Minor bugfix release (PC only)


Hey there! Last release had a lot of new content, so there were lots of juicy juicy bugs for me to snack on. Figured I’d do a minor release (0.3.1) to address the issues folks have found. Thank you x1000 to everyone who has been reporting bugs on Discord and via the Google form.

(Our QA person has been out of commission so I haven’t had much chance to go through the google form backlog myself, so if you’ve logged a bug there and we haven’t addressed it, that’s why!)

Engine

  • Can now hit self with AOE weapon attacks
  • Grappling a flying opponent causes them to fall.
  • Can scan HASE attributes, though they are not yet shown anywhere
  • Updated how scan data is stored (not backwards compatible, so loading older saves will show a bunch of unknowns for stats and systems)
  • Invisibility is a status, not condition
  • Lock on is a condition, not a status

Content

  • Added OASIS wall
  • Added reactor stabilizer
  • Stabilize can no longer clear self-applied conditions
  • Fix panopticon, again, and spotter II lock ons will scan stats correctly (in a way that’ll be forward-compatible with Markerlight)
  • Add missing self-heat for pinaka
  • Add missing smart for HK nexus
  • Add missing accurate tag to fold knife
  • Lesson of the open door now only triggers on save failures
  • Hydra+drone commander stacks extra health correctly
  • Firing a second delayed pinaka blast now no longer re-delays the first delayed pinaka blast
  • Added better type safety for getting arbitrary state from gear/buff cores, which fixed a problem with the delayed pinaka launchers not firing (I think).
  • Fix missing self-heat & description for plasma thrower
  • Fixed a BEAST of a bug where plasma thrower flames weren’t showing up but only in the exported build. It took like eight hours to track down and I ended up opening an issue in the godot engine repo. Fixed tho: had to do with leaving the statblock value unfilled for the flames.
  • Sherman RSU is now unique.
  • Fixed stuncrown doing friendly fire
  • Fixed integrated ammo feeds adding to max charges twice
  • Orochi drones correctly only trigger 1/round on units
  • Symbiosis’d goblin can’t be knocked off a flying host
  • Hall of mirrors doesn’t leave behind holographic imprints on land/takeoff
  • If then attack is cancelled after a Hunter I Lunge (e.g. due to a mirage blip), it now still consumes the 1/round for Lunge
  • Lunging now moves as close as it can to the target instead of trying to minimize movement (making it useless at range 5 when your aux weapons have thrown)
  • Payload remembers the direction it was picked up from & puts itself back down in that direction so you can’t leap-frog it across the map
  • Added “shift” move to payloads so you can pick them up and move them to a different adjacent tile
  • Add “remaining move” counter to the move-payload actions so you can see their remaining budget up-front
  • Shepherd drone allows you to break up the move into multiple smaller ones so you can steer them around danger zones
  • Fix sekhmet being able to move before continuing the protocol, causing a softlock. Also fix her running back and forth under a flying enemy
  • Sekhmet will fly or land if necessary & available to attack the target.
  • Sekhmet can do more sophisticated pathfinding so doesn’t get stuck when adjacent but unable to hit, elevation-wise.

AI

  • Demolishers no longer too afraid to ever change elevation (ie fixes AI never wanting to cross over invalid endpoints)
  • NPCs with melee weapons will sometimes grapple; tied NPC options are now picked randomly instead of deterministically

UI

  • Fix warning lighting for conversations, again
  • Don’t show an empty integrated weapon for peggy (omnigun) and monarch (avenger silos) – both are are just systems masquerading as weapons
  • Add missing roles to hydra and metalmark
  • Show pilot callsigns instead of mech names on hovering over a mech
  • Fix omnigun logging the wrong damage target
  • Fix crash in exported build where you exit a level while a new round event is awaiting and then it doesn’t check to abort.

Debugging

  • Add a compressed mapfile to save files when playing custom maps (so I can load them from bug reports even if the tester was playing their own map). Still does not bundle them when playing stock maps.
  • Add a debug log snippet to save files (so sending me an autosave in a report will also give me a chunk of logs automatically)
  • Added an ingame dev console that can be opened by pressing backtick (`)

Files

lancer-tactics-pc.zip 170 MB
Version 6 15 hours ago

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