Keeping the fire lit, more talents


Heya! As I mentioned in the last post, I’m mostly doing Crescent Loom work May & June, but I’ve been able to sneak in some Lancer days. I just posted an updated build, 0.2.9, with some new content and bugfixes.

The most notable change is most of the rest of the talents; we’re now up to 23/29! It’s now easier to list the ones we don’t have from the core rulebook, all of which are tricky in a way that I’m going to wait until I try tackling them:

  • Bonded (when/how will we designate a bondmate?)
  • Juggernaut (we don’t yet have “knocked into” concept in the engine)
  • Leader (will have to do some game design in adapting the open-ended nature of what a “command” is)
  • Siege Specialist (for jackhammer, what’s terrain and what’s the floor?)
  • Skirmisher (we don’t have a “skirmish” concept, so will have to adapt the second rank)
  • Technophile (we don’t have an AI tag yet… plus this one is SO roleplay-heavy. may ultimately skip since we’re not doing pilot combat, honestly.)

Changelog

Content

  • Crack Shot I, II, III,

  • Centimane I, II, III

  • Duelist II, III

  • Exemplar II, III

  • Ace III

  • Engineer I, II, III

  • Grease Monkey I, II, III

  • Heavy Gunner I, II, III,

  • Infiltrator I, II, III,

  • Spotter I, II, III

  • Added another community map from Titania: Big Dam Heroes

  • Deployable bunker can now be placed on slightly uneven terrain, filling in gaps as needed.

  • everest replaceable parts now actually reduces repair cost

  • more weapon fx work & variations

  • added other ramp shapes (thank you Clarity for making me these simple meshes in blender)

UI & Graphics

  • deployables copy the color scheme of their owner
  • Add modulo operation to combine-number trigger fetcher.
  • false idols look like whoever they’re copying
  • added tooltip for trigger timings, describing when PRE/POST rxns are called
  • setup screen shows wreck if your mech is destroyed

Bugfixes

  • Fixed Use Map Settings; no longer clears out all triggers.
  • Refactered how instant action is serialized to help fix some data desyncs,
  • better timing of when a parent action spends resources (action points, reactions) when it triggers a child action; e.g. Overwatch shows up in the log before the attack now instead of after.
  • fix teleport + flight only costing one space of movement no matter how far travelled
  • don’t spend actions for false idol until after picking the deployment position
  • meltdown explosions respect intangible
  • Don’t reset apoc rail if goblin CP attaches to it.
  • Better prevention of spawning multiple units with the same ID (e.g. for tracking who you can target with Eject Power Cores)
  • Don’t consume charges on using the Turret Attack reaction. Better UX for confirming a turret attack.
  • AI correctly attacks webjaw snares even when standing on them
  • Added validation steps to make sure maps are not too large or small
  • stressing no longer double-applies exposed/impaired
  • fix crash on killing a priest who has abjured you
  • mark for death actually verifies attack targets are the ones we focused on ++ falls off when that unit dies

That’s all for now. Have fun! Olive

Files

lancer-tactics-linux.zip 171 MB
Version 4 1 day ago
Lancer Tactics 0.2.9.dmg 234 MB
Version 3 1 day ago
lancer-tactics-pc.zip 170 MB
Version 3 1 day ago

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Comments

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A Lancer Tactics update day is a good day! Something I've thought about for a while, since the AI tag was mentioned in this post: is there currently any plans for the NHP equipments to make them more "character-like"? I figure a dedicated mission creator can already make it so you have different dialogues in between missions if you have a NHP equipped with the tools we already have, but I'm just curious if there is any plan to make them feel less like another system and more like people living in your mech?

We’re not sure how yet, but yeah I totally agree it’d be nice to show them as characters. My vague direction would be to do something like the Hades companion abilities in-combat… but scripting conversations in downtime gets complicated fast because you have to be able to handle the range of no NHPs to each player mech is a clown car. Hard to write a story with that much variability.

considering technophile, maybe a rebranding to "Comp/con expert" would make logical sense. outside of the RP part, in mech combat it's value is that at tier 2, 1/round you reroll any mech skill check or save, and can protect yourself from cascades at tier 3, with synergy regarding talents like black thumb that have your pilot 'doing something else' so you can gain greater action econ. so for tier one. how about when you have an AI cascading, you can reroll the structure damage or stress damage check to end the effect, or have it be upfront as a second try vs a cascade if/when it happens? it's not super powerful, but considering how strong tier 3 can be, I think it's a worthwhile tradeoff.

We’re trying to do as little game design as possible for player-facing options for compatibility’s sake, so I’m not super hot on coming up with new mechanical versions of it — I’d rather skip entirely. Without black thumb kicking around, it’s not a load-bearing talent like duelist or vanguard are.

Could possibly revisit this once we nail down how we’re handling the AI/NHP tags for gear, though. (Cascades aren’t even ingame yet!)

Oh, my bad, i didn't realize xP

All good! Answering questions like this helps me think through & form opinions the situation!