#Lancer Tactics
1 messages · Page 11 of 1
I think the Kai rebake looks good. I'm about to start using it in new game
I hear ya, but also
Not the GM having to scan now too 😭
if the players won't, someone's got to
How the tabletop games turn
Linux build just went up on itch, btw
Eh I wouldn't be upset about having to scan but I would be annoyed at not being able to remember which is the rebake ability and which one isn't. Falls into the "similar enough to be confusing" zone for me
i mean once again you can always just like, have an in-game encyclopedia to consult?
like i dont think most people memorize NPC abilities to the extent that they never need to consult the book or pdf or compcon or whatever
Hiya. Just got the game afew days ago and want to work on map making some(anyone know how to set stuff up? I am struggling to make objectives but I've successfully made it work alittle to get to a survival-ish scenario (it gets pretty hard quick though)
aw it looks like non-multistress NPCs can't go above their heat cap
Yep,its funny when you +1 heat a grunt and they just combust into scrap
Any maps anyone wants to share btw?
Titania has some good ones, but you can already see em in instant action
Do you have any questions in particular about the map maker? I'm not going to be able to put together a good general resource until things solidify a bit more, but am happy to try and answer questions.
I think you can also open up the tutorial map to see some example triggers.
Is LT gonna get hex grid support?
@alpine sorrel Booted it up on my steamdeck and i can't get the window to be small enough... I also can't seem to set the UI scale to anything smaller than 2x. The window is about twice the length and width of my screen space
this is in desktop mode
by adding it as a non-steam game to my library and then launching it from game-mode, it fits now
Hmm.. seems unclickable, either by button or touchscreen when in game mode
it's so peak
I second this, I was quite shocked to hear this and would prefer original npcs! I did not expect to have to learn new homebrew rules and don't really wish to, especially because I regularly do not play with the rebake and I will trip over playing with rebake and then playing without on tabletop. ;_;
I also backed the project under the thought it was going to be the base rules and maybe some neat olive exclusives. It's been a great project to watch until now.
While I do understand the need for change when adapting across mediums, having an entirely different set of NPCs would make my job as a GM on various WM servers a little difficult with players being somewhat mislead on how some NPCs function after learning the ruleset in tactics only to find that it works entirely differently in the game itself.
Lol. The BaldurGate effect
I'm still happy with the game either way and don't regret my purchase but I would prefer the base NPCs
I'm back and yeah, honestly, I still do feel a little bit upset about this even trying to calm down. I'm trying to be respectful about it, but it just doesn't feel right to not voice my uncertainty. I've got new friends that I actually recommended tactics to briefly, and now I have to tell them that tactics won't be a representation of the base game. I don't know how to tell this to them. I also don't know how I could have predicted this, backing the game.
I bought tactics thinking that it would be CRB, and I feel like the tag was misrepresented because I expected Lancer, not, uh. A custom ruleset that didn't even exist at the time of backing. It just... doesn't feel like what I was promised/paid for? It feels like a slight breach of trust regardless. I'm sorry, it's just... ;___;;;;
I mean, I still believe in this, it's just... yeah...
TBH, I think the solution here is just to rename the NPCs to remove that element of confusion. If the rebake NPCs are what's going to be used, it would be better if they had distinct names from the originals so that players coming into the game from tactics don't get confused and experienced lancer players playing tactics don't have to get confused by what's homebrew and what's not.
I'll admit, I'm not 100% sure how a video game having different mechanics than an RPG will cause trouble. I play Battletech (Tabletop) and Battletech (Video game), which draw some inspiration from each other but are very distinct games.
Regardless, framing it as a 'breach of trust' is rather a lot.
Though I say that this is a pretty good solution
I am of the opinion that lancer tactics is a lancer based video game, not a lancer video game.
It's like baldurs gate. It will not match up to dnd 1:1 due to limitations of the media. If the creator wants to make things that are simpler/easier for them, then I feel we should respect that decision.
We aren't developing the game, and as such, we don't get to make those choices.
Furthermore, i feel that core lancer does have some flaws that require a human gm to moderate. With a gm playing full send optimally, it can be somewhat miserable. As such, a sidegrade might be a good idea.
While i personally would prefer OG lancer, i understand the differences could make it a lot easier to dev. Do what sparks joy olive 👍
Mechanics not translating 100% from medium to medium and have to be changed to prioritise fun is a perfectly reasonable thing
One example here is that Lancer Tactics (to my knowledge) is going to just be in square grid while Lancer itself can be played in hexes OR a square grid
Bladurs gate 3 doesnt just solve adaptation issues its like, an active attempt to make 5e more dynamic
I personally would prefer that neither the original nor the rebake NPCs get translated over since both would largely be a little clunky when controlled by a game AI. But that's additional workload of a level that I think would be a bit unfair to expect for a single person.
Nor is lancer tactics just a lancer universe video game inspired by the tabletop - its a direct adaptation
I dont super hard have a preference but I dont think these are really accurate comparisons and I do think its fair to view this as a change in scope
I think I mostly agree that making npcs that use their abilities effectively and consistently by a program is kinda just making a third set of npcs in many ways
But that’s something that does definitely have to happen as an adaptational issue
And this kinda also ties into difficulty settings being a desired accessibility feature
Yeah, this is a good solution actually! I don't mind this as much as it doesn't like, interfere with the original npcs.
As always, there's a relevant XKCD comic for this sort of thing.
...I'm not sure that's really a super viable option, as the rebake NPCs kinda...overlap a lot in general role. You'd have twice as much work for only like +10/15% extra encounter options.
I too play battletech (tabletop) and battletech (videogame) and they are distinct, but like... I kind of actually knew what I was getting into when I got them (different)-- in this case, I don't see how I could have expected that a whole new homebrew would come out and it would get included.
To be exact, what I'm particularly worried about is that the homebrew rules will 'replace' the original CRB rules, as then I can't really help out the people I'm introducing to the game. If they're a different named set of npcs, then there is no problem as it's supplementary
The suggestion is that the original npcs wouldnt exist at all, just renamed rebake ones. No overlap
Sure but at that point you're just...going through a thesaurus for something that doesn't affect the in-game effect at all.
yeah, say instead of a "archer" you now have something like "watchman" so now players no longer get confused between versions.
I also think it might be a bit trickier to get permission over 'hey, we're going to use your NPCs but not actually credit them as those NPCs'
I'm not Olive and I wanna be clear my involvement with this game is only purely on encounter building and making maps for one of the campaigns (wanna make that clear considering i'm involved in this), but I don't know how much LT aims to be an entry point to teach you how to play and run the game at your own table, you'd still have to learn the pdf and brush up on the rules if you wanna run Lancer anyway
That's maybe something Olive can clarify themselves
I personally think the best method is to tailor make an npc roster for the game itself, in a way that makes coding easy and make the game fun and interesting.
idk if that would be easier. It would certainly be better but that would also require more playtesting most likely.
Honestly, I'd prefer that over using the homebrew rules even, it would be less confusing
it'd be my preference as well but I am not the one coding this, so I don't really have much perspective on what Olive would find easier to do.
