#Lancer Tactics
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Also a don’t let foes in, just for stuff that pulls?
And a never target for more weird cases for a bombard or something you don’t want getting hit?
One would prioritize movement to get there while the other prioritize hostile actions while in the zone is probably how i'd say they're distinct?
Oh that would be nice
yeah
Maybe also tags for fellow npcs like “expendable” or “valued” for how much they are willing to hit them to hit the player like if their in the way of a line or cone.
(Flavor wise, RPV’s or prison soldiers to a tyrant)
I don’t know if this is stupid or just more work for nothing
The middle option could be neutral where they would normally avoid it but if their in the zone and need to be pushed out they would do it?
Valued- never hit no matter what
Fellow Soldier- only in emergency’s
Expendable- does not care if hit
yeah I think that might be getting too nuanced for this system
fun little bug: I'm adding a system to shunt units to nearby tiles if they end up in an invalid space (e.g. having moved on top of another unit) and it resulted in an infinite loop where these two everests are basically playing the "no after you" game to infinity
They do be shuffling
Multiple grapple groups! Grappling somebody who's already grappling cleanly incorporates the whole ball into one giant katamari. I've set it so you can move grappled units up only one elevation step; they get scraped off and left behind if you try to move them up a higher cliff.
Amazing! XD
Oh wow
*spots mount groups in the action bar
Canadian everests spotted.
oooooh damn that's super clean
just looks good
whats the situation where you drag someone up like this?
where its a slope to 2 blocks above
If they would end up more than 1 space away (vertically or horizontally, excepting drops), they get left behind. Basically you can't drag them upwards to a point where you wouldn't be able to be touching them anymore.
So in this case if you were walking alongside at ground level, they'd pop up to the first block and then be left behind
coolio!
If you don’t mind me asking, what was the weirdest thing that happens while turning tabletop rules to game rules?
I dunno if I have just one top anecdote on deck, but you can see lots of little ones by going through the changelogs/updates here: https://wick.itch.io/lancer-tactics/devlog
testing out a shader for the water surface. I'm not sure how I want to handle situating it on the map; can you set the elevation of the water, like originally planned? how does it interact with the edges of the map? do I raise the outside border to the same elevation so it's like an indoor contained pool, or replace that border texture and extend the water texture out past the camera bounds?
it'd probably be simplest to lock it to be slightly under the default ground level, and the water gets exposed if you dig down at all (or in the map editor carve channels). This would also prevent ever being totally underwater, which feels like would be its own bundle of problems to solve.
but it would be so cool to be able to have a map with like dynamically raising/lowering water
Oh yeah the way flying works in the LT could make being underwater the way it works in tabletop RAW a bit weird
Since that’s flying+slowed if you don’t have a flight system iirc
The "indoor contained pool" sounds silly looking on the face of itself
But flying is elevation +3 in the game, so what if you’re only 2 spaces under water?
yeah exactly
Could you replace the border texture but leave the water texture unextended? That way it can be used for both "This fight takes place in the middle of the open sea" and "This fight is taking place by the shore"
it'd have to be like, what, you fly up to minimum(+3 elevation, surface level of water)
oo yeah, I've been thinking of letting people be able to edit the color of the surrounding texture anyway — maybe adding that would let us change it to blue to represent "you're in the ocean"
Into the breach has it just be void that way the battle is kinda on a set?
All the action and everything you need to know is visible and anything irrelevant just... Doesn't exist?
yeah... I've specifically cited that as an important thing to avoid for the emotional baseline I want LT to support. I want it to feel embedded in a larger world, not like an isolated chessboard. The infinite weather-radar texture thing is an attempt at hinting at surroundings without having to actually render any of them.
Okay, weird interaction I thought of: I have a Minotaur with an Impaler Nailgun (Vlad 2) and H0R_OS 1 (Goblin 1). I want to use Puppet Systems to hack them into the range of my Impaler and hopefully immobilize them before Metafold Maze goes off in response to the hack. I can do that in the rules. Can I do that in this system?
If I understand, the sequence is puppet systems > overwatch with nailgun > nailgun immobilizes > metafold maze activates and stuns?
Yeah, that'll work even before we add reorderable rxns because the branched-event of the puppetted movement and overwatch will resolve before the end of the puppet systems activation
edit: on closer inspection, there may be some queuing priority stuff that gets in the way — once we add the minotaur, please test this and let me know if it works!
oh shit that's a good combo
writing that down for actual tabletop use
On that note, what frames/licenses are slated to be added next?
This is the batch for this year, before next year's content push:
Subject to change as things shift around.
Now's as good time as any to ask, is the productions schedule from here still any good? https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/3854014
Everything has essentially been bumped back one quarter due to the oops-we're-3D-now cataclysm
We're working in an entirely new project than the demo, so yeah there's no real carryover from there.
Fair enough
And I can imagine missiles have some horrific edgecases
Not to mention TLALOC
what was the basis for selecting those? ease of implementation? hitting all the core mechanics?
half trying to hit varied mechanics (e.g. vlad pre-attack damage, barb size 3), half getting a spread of roles
It's not a pretty solid selection. The only kind of conspicuous absence to us is the Blackbeard, since we find that to be a good kind of 'tutorial' frame (not necessarily in the sense that it's simple, but moreso thanks to the array of mechanics it presents). But then again, that might be bias from it being like. Literally the first frame we saw back in the day
The grapple shenanigans are gonna be weird though
I think they figured out most of it recently?
Agreed, blackbeard is one of the next ones on the list. The cabling system(s) will force us to figure out map-based effects
Got backer names pulling into the game for boss subtitles
@alpine sorrel will also say that zachatronic's möbius front 83 also has a p slick UI. All actions like move, diff attacks, etc. are mapped to the wasd area of keys + the numbers
W was move, S and D were different attacks, E was usually utility action
Yeah I love it! My favorite part is how the tooltips look like in-universe paper printouts. A very cool and clear style.
Qyeyeye
I finished it a few nights ago
Very interesting turn based tactis
Very challenging
I've never played, just taken a lot of screenshots from LPs for reference lol
Lmao
Didn't like Mobius Front 83. Felt like less than a sum of its parts. Tried several times to get into it. :\
hell yeah!!!!!
Working on Metahook — can anyone offhand think of any other mechanics that "link" characters where if one takes a status or heat, the other does as well? The only three I can think of are metahook, goblin cp, and that one priest system.
(annoyingly the priest is the odd one out where it only shares some conditions & not heat)
i was gonna say white witch pinning spire but I think that's not what you're asking here
mm that is actually a good example of the other weird metahook thing where it gives some actions new valid targest
mule harness also has a thing where if someone is affected by a subset of conditions, something else happens (shared space ends, knocked prone)
yeah... I hadn't thought of that being related but now that you say it, it might be
Investiture- Priest?
Oh you mentioned that whoops
is it really just a non-reaction way to handle an event and effect?
could it be related to the berserker pseudo-reaction attack, code wise?
yeah there's not a different between pseudo reactions and reactions besides a flag that says "consume rxn"
so metahook could be coded as a pseudo reaction as well, with the trigger being "my buddy takes heat or condition"?
goblin taking the turn simultaneously feels like it would be a nightmare to code, best of luck to you there
Bonded talent possibly? Exemplar talent? Goliaths pin?
Does the Overshield from the Emperor's Imperial Vestment qualify?
Oh! Also the Kidd's Smokestack Heatsink, though that isn't a character proper
alas, I've gotten this far without needing applying/clearing conditions to be hooked into the event system in a way that abilities can react to. Since there are so few things that care about that, I thought I could get away with a more basic implementation
reacting to damage/heat isn't a problem, loads of things do that
I honestly have no idea how we're gonna do that. It's almost certainly going to a place where we have to deviate from RAW substantially
goblin gives all its abilities to the host, and takes a bunch of reactions? idk
it sounds cursed for sure. UI might be a huge challenge too, even after figuring out the coding
best of luck to you
Sure fire answer: nuke goblin from orbit
Just give the Goblin a different core.
Maybe just give the host mech new actions?
I did like Mobius Front but also had this experience- it's got incredible production quality, a great study in art/sound/UI design for a tactics game. Surprisingly good VA also. But I couldn't directly recommend playing it for most people.
(Soundtrack is great lancer session music, I might add.)
I can't tell you what I didn't like about MF83 either. I'm all on board for Fire Emblem, Advanced Squad Leader, Advance Wars, Zachtronics games in general. Game feel is so nebulous sometimes.
I decided to cut my losses today and just make metahook's linked conditions always have a duration of "until end of next turn" instead of trying to quantum entangle them. It's already eaten a full day of dev for such a weird niche system, it can deal. But it's working!
What if it required you to stay in sensors and line of sight of the host?
Just got done playing the Alpha and the Beta (for comparison) and your teams skill gain with the godot engine really shows!
May I ask what the dev teams prorities are going to be going forward?
The next big task is getting the campaign beat/combat system+ editor up and running, but there's an endless array of bugfixing, adding more content, and improving the UI that goes alongside that. A lot of this week was dedicated to just implementing the goblin's kit, for example
Good luck!
ooooh, is that the first NHP we’ll be getting
Goblin is a PC frame my dude
Uh, the Goblin's kit has Osiris
Veteran optional, I guess?
huh I guess it will be.
we should figure out what sort of special treatment we want to give NHPs
Suggestion that's entirely too late to be actionable, as unsolicited game design suggestions tend to be: make a Kickstarter tier where you get to suggest a name that's randomly assigned to individual NHPs
there's a character name tier, you can use that for NHPs too
false idol, ideal image with placeholder graphics
sicko mode
would it be possible to import images for false idol and ideal image?
not until we get mod support up and running, I'm afraid
and that won't be for a while
ah, completely understandable, worth asking
got celestial shackles in; goblins can now push a mech off the same building twice in a turn
lmao
You can't normally ram bigger enemies, in case that was a miss. But maybe you just coded it to be possible for this funny test case?
bc it is absolutely hilarious
Honestly those placeholder graphics for the idol/image are pretty neat already
They're from duelyst, which got open-sourced last year and has loads of great pixel art fx: https://github.com/open-duelyst/duelyst
And yeah oops the goblin should not be able to do that. I knew it felt funny; I wonder why we lost the ram size restriction. Logged.
Alternatively you could put synthetic muscle netting in or something
always a treat to see my favourite kinda dead ccg
New post/build is live: https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4118445
is anyone else having trouble downloading it?
