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 172 MB
Version 4 43 days ago
Lancer Tactics 0.2.9.dmg 235 MB
Version 3 43 days ago
lancer-tactics-pc.zip 170 MB
Version 3 43 days ago

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Comments

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I was wondering if in a near future the game will be controller friendly ? Having difficulty using my keyboard on long session and tried it with a friend

Controller support will be one of our top priorities after delivering the final Kickstarter build; I know we’ll need it eventually, but we made the call to leave it out of scope for the first pass of the game. So: likely sometime midway through next year.

Thanks a lot for the reply

i cant select anyone with the heavy gunner covering fire action. is this just me or is it a glitch

Might be a glitch - I’ll make a note and look into it.

i figured out why sorry it because the weapon i was using had ordanace i dont know if thats intended or not as it says not on overwatch but the covering fire action isnt overwatch

Ah! Good figuring out. Yeah that should work, I’ll update my bug note.

This is excellent and definitely got me playing again, but there are quite a few bugs I've noticed.

It seems that Spotter II: Panopticon doesn't give you a Lock On free action at the end of your turn if you used Lock On and didn't move. I'm not sure what's wrong with it. I tried using Lock On and then not attacking, I tried using only Lock On once and twice, I tried not using Puppet Systems so it didn't register an enemy moving on my turn either... the only thing I can think of is that my Goblin either started her turn in Difficult Terrain or was prone at the time, even though she didn't stand up.

I noticed my Vlad also started her turn in difficult terrain in the same combat and then only got to make one move for some reason. Maybe it's related? It was on the map Urban Sprawl, and a Bombard blew up a large area and made it difficult terrain that my team pretty much has to start in.

Moving on, it seems Infiltrator is also incredibly difficult to use because there seem to be a lot of bugs involving what does and doesn't block Line of Sight. Sometimes huge, height 3 walls, floors, and ceilings don't count as blocking line of sight, so enemies can go underwater, see you perfectly from down there, and shoot you despite you being sandwiched between sight-blocking cover otherwise. Hilariously, it's easier to maintain Hidden while standing wide out in the open on a bridge than it is while swaddled around three walls bigger than your mech because bridge tiles are tagged as Vision Blockers.

Ace I: Acrobatics' move 2 reaction when an attack misses you seems to trigger when your mech misses with an attack. I haven't checked to see if it triggers when an attack misses you.

Either Fusion Hemorrhage or Limit Break also seems to erroneously trigger off of Tech Attacks. I've seen my Tokugawa trigger something that caused 3 damage to a Berserker while using Fragment Signal on a Berserker, and it was exposed at the time. It may have been resisted, or it may have not been resisted.

Speaking of Berserkers, though, it seems that hitting them with an attack that inflicts a status on them that disables their resistance doesn't cause that immobilizing attack to deal unresisted damage itself, even though Immobilize/Slow/Impaired/etc happens on hit before any damage is rolled, and players would normally get to choose the order things happen in on their turn to allow themselves to deal unresisted damage.

Anyway, thank you for all your hard work adding all these talents. They're still amazingly fun to play with. Hope life, work, and everyone is treating you well.

Thank you for these reports! They help a lot. I’ll log and investigate them.

Could you give me an example where you’re seeing the beserker resisting an attack it shouldn’t? I just did a quick test with the Burst Launcher and it looks like it’s working as it should – the only reduction in damage is the armor. I’d believe there’s some weirder cases somewhere that don’t work, but I can’t think of any offhand. Log of a beserker taking a crit burst launcher attack and not resisting it

What talent category is Centimane in? I can't seem to find it. 

I forgot to add it to any of them, and only tested it through dev cheats >_< It’ll be fixed in the next update.

woohoo!! how can backerkit supporters access the new build?

In your digital rewards on backerkit, there should be an itch.io key link that lets you download/link it to your account. Let me know if you don’t see it!

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.

They would have to be advising statements or just the biggest popcorn gallery comments around.

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!