...I mean, doing up a full new NPC roster is 'Make a significant chunk of a new game'
"homebrew rules" is being disingenuous. rebake NPCs are 95% the same character identities as core
they're more like core v1.5
they end up playing quite differently in practice a lot of the time
like having a set of npcs specific to the game itself, rather than like 'oh lancer tactics doesn't use the core CRB, instead it uses NPC rules that are from this specific homebrew' 'why not the original CRB'
and instead something more similar to the battletech tabletop game where instead of using homebrew npcs, but npcs specifically made for the game seems like it'd be more fun yeah
Eh, that I'd disagree with. They are definitively homebrew. Homebrew isn't a dirty word and Kai has always been very big on making clear what's homebrew and what's actula design work for massif
I think there's still a point to be made that when people were originally giving their money on Patreon for the project, something like using a custom ruleset (like Kai's Rebake here) wasn't exactly on the table. If it were custom QoL changes it'd have a different feel that someone else's entire project being inserted into LT.
I'm not Olive and she can do whatever the fuck she wants, but I feel like with how much I've seen the Rebake project sway from the core of Lancer, it'll just feel weird. Baldur's Gate didn't wear DnD 5e on its sleeve like this project kinda ended up doing.
I've looked at the project extensively, they are changed a rather high amount, they just have a similar blueprint.
Yeah. I think the no1 priority should be to "make a fun game" and not "make an accurate Lancer tutorial" and Olive should pick whichever method best serve that purpose
I haven't given my money to the project so I can't state much or pretend I have... any weight here, really? But I also don't feel like implementing the Rebake is that good of a solution since imo it'll spawn issues elsewhere that the CRB variants do.
But that's me. I'll probably still play it anyway as I respect Olive's work.
^
To be fair changes to the game were outlined as possibilities on the kickstarter, and projects changing along the way is already sorta baked into crowdfunding, for example the game was supposed to look different early on but now it has adopted a whole different style look wise
Yeah, that's the core of why I'm upset. It's not something I could have predicted as the homebrew came out after the kickstarter. I didn't ask for these changes and weren't aware. I think Olive should do whatever she wants to make it a fun game, but also like... this is a massive change, wasn't part of the playtesting for the rebake, how what when why and just like ?
And it makes tactics so much different from Lancer
i've been following olive's blog and have been really enjoying it! but like, this? it's like (?????!!???)
A lot of it is just that it feels a bit weird to go from "lancer with some changes to account for the medium" to "lancer with published homebrew and QoL changes to account for the medium"
...wait, didn't you just agree you'd like them doing up a full custom roster? That is just as much a step away from corebook lancer as using the rebake NPCs.
I'm aware of that Eld and I'm not trying to wave some flag of "ooooh how dare Olive make any changes to Lancer Tactics, where is my Rules as Written game!!!" or anything, no, still her project, her bucks to use wherever she wants and all that. It's more that the Rebake from my reading of it borders on more or less an overhaul rather than quality of life-style changes.
Which I feel like would be more suited here, at least from my perspective.
My preference is for the CRB, but I'm trying to work with you and compromise! I'm trying to be respectful and consider other views.
But ultimately whatever makes Olive happier and more satisfied with the project wins here, and whatever doesn't make it stuck in development hell.
A full custom roster would be better than a homebrew roster that is still not perfectly designed for a video game.
The rebake NPCs are neither entirely optimal for the medium nor are they first party lancer.
So it's kind of a worst of both worlds in many respects.
I say, staring at my own projects that I've had sitting in the oven for years and ended up dropping due to it
Work with me? I'm not part of this project in any capacity.
But yes, I see the rebake as more of an overhaul rather than like, the blog posts olive has been doing to describe the changes
For custom npcs we would be able to see why and how, not well-- suddenly everything is different?
Work with you in a conversational sort of way! Like, uh, just. trying to communicate? Consider other viewpoints?
I think completely custom npcs is as much of a departure from core as using the rebakes would, the only difference being that one would require completely new work while the other two (crb or rebakes) already have framework to go off from
so if a blog post was made explaining why for each rebake NPC it'd be cool?
Yeah, at least I would have known what was going into instead of just (???!!!???)
it's just a kind of uncomfortable middleground for the most part. It's not streamlined for the game's needs but it's also not faithful to the source. So you get something that resembles the core NPCs, is mechanically different but still lacks a lot of the advantages that a more loose adaptation would have.
/nodnod like, as a fellow game dev i'm just. weirded out by adapting wholesale kind of thing here when you should go through and adapt the npcs to make your game fun
The original CRB issues are tested way more extensively than the new homebrew just by dint of time existed
Correct. But at least it will be tailored to the design and code of the videogame, and not trying to be uncomfortably adapt from a different medium. It is not like Olive cannot take inspiration from both of those source and make things that resemble them but different
YEAH!! /Nodnodnodnod
...I mean, that also sounds like a kinda unfeasible increase in total work.
Like 'Instead of X or Y with minor adaptions, Invent Z from scratch'
a 3rd version of the npcs will be even less playtested
I mean. Olive does not necessarily have to do to it alone.
It's still 'Invent an entirely new set of NPCs, instead of having an existing framework to start with'
I think that if the NPC rebakes are something that you consider to be more fun to interact with than the base NPCs you should probably use those, especially if it also has the benefits listed in the blog post of not having to figure out how to implement a bunch of NPC traits that aren't even particularly worth using in the first place
but I have no particular attachent to the adaption being faithful to the tabletop game aside from that it makes implementing it easier
Olive also does not necessarily need to get the same amount of NPCs done, if they are not gonna be adapted from the CRB anyways, it wouldn't really matter if 100% of it was ported over then.
end of the day this is still my thought on this, it all depends on what Olive wants LT that be
I guess that is because from your perspective. The "framework" is a positive thing. But from my perspective, it is a restrictive barrier that increases workload to accommodate it.
...then go make your own game.
adapting something which already exists isn't a restrictive increase to workload it removes the workload because someone already did it
I am actually but that irrelevant. You did not have to resort to try to insult me like that.
That's kind of saying like all of them would need to be vastly different. I don't see why it wouldn't be possible to just do quality of life things that are commonly discussed amongst the community like making Juggernaut more interactive. Seeing how those changes play out in the game, which this will be primarily for anyway and not for tabletop use, shouldn't make that much of a ruckus in terms of playtesting.
starting over from scratch with nothing to target is significantly more work to a very large degree
Putting it out there but I know completely custom npcs would increase my workload and would make it harder for me to use the skills I was brought onboard to use
There's kind of already a big overlap in roles with core NPCs so having 1-2 good defender NPCs might be both easier and better than 3-5 adaptations that aren't faithful to core anyways.
Plus, having a simpler roster may make writing the AI a lot easier down the road.
I know how to do encounter design with CRB and Rebakes, i don't know how to do encounter and map design with npcs i've never seen before
I think we are having different ideas of what we are talking about. Let's bring up some concrete examples.