I had to request the survey recovery link email to get the actual download from Backerit
okay there we go figured it out
for some reason it sends you the the late backer page/survey page- have to manully go in from the backer website
looking at this part, what if the charges get really high from HASE? i forget but doesnt one give more charges?
Well that's the job of whoever's doing the UI, haha
But across all the 1st party content, the max you can get a limited system is up to 12
Which... seems representable??
at a point would a X12 be better?
What if you wanted to put a stub cannon as your integrated weapon
exactly, I believe once you get over 4 it turns into a 3/9 or whatever. I believe it has enough space for 5 characters because it's the same slot where we put heavy on mounts so 12/12 should be fine.
My napkin late night math tells me that the biggest # of limited charges in core is 12 (max roll prototype weapon 3) + 3 (Eng 6) + 2 (Improved Ammo Feed) for 17 charges total. Maybe higher if frames grant a limited item bonus (Winter Scar playtest Gilgamesh still does this iirc?)
So yeah 5 chars should do the trick
As long as it doesn't get into three digits, it'll be fine.
At that point you've got more charges on limited items than you'd have turns and reactions to use them in over an entire three to six combat mission.
Oh by the way, I think prone is slowed and half movement (treat all terrain as difficult)
I haven't been reading much, but for the veteran tier, have we missed the time to give our input for it? Or is that still to come?
the SSC FSS core bonus might not be working, it definitely isn't showing up in the mech editor
Dang sure enough! I don't know how I've missed that all these years (I guess until recently I thought it meant immobilized)
I just noticed it when looking at the cheat sheet I have printed
I’ll check quickly in the book
I just double checked, you're right
Lol does that mean that one nelson system lets you scooch around prone at normal (albeit slowed) speed?
Little back/tummy wheelies
Yep there's still time! I pull in batches of new ones every few months
Well that being slowed would shut down skirmisher (trait) and skirmisher (talent)
Had a tiny adrenaline boost wondering "wait does it include one of my cheat-sheets? Is my cheat-sheet accurate about this?". I had never before thought about the interaction between Prone and Nelson's bulwark mods. That's bizarre and amusing.
it has a niche application for SEKHMET users, since she'll prioritise using movement to crawl towards the closest character rather than standing up
Yup!
got water levels working today, completed with difficult terrain & slowed statuses for units without EVAs
Oh heck yeah!
Ooooo, that is satisfying to look at
I think with even a little more juice it'll become really cool. Stuff like foam/splashes where things poke out, units making splashes when they enter, etc
That means you could probably do a zero-g modifier that just floods the map with invisible water
yeah something like that is the plan!
though carpenter and I talked about how we wanna do underwater/zero-g flight today and I think we might end up handling them differently
for underwater stuff, we're thinking we might have swimming units fly up to right under the surface of the water
instead of the normal LT "flight = +3 spaces up"
whereas in zero-g it'd just be normal flight
so we'll need to finally cave and allow flight to be variable in how high it pops you up, or add a new "swimming" status that works a lot like flight but handles that variable height to match the water level
Huh, is the latter really that much easier than the former?
7.8/10 too much water
what are your thoughts on the outside of the map area being full of water too?
Reminding me of that one Mario 64 level haha
I think the best way to do this is to have an option for “water” as the out of border terrain
making the playfield an island
agua.........
Mounting into a shut down mech
They’re so tiny 🤏
pilot token is extremely 
Should of named him Shinji 😦
guy is a cute name for a guy!
a fun under the hood thing is that I had to make a "human" mech frame for the pilot to drive around. ratatouille energy.
Gonna hack that to turn him into a cyborg with mech weapons /j
Waaaait a second
Is it just me or could you reuse some of that code for the goblin active?
i imagine the pilot "mech" just disappears rather than sharing space
Hey poll for whoever has played the most recent build: we experimented with being able to leave the camera at 90deg angles instead of just diagonals. I'm finding myself never wanting to be at that angle; the top-down view solves obscurity problems better.
Before I put it back to only-diagonals, has anyone else had a strong counter-experience?
Oh man, now that makes me wonder what the jockeying animation is gonna be like? How yeehaw we getting?
I'm always up for more options, so is it possible to make it a toggle or menu option?
zero yeehaw, unfortunately. pilot interactions beyond quasi-cutscene stuff like mounting up isn't on the docket: #1079952007915376711 message
Honestly entirely reasonable, good on you on drawing reasonable scope boundaries.
I try hard not to add options due to not wanting to make a design decision — accessibility and display stuff gets priority.
Totally understandable!
Me dismounting from my barbarossa inside my Atlas then dismounting from my Atlas in my human then dismounting from my human in my human then dismounting from my human in my human then dismounting from my human in my human...
I haven't played lancer tactics yet so take what I'm saying with a grain of salt, but when I played XCOM I use a mod which allowed the camera to rotate at 45 degree increments instead of 90 at diagonals. I found it very useful as I'd prefer using the diagonals but sometimes I'd find myself using the straight on camera angles without noticing, or when I was looking down small alleys/thinner passages or trying to gauge line of sight and stuff
Yeah that was the thought for why we added it as an experiment, but top-down seems to both look better and be even more effective
Is there an incentive to remove the feature?
Just a more streamlined experience for everyone, having to click "rotate" two times instead of one is a less desireable experience imho
i believe xenonauts 2 lets you choose to allow 45 degree turning. So i think its a good option to have for accessibility or user preference even if you have the top down view
In the abstract sure but I'm not convinced it's needed for this game, which is why I'm polling for if anyone has run into an actual situation where it helped.
Hey im not hyper keeping update and i forget
My partner was curious what this is being made/coded in
Godot iirc? I dunno specifics beyond that
Godot 4, using C# instead of the default GDScript, IIRC.
Mostly gdscript; only a little taste of C# to get the LOS algo to run in 2 seconds instead of 20.
Yikes, that's massive
Is that sampling every square from selected square to see if there's a path?
Every tile from every tile, for every Z-level. I gotta warm the cache up-front because calculating from a tile is slow enough to be noticeable as you mouse around choosing a target.
is that what the cool kids call ray tracing
Nay, that's some sorta graphic light calculation thing
oh oops
I also have to recalculate an entire layer's cache whenever there's terrain destruction or a LOS-blocking deployable placed or moved — you can see the original KS demo sometimes hang a bit after the kobold's seismic ripper because it's doing a similar recalc in gdscript.
that is wild to think about
how doing all the calculation upfront is faster than doing it dynamically
When I need LOS data, I need a lot of it, much more than what a single tile-to-tile raycast would give. The targeting helper that gives you a movement path needs to know ALL possible tiles that can hit your hovered tile so it can pathfind to them and figure out the best firing solution.
And yeah having it on hand from an up-front calculated cache is so much faster than trying to get it on the fly while also doing all that other stuff
Although it does fall back to getting it dynamically if it's not cached yet, such as if you do terrain destruction and then start mousing around before the cache has finished regenerating.
that's really cool, thank you for sharing
"calculate everything up front and throw it in a cache" is a very common thing to do to speed up things in games and elsewhere - you're essentially trading processing overhead with memory overhead. There's some graphics tricks where you could either run a shader and compute the effect in real time or you can use more graphics memory and put the data you need into a texture (ambient occlusion is the prime example for this sort of thing)
If the map is constantly changing geometry or too big then sometimes it's a bad idea. But in principle it is the best solution, especially if its only taking 2s (which can be easily hidden with animations and loading bars)
It can get out of hand fast though. On a 32x32 map with 10 levels of height (so, like the extremes), thats 10240 individual grid spaces you can end up in. If each cell needs to know whether it has line of sight to each other cell, that's 10240 pieces of data for each of those 10240 items, so that rapidly balloons up to 104 Million things to track
You can just about pack distance and visibility into a byte of data (5 bits for values 0-31, 1 bit for visibility, and lets just argue 1 for hard cover, 1 for soft cover)... so your map data gets to be a cosy 104mb of data.
good back of the napkin math! I'm not sure how to check memory usage for a specific object, but that sounds about right to me. I have some pending TODOs to condense line-of-sight storage like that from a bool[,][,] on the C# side, but I do something similar that when it reaches gdscript. For anything where I have a bunch of binary data for the entire map, I pack it up into sixty 64-bit integers (one for each row — this is why the max map size is 60x60. Probably could have used all 64 bits but I chickened out). It's then very fast to check and manipulate those with bitwise operations:
static func add_to_bitwise_array(bitwise_array:PackedInt64Array, x:int, y:int) -> void:
bitwise_array[y] = bitwise_array[y] | (1 << x)
static func in_bitwise_array(bitwise_array:PackedInt64Array, x:int, y:int) -> bool:
return bitwise_array[y] & (1 << x)```
I use this method all the time for sight/valid targets/range, but stuff like soft cover and terrain data lives in more complex tile-by-tile dictionaries because I don't usually need to access it in bulk.
here's the memory usage as I switch between the map editor (the elevated bits) and the game (where it gets lower). looks like I actually have a memory leak in the editor since it progressively climbs, but the game itself is fine (the end wiggly bits are me reloading a saved game; no increase).
Oh also I don't track most terrain data per-voxel like that in order to avoid that 104-million number. I flatten it out and only store data for the terrain's surface, which is a much more reasonable 60x60 = 3600 complex-data objects.
Does that mean there wont be an option for roofs?
correct
which is definitely a big loss (esp. not being able to to stuff like bridges), but I made the call that it was acceptable for the significant increase of engine and editor work it would have taken to implement.
I don't think of it as a huge loss, but thinking on it, it does get rid of one niche use for Phase-Ready mod
I ran into the huge data number when I was trying to build an XCOM like and verticality and regular terrain destruction was something I wanted to mess with and realised very quickly map sizes are hard when you add a third dimension
Cubic functions grow very fast yeah.
There are also gameplay oddities that we avoid by avoiding two units potentially on the same x,z coordinates, but different y
I mean, if you feel like you can't live with overhangs as a map maker go back to 1998 and look at how they did 3d games
the level of inspiration limited tools demand and fosters really impresses me
Yeah, the stuff programmers did in the past to stuff as much game as they could into limited space is impressive as hell (and also why there are so many weird bug/glitches)
Yeah its wild
I've been playing with the trigger system in combination with the new water system and had an idea with a map that slowly filled up with water... check it out!
water temple
can you do that but with lava ? 
Not yet but that's the plan 🔥 Lava, toxic goop, etc
Finally downloaded Lancer Tactics, after like, forgetting for a month or so.
Having a lot of fun doing pilot creation stuff.
