary fx like shields
- aoe lines and cones can target spaces outside of their elevation range, but the AOE tiles themselves get filtered out later. warn if doing an AOE attack with no targets.
- heavy gunner rank 3 shows laser pointer at both of its targets
- duck the music when in the pause menu
- fixed NPC cloaking field aura size
- brought default mech colors into new color systems
- remove duplicate confirmation for eye of horus
- show Action = NONE actions in the gearbar, for informational purposes (autogun, autopod)
- show limited charges in glossary tooltips again (asura)
- fix sentinel drone warning showing at too many tiles
- only ask to confirm canceling portrait maker if no changes were made
- can retry failed battles
- fix water block being too tall in map previews
- setting input keys no longer fails if it would clear another control
- fixed bug where zooming out sometimes made hologram units totally disappear
- can cancel/zoom in/zoom out while mouse is over the void
- fix Control score sometimes not updating correctly
- change cursor shape when hovering over texture buttons like Back
- fix overcharge icon resetting to start after the fourth
- full repair clears “melted down” state and lets your mech start showing up in the UI again
- maybe(?) fixed errant black squares on crt-filter UI elements
- can advance through dialogues by pressing space in addition to clicking screen
- adjust cloaking field fxe to be less seizure-y
- add terrain information to the distance investigator
- defense net doesn’t spam text on units moving within
Editors
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add “rename unit” event
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“Use” zone event: flag to make “use” zone actions reusable, can specify what units are permitted to take the action
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Can add and remove lancers to modules via trigger.
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add module trigger that modifies a unit’s sitrep tags
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Added extraction event to just remove a unit from the map, with flags to skip fx/logging
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combat start is now the default trigger event, sorted the list alphabetically
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Terrain getting damaged can trigger triggers
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change faction unit counter to skip drones (so restock drones don’t prevent elimination victories)
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added 5-person conversation layouts
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be able to add conversation lines after the selected one, and playtest from the last selected line
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Fix crash on pasting line breaks into a conversation line
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fix behind-choice word bubbles blocking choices
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added a “handshake” stage direction for conversations

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add summary text entry to combat tool, which can be used for the intro banner playing
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re-enable unit save-as button in combat editor
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resizing map no longer fills in the lowest elevation with blocks
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unit palette has a search bar, bigger sprite buttons, and lists deployables/markers with their name instead of a blank image
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Added missing localizations for the new setpieces+doodads (crate, crates, consoles, etc)
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removed “my_first_map” as the default map when you open the editor for the first time; instead, highlight the “new” button
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add “downloads” list to the editor file lists (alongside “user” and “stock”)
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don’t fit the beat dropdown to longest beat name
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dialogue blocks can stay available after being run
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fix landscape block previews not having their side textures shown
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No longer able to level up freely during full repairs within a module; show warning mark when there are unallocated choices for a pilot.
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Beat dioramas will fall back to camera start zones // center of map if there’s no mech slots
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image media can be webp/jpg in addition to png
Internals
- instead of making a ton of “_savefile” combats and littering the user directory, added an option to the pause menu that explicitly saves combats that we don’t already have (so, given a only an Instant Action/editor savefile, you can still extract the map into your own editor)
- refactored how mechs are assigned available sprites/meshes internally to set us up for easy modding-in of new graphics in the future
- F11/F12 no longer win/lose combats; added them as console cheats instead
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, No AI, Pixel Art, Sci-fi, Tactical |
| Languages | English |
| Accessibility | Subtitles |
More posts
- Discord, Trailer, all NPCs, Steam wishlists, itch.io #1 bestseller??34 days ago
- Steam wishlist page & debut trailer!62 days ago
- Final talents, shield fx, more NPC optionals74 days ago
- v0.5.2 hotfixDec 27, 2025
- v0.5.1 hotfixDec 25, 2025
- Pixel art recoloring, ultras, cat earsDec 24, 2025
- v0.4.9 hotfixNov 26, 2025
- v0.4.8 hotfixNov 24, 2025

Comments
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>>only ask to confirm canceling portrait maker if no changes were made
Isn't this backwards? Cancelling and losing your work is a thing to get confirmation about, whereas closing out if nothing will be lost can go quickly.
Oops yes the sentence is backwards here, but the behavior in-game is as you describe.