Let say Olive is trying to make Javelin Rocket on the enemy Rainmaker. The problem is that the AI is not smart enough to efficiently utilise that ability. So instead of trying to accomodate the existing design by improving the AI, she should change the design. To something like "pick 3 random tile exactly 3 space from the targetted player." Which would be much easier to code than say, letting the Rainmaker spawn the javelin rokket awywhere.
The core of my argument is that both the Core and the Rebake have elements that will be hard to translate, and it is better to just change those elements than accommodating them.
that seems like two separate concerns to me, one is what the ability does and one is what the ai actually does with it
there's no need to change the ability's function in that case, it already encompasses being able to do what you said
Yeah. That was a bad example let me try another...
the core book NPCs were unlikely to ever be imported without some changes due to the medium too, i don't see why there's an assumption the rebake NPCs will just be dropped in there with absolutely no thought behind it
This feels like the current discussion is going into a lot of hypotheticals and is also getting a bit heated so it may be time to put a temporary pin on this
no last words please
I agree. But if it is changed either way. It is better if there are new names for these guys anyway.
please read what eld said
(hey, please, look one message above, thanks)
Anyways, i'm excited to play this on my steamdeck
MFW my fridge is running Windows
I mean it needs to have windows. How else you gonna see if the light's still on when the door is closed?
So do we message Olive directly to ask for a refund due to the pivot off the kickstarter's original design document or is there a different method that's suggested? The email wasn't overly clear with how to handle it.
Debate doesn't really show the director the level of dissatisfaction as much as a financial change does.
This isn't even a thing that's going to happen for sure
The kickstarter post mentions it as a possibility, you're going to have to wait and see if what's decided
If the possibility is selected, the cost to back something that changes scope from exactly what one backed it for to go run homebrew rules doesn't quite hit the same.
As every outcry out says, vote with your wallets.
... I'm only just catching up to this, and you guys need to calm the fuck down. The news post is just a dev thinking out loud about design and looking for feedback and now the latest messages in this channel are about boycotts?
boycott is a strong word
Quick reminder: Kickstarter is an investment platform, it's not a store you can return your purchases to unless the creator is feeling something really wild necessitates it
"Debate doesn't really show the director the level of dissatisfaction as much as a financial change does." consider this poetic license from me then
There have been instances of that happening
That's not this.
I'll be blunt: I think the outrage here is stupid and more than stupid it's toxic and I don't want it on pilot net
Give creators room to think out loud Jesus
It's great the other changes done to the design so far, this is just one that the people have some fire about.
The character designer is top notch
I don't care about "the people", you all need to stop with this "fire"
Let's be clear here: an indie creator created a post going "hey guys what do you think about this? Pros and cons as I see them. I'm curious about your feedback" and you're calling for refunds
I'm not calling to burn the poor soul at the stake
It certainly reads like it. If you don't understand the impact of your words then just say less please
to be clear this change of scope also wouldn't be you being lied to "I will likely end up changing things during the course of adaption" is part of the initial kickstart pitch, there's no pivot
This has gotten a bit personal It's not overly safe to continue this conversation.
happy to shut this down, yes. eld already asked to end it. Let's do that
Agreed
just got caught up. thanks for the thoughts all, our core team has some meetings scheduled for this week to look at all the responses the post has gotten and synthesize a summary of the positions as we see em
thank u for making LT, love your work and love the passion + consistent communication
despite the detonation today, i'm extremely thankful for how many progress updates you give, and your public thought processes
I'm happy with LT as a whole. I've loved the dev logs and just kinda messing with each release to feel the iterative changes. It's fun being able to see an active project being worked on and the sort of behind-the-scenes for how it's coming together in the form of the dev logs. There's something to be said about the enjoyment that comes from watching artists/devs work on something
Thanks for testing this! I've added "run it on my steam deck and hash out these issues" to my todo list.
Having steam deck compatibility would be huge (huge is a bit of an overstatement, but it would be nice)
I second that. I'd love to be able to do so on my steam deck
I agree with whatever decision your team makes.
ive seen your fears that people will view Lancer Tactics as "its basically VTT for a GM-less Lancer TTRPG" instead of its own tactics game, which is super understandable and I feel where a good amount of friction (people thinking it's a VTT with computer as the GM) for these proposed changes are coming from
thank you for your hard work and whatever way you go i think you'll make the most of it
I hope your game does well. Not just as a Lancer game but as an Indie game in general!
Just uploaded a ironed out linux build (0.2.7) to itch. I was shocked at how well it works on the deck now that those resolution issues are sorted out. (only in normal desktop mode, though -- adding as a non-steam game makes it launch in a weird state that I think is more than I can track down rn)
also I recommend getting the itch app on the deck's desktop mode if you haven't already -- makes updating to new versions as effortless as it is on steam
i do wonder if the windows version would work with just the proton experimental setting on the deck
cause that often times does the trick
and could save you some dev time for the deck specifically
(not that a native/semi native version would hurt)
i look up
man.
anyways I'm super looking forward to the next version
Adore the work you all have been putting in and the map creator here is shockingly robust
-# please give me vehicles I can drop on roads as cover and also corner slopes i would die a happy woman
I also dearly want corner slopes. They're on the list as you can probably tell with the placeholder UI for them. Vehicles I don't think are but probably should be.
A size 1 1x1 car and a size 2 2x1 truck, maybe with wrecked variations, would help add a good sense of scale to the world and make putting cover into urban fights easier
the moment corner slopes are in i will have the prettiest hills ever
As cover rather than characters would make sense. Let's you add cover to roads in a natural way
cars are just vehicle shaped buildings 
Goblin in a smart car
Superheavy mounting core power is gonna be so silly in Lancer tactics once it becomes available
oh boy
my pilot section is gonna quadruplicate just because of that core power xD
also sending mechs off the map with good old D/D

@alpine sorrel sometimes i like running a longer game and have fun killing a lot of robots, helps me test out longer games as well
but the 8 rounds limit always keeps me from pulling out everything from my pilots
could i ask to have an option to increase the rounds' limit?
That's a great idea. Added to the list.
not a bug report, but I'm begging for the game to show me a li'l popup with current status effects / relevant passives when I hover over a unit continue showing the li'l popup w/ relevant status stuff regardless of zoom level 🙏
just missed a CPR shot because the sentinel was invisible via dataveil 😭
same goes for dispersal shield / investiture / etc. would be nice if temporary passives were also displayed in the little on-unit info hud widget
Oy vey. Agree and noted but likely not get to that until the next polish pass fairly far down the line. A better token invis effect is also on the docket.
So you can just like see that they're protected
Invisible indicator that's just a little animated hand waving back and forth in front of the npc
faint john cena theme whenever the invis unit is in frame
Don’t forget when entering the danger zone, playing the song by the same name
HIGHWAY
TO
THE
DANGER ZOOOOONE
(I'll always remember you making an icon for that mantis)
(bless you)
Feels like such a long time ago now
An era before “Antifa Slut”
If a Raleigh is in the scene, Big Iron plays
On loop until the scene ends or Raleigh dies
is superheavy mounting gonna be in LT? I thought the scope was core book stuff and didn't include expansion content
correct; no expansion content is even a twinkle in our eyes yet
you get to avoid the horrors of Implementing Calendula
the callie doesn't seem all too horrors frankly
s'just a matter of getting intangible implemented really
I have bad news about the mourning cloak.