So I haven't been following the development that closely and, damn this is some insane progress
But at the same time I'm curious, the Kickstarter said one year of development time max right? Was the time window extended for more development?
......Wait, the dev schedule extends until 2025?? I didn't realize that
Theres one year of full time development but thats hasnt started yet is my understanding
I wanna say olive is currently working on it every third week?
2/3 weeks LT, 1/3 weeks day job. The original goal was 2 years of dev, then the stretch goal added one year on top of that. Decided to do the whole thing at this 2/3 time instead of two years at 1/3 and then one full time.
✌️ ty believe me I'm wanting to get this thing done as fast as I can
(Also olive I love your little hibiscus flower)
Yeah, remember, Tom described the last stretch goal as sending olive to hell, which does feel accurate.
Lo I think about that tweet so often, like yep, here I am
I love it though, so happy to be able to be doing this
Resent having to do my otherwise excellent and flexible day job
I'd Rather Be Lancing
Don't we all
Honestly mood. Work from home, relatively flexible hours and PTO, but at the same time, I could be playing lancer and making lancer content.
Working on the module & narrative beat editor. After all this time adapting a system of well-defined rules, it's odd to be out in a greenfield where I have to figure out how I want to structure things with very little mechanical scaffold.
I've somehow found myself needing to essentially make a visual novel engine?
Damn Olive o_o. See I'd fall back on using Ink or Twine, but you go and make a full blown node based editor of your own for this? Amazing.
Godot comes with one! It's a bit jank and covered in "this will be refactored in the future" labels but not having to make that from scratch is a huge help
oh keen 🙂
I really liked how https://store.steampowered.com/app/1148760/I_Was_a_Teenage_Exocolonist/ did their VN text - Vertical scrolling up one side of the screen, rather than horizontal box
You could scroll back up over text which was nice
a lot of renpy-based VNs also let you scroll up the text
but also agreed, renpy is good but it's cool to see different ways to do things
That makes me think of Disco Elysium, which based their's off of Twitter
time for my new diagonally scrolling vn to-
VN with speed reading text in the centre of the screen one word at a time XD
VN in the style of those content mill videos (it has minigame playing on the background)
I played a renpy based game once and had to transfer the entire game to my new phone just to transfer the saves
Probably for the best
A friend just pointed out that since the Lancer license is open, there's nothing stopping them from releasing a game called "Lancer Tactics 2" before we actually finish the first one. I think that's such a funny idea. Imagine getting scooped like that.
[spaceballs voice] Lancer Tactics 2: The Search for Lancer Tactics 1
making lancer 2e
thankful that tom has enough other plates spinning that that's quite a ways out. I would implode if 2e came out before we'd finished this one
I flood the SEO with Lancet Tic Tacs, the glucose mint for diabetics
You couldn't do anything that would imply that it's an official product, which pretty sure that would fall under. "I'm making a new edition" very much feels like it's getting away from Powered By Lancer. 😛
What if you called it Lancer Tooie?
mumbo grant bear and bird new license
Lancer Kazooie is big in alternate world nerd circles.
Taking notes for when I eventually start work on my own version of a Lancer video game :p
Clearly, we need a Lancer mech sim, in the vein of MechWarrior or Heavy Gear. I'd say "or EarthSiege," but that never had a tabletop game as far as a I know.
Probably more like Heavy Gear, if I'm being honest. Lancer's mechs feel more Heavy Gear-ish to me, due to the feel and aesthetics. Plus they're both drawing from the Armored Trooper VOTOMS well.
got setting backgrounds & images working for beats and exposition scenes
i love your test messages
Oh my God this is gonna be the best game.
It's certainly shaping up extremely well
We're doing our best. I'm feeling antsy to do a visual styling/polish pass on the whole game especially when looking at other extremely cool UI that games have done recently (citizen sleeper, in other waters, heaven will be mine)
Looking forward to when it doesn't feel like an App
I guess we'll see how far we get on that front with this much bitten off to chew
Those are excellent references to be fair. Great inspiration.
citizen sleeper mentioned
...woah that last one's a game I haven't seen before.
It's a VN, so it usually doesn't look like that. That's the "who controls what" screen.
yeah i eventually figured that one out 
Monthly update is up: https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4170331
writing my next visual novel entirely within lancer tactics 🤔
That chat gif I think needs something else to make it more readable who's talking. Like the non-speaker(s) darken a bit or lower a bit or something? I guess it's not done because the name above the chat box doesn't change
oh 100%. I want to do a lot on that screen: resize the bubble to fit what's being said, center it more on who's talking, have the speaker to a little bounce, etc
On top of it, as usual. ❤️
@alpine sorrel will the chat engine support different expressions and such? or other people reacting to others' texts similar to how you can do it in crosscode
No, changing facial expressions is not currently in scope. We could probably make it happen since it's got the machinery for regenerating the portrait somewhere in there but it'd be a somewhat expensive swing.
How does crosscode do it? I haven't played
Like I think we'd have to for every mouth and eyebrow make the full set of possible various expressions to animate.
oh yeah its bespoke sprites/animations for crosscode, but they put a lot of focus on the main character's expressions because she has a diegetically limited vocabulary. I was more thinking like, something like having a character do a monologue and more character appear to the side as the monologue continues on, or vice versa with characters disappearing
would more than 2 characters also be possible? id feel at least having 4 given the screen space would be good
itd help with having multiple characters in a scene talking
yeaaahhh i feel thatd be a like a stretch goal-type thing, a lot of work. I think you could at least capture a little bit of it by having...what do you call those emote type things? like a sweatdrop, popped vein for angry, those squiggly circle things for irritation, blush sticker, etc.
also typical VN text effects like wiggly text, highlighting different words with different colors i assume is in the pipeline
anyway, my main thing was allowing the chat engine to do this without necessarily limiting it to whoever the speaker is, so you could have 1 character say something and then the other character who isnt speaking gets a popped vein while the other character is speaking
imo it helps make it a bit more dynamic
Lancer Tactics Dating Sim, if you crush the OpFor stylishly enough your crush might give you a smooch.
You're the bonus objective of my heart
Lancer X
Lancer Dating Sim. It takes place in a highschool. One of the classes is NHP Ethics and it lowers your relationship values with every NHP classmate.
Or well lancer tactics x to counter scoop the sequel name
Except Sisyphus.
Unfortunately Sisyphus' values reset every day anyways
I'm trying to think what all the mechs personalities would be in a dating sim besides barbarosa being like sakura from danganronpa 1
Or nekomaru
I am equally horrified and delighted that so many people defaulted to the dating sim being dating the mechs/NHPs instead of their pilots
Well there's be dating sims on actual bird png & eldritch horrors so...
there's like maybe three famous pilots (half joking)
Yep! There's four slots, 100% gba fire emblem style. I shoulda made the gif show that off.
Part of the dialogue editor allows giving them stage directions to move around, or stack up left/right/far left/far right by default
I like the idea of adding anime emotes! I'll add that to the list, it's a good cheap solution
ooh like lil smiley in a bubble type stuff?
And Xiaoli is basically a Zheng anyway.
oh, here's a relevant question for the conversation/VN aspect: does this have the facility to handle things like pilot skill checks?
Not yet bc we're not quite sure how we want to do it. I don't want to go down to the level of skill triggers because a computer isn't flexible enough for them. So the two options I see are flat % rolls and condition-gated options (eg FTL)
Flat % rolls I don't think would be very interesting imo?
At best you're like aww that didn't work through no fault of my own and at worst it encourages save scumming
It could get a little better if you get accuracy from idk certain expendable reserves or conditions... but that'd be a lot of work, so I think I'm unlikely to do that for a while
presumably pilot combat isn't a big focus for the project?
Correct
Tbf it's not intended to be
He made a good call in removing so much of the pilot equipment that had mechanical effects to reduce the focus on pilot scale stuff
But even if he hadn't, I don't want this to become a robots-stepping-on-humans simulator
the point of the mechs is so you don't have to fight in your little squishy body anyway, so it defeats the point of the game
One thing that I think we could do for the condition-gated options is to look at pilot backgrounds so sometimes an option like (NHP Specialist) Let me look at the casket. could pop up.
But that presents the problem: which character does it check? You're running 1 to 4. This is kinda a wider problem of not necessarily having a single player avatar, unless we wanted to default that to the first pilot in the lineup or something.
that makes a lot of sense. I think BG3 has the advantage of having a "pov character" (i.e. whichever character starts a conversation) to handle this stuff but you don't really have access to that in the same way here so it makes sense that it wouldn't translate well
You mean "Being able to apply any skill trigger you want" is too complex, or something else?
Yeah. Ime the value of triggers is flavorfully coloring your approach to a problem because it's almost always possible to describe how you're using one of your triggers for the problem at hand to get that +4/+6.
Without that in-person flavor, that's just a flat % with extra steps
Bg3 doesn't have this problem obviously bc the problems have specific keys associated with them (animal handling, etc)
leveling skill triggers of all four party members is probably pretty tedious whenever you level up
I think having each character have one or two specialty skills that unlock certain dialog options is probably a simple enough answer? Maybe Granny is good at Assault, and when you tier up, you can choose between Take Control or Show Off which unlocks different options
but also other party members can get those skills too so it's not all unique
but also also: scope creep? I think narrative side can snowball pretty quickly
That's pretty similar to the background thing yeah?
right, my thought was mainly that each character gets very few options but they can overlap with other characters
i think having the background of a single character being the only thing that could unlock new options would be pretty limiting. if only the background is going to matter, having all 4 characters being able to unlock options would b cooler imo
something like "[John Custom Character: NHP Specialist] Let me look at the casket"
or "[John Custom Character: NHP Specialist] Have John look at the casket"
What about a party wide "skill set"
?
Like if you take NHP specialist, for example, you don't do it for your individual characters but just as a sort of like, domain your group is good at
or something
More to represent something the group as a whole is good at than anything else
thats what i'm trying to get at, checking all 4 characters for backgrounds
Nah I mean the opposite, not individual characters with backgrounds
but the group
as in, only the group functionally has a background
might make more sense to frame it as skill triggers, rather than backgrounds, but i jive with having what basically is a party sheet
I had my own idea for implementing skill triggers but my instinct was that it would be too hard to implement
I'll likely end up presenting the writers with a few options and see what they think would be most useful.
My sense is that making rolls starts getting interesting when there's 2 or more alternatives. Like:
Move at speed (80% chance of a bonus, 20% chance you fail) ```
It kind of addresses the 'feels bad to fail randomly' issue by ensuring it's the player's initiative to take those chances, and allows for a bit of flavour if there's different bonuses or effects the player gets to choose between pursuing. Doesn't address save-scumming, though...
