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

  • can siege ram setpieces

  • vlad doesn’t don’t dismember self when using crack shot or grappling

  • fix symbiosis switch control situational action not showing up

  • remove arcing from siege cannon direct fire

  • minotaur correctly loses all its speed when entering engagement with other characters; it doesn’t count as larger when it’s initiating the engagement

  • minotaur can pick up the payload (previously, it was not able to enter the minotaur’s space due to localized maze lol)

  • annihilation nexus centered on a drone doesn’t trigger your own turrets & correctly enables the followup protocol attack

  • can apply Leadership dice to attacks you make from drones

  • predator/prey concepts can use variant actions like thrown (but so can predatory logic now)

  • can puppet systems allies through other allies

  • held image only triggers at the start of other mech turns, not drones

  • fix dusk wing explosions not catching nearby units/playing the explosion fx

  • fix: hunter lunge fails to trigger drag down damage

  • fix weapon type restrictions (and lack thereof, respectively) for seeking payload and avenger silos

  • don’t autoconsume all lockons when attacking with a launcher from a monarch

  • fix cable winch drag only working when starting adjacent

  • grease monkey III charge no longer resets whenever you spend any repairs

  • prototype weapon charges are only rerolled on full repairs

  • multiple Open Channels no longer can affect the same character

  • 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

  • lockbreaker doesn’t lock out UNCLE weapons

  • not locked out of lockbreaker movement forever if you ever decline it

  • post-attack lockbreaker happens after followup aux attacks

  • can lockbreaker a skirmish from an overcharge action

  • fix deep well heat sink priority so it affects type 1 flight system

  • balor self perpetuating repairs during downtimes; not just at combat starts. Full repair beats actually full repair.

  • drake fortress CP provides knockback immunity to all sources + correctly ignores brace restrictions

  • fix combat drill overkill heat not corresponding with its bonus damage

  • fix infinite range attack glitch when you have to disambiguate targets for a melee attack

  • fix teleporting while going in a straight line causing you to teleport individually for each step

  • soft-cover setpieces grant soft cover when you fire through them instead of only when the target is standing within them

  • invading allies no longer clears hidden since it doesn’t count as an attack

  • can move payloads when dazed, but no longer stunned

  • Jericho cover no longer gives hard cover to itself

  • Rider units (latch drone, mule harness) do not take fall damage when their host carefully climbs down a cliff.

  • correctly reapply buffs when a kit is repaired (e.g. ultra siege armor resistance)

  • oasis wall doesn’t deploy on tiles you’re currently occupying for size 2+ units

  • fix escort+extraction not extracting the payload // triggering victory.

  • Can try to break grapples from harpoon cannon & lasso

  • assassins mark is no longer shared between all assassins

  • engineer turrets aren’t affected by engineer’s impaired status

  • hard AI round cap on mobile printer being used multiple times per round

  • fixed berserker doing fall damage to itself when harpooning a larger character

  • fix witch’s Blur never applying

  • Hive’s Razor swarm is no longer a character (again? I stg I’ve fixed this before)

  • 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)

  • fix breacher thermal charge sometimes not moving because it tries to either target the line on the way there or some unreachable final target

  • scout rebound scan correctly auto-hits allies

  • 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

  • add “rename unit” event

  • “Use” zone event: flag to make “use” zone actions reusable, can specify what units are permitted to take the action

  • Can add and remove lancers to modules via trigger.

  • add module trigger that modifies a unit’s sitrep tags

  • Added extraction event to just remove a unit from the map, with flags to skip fx/logging

  • combat start is now the default trigger event, sorted the list alphabetically

  • Terrain getting damaged can trigger triggers

  • change faction unit counter to skip drones (so restock drones don’t prevent elimination victories)

  • added 5-person conversation layouts

  • be able to add conversation lines after the selected one, and playtest from the last selected line

  • Fix crash on pasting line breaks into a conversation line

  • fix behind-choice word bubbles blocking choices

  • added a “handshake” stage direction for conversations

  • add summary text entry to combat tool, which can be used for the intro banner playing

  • re-enable unit save-as button in combat editor

  • resizing map no longer fills in the lowest elevation with blocks

  • unit palette has a search bar, bigger sprite buttons, and lists deployables/markers with their name instead of a blank image

  • Added missing localizations for the new setpieces+doodads (crate, crates, consoles, etc)

  • removed “my_first_map” as the default map when you open the editor for the first time; instead, highlight the “new” button

  • add “downloads” list to the editor file lists (alongside “user” and “stock”)

  • don’t fit the beat dropdown to longest beat name

  • dialogue blocks can stay available after being run

  • fix landscape block previews not having their side textures shown

  • No longer able to level up freely during full repairs within a module; show warning mark when there are unallocated choices for a pilot.

  • Beat dioramas will fall back to camera start zones // center of map if there’s no mech slots

  • 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

Lancer Tactics 0.7.0 Compatibility.dmg 190 MB
Version 11 22 hours ago
lancer-tactics-linux.zip 227 MB
Version 18 21 hours ago
Lancer Tactics 0.7.0.dmg 297 MB
Version 20 22 hours ago
lancer-tactics-pc.zip 234 MB
Version 25 21 hours ago

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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.