Damn
Also the void husks and how they interact with enemies as well as all the Slowed stuff that are a consequence of that
Calendula seems more simple on paper but when in actual use it can get messy as the board fills up with husks
Raleigh and Calendula tie for my favorite
Still not as much of a dev nightmare as the Lich seems like it might be (I'm no dev so I have no clue how valid that statement actually is)
No werewolf 😔
Can't wait for castigate
So I just decided to check this out again after first seeing it as a demo and it’s going to be a full game now? Hell yeah.
(unless you count the barebones kobold in the old demo)
Thank you so much for making this one it has quickly become my favorite playtest map🧡
writing up a rebake comments digestion post
Love that Demolisher sprite btw
Gen's work is amazing
Pffft 
i think we need to tweak teleport+flight a bit more
now when i have active teleport and flying it teleports up to boosting speed without boosting and every time i teleport it only uses up 1 movement
taking that "teleport counts as 1 space of movement" too literally
mourning cloak buff
Barry? Barry Allen, is that you?
also noticed that while flying and blinded i can't hit characters next to me
incredible 😂 noted
This I think is working as intended, since you are 3 spaces up and not adjacent. You should be able to voluntarily land though — is the action button for that showing up?
it is
all working as intended then🧡

worth it xD
WOW
How likely is that? The combat drill code is convoluted enough I don't have faith it's bugless.
Doesn't seem terribly off; looks like 14 d6s would have been rolled as part of the damage (4 base, 3d6 from bonus, doubled from crit)
Its still not terribly likely but due to how exploding dice compound it seems like it'd be in the realm of ~1% unlikely rather than cosmically unlikely
Anydice says about 7% chance to roll at least 5 1s on 14d6; you'd then be rolling another 15d6 for the exploding dice, which is just under 50% chance to roll at least 3 more ones. So back-of-napkin analysis is you have at least a 3.5% to roll 8 1s off this bonus damage stacked combat drill
Exploding rerolls is crazy
The combat drill gets hard to calculate specifics cause it not only rerolls but also adds dice
But expected heat/extra die per die is 1/5th
Cause 1/6 + 1/6^2 + 1/6^3... To Infinity is 1/5th
if N = 1 { result: [explode d6] + [explode d6] }
result: N
}
set "maximum function depth" to 9
output 4d[explode d6]```
I think this is right?
It gives a mean of 20
Edited to the max depth anydice managed to compute
Sudden quick question, will lancer Tactics ever open another funding run? A friend asked about it and was like 'i want a pilot in it, but its already closed'
Unlikely; we're currently re-setting up backerkit as a store page to sell off the rest of the stickers+coins but I needed to close off the pilot inputs because the only way I can get them out is by doing manual downloads, screening for appropriateness/copyright, and pasting them in-game and it stopped being a good use of my time for the trickle that remained.
You guys are making me realise how extra crazy and dangerous an OPCal combat drill would be
I dunno if opcal counts actually
I mean it's an extra d6?
Bonus damage gets the drill's exploding dice. It's very scary for everyone involved
I will have to fit this onto a manticore somehow
There is no overheating, only extra damage!
combat drill can explicitly trigger its overkill bonus damage off of 1s rolled on bonus damage
opcal is bonus damage
yes mean of 20 is correct- it's actually pretty easy to mathematically calculate the mean of a non crit combat drill, or of exploding dice in general. ||Let X be the average of a single exploding drill d6; then X = 1/6 (2X) + 1/6 (2 + 3 + 4 + 5 + 6). This means every d6 as part of a combat drill's base damage should ultimately be 5 average damage after factoring for rerolls||. In fact it's also pretty easy to calculate how many times on average the dice should explode (X dice should result in X/4 explosion triggers on average).
unfortunately A) it's super hard to calculate averages of crits and B) averages don't actually tell you how likely/unlikely a particular result is
Now I'm wondering how many easy ways there are to add another dice to a combat drill
It might be OPCal combat drill mourning cloak? Which sounds wildly impractical
Teleports behind you then self detonates
Hey... Blast vents proc whenever you clear heat
Technically overheating clears your heat...
This just in: mourning cloak can castigate harder than the manticore
A friend pointed out the nelsons thermal charges
So OPCal Thermal charge Combat drill Manticore?
Nah, mourning cloak for the Hunter bonus damage. Which I did actually use with the thermal charges
That'd be opcal, thermal charge, hunter trait, and nuclear cavalier 2 for 4d6 bonus damage I think?
Then you lose all stress at once and explode
atlas would be easier since you need them prone anyway.
I mean if you have the combat drill you already have the nailgun
edit: Oh right+1d6 on prone targets too
Yeah that's the thing, there's multiple ways to inflict the statuses combat drill needs, but only mourning cloak has the hunter trait
Course this is tabletop, unless people can figure out how to mod in the superheavy mounting core power it won't be an option in lancer tactics
The nelson could pull it off too with an overcharge for the boost
Amber phantom also has a 1d6 source iirc?
yeah there are several sources of +1d6 you can use for superheavy shenanigans. the amber phantom is not one of them because it has three mounts already
you're welcome now add sekhmet and lucifer if you do a dip in Horus for an extra nhp xD
actually lucifer won't help, nevermind that
better go for nelson
as far as mods go you can only use one sadly, so either nelson charge or amber shock wreath
Nelson seems like the best option since you need it for thermal charges anyway
Makes it a workable build at LL5
consider that if you're going for a long campaign going metalmark can give your character more variability with two more frames and stealth options to play with
here give this build i just made a look
massmizes damage on combat drill with good utility for your team by taking hits directed to your allies and punishing the attacker with your spiky damage as well
black witch spear for easy immobilization thx also to spaceborn 3 and you can overcharge and use your drill in one turn for huge burst
[ LICENSES ]
IPS-N Vlad 3, IPS-N Blackbeard 3, SSC Metalmark 3, SSC White Witch 3
[ CORE BONUSES ]
Overpower Caliber, Reinforced Frame, Full Subjectivity Sync, Gyges Frame
[ TALENTS ]
Executioner 3, Nuclear Cavalier 3, Spaceborn 3, Duelist 3, Pankrati 2, Brutal 1
[ STATS ]
HULL:6 AGI:6 SYS:0 ENGI:2
STRUCTURE:4 HP:33 ARMOR:2
STRESS:4 HEATCAP:8 REPAIR:7
TECH ATK:-2 LIMITED:+1
SPD:7 EVA:16 EDEF:8 SENSE:5 SAVE:17
[ WEAPONS ]
Integrated: Fuel Rod Gun
FLEX MOUNT: Ferrofluid Lance
MAIN MOUNT: SUPERHEAVY WEAPON BRACING
HEAVY MOUNT: Combat Drill (Shock Wreath) // Overpower Caliber
[ SYSTEMS ]
Reinforced Cabling, SEKHMET-Class NHP, Pinning Spire, Camus’s Razor, Personalizations```
Also LL12 tho
takes LL9 to get max damage on the drill
LL8 if you go for neslson instead so i went over adding white* witch that has awesome systems for a vlad
So we've been talking about getting as many bonus damage dice on the drill as possible, which is why we were talking about mourning cloak and nelson - they have frame traits that grant a bonus damage die, and the nelson license has a mod that grants bonus a bonus damage die
It hasn't really been about making a good or optimal build, just like a sorta cheesy puzzle
btw, this demolisher stepped on my webjaw snare, got immobilized and then walked it off like nothing happened xD
my meltdown damage also got through intangible to surrounding enemies
apparently using false idol 2 times in the same turn makes the second idol to not replace the one already created and burns the action cost anyway
also, if you select a target for the idol and then cancel the teck, it will use up the action cost
thx for the reports 👍 👍
false idol will hound me for the rest of development, I'm positive
Hey, just bought Lancer Tactics! Is it possible to run it on a Chromebook?