I guess I'll second Suji's thought that scope creep is likely the most important consideration. Interested to see what the writers go for!
I LOVE EATING FIBER OPTIC CABLES
i am
late to this
remembering a oneshot mission i played in where in the narrative scene before the battle i swooned one of the guards so they don't have the heart to shoot my wittle hecatonk with its tempest charge blade
Got stuck hyperfocusing on making a taxonomic tree of dialogue UI layouts this weekend. May end up not doing the visual novel style after all, there's a few other options that might better fit the assets we have.
Specifically we have front-facing faces, which usually only show up in the VN 4-slot style when the game is such that the characters are directly addressing and looking at the player, e.g. dating sims.
Having them talk to each other in that perspective is less natural
Gonna play around with some Tales of Symphonia / heaven will be mine "portrait frame" styles which don't pretend we're seeing them all from the same perspective.
This is a fascinating and extensive taxonomy
(dialogue wheels baybeee)
I hope this means we get cool cockpit portraits sometimes too.
Tales of symphonia isn’t something I would’ve thought of as a reference but this break down makes it make sense. Tangentially, I also have strong nostalgia factor for it which was not spoiled by replaying it last year
it is criminal to not have Armored Core next to Acecombat up there XD
Actually, could we get a higher res version of this image somehow? It's very interesting.
There is one. Click the image then view original
Oh, that is helpful, thank you.
TALES OF SYMPHONIA MENTIONED??

Anyway, while some games use mini portraits to skimp on cutscene budget, they can be very neat if done well
Bonus points if you animate the little boxes sometimes
[i.e. moving up and down when excited, flinging another portrait across the screen if one character punches another, etc.]
Oh actually I would also love a like high definition easy to read version of this
If you click it and say "open in browser" or "open original" it should get big enough to read easily
That looks like a fantastic piece of research. I'm glad the Codec style from the Metal Gear Solid series appeared, if we could get something like that for mission briefings, I'd be a happy Lancer.
oh yeah various effects like a communication window or hologram filter n stuff would be good
Hmm yeah if the character builder means you can only see the characters as front-on portraits that don't change expression, having them be more representative of who's speaking like a combo of an ID card portrait and Discord icon in voice chat sounds like it would make sense.
Exactly
Mech recoloring!
Oooooooooo
finally, trans colour goblin
#lancer-general message I am plugging the dabbing trans goblin token any time it's mentioned
Wooo!!!
retrograde at home
ooo that's a really good idea
Oh hell yeah, now we can craft the most obnoxious, eyesore mech colour schemes possible.
it's called dazzle camouflage, also known as the ol razzle dazzle
bisexual rangertail
Oh god yes, great feature. Would custom colors (as in, choose rgb or hsv values) be on the table or is that a not feasible from how it works? (I did notice the gradients that seem to be associated with the current options, which seems significant)
Yes exactly — the technical blocker for fully customizable RGB values is how to generate the 7-value gradient ramp, which we're currently hand-crafting for each option. Adding an option for custom automatically-generated palettes would be a bit more technically complicated so I'll probably only push for that if this ends up feeling too restrictive.
can now set and save entire color schemes rather than always it one color at a time
this looks great
nice!
I'm gonna get in-depth with this next update, but I continued having a crisis of faith about the visual novel mode. So Carpenter and I threw it all out and have remade it into a more free-form Tales of Symphonia/Gravity Rush/The World Ends With You-esque comic panel format.
Big ups to TWEWY, I think it’s looking great here
that looks great
Gravity Rush is a hell of a good reference for those so i support this big time
The way the panels sorta bounce a little when reaching their target location is a nice touch
tweens are good
Robert Penner open sourcing those equations is like a foundational plinth that no part of modern game or web design could do without.
this looks incredible!! 😍
Yeah, I really like how the dynamics of the box animations substitute for changing expressions or character animations. Smart, and cheap!
Also excellent Abbot and Costello reference as well.
I feel like I have two action figures and I'm hitting them against each other
i can hear the plastic tonk noises
this is unimaginably doofy
I love it more than words can express
this became a feature specifically because of the joy in my gf's voice as she was telling me how Tales of Symphonia sometimes did this 😄 I picture it as like having paper cutouts on popsicle sticks and doing a silly puppet show.
this is excellent!
having a lot of fun with this
shouting/thinking emotes, hologram makeup, and full-scene "lighting" effects
This has so much character and also meme potential.
Like, I'm already buying it, because it looks fun and I want to see it succeed, but if you include an option to export conversations to GIF and a scenario editor that isn't painfully difficult, I'll buy it twice.
fucking love this, so much more fun/dynamic than "smack sound, sprite vibrates in place w/ pain face"
get bonked, idiot
In what sense?
like would someone be able to put 2 talk sprites on top of each other and how would you handle layering in that case?
eg. simulating something like someone falling on top of another person and the person below going "get off me!"
Ah there's a preset number of layout/arrangements of the portraits that you can switch between; you're not manually setting and animating their positions.
Which one's on top would be somewhat random since none of the layouts so far have them overlap at rest.
Ah k
Obviously do what you feel is best, but I did want to give feedback that yeah personally this feels too cartoony. Not to be all "my serious mech game rabble-rabble", but just as another bit of feedback.
The dynamic movement in that second one is great, but the smacking into each other just feels 
I think it’s fine for the cartoony style of the portraits and the overall aesthetic of the game
imo adds some dynamism to the static front facing portraits
The thing it made me think of is how Arknights does stuff with its portraits in the talky bits, so you can really get the idea of the motion going on.
Like the actual sprites/portraits were static images, but you definitely got the "these two are doing Crazy Anime Swordfight Bullshit" feeling, or "it didn't say that she got backhanded hard enough to slam her into a wall and then she slumped down, but you can tell."
But on the other hand, those were full body portraits, not just headshots.
thank you for realising my desire and dream
so when [if at all] do we see these changes in a build?
last build being in july and all
When it’s done and ready for next build (I think)
"There's no new preview game build this month because adding this big section of the game means too many things are under construction."
From the most recent Kickstarter post, talking about August.
I have a software engineer's superstition that whenever a customer asks when a great new feature will be ready, it curses the project to be pushed back another release cycle 😆
aiming to get the next build up by the end of this week
impossible
Best of luck, Olive!
got basic choice branches working in dialogue
We love the trees
I love the portrait ramming. It tells so much with so little.
The animation is also really snappy
Yeah i love it too
speedrun mode
If there is ever fighting in dialogs like barfight, it would be extremely funny to just have 2 portraits agressively ramming each others XD
New post is up, mostly consists of the dialogue gifs I've been posting here lol: https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4197647
Edit: posted the wrong link lol
Includes link to the newest build, 0.1.4
Shows only the Mac build and not the PC build?
hm yeah looks like backerkit is having problems with it for some reason. well 19 people got it at least lol
ughh
ok should be fixed, I juryrigged a new distro rule
It's there!
Only half way through the email and just wanted to say: hell yeah
Gotta say, fighting through the sample combat made me appreciate how useful scan is
ohh yeah we still gotta figure out how we're gonna do that
I assume the summary is still "doin' fine 👍"?
this is so cool
damn apoc rail has a lot of fiddly rules and effects
mmmm yeah, whole big-ass column of rules for "I charge up my laser and shoot"
I think I'm gonna give it ordnance and automatically end the unit's turn after firing to enforce the "no other actions or movement" thing
because protocols are probably fine?
hm, probably? Trying to think of Protocols that could affect it:
- Tlaloc
- Lucifer
- Agni...?
"Forced movement resets on the mech that can only be forcibly moved by 1 specific NPC" sure is a long walk
1 npc or a Ship, I guess
I assume that's mostly to keep you from stepping on one of your accelerate pads or the like
"Ship NPCs are good against the apocalypse rail" is a bit of anti-diegesis I never realized
I think you gotta make some tweaks to the rules for your own sanities sake
All the CRPGs I've played based off tabletop rules have
98% of people won't care, 1% will but they would never be happy, the other 1% just wanted to jump on the bandwagon
I'd like to say I do care but I care about seeing how you make these slight changes to make things easier to develop bc it's cool
is creating zones that does certain effects a thing in the game already? For things like lingering burn/soft cover/diff terrain, or Daisy Cutter, or Hive Swarm, etc
The best effect withheld from BG3 was Detect Magic and Dispell Magic. I point that out to my friends, and they go "...hm."
because most of them never noticed, I certainly didn't.
...hm
yep, smoke grenades
Dispell magic sure
Detect magic, nah
Like, you could fold detect magic into Arcane checks basically
Ah sorry, I thought this was the BG3 thread 😛
I'm getting off topic
the things I'm having to add to the engine for this:
- "automatically deal X AP damage to objects and terrain"
- end-of-combat trigger to restore CP
- on-targeted-tiles function for specifically weapons in order to add the modify-terrain effects
- the biggest deal is going to be adding a mechanism that can trigger off of gaining statuses (to reset charge on stunned/jammed). I've been avoiding doing this because I don't want to have to poll every piece of gear on every unit to see if it has an opinion about every status that gets added or removed for the sake of the very few effects in that game that proc like that. I'm not sure what I'm gonna end up doing here.
The only three I can think of off the top of my head are this, the Vlad shred, and the scout lock-on shred
Unicomp CB also has a CP use trigger to restore CP, and that's a chance
For the last point, would it be nicer to have a subscription channel for those gear to listen to? Then when the mech gets a new status it can inform the gear that cares / or call the registered callbacks from the items.
Do you need the end-of-combat refund trigger, or can you just make it so that the CP is consumed the first time you fire the rail, rather than when you activate it? This would also line up with the errata that unicomp only kicks in when you expend it
...I say that, but I can't actually find that errata on the faq even though I swear it was there??
Non-cb there's the Calendula's Shred (range-dependant) and the White Witch's Immobilized resistance
This is the idea I'm leaning towards right now... the big drawback of having a lightweight subscription side-channel like this is that it will be outside of the event queueing system (https://wick.itch.io/lancer-tactics/devlog/571282/event-system-aka-how-to-handle-nested-youve-activated-my-trap-card-triggers) so anything that happens due to a status change needs to be immediate & can't be reacted to itself.
But Apoc rail/vlad shred/scout shred/calendula shred/WW immobilized resistance all should be fine happening immediately and shouldn't ever need to produce knock-on effects, so maybe it's ok?