I don't know, if you want to test you'd be the first I think
I'm having trouble reproing this one. I just fixed a bug where the AI never attacks a triggered webjaw snare, but I can't get an immobilized unit (which it looks like that demolisher is) to be able to keep taking voluntary movements. Did you have some kind of reaction chain on the stack? I see some semplar vigilos, etc
Thank you for the reply! Good to know, I will pass it on!
Definitely on both the vald and the minotaur that was just a bit ahead of the demolisher, looks like it was moving towards him, ignoring my vlad
I'll try to test more of this
Unfortunately it's looking to be impossible, damn
However I don't actually know how to run Itch.io games on it
From the files
After some googling, it looks like you need to enable a setting to "turn on Linux" which sets up a Linux virtual machine:
In your Chromebook settings, under "Developers" you'll find the "Linux development environment" setting. Click "Turn on" and follow the on-screen instructions to set it up.
I don't know the details, but you'll need to somehow get the Linux build of the game somewhere in the filesystem that that VM can access.
After then you should be able to execute LancerTactics.x86_64 to run the game
It looks like there are video walkthroughs for installing other Linux apps; one of those might be a useful guide.
same
can't say how it happened but i'm gonna keep an eye out and keep testing the snare
oh! my annihilator didn't attack adjacent enemies
i am using a radiance tokugawua overclocked with external batteries
huge range :D
oh! and i also used the shock mod from walking armory
maybe it was actually that to cause issues
is lock on not affected by metahook? other techs work alright
wait that's not a system xD
shouldn't Maze Corepower be affected by Metahook as well? not sure of this one
the minotaur's core power isn't a tech action.
thought so
all good then
A!
i started my turn with 9/14 heat and deepheatsink active but when i pressed lucifer i got 6 heat anyway and stressed
New post about the rebake is up! https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409
I literally spent all week thinking and talking about this. I'm so tired, but feel really solid about where we landed.
this one is fun xD
my vlad got in a very bad spot, stunned and surrounded by berserkers
luckily i have a minotaur, so i made the vlad disappear from the map.
round went on and i forgot of him until the game wasn't going ahead anymore and then i realized,
wait! MY VLAd! xD
i tried clicking where i saw him last time and he popped out of nowhere
Just finished the last blog
Good shit! Well argued and thorough
Not that this project needed further evidence that it was in good hands, but the way you addressed this recent hubub is proof enough of that
I'm one of the vanilla defenders but I'm pleased with the approach and look forward to how things will be implemented
Thanks again for the care and attention, olive
Nothing to do with the rebakes but i think they should fire this Eld character from the last post, don't like him one bit
(I think that post was good)
Post good :)
i'm happy to see where this game is going
all decisions taken so far are all workarounds i would've taken as well to make a videogame actually possible
the flight, the bracing and so on
in my opinion, this game is still pretty faithful to the tabletop as much as it can be and being able to see my builds take life in it and work so well it's just fun for my entire day
keep it up<3
i want to find another bug like the endless i shoot with my hearth xD
Reading your bug reports and taking little breaks from writing to fix em have been such welcome breaks this week. ty for your excellent hunting
I would have never thought to test a meltdown while intangible
Just read the update, seems well written and thought out, thanks for that clarification and it makes complete sense
honestly i'm more here to write cool campaigns and maps so the rebake swap doesn't actually affect me that much
would it be accurate to say that you're now looking beyond the rebakes to other stuff as well? I'm curious as to what sort of things you're specifically looking at using from the other homebrew you mentioned
especially since you said you wont be redoing structure/stress, or grunts, which I would have expected if this was the direction you were going
i am opinionated about the implementation of homebrew as native to the interpretation of the game, but i am also not the game developer and my 'faith in the project' or w/e won't be shaken by doing so; game design decisions are made by game designers to make the game more fun, and while i am myself generally someone who leans more towards maintaining mechanical parity with core even in my own homebrew, this is ultimately not megatek, as mentioned
Enhanced Combat's implementation of escort/extraction objectives as "payloads", as mentioned, is the only specific potential pull I have in mind.
Possibly bonus objectives too but only if we can get them mostly for free with the existing trigger system.
Dia's campaign includes bonus things to do and I don't think she even knows about EC.
LitD I haven't had a chance to really get into, but it was recommended to me via dms. At first blush it gets further from core than I'm comfortable with but there might be pickups in cases where the rebake version doesn't work for us.
I like how it does grunts a lot as a way to get more bodies on the field without blowing out the action econ, but also too big a change for LT's purposes
I've never liked how dangerous terrain works but it's not egregious and I haven't seen anything substantially better so maybe that'll just stay the way it is
Overall I want the freedom to pick up easy and low impact design wins. I regret the amount of time I spent handcrafting code to allow the priest's investiture to share its system score for saves. If there's more corners I can cut I don't want to be as much of a purist as I've been about it.
I think a change to how objectives work would probably make sense (the ones that move)
We don't personally use those at my own table but I know its pretty common of people to allow objectives to be moved with standard move and not just if you start your turn adjacent to them
Main thing i'd caution against with this stuff is that in thoery some people allow those to moved with any movement that's not flight or teleport but that can end up trivializing some sitreps
to a degree the core 'only start of turn standard movement' makes more sense for a game like lancer tactics where you control all the Guys at once and don't have to like get four people on board with 'okay, move here so you can move the payload two rounds from now...'
I still think it sucks as a thing though
The biggest complication here that I see is the fact we don't really have a "standard move" 😬 just a pool of movement points.
So there'll be some adaptation design we'll have to do either way
My first thought would be to limit it to moving on your turn a number of total spaces up to your speed.
Question: what do you currently do if someone activates boost, but then becomes slowed?
To add some clarification for those not familiar with the rebake: rebake grunts are entirely brand new bespoke units, not simply a modification of the existing template, so using them would be the equivalent of adding five entirely new units to the game
Do they keep the extra movement? Or lose it?
When they boost, they get movement points added to their pool for the turn regardless of if they get slowed later.
That makes sense, there's another "fix" which is really just mostly interpolating from the rulebook cause it doesn't say anything about it, but it involves players always deciding where to deploy the objective in escorts, which generally helps
They also lose their entire current pool when engaged
Okay, was thinking if Slowed might’ve been useful at all for objectives but it sounds like it could be shored up
The core rebake NPCs are more or less "the same units," just with some tweaks and adjustments, a rebake Hive is not really fundamentally a different experience, it's a guy who puts razor swarms down and hits you with forced movement etc, a sniper is still the long range unit that can auto-structure you, and so on
Rebake grunts meanwhile are entirely brand new units never before seen, so the decision not to add them to lancer tactics makes sense from a perspective of not wanting to add what amounts to unseen enemy units into the roster
Exactly
Maybe we could do it with an explicit "situational action" (what we're calling the buttons above the action bar that pop up for doing things like releasing grapples) movement ability where you explicitly pick where you want to go and where to put the payload as a single action.
And can keep using it until you hit the total movement limit for that turn
Means you maybe couldn't fly while moving it tho
I kinda think that’s ok, same with teleports?
How do objectives work with a CP-active MC?
Teleports with their standard move iirc
And apparently it has exactly the interaction you expect with Sunzi
I'd expect it to not come along with sunzi slip, is that right?
No, my meaning is “MC teleports with CP, teleporting adjacent to Sunzi with objective in tow”
Because yes, it wouldn’t move with Slip
That's devious
But yeah I’ve written a blog article on escort objectives and lift/drag rules
So I’ve thought about this stuff a bit haha
👀👀 would love to read that
Putting the Object back into Objective by using the Lancer's oft-maligned Lifting and Dragging rules (and some supporting house rules).
It’s houserule territory, fair warning
I fear the day my players figure out how to use the Sunzi
especially the one who figured out how to (goodnaturedly) cheese the hell out of knockback in a Caliban with a Zheng fist mounted on it in our meme build game
i allowed them to solve an escort mission once where the Barb was carrying the objective and the Caliban was walking behind it hammering its butt and upper legs to abuse Knockback for extra movement. I would not want to know what they would accomplish with a broken Sunzi or Black Witch build
I do have one note;
Finally, if something involuntarily moves the winch-user more than 5 spaces away from the object, the drag (and cable) breaks as normal.
cable winch does not break; this would be an additional line of rules text(and maybe not a necessary one, since you can't be pushed if it'd take you further away than 5)
Yeah that was a goof on my part in an attempt to (needlessly) cover my ass
anyway yeah that looks like a very workable set of rules
Thank you for your wonderful work olive
If you thought that this entire article is secretly an excuse to let Lancaster’s Cable Winch drag Objectives, you’d be right
🫡 Doing the lord's work
That would seem to make intuitive sense as long as the Objective is not affixed in place and of a reasonable size
I can't think of a common case where that wouldn't occur
i mean if the escort objective is affixed in place then we've got a bigger problem than not being able to use lift/drag with it /lh
extremely comedic fomorian battle taxi lancaster plus size four objective specifically to prevent cable winch,
I’ve refined this all a bit more in Prototype Pattern Groups. Notable differences are
- Protocol OR Quick action to pick up an objective
- Quick action to force a contested check to break contested holding
I don’t know if any of this is useful
But ultimately I think “action to grab the thing” is a good idea, at bare minimum
It is! Thanks for sharing, I'd forgotten that PPG had rules for this.
This will definitely be useful the next time I run an Escort (or my current GM does), because we had these exact questions
*comes back next sitrep with synthetic muscle netting*
Winch Cable System is my personal bugbear of a system
It feels like an atavism of older Lancer editions
huh, are there rules for an obnoxious Objective during an escort? like, one that causes problems or tries to get away from you?
that emoji gave me a terrible idea for the quest of a future module
someone is loose and you need to find it and safely deliver it to Animal Control before it makes Hab Block Unity/the spaceship/the entire IPSN mining venture uninhabitable
Chaos table included
made a map, wanna see what people think (it has some stuff set up for a custom survival too, but no round limit so survive as long as you can)
pigsriot's mentioned a "catch the greased-up pig sitrep" a couple times in gm chat, though I don't think there're any more formalized rules than this:
sounds like some sci-fi sports game
That could be. Maybe every round the Goose (a HORUS NHP in a scuttling casket) inflicts a condition of some kind, but if the player holding it is attacked in melee the Goose will vent its rage (in the form of a debuff) on that character instead.
or maybe it will willingly walk behind you, being a Goose, but will attempt to steal your equipment/pull other things from your hands that are required to advance the mission, like keys and items
however, its tendencies can be used to interact with Pilot-sized shiny things like screens and buttons that ordinarily couldn't be used without Manipulators
anyway, I'm definitely gonna be using LT to demo ideas for my games, so maybe this will end up as a Goose Map someday
the one comment we have on this post is just that "There's a reason no homebrew supplements in the community use these;" (referring to scaling multiattacks) seems like a bit of a broad unverified statistic,
but we get what you mean and it's not like, a big deal in the grand scheme of the post (and for what it's worth we agree with the approach presented)
Suldan does have one (the Valkyrie) but contextually Suldan is also functionally as old as Lancer itself is (work began on various pieces as early as the lancer 1.3 draft)
I would almost certainly go back and revise that now, I simply haven't done so lately because Suldan feedback has more or less stopped coming in and I've also been busy with other projects
A lot of the rebake stuff is a culmination of many years of turning various bits of lancer NPC design around in my head until I finally went "wait a minute, I don't actually like this part"
it's probaly me who can't make it work
but when i open the map on instant action with map rules it just skips 2 rounds and then automatic defeat
and if i open it in the combat editor to place my lancers manually nothing happens after 3 rounds
Current re-bake stauts seems like a good compromise? changes to NPCs themselves but maintains the original underlying rules.
i'm trying out drones builds
and gave my goblin 6 points in engeneering to bring more
but all turrets charges run out just after i put down the third
i usually report bugs, but i had to share this great move and give my compliments to olive's coding
my vlad was in a very bad spot but that exposed singularity+lightning really saved the day 
yeah that's a good example, but even outside of that, there's like
a megaton of homebrew out there, there's probably been multiattackers somewhere
Yeah I probably shoulda been less absolute about how I phrased that
I do wonder what the actual data on that is
I expect it's not useful to speculate as to what is or is not common in homebrew. Pilot NET is far from representative in terms of how people actually play Lancer, much less what kind of homebrew they use in practice.
Any judgement based on "what seems to be common on pilot net" or "what content gets added to comp/con" or similar criteria for what is or is not common is naturally going to fall foul of sampling bias. Even creating an NPC or a houserule in the first place is not a neutral act of game design, and is more likely to come from a place where the designer perceives a gap or inadequacy, rather than someone who's content with the rules as they are.
In order to make the map usable for everyone I removed the npc and lancer spawns in the script(you will have to set characters in the lancers/players and set a bad guy/npc group) be sure the scripts connect to them in terms of reinforcements and it should be good to go
@heady iris may I dm?
Sure thing
Nice use of the trigger system! I don't think many people have ventured far into it to make something functional.