If anyone can think of any other examples, please lmk
oh fun just got an exciting graphical glitch
metavault
No thats just Minotuar doing Minotuar things
this is how it feels to chew 5 gum
oh god
what my enemies see when I execrate the names of the unworthy dead and weigh inequitable hearts
Got the gorgon core power working I see
tfw no glitch effect I ever put into the game is going to be as cool as this 😔
we're probably going to eventually significantly increase the health of ground tiles, but until then we have the ultimate crater-maker here
Boom goes the dynamite
hell yeah
guess we earthmoving now
*survives the fully charged blast
*dies from fall
manifold garden is that you?
though, under another lens, it makes sense
it's a weapon designed to go toe-to-toe with ships and match them on their scale. so anything smaller than one has little to no way to contest it
or something
Implementing overkill and it's rough.... overkill on an AOE weapon means that you need to
- roll damage up front as normal AOE rules
- also roll crit damage up front just in case any of the attacks end up being crits
- wait on actually applying overkill heat until all attacks resolve because it can be different depending on if any attacks missed/hit/crit.
Storing, passing, and modifying that sort of state across a lot of otherwise independent events is a pain.
So it's 4 possible states?
Normal, Crit, Normal W/ Overkill, Crit W/ Overkill
or am i misunderstanding lancer rules
per target
miss, miss (reliable), and maximized (from Brutal) as well
overkill is for everyone but crit is per target yea
guh
So 7 states, not all applicable...
I'm not going to mutter about code out loud, but sounds like a nightmare to make sure the correct replacements are firing
all the rolls are also split up by damage type, for extra fun
So simple in theory. Complex in practice
Not too simple theory either imo, I'm just kind of venting/thinking out loud here sorry lol
A healthy part of the programming process, I'm sure
ugh I just rediscovered that there's also bonus damage specific to individual attacks e.g. NucCav II or MC's hunter trait. So those overkill heat counters need to be kept apart & resolved separately from the rest of the attacks.
I'm sure it's worth it though to support the ubiquitous engineer overkill melee weapon Mourning Cloak burst 1 attacks
Is the critical bonus damage from Sekhmet another wrinkle or no?
Having worked on precisely that for Foundry, I keenly feel your pain. 
Sometimes, working on game code makes me think of that "me reaping/ me sowing" meme, but both of them start "me coding:"
I can imagine making a tactical game based on a tabletop game - which are typically free from the fetters of code considerations - feels similar
It ended up that it was being handled by the system naturally, but in order to test it I ended up finally implementing multiple modifications to a weapon and the OPCal core bonus, so thanks for asking. 🙂
(testing general not-attack-specific bonus damage, that is)
Can anyone think of any abilities, core or not, that trigger whenever you overcharge? Is Armory Sculpted Chassis the only one?
I can think of a hostile effect from Spite (Insidious Prison)
that's the only one I can think of atm
I am only now realizing that I don't think I actually have the NPC data for wallflower, lol. I'll go grab that
Heatfall core bonus?
I'm handling that one by giving them a different overcharge track from the get-go, so there's no trigger needed.
I think I figured out how to handle the triggers without adding a whole overcharge-react category; I've tied it into the normal "damage reaction" pipeline and it just checks whether the heat came from an overcharge action.
Would the Kidd's Smokestack interfere with that or would "0" heat gain (assuming the reduction happens before that check) still ping?
It'd still ping, 0-damage damage events go through like normal because I'm prepared for Autocooler. Good question though.
i just wanna say as a mostly noncoding person i love hearing the shop talk and am very impressed by what sounds like quite a lot of fiddly little variables
Apoc rail needs a rework anyway i dont think anyone would really begrudge you if you reworked it to be less uh, itself, as long as you keep the flavor tbh 
Barbie sprite has a real "mom says its my turn on the omninet" vibes 
I should probably lower my threshold for not sticking to RAW in general. I know everyone would understand if we deviate, but I don't have a good rule of thumb for when we'd want to do so besides clearcut technical or format limitations like 3D flying or brace triggers.
The apoc rail was finicky but technically possible so my impulse was to just do it. I'd have been open to reworking it but that opens a can of design worms I don't feel like we're really set up to tackle.
Could give one of the homebrew creators a poke if something really isn't working out, figure out how to redo something in a way that preserves the spirit, still feels good, and works in game
🤔 that's a good thought! I'll keep it in mind next time something like this comes up.
It does seem like homebrew would get you scopecreeped into more extensive balance testing
it's still a good opportunity to give love to certain mechanics or frames that need help in certain areas
Barbie's core active, Napoleon, etc
honestly my suggestion would be to keep it entirely to things that cant really be added without modification to the core rulebook game
Otherwise you do scopecreep into balance and starting to "fix" other things
If you want my two cents, there are a lot of folks who believe certain parts of the game need "fixing" or "love" and would like to see you address their pet peeves or include their pet homebrew changes, and not all of those people should actually be listened to (before anyone decides to take this personally, this includes me). I want to echo mlister's point above about how much testing any given change would require, especially given the deep interconnectedness of the game's systems - which is something I'm sure you're more than well aware of by this point but bears repeating.
Ultimately I trust Olive to make the right choice for her game.
this is a good way to get deluged by 1000000 angry pedantic nerds who all think they have the One True Way to fix lancer, and my recommendation is it should be avoided strenuously
another good reason to avoid this is because it's a good way to end up as a lightning rod for elements of the angry pedantic nerd community who will look at this and go "see, Olive Lancertactics thinks this is bad and busted too!" which is also something that, were I in their shoes, I would be trying very hard to avoid whenever possible
Good notes, thanks all.
One of the biggest strengths we have on this project compared to most gamedev is that Lancer has been essentially paper prototyped to hell and back already and we need to do almost no actual game design. I'd be a fool to discard that without careful consideration.
Do whatever saves time and effort. If something truly can not be implemented 100% rules accurate, don't spend 20 hours of your time forcing it to work, spend 5 hours of your time and a few weeks of out time playtesting to make something close.
keep making those medium-specific changes though, as needed
also I'm already wincing each time I see someone cite the original demo for thinking that your turret drones can proc off of your own attacks. this thing is going to exist in conversation with the ttrpg and I want them to be good neighbors.

who knows what other misinterpretations of the rule that you never realized were misinterpretations
it's like Mandela effect sometimes
that one was more of a lack of ability of its engine to have different units pull from the same action economy pool (that whole demo was really made of duct tape and hope), but I've run into other instances of learning new rules while making this like being able to move while prone or grunts taking no damage on successful saves
got combat drill working! a crit here with 3 overkills for 30 damage was too much for even hunker down
hell yeah granny
excite
also noticed the sequence was Ram>Overcharge>Barrage, that's just how you're doing action economy in lancer tactics, right?
I feel like it was mentioned in one of the dev logs a while back
What do you mean?
like granny spend a Quick Action (QA) on ram, overcharged to get a new QA, combine that QA and the remaining QA to get a Full Action
which isn't how it works in base lancer, you'd have to commit to overcharge from the start if you wanna try and ram
Ah. I'd wondered about that. But I wasn't going to even try to bust my player's butts over it - because it's so easy to forget to announce up front - until I forgot about it XD
I think it's the right move to just call it action points
It's kinda like fussing about what players have in their hands in 5e dnd, it's generally just not worth it
yeah exactly. in every game I've played, the GM has been chill about letting us reorder stuff so it'd work, so it hasn't felt worth it to enforce and communicate the idea of quick vs full actions.
I know there's gonna be knock-on effects from changing something so low-level that we're gonna have to resolve
but so far it's felt fine?
The biggest thing I think we'll have to patch is making it so you can't move between skirmishes
I think you might be able to use two full actions unless that's specifically disallowed
You’d need four quick actions to use two full actions
Overcharge gets you up to three but I can’t recall any way to get more than that
Everest can get there at LL0
Ohh right the once per combat free action
And I’m always reminding my players they have that 
a limit of one full action per turn might leave the game pretty close to how it's usually played
unfortunately, ASURA Protocol exists,
(take two extra quick actions or an extra full action)
granny looks so f*ckin good, hype for the new character portraits
the "pouring" effect of the range indicator also looks really good on the multilayer terrain
yeah, and it's effects would translate to increase full action cap to 2 and add 2 action points
yep! it's an addressable problem.
Is this still up?
still...up?
it's still being worked on, and the site with progress is still available
if that's what you mean
Well the kickstarter page has the progress. The demo's page on Itch is basically in the cambrian era for the project's development.
You can still back the project via backerkit, as well
Scroll up and you can see an update 3 days ago
The most super bare bones thing is "everything is chugging along, work is on schedule and fine."
The updates are usually "here's this cool thing we figured out how to do," or "implementing this rule was a giant pain but we cracked that nut."
Speaking of, gonna talk something out here: I often think back to the closing livestream I did for the crowdfunding campaign were we went through the core book and talked about what we thought would be difficult to implement or not. I would not have marked Jager as particularly more tricky than any of the other WA options, but it's stumping me.
The fact that I have to be able to modify ANY main weapon to run some code for that weapon after all attacks have been resolved is really tricky. I think I'm going to have to add a rider to the attack that invisibly marks each target as they're hit and then have an external reaction that runs after (any) attack is completed and checks for if any of its targets have been marked. And then clean up those marks if any are left over, I guess. It's gonna be messy 😫
At least for Shock I can have that external reaction run independently of the outcomes of each attack.
Other abilities that have this sort of effect are nice and contained within the context of them activating at that time. Modifying a weapon to have this sort of effect run later is the real killer here.
I think this will leave an edge case where if someone hits some targets with a jager and then dies due to other reactions after the attacks before they can choose a jager target, if ANOTHER player also attacks those targets before they take a turn, they'll be able to choose to try and knock them prone whether or not they hit. I can live with that. 😌
jager remembers
This was a good week for content. I finished the mechanics for (so they work, just don't have graphical effects) all of:
- CBs: superior by design, integrated ammo feeds, heatfall, full subjectivity sync, neurolink
- Combat drill
- The entire Toku frame, traits, and all licensed gear
- Talents: Ace 1-2, Brutal 2, Combined arms 1-2, Drone commander 1-2, Executioner 1-2, Gunslinger 2, Stormbringer 1, Vanguard 2-3, Tactician 1-3, Brawler 1, Walking Armory 2.
Getting closer to the point where I think we'll have enough content implemented that it'll be worth it to try and set up a Compcon pilot importer 👀
Goodness
its so peak
Sounds like you're on fire, Olive!
I'm definitely starting with the lower hanging fruit implementation-wise, so it's not always gonna be that fast
Hopefully that builds up the tools at the same time for the more difficult fruits 😉
Great article for how Magic Arena deals with the same sort of "there are ten thousand unique rules that can modify normal game flow" situation that Lancer has. Would've been good to have read this two years ago lol https://magic.wizards.com/en/news/mtg-arena/on-whiteboards-naps-and-living-breakthrough
that was a wild ride, thank you for sharing
the Game Rules Parser (GRP). This program (written in Python) takes raw English rules text of Magic cards and converts them into one or more CLIPS rules.
It's hard to believe that they have codes to read the rules text and turn that into code, rather than codes for each card individually. It makes sense though! Just not an approach i would have even considered.
I also did a double take when I read that! Very cool, and makes sense for a game that has such regimented text templating.
The big difference I see between their approach and mine is that where they're more passive and allow CLIPS to shuffle around the shared basic nouns and verbs as they please, LT takes a more active stance where it's like "hey! Does anyone have any opinions about this ability targeting these tiles?" to query for specific sorts of effects.
I know Fantasy Grounds Unity manages to interpret DND spells rules text to create predefined effects, so I can only imagine that it’s much easier and robust with parsing MTG cards
Wow parsing DND spells sounds like a nightmare. Witchdice does it a little by just scanning for phrases like "con save" and "for half" but it's super sketchy
I wonder if 5.5e has standardized that text more.
I feel like mtg was written to be computer readable before that became a consideration
This is basically all it does lol. Plus Status parsing and maybe some special conditions (like +1d8 DMG vs Fiends)
But it sees damage values, saves, attacks, and statuses, and populates matching buttons 😄
still needs doctoring up afterwards, usually, but it’s a strong start
MTG definitely has a hard advantage though lol
Yeah when I first learnt about it, I was kinda shocked
But it makes sense and captures and automated like 90% of cards that get added
And then they spend the dev hours working on the rest
reading the card explains the card: the engine
The card does what it says it does 😌
As the guy who wrote the Python parser to generate the initial lancer-data, I'm also surprised MTG goes that way! Though of course MTG is super rigorous with its rules text.
Until it isn't,
Thanks for sharing that link Olive. Every time my mind wanders to "how on earth do I forward plan for these kinds of rule snowballs" I kinda default to "make everything scriptable in Lua" which only pushes the problem further down the chain
I think Magic was a little more loosey-goosey with its text back in the day, but now everything is rigorously standardized to eliminate, or at least minimize, ambiguity.
even for older texts, they have oracle text that follows today's standards
which is a huge challenge I'm sure
There's a few old cards thay use what I will call "natural language" that are pretty short, and the Oracle text is a fucking novel. And, of course, cards that jad to squeeze to get it all into the original text box that are just two sentences now, because it relies on most of the stuff it says already being encoded in the rules, or condensed via keywords.
I do wonder how comparable Icon will ultimately be to MtG rules text
Invigorate! I wasn't expecting it, but setting this up actually gave me a better mechanism to do the vlad's Impact Lance as well since it's also a "line but not the full length" AOE pattern.
its peam
Can anyone think of an exploit if ghostweave only checks at the end of turns for losing invisibility instead of immediately being lost on using a reaction? So it would read something like this instead:
During your turn, you are INVISIBLE. If you take no actions on your turn other than your standard move, HIDE, and BOOST, you remain INVISIBLE until the start of your next turn. If you take a reaction, you lose INVISIBLE at the end of that turn.
I've gotten away so far with not having a mechanism that monitors and can react to any ability activation, and it'd be nice if I could keep it that way.
it definitely makes it a bit stronger, since you can respond to the first quick of an enemy and still keep invis if they have an invade or skirmish as their second
but i don't think that's an issue
it's a rather minimal upgrade
not really an exploit
I think this makes it easier to proc Infiltrator 3 against enemies with flash weave/singularity motivator?
I feel like that is a pretty substantial change though
*if hit by an AoE attack
I overwatch against an enemy attempting to move away from me. They are at a severe disadvantage if they attempt to return fire.
And this would have an interesting interaction between Infiltrator III and Mimic Mesh.
behold the mighty placeholder minotaur art & functional pred/prey concepts
Quadruped
Featherless
This is a dog, clearly
honse...
Behold, dog! Praise the dog!
A horse a horse of course of course
what is a horse if not a big dog
ngl i seriously burst out laughing seeing the minotaur art i was expecting like a blank everest outline or a Minotaur placeholder text, but seeing pink sawhorse just threw me. there's no way some pilot doesn't have that as their actual minotaur. it looks like it's just having a little problem with the infinite labyrinth is all. it looks like a minotaur tried to disguise itself to get through a construction site and got stuck looking that way like the TARDIS. it looks like it[...]
Sawhorse is fine for a mech because the pilot sits in an internal metafold 😛
ay dawg why is your mech built like carpentry equipment
omg elevation
ive only played the demo
:D
The response from the Minotaur pilot in my game:
"Perfect. Ship it, no notes"
Polling the room for something that probably will never come up: there's a sunzi within the area of a hostile interdiction field (somehow). Should characters allied to the sunzi be able to teleport into the field?
I feel like the intent of Interdiction Field is to specifically shut down stuff like Sunzi's nonsense. Also, if there's a frame that can handle a reduction in power, no matter how niche, it's Sunzi lol.
I would be surprised if the intent behind Sunzi’s Safe Harbor was “Omnigun but for Teleportation instead of damaging targets”
gr8 thx. the word "always" was my only hesitation.
Yeah no it made me hesitate too
FWIW I’d run it past #rules-questions regarding RAW and RAI, but that’s how I’d rule it as GM, at least
Are there other teleport spaces valid / banned effects besides those two? I feel like there are but I can't put my finger on them.
I guess other things in the sunzi kit
Blink Anchor is a reaction that isn't a reaction
So I don't think that counts because it's the Sunzi forcing someone there
the obvious is to check the movement modes of the teleporting character to make sure the end space is something they can normally move on, but you've probably already accounted for that
(this has another Sunzi interaction, with Realspace Breach)
Beckoner if you use it on a mech smaller than you or flying when you can't
I think those are both fine without this sort of thing because they're discrete effects that can do that kind of filtering on their own time. The trickier thing I'm dealing with is handling effects that modify other effects' valid target tiles.
I think trying to get out of that area or being moved in by something already in that area should not be possible no matter what. I could potentially see an exception making sense for something that starts outside the area of effect for the field. Maybe having them get knocked prone, suffer heat, or something like that due to an uncontrolled exit? But just banning teleports also feels valid.
Hmm… How about the Sunzi that’s on the other side of a Blinkshield?
It’s a super interesting question in general, if only because teleportation and interdiction are pure hypothetical things.
Does a teleport just fling something from A to B like a projectile shot from a gun? Does it need a stable entrance- and exit-aperture? Does the teleporting path still go through the area in-between (just ‘out of phase’ and really fast/instantly)? Or is the range simply a function of the radius of bent spacetime, where the beginning and start are the only things that matter and everything else gets bypassed?
Do different manufacturers use different methods to achieve a comparable outcome that all gets labeled as teleportation?
it’s ultimately technobabble, and you should always do what’s most interesting for the game you are playing, but feeling like these mechanics adhere to some deeper principles can really elevate the immersion
the book mentions that you could teleport to an area you dont have vision of, mainly because tp's fail if you try to teleport to a space already occupied
You know, that clause doesn't really make sense, because you as the player can always see the board and should know whether or not a space is occupied
I mean, that really depends? If an enemy is hidden, you technically don't know their location
Hidden enemies are always visible, you just can't directly target them.
Uh, no?
HIDDEN characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location.
- Page 77 core rulebook
If you play things differently, that's fine, but RAW it's pretty clear that you wouldn't know for sure they aren't in the square you are teleporting to
That's an infamous bit of poorly written rules text, the RAI is that you can see them https://lancer-faq.netlify.app/#eb913b
See also: the seeder mines, the one thing that does work like that and trips everyone up https://lancer-faq.netlify.app/#a14ebc
Ok, thanks for sharing that. Is there a reason why this hasn't been updated in the most recent PDF?
Tom want's parity between the printed book and the PDF so that it doesn't feel like the book is outdated
Huh. Strange call - the end result being that both are dated, and I now need to double check everything in there against the RAI list. Thanks again for sharing that - this is news to me.
i always interpreted this as being their approximate location within the hex itself
sorta like how in D&D a character technically inhabits a 5-ft square but is expected to be moving around inside that square, dodging and rifling through their backpack and stuff
so just like you might know that an enemy fighter is somewhere in a five-foot-square space but it's not likely you'll be able to just swing into that space and connect with his head, if my Swallowtail is Hidden in its hex and the enemy targets it with non-Blast damage, it has a decent chance of missing my mech entirely
today's todo list
I guess you just can't use the Drake CP while intangible since it requires deploying barriers?
I always thought those barriers were an extension of you? Though reading over the RAW that’s not actually the case
at the risk of turning this into a code kvetch channel: man intangible was tricky but hidden is worse 😫 here are just the tests for it: hide_behind_cover_size_half, hide_behind_cover_size_one, hide_in_soft_cover_size_one, hide_in_soft_cover_size_two_insufficient, hide_in_soft_cover_size_two_sufficient, hide_from_guardian, hide_with_cover_buff, hide_while_invisible, lose_hidden_after_boost, lose_hidden_after_attack, lose_hidden_after_lock_on, keep_hidden_from_saveless_damage, lose_hidden_from_forcing_save_directly, lose_hidden_from_forcing_save_indirectly, hidden_target_cannot_be_attacked_directly, hidden_target_can_be_attacked_with_aoe
Oh... That's a lot of lines... I can't imagine how long it takes to actually go through them all to verify they work properly 
One helluva test suite
writing tests remains the biggest thing keeping me sane during this
though carpenter makes fun of me for sometimes implementing things and checking them off as done without actually ever checking them ingame
I never learned how to test properly
this is certainly the lances of all time
Good on you for writing out proper tests
Although this has given me the most cursed idea, that someone in silicon valley is probably already doing
You write out tests for what you wanna do, and then have chatgpt generate code until 100% of tests pass
I feel like I'm more often seen people doing the reverse, scarily, since a lotta devs don't like writing them (which I understand given some frameworks... I've never had a good time writing a javascript test)
"write me a test for this code"
actually i know a few friends are in school, and their teacher is having them generate code with chatgpt, and their work is to figure out every issue with it and fix it
cause "chatgpt aint good at this shit, it wont be, but we can learn from that"

"write me a test for this pseudocode"
"ok now write me the code for this test"
Project Manager mode activated
I have used copilot to do exactly this before
It feels illegal
But works surprisingly well
I'm a fan of test based development where you're writing your tests first and then your code to match. Doing the reverse kinda feels like grading your own homework
"Yeah sure my own code passes my own tests"
I can't seem to get used to test driven development bc I feel like when I code, I just start writing and see what happens
...which is, to be clear, a bad practice that I should really grow out of
It is a perfectly fine way to develop if you need to get something built now
the best solution to a problem is the one that runs, and for all my philosophical software design pattern knowledge and best practice development standards... I get very little actually coded. 😄
(outside of my day job anyway. Last thing I did that wasn't day job coding was a stream overlay for running Lancer and there is no way that code is being seen by anyone but me it is terrible)
i've always wondered how test driven development works in statically typed languages cuz you need 3 types: input, output, and the function.