I tried loading it up and immediately found a few engine bugs on my end:
- the max map size is 59, not 60 (since it's zero-indexed), so it crashed for me on load (I've added the correct numbers in the UI & added validations)
- and "use map settings" via instant action does not in fact use the map settings. It incorrectly wipes out the triggers you've set up, which is why nothing happens if you enter it from there.
I'll try to have these fixed in the next version. Thanks for stress testing this!
Hey folks, sorry to ask, where do I look to find the current build? >.>
Thank you!
It just took me a sec to get there, thanks for the guidance everyone!
i always make big maps, just need a way for the games to take longer(the current game modes don't give alot of time) also I noticed a glitch if I try to make a taller map the game freezes for abit and then everything becomes clear(except water)
What do you mean by a taller map? In which dimension?
it would be 60x60 and I try to make a river map I fill layer 1 with mud(at about layer 3 things freeze)
I don't fill every layer fully but most of the map
I'd say try bumping it down to 59x59; your build has some problems with a 60x60 map.
ok
I will test that now real fast and get back to you
unfortunately attempting to fill the intended space on layer three still causes the same bug/glitch even on 59x59
great I'll add it to the buglist, thanks for testing
before you do,may I share screen it to you so you can see what exactly happens?
im in the horus vc
oh sure!
Will tactics implement jumps? There's this silly thing where in the tabletop you can vertically jump to grapple flying enemies if they're close enough xD
I'm planning on it so you can cross gaps (like a half-speed jumpjet), but the whole "do something mid-jump" thing is not something I think we can support.
hhmmm something is weird, where is that last 1 heat coming from? torch should give just 2 heat
torch has overkill
gottem

totally forgott
i was going crazy over this one for a minute thanks xD
A question inspired by this: will a gm be able to edit values on the fly to account for actions like this?
For example, a player wants to shoot something mid-jump but cannot do so within the bounds of the game, so they simply perform all the roles and actions outside the game and the result is applied accordingly?
I should put this at the top of the itch page to set expectations because it's a common topic/question
Specifying that your GM-in-a-can is not legally a GM, and is pasteurized process GM product
there is something uniquely dopamine-inducing seeing my maps being used in the screenshots people send
They're good. Enjoy your dopamine! XD
in the final release will it be possible to put together multi-map missions?
i just love them they have so much personality in them
knowing there's always likely a tree somewhere where i can get soft cover was also very useful
this bombard just spawned in and i can't eject power cores on him.
i did eject on another bombard previously, did that effect carry over to the new unit somehow?
oh probably! I bet I know the sequence of events:
- the game looks at the list of reinforcements and deploys bombard A
- you eject power cores bombard A, storing its ID as one you can't target again
- you kill bombard A
- the game gets to the end of the original list of reinforcements but the scenario needs more so it begins looping and tries to spawn the bombard again
- before the game spawns a unit, it makes sure that nobody else already has its ID. If bombard A was still alive, the new bombard B would be assigned a new ID. but since bombard A is dead, it has no problem spawning bombard B with the same ID
- eject power cores doesn't know bombard A from bombard B, so thinks its already been used on it
noted in the buglog
Developer vs Tester: The endless battle of bugs, fixes, and never-ending revisions. Who will come out on top?
#programming #python #web #website #developer #qaengineer #tester #bug #development #pythonprogramming #softwareengineer #software #softwaredeveloper #backend #frontend #java #javascript #shrek #html #htmlcss #go #php #fullstackdevelope...
@alpine sorrel something down the line a friend whom is also making maps has requested (angled rails that can go on slopes)
So, I've been playing around and trying to get together a test campaign. The tools are quite easy to use for individual combats, so I'm quite excited to see more of the tools come out.

can't wait to try out campaigns too
We decided to disable the module editor for these releases since it's still enough of a wip that we'd very likely have to invalidate anything anyone makes in it in short order... but soon ™️!
I've got a passion for writing Lancer fiction- I even have a fic in the works. I can't wait to start making a module.
would anyone be interested in collaborating on a module once the editor is up and running? just a thought
hi
i'm gere testing crazy things again xD
that is indeed a flying barbarossa that is grabbling a berserker.
i'm not even sure what should happen here
i think it'd be cool if you can bring enemies up with you when you grabble them
but i'm mostly here to note that ofc in this case you can't really attack it with threat one weapons because you're in the air
should the grapple end when you start flying? or bring your enemy with you? thought these are things to bring up and consider over them
rules in the game do have flight carrying limitations.
with the exception for zero-G environments, normally you can't carry characters or objects with a combined size above 1/2
there's probably a game design choice to be made here
a mirage teleported the berserker away from my grabble
i'm not much knowledgeable with npc systems, but i know that smaller characters grappled count as immobilized and therefore can't teleport.
is this a bug then?
Bonkers. Thank u for your testing service 
I think I'll just break grapples when you start flying if it would bring you out of adjacency... I really don't want to handle trying to sync up flying statuses across grapples.
But like if you are flying you should be able to grapple people on the edges of cliffs and then pull them backwards into open air, still...
For this one, the teleport system is involuntary movement (like knockback) so is fair play as a way to escape grapples
👍 🧡
@alpine sorrel do you think it would be possible to buff the portable bunker a bit?
i think it works perfectly in itself but i find really hard using it in almost all the maps since it requires a flat 4x4 free space to be deployed and usually there's always some form of soft cover like trees that prevent you from placing it down.
on top of that, bombards can destroy the ground and so that often destroys any flat surfaces where it can be created
also since bombard attacks can hit the ground under a bunker as well, sometimes it creates holes where my mechs fall into and they count as being out of the bunker
because of these limitation even if i bring the bunker with me it never ends up being used, do you think we can do something to make it a little more flexible?
i was testing my deathhead when i stumbled on a chain of reactor stress that honestly i have no idea how it could've happened
from firing the DMR?
apparently
it got some overkill proks but i don't think they could have caused its reactor to be vaporized multiple times like that
it has 10 heatcap after all
speaking about death's head
i found that after you kill the marked mech targetted by your core full action, Deathhead remains immobilized (wich seems odd to me, but apparently it's right) however the protocol to stop focusing does not appear anymore, forcing you to target another character and waiting next turn to free yourself
would it be feasible to add the ability to change the colour of the 'fog' beyond the edges of the map?
if I had to guess, this seems like a result of aoes actually creating dents in the floor moreso than space being hard to come back
The other thing is that I think right now trees seem to be objects/terrain?
Can't speak for others but generally I tend to rule soft cover stuff like trees more like zones
as in, you can go through it and deploy stuff in it
This is on our list, though a low priority — I would like the color of the terrain on the edges of the map to bleed out automatically, but manually setting the color should be an option too. Carpenter doesn't like the pattern at all, so it's also possible that it'll go through a fundamental redesign as well.
When stuff like this happens, do you think you could pull out/preserve the autosave.json save game file? It automatically saves at the start of each of your turns, so if something funky like this happens mid-turn we should have an easy way to try and repro the situation.
I forget if I've sent you the instructions for grabbing it before, but you can go to the game's settings -> user data -> click the button to open up your file explorer, then it should be in the saves folder.
You could pull out the file to desktop or rename it
do i just close the game and look for this file then?
I'll put a short video together, please hold...
found it no worries
ah great
i'll remember to make a copy of it every time something strange happens
ay
ha, found another bug related to this: it never checks whether the unit you're attacking is the unit you marked, so you actually start getting mark for death bonus damage against ALL distant units you crit against
Leave it in. Death's Head needs the help. :P
my girlfriend took pity on my lack of blender skills and made me some more ramp shapes
the UVs and textures on them are going to be a little funky until we do a real pass on them but it's better than nothing
squints Is that heart shaped?
Terrain loves providing you with cover
Nice work! I am excited to see the space tileset and rules.
Yeah me too, though that's post-kickstarter scope stuff. Same with indoor maps — both pretty essential but out of reach with our current resources and timeline.
Indoor map could just be a map, but the "outofcombat area" replaced with an inverted normal backface culled box no?
Space would just be replacing the bottom terrain and the background with a starry skybox
Though the assets required for them would be more troublesome. "Spaceship tile block" and "asteroid tile block" and the like
is there a way to make it look like a line of dialogue is coming from multiple characters at once?
Something close — you can have multiple characters speak at the same time, so you could put the same text in both word bubbles. There's a toggle button with word bubbles on each line: click it on all the following lines you want to play at the same time.
make sure they're both already in the conversation, by picking them as starting characters, having them talk before this line, or entering them via stage directions.
is there a way to erase blocks in the editor?
I love this game, Olive has done amazing work.
thank u for saying that, it helps keep me motivated a lot

I know this one is a bit old but I'm not able to repro this — it looks like in your screenshot the Deepwell Heat Sink didn't trigger for that toku. It should show up in the log after turn starts. Can you confirm that it's triggering for you on that mech build otherwise?
Annihilator only does the secondary attack on hit — from these logs it looks like the initial attack on the witch with it missed?
I tested further and it always worked, not sure what caused it but after that time it never gave me any other issues
I'll report with the save file if i stumble on anything 👍
Oh i see! You're right
the first attack on the witch missed and i thought it would attack the others around the same but that needs to be a hit first
Thanks for taking the time to look through them
I appreciate your work🧡
@alpine sorrel did you find out why limited system charges suddenly go missing on drones?
I did not, I tried replicating a bit and couldn't do it but haven't had the chance to be thorough
If you have solid repro steps I'd love to hear em
I have seen some occasional problems with full repairs not happening before you launch instant action (I think) which could be related but can't find that consistently either.
this one felt weird.
i went to grapple the bombard and missed. then the game gave me a secondary grapple attack chance on the berserker, as if executioner triggered for a grapple. after clicking on the berserker tho it didn't attempt to grab him
here's my false idol not spawning after i used an eject cores on somebody and then tried to spawn it 2 times with an overcharge as well but to no effect xD
sorry if it's a bit far back in the script, it was last player turn in the round
sure thing. i have a simple goblin with max engineering, this should let me put down 6 turret drones
1 round: i put down two turrets with an overcharge, 4/6 charges
during the round one turret fires once
2round the charges are for some reasons 3/6. i then put down 2 more turrets
not sure of this one. sometimes tho, after i win or lose a fight in instant action, i have to reset the lancer squad because it saves if someone died or used its core power. otherwise i spawn in with less resources if i click Launch again
🙏 amazing, I'll take a look at all these
Executioner 3 does trigger on grapples. It's any melee attack.
So it not actually working is the bug.
damn right xD
didn't think it would apply to grapples too
arguably, at least - Grapples don't have Threat.
not that it'd hurt to allow it tbh
Check what happens when someone fields an entire team of Barbarossas and they don't all fit in the deployment zone.
i wonder if we're gonna have size limits in certain maps
like a fight inside a spaceship where you can bring only size 1 or 1/2 mechs
Not planned... not sure where we'd enforce that. In the instant action setup screen?
It would be neat to have a way to impose general restrictions. creators could just mark which mechs were/weren't allowed rather than having to build a filter for various qualities (size, manufacturer, role, etc)
would also be neat if creators could have either an enforced or 'recommended' squad- I suspect you could get some interesting Puzzle Map content as a result
For campaign modules the creator will be able to set up what we're calling "origin characters" — stealing from BG3 where you can use premade guys. They can be made to be mandatory or optional on a PC slot-by-slot basis
So using that you could pretty easily set up puzzle maps... it'd be cool if they could be like chess puzzles but there's enough RNG in lancer that it'd have to be a bit more loose than chess
That sounds cool. I get the sense you could get some cool stuff like conditions. I remember being on the forum requesting conversation trees as an option, but that concept can go further. Deus Ex-style consequences (Lethal/Non-Lethal, X defense target is destroyed or not, Y NPC gets an amount of kills) can be quite interesting down the line.
Though, that's just me being an ideas guy.
I have little idea of how much work the framework alone would be, and I've only poked around HTML and Kotlin and the like.
My ideas for using this system are to look at "simulating" a Lancer story in the system that I've been writing up for a bit of fun. Bosses and enemy Lancers and all.
Triggers can both read and write whatever state you'd like into a modules' memory, so the system is already in place for letting you do this on the framework side. At this point it's a matter of making it easy to use (not a trivial matter) & letting other systems like dialogue and clocks tie into that state.
That kind of condition-checking branching can really get out of hand so even if it works technically, how good your UI is for it is a bigger determiner of what's feasible to build
For sure. I've played with a lot of different UIs for branches. I would suggest a flowchart-looking one.
Ah! Just figured out what this is. Since the "fire turret" reaction is on the same piece of gear as the deploy action, whenever you fire the turret it uses up a charge 😅 this also explains why I sometimes saw the turret firing reaction stop working halfway through a match — it runs out of charges.
Yep, during the 100% content push:
we've come so far....
(when lancer tactics originalyl was out, i supported. was an itch.io game and kinda got me into lancer proper)
(now i am out of secondary school, done with my second year of uni and on a placeemnt, time flies)
Something I say when talking with other indie devs: if each project takes 3-6 years, we probably only have like 4-8 "major" games in our whole careers. If you're working at that rate, you gotta be SO sure each one is worth it.
LT is my third one by that metric.
In other news, just added a tooltip for the trigger tool that describes when the pre/post activation timings run:
human life is so short 😢
This is pretty much what scares me about wanting to work my way to getting into big projects. So many ideas and skills I want to learn and build off but not really enough time to dedicate to all or even most of them
This is why we need to destroy RA and upload everyone, so they have time to make all the games they want.
"What if I never complete the project? I'll save my time for some other project" completes 0 projects
Less "what if I never complete it" and more "how can I learn all the skills I need to work towards a vision" in a way that doesn't eat up my life in the process. which is something that's hard to work through since it's both a mental and skillset roadblock. Im slowly working through it and having more ideas for things as I've learned
Makes it a little hard when you basically wanna be the FFXIV omni-crafter equivalent of creative disciplines
Cheat code: prioritise the skills you're most drawn to and get help for the rest. You do then need to add working and communicating well with others to your skill list, and you'