Generally with interfaces so you can have mock objects. Abstracting out everything you're not testing
sometimes that's the way to go. Test-first is great, but it requires you to have a design plan in advance. You gotta know what you want your API to be, your architecture, etc. Sometimes coding is a way to work out what you want to do, especially when graphics get involved.
We're getting so close to having the PC mech mechanics done for the bones release. It's so motivating to see this green bar fill up. Remaining tough things:
- thrown weapons being unavailable until you go pick them back up from somewhere on the map
- iron out EVA underwater flying height
- brace
- straight-line movement (for ramjet; I'm thinking we're going to ignore this for normal flight)
- scan & hidden stat information
- disambiguating targeting a tile with two units on it (goblin CP, mule harness)
(This is counting talent ranks/unlocked licensed gear/mech traits/core bonuses. Most of the "future" category is core book talent ranks; there's a lot more future mech licenses to do that aren't included here)
it's pulling from a big sheet that carpenter put together with all that stuff on it
Wait, does that mean that individual systems are getting spritework?
that's for just the action bar icons.
we need to eventually add a third column for on-map graphical effects
right now most things just sort of happen & are printed to the log or use the default tech/weapon attack effect
I want to bring on a technical artist to fill those out with particle effects and sprites
The comic sans has me rolling inexplicably
What's size half cover and hide from guardian do?
The guardian test checks to make sure that guardian cover is not sufficient to hide, and the size half one checks to make sure size half units can hide behind size 1 cover
Since there's not a good way to judge how big a piece of terrain is when it's a bunch of voxels, larger units depend on purely breaking LOS.
Oooh this is great progress
As a newcomer to Lancer, your project really helped me get a handle on how Lancer combat works! I'm so excited to see how the bones release turns out!
Lancer rules brain teaser! How can gaining a condition make your mech take damage? No special gear or traits, just a combination of basic condition rules.
Answer: ||getting immobilized while flying high enough to take fall damage||
Anyway this situation has forced me to sink the last two days to finally refactor how statuses and conditions work so they interact with the event tree.
So now the basic "gain a condition" function can queue up a damage event.
And it's one of these, right?
I think losing intangible (flying kinda, if you treat it as status) and getting into dangerous terrain can cause damage, but that doesn't seem to be the answer to this
Oh that's actually a good one too. I didn't think of that.
Is it ||immobilized while flying?|| I feel like it's not supposed to work that way, but I can't think of anything else. Gonna check answer
oh it does work that way
||getting immobilized while flying and falling into dangerous terrain|| is a funny visual
||Jump grappling a flying enemy and taking them to the ground for fall damage||
||Grappled+Immobilized+Engaged+Dangerous Terrain+Fall Damage+L+Ratio||
is there "crush damage" in lancer? Like if say a barbarossa suddenly lost flight and fell on a smaller unit?
I think whoever tries to move into an invalid space gets moved to a nearest valid space, but that's kinda speaking generally and not specifically
I'm surprised you have the condition cueing the event. ||Wouldn't fall damage be a regular consequence of having altitude and no flight? Mechs that get put over a ledge by involuntary movement would have this, and the falling mechanic should look for active flight systems. If it knows to ignore those systems when the mech is suffering the immobilized condition, then the fall damage is automatic.||
||flight|| is coded as a status in Lancer Tactics iirc
The event tree is how ||fall damage|| gets to be automatic. It needs to be added to the right place in the tree, so I can't have like an external system scanning for the right situation because it wouldn't know where to put in the tree.
So it's easiest to run that ||"hey, do we have altitude and no flight?"|| right after we ||lose flight||.
ahh, interesting
That same check is run during movement I misremembered: ||the check also is run at end-of-turn when we can lose it from not having moved. During movement, it just looks to see if you too too large a step downwards since flight's not really involved there.||
I was gonna say, ||running it during movement would kick in that effect slightly too early and have some weird snap-to-ground effect when running off a cliff.||
okay, that makes sense, especially after I re-read the rules and paid more attention to what happens when that condition (or the other one) are gained.
is there a specific reason for the censored text just so I know if I should be using it?
I think the thought was to not spoil the initiating brain teaser
ahhhh, gotcha
this one
was just messing around with quick action and realized how well the death's head and goblin synergize on holdout. Also, I think this game is going to be crazy good for playtesting encounters with the editor+ quick action
Oh god
I'm trying to think of how many things can trigger off one thing
If you've been hit by a witches chain, whilst you're 3 tiles in the air. Then you get overwatched by a lurker which gets a crit, pulling you adjacent and grappling you. You brace whilst you have access to metalmarks better brace system, which because you're flying you become immobilised which causes you to drop into dangerous terrain which also causes you to exit range of chain and become jammed afterwards hit the floor, take structure damage, pop exbats, you're no longer immobilised...
Wait god damn it, if you become immobilised with metalmarks brace system that causes you to fall. Breaking the grapple because you're no longer adjacent, can you still carry out the move?
The more I think about lancer the more respect for Olive grows
I elect to have cool chain visualisation effect like in Masterduel (do not listen to this idea, it suck) /j
For every ability that triggers off another ability, a small quiet high pitch ping sound akin to ultrakills parry sound happens and it gets louder for every consecutive affect that triggers
I didn't know what you were talking about so I went and watched this: https://www.youtube.com/watch?v=f4hplIEOUrg
lol @ the game just giving up and capping things at 16 links deep. they also really went in on the visual chain metaphor, huh. pour one out for the poor engineers who had to make a system that could handle that much of yugioh's nonsense.
In today's "lancer has a thousand edge cases", I happened to discover that the way I did armor-lock plating allows a mech to brace against the involuntary movement of having started out in an invalid tile.
It cancelled the initial move but then the system is like "oh you're still in an invalid tile, time to choose again".
I don't know what it did so sharing it for reference for people like me
this system doesn't change when you can brace, right?
It does technically (usually you can't take reactions when grappling) but this was a result of an additional trigger I added for knockback since we've also tweaked normal the brace trigger.
To reduce prompt spam, you can only normally brace in LT when at least half your health/heat in one go OR when resistance to the attack would prevent you from structuring/stressing.
And since neither of those triggers includes, like, ramming, I have armor-lock plating give players an opportunity to also brace when they're grappled or knocked back.
one of the reasons I'm trying to stick as close as possible to RAW; changing almost anything has knock-on effects that we'll have to deal with like this case in point
oh, that reminds me, should you be able to deselect and then reselect another PC if the first didn't move/take an action/activate a protocol?
unfortunately no, since there's enough things that potentially proc off the start of a unit's turn
if we did end up adding that quality of life feature, it'd have to essentially be a quickload
no worries! Just wanted to make sure it was a feature and not a bug
Gunnerkrigg cameo 👀
I regret to inform folks that due to the way I've coded picking targets and sharing tiles, if you friendly fire your size-1 friend on a mule harness with sharanga missiles, you'll have to pick either the mule or the rider; you can't hit both with the same attack.
I think I can live with that.
only thing i can think of with this is how it would interact with leech, but that's out of scope anyway so it should all be good
Multi-individual-target attacks with against units who are sharing tiles is just really difficult since it both breaks the 1 unit-1 tile usual convention AND the attack isn't supposed to catch everyone at that tile like the rest of the AOE patterns
leech?
it's an npc that can share tile with another npc iirc
oh which supplement is that from?
(I've never actually read that book, wallflower ssmr)
ah of course
scoping the project ftw
I thought Leech is from Siren's Song Mountain's Remorse? While Wallflower added the Strider, Avenger, Lurker, and Spite
oh I'm uhh, youre right
Edge cases are a pain in coding. One of my colleagues had an app work for 10 yrs and someone still managed to find one that broke it, lol
Wait hold on what does that mean for mule and aoe?
Oh it’s just for stuff like rainmaker missile pods
I see
oh dang yeah, can rainmaker only hit one target if you're muled
operator is multiple single target attacks right
i feel like it shouldn't be an issue (but I'm sure other problems will arise with figuring out multiattacks)
Wouldn’t those work by making them a weird "you skirmish 3 times in a row" or something?
There’s less moving parts compared to players since they don’t have talents and all
(Or weapon mods)
yeah I guess that's an option for those since they can target the same unit unlike sharangas
Yeah
missile pods might take a hit but I think a rainmaker will be overall still very good against a stacked mule harness
well NPC targeting doesn't need UI right, does that help at all for this?
maybe... a lot of ability targeting data is passed around as tiles rather than discrete units for the pro of recording where on a size 2 unit you centered a missile rack, for example. So the abilities expect to be passed tiles, be it from the players or the AI
this is also not as much of an issue for size 2 units that are stacked up because I guess you can target multiple tiles in their area
so it'll just be an exploit for goblin CP & those size 1 mule harnessers out there
based on my experience I would expect the most common situation for this to occur would be Black Thumb (though I'm not sure if that's something you plan to implement, I assume not since it's Long Rim)
iirc the leech is specifically removed from the battlefield
it basically turns into a status effect
idk if that's better or worse lmao
i don’t think you can shoot it while it’s hosted
Yes you can, you’re intended to be able to hit it
Shaka has made that intent clear
ah
Are there any abilities besides goblin CP that people can think of that temporarily modify statbocks (things like edef, not HASE)? I'm finding myself needing to implement an entire system where stats are fetched with battle-state-based information folded in instead of purely build-based information. It's not awful to have done but I'm 😑 about how many engine changes I'm having to do for the sake of one CP.
Enkidu and White Witch off the top of my head. The Lycan also modifies stats but for the whole rest of scene
oh right! excellent, thanks. I feel better about this now
Oh! I also forgot the Kidd's Forge-2, and the Stim Pump exotic
not an ability but potentially still battle-state-based: stunned sets your evasion to a max of 5
Would Latch Drone being against Evasion 8 also count?
- I have armor set up pull from a "current" value like health and heat does so it's less of an issue when that changes (though now that I think about it, changing base armor like how Lycan does will have to account for changing that current armor value because it wouldn't update automatically)
- no idea how I'm gonna do latch drone. hm. maybe I'll give it a special "against defense" enum that just rolls against the default. (this is also the function that handles stunned evasion)
Ultra's Argus Armor also - white witch in reverse. 😉
hey i have a question, when the game is finished to a point for a public release, will it be free since it was crowd funded?
Crowd funded games almost always are sold normally when completed. And usually for 2-3 times what you could have backed it for
https://fxtwitter.com/lcamtuf/status/1847340310655127894 @alpine sorrel
Oh god my friend sent me that
Probably not since olive & co presumably would like to make money off this (at least I assume they do).
They've said as much before
Ya Mark and I are doing a lot of unpaid work over the three years of dev with the expectation we'll get backpaid through sales eventually. The KS money is for paying contractors, mostly.
Yeah, I'm definitely going to pay for this, and encourage all my friends to do so as well.
Oh because it came up somewhere else and its been a while
how do you handle invades?
Im saying this because its a common misunderstanding that you pick the invade option before you roll
when you only are supposed to pick it after hitting someone
(its important for stuff like Hacker 1 since you can pick the invade option AFTER they have chosen to be pushed or take more heat)
Mark and I talked about it and he convinced me to change it to the common misunderstanding version in order to help keep the action bar a comprehensive list of things you can do. The alternative would be to have the invades be a submenu you have to open up, see what you want to do, back out, pick the basic invade, then pick the invade option you had in mind.
Hacker I flexibility is a casualty that is unfortunate but acceptable. Do you know of any other places it's important?
Chomolungma scan IG
"Ok they're on this much heat so I'm applying system crusher" but like... That's more niche?
For hacks I’m trying to think but i can’t think of any currently
However if we are talking about effects that trigger on hit, there’s the mourning cloak damage trait that applies to people with no adjacent allies that interacts with knockback being on hit
These are my two cents but i think hacker 1 isn’t gonna work as it does RAW, it might be worth it to make the decision a coinflip on the npc end or to make it a choice for the player rather than the target, as a big part of what makes hacker 1 good at a table is the ability to pick the invade based on what your target has picked
Other stuff is on attack anyway i believe not on hit
Walking Armory would have been the closest i can think of for this but it is firmly in the "on attack" category
Yeah I'd be down to change this. Right now the NPC choice is a coinflip, like you said... making it a player choice seems like a big increase in power but that might be fine? I'm not nearly as wary about buffing heatgunning as a build as I am about anything that impacts DPS & striker power.
In my eyes it needs to be somewhat knowable so that you can make use out of it, i think the coinflip my honestly work well enough for it
Chomolungma scan would be a little more impactful than just tracking heat levels/caps, since you might change your invasion option based not only on their current stats but also their optional systems (this is a bigger deal for Ultras especially, which have lots of traits that can grant immunity)
Another CRB interaction this could have is with interrupt attacks - for example, Sentinels with the Bodyguard ability or Ronins with Instinct Mode active - where the tech attack can be interrupted by an attack from the NPC (the result of which might cause you to change your mind, or at worst possible case, even cause the system granting you the invasion options to be destroyed before you would be able to select the one you need)
Chomolungma gets to scan regardless of hit or miss so it could probably just scan everything as the first part of its activation before choosing tech attacks (idk if it’s even being implemented though so this may be a moot point to consider)
All told I can't think of anything that would be gamebreaking, just little bits of gameplay tech/optimisation that probably aren't the most impactful or particularly relevant to most players. I think more people would notice the Hacker 1 thing than anything else but at the end of the day the back and forth of that interaction would be a clunky thing to implement on a computer anyway
This may be too much of a pain in the ass for minimal benefits but you could weigh the coinflip differently based on the type of NPC. Defenders and Scourers (as a specific example) really don't want to move so they might take the heat more often. Mechs that have low heat caps like hornets could be weighted more to take the move over heat.
this is kinda random but you know how Lancer Tactics abbreviates to LT? Well, so does the rank of Lieutenant, which often gets shortened to LT.
So my question is, can we get a character who gets called LT as like a tongue in cheek thing
This character, coincidentally, will be Lesbian and Trans
Might be a long shot, but does anyone know of any other games where you 1. don't know the maximum health of an opponent and 2. the UI still tracks how much damage you've done to them? I'm implementing scan & hidden stats and am casting about for references for how to do the switch between counting up and the revealed numbers.
various super robot wars games have a number of bosses whose health will read as ???????/?????? until you bring them down to a certain damage level, so you're not in the dark the entire time, but.
Interesting -- looks like it still shows the % health bar though? Just the actual numbers are hidden?
yeah, there's a bar to help you decide how much you wanna slog with normal attacks versus blowing resources to hit harder
oh! and that makes me think of how the original baldur's gate does that too, sorta.
maybe something ambiguous like this is better than showing exactly how much damage you've done to them
monster hunter?
how do they do it?
they just never actually show you a healthbar, you have to know behaviour
In Paper Mario, the percentage bar and hp number only show up after you scan an enemy, but you can see how much damage a hit does before then. Here it is in action https://youtu.be/UQL_CefbUnU?t=331
The final battle against Bonetail in Paper Mario: The Thousand Year Door for the Nintendo Switch. Bonetail is the final boss of the Pit of 100 Trials, and arguably the hardest boss in the game. It's therefore very frustrating you can only attempt her once before having to redo the pit.
Paper Mario: The Thousand Year Door Switch - Bonetail Boss ...
(timestamp is 5:38 incase that doesn't show up)
yeah i think you should be able to see how much damage you do
Some games change the name color of the enemy when they get under certain levels
Other example, I’m currently playing ffx and it tells you the damage you did just not how much an enemy has health wise
But there’s spells you can use to see it
That's exactly the sort of reference I was looking for! Looks like they straight-up give you no running stats information until the scan & you'd have to be counting yourself to know how much damage you've done.
Ah yeah I meant "how much damage you've done cumulatively", you're always gonna be able to see how much each attack does.
hmm, honestly having a little number next to them could be neat
it’s not like players couldn’t keep track of that anyways
yeah I've always been the obsessive one in my player group that keeps a running count. it's a lot of bookkeeping to do for somewhat useful info lol
There's also this tv tropes page for if you want to go into a deep dive on how other games handle scan functionality https://tvtropes.org/pmwiki/pmwiki.php/Main/EnemyScan
You can have it as an option to have "reverse healthbar" that keep count of total damage dealt to the enemy instead
which will be revealed when you hover alt over it or smth
Did some design work today, I think it might end up something like this. The on-map, over-unit mini healthbars just don't show up until scanned like in Paper Mario, and the top-of-screen chit inspectors are going to have categories like in BG1.
The categories I'm starting with:
100% Perfect
85%+ Nominal
50%+ Damaged
15%+ Compromised
0%+ Critical
"untouched" or "intact" are also contenders for the undamaged category
Why's the middle one have a whited-out armor? Shred?
My vote is on Intact
Untouched > Intact > Perfect order of preference
That approximation bar is a nice place for flavors. Maybe it get more cracked the lower it goes, or it go from pleasant blue light to dangerous blaring red
it's something I'm considering lifting from witchdice; when you have burn, it indicates where taking that burn damage will put you. It's a lot less necessary here tho since WD mostly does it to help you subtract the correct amount manually, so it might not end up making it.
i put it on the first bar to see how it'd look interacting with the armor indicator. doing something to the armor icon when shredded is a fun idea though!
I just realized "undamaged" could also work for that first category lol
My only worry with both untouched and intact is that it would still stick around if a mech got hacked or something else (so it is def not intact in the strict sense)
Sometimes simple is best. 😄
These designs are really, really good!
thanks! 😁 I'm also looking at giving the active-unit UI a similar stylistic treatment. something like this:
I'm very pleased with how the rounded end of the heat bar sort of implies a thermometer
The only one that confuses me is burn - that looks like 12 burn, but I find it confusing that it's hiding max hp, and the bar highlight suggests there's only 1 burn. 🤔
Damn they are Experiencing Status Effects
I feel like the only time I use "intact" or see it used is when something is barely intact, i.e. on the brink of destruction 🤔
(I know that's counter to the dictionary definition, I was confused when I saw it suggested and had to look it up 😄)
Yeah..... burn hiding max HP is the weakest part of the design. I couldn't find another way to integrate it though. If hiding max HP doesn't end up being good, it'll probably just go above or below the bars on its own line.
My only other comment is on overshield- I wonder if it would be more intuitive for the pips to be a constant width? Maybe make the width so it can fit 6 OS, and if they have >6 then start shrinking them to fit?
I want to suggest putting burn in the bar like armour but on the right. I don't really like that though - currently all the numbers are on the left, and I think that's strong design.
That's exactly what I had before moving it to take over max HP! It did indeed end up looking discordant.
and yep, min max width and then shrinking works great for OS, thanks!
I previously got caught up trying to get them to match up to the width of the health pips below, but that can run into problems when you have more OS than max HP
emperor support 
How about you put burn number on top of the burn icon
that's what we have currently. it's requires putting an outline on the text to keep the number legible and I wanna not have to do that
I tried hard to make this design work with the icon over top of the number like super saiyan hair but it never quite fit
if incoming burn is gonna live in the same bar as HP then you could have a pulsating color instead of a fixed one
yeah! I had that thought as well. give it some sort of shimmer flamey pulse to really draw attention to the fact that your mech is on fire.
and to link the two more clearly
what about a bigger, rounder flame on size-par with the shield that has the number as negative space?
On hidden HP: I let players know when something goes under half hp, and if they've left an enemy on 1 or 2 hp - It's quite exciting for players to know they've almost killed something, and avoids frustration of 'wasting' a big weapon on them. I can't remember where I read about that, if it was the Alexandian or Prismatic Wasteland or what
IK It's late but warhammer mechanicus has hidden HP until scanned. When scanned you reveal max HP, current HP, Kinetic DR and Energy DR. Then all your damage is public but before you scan it's just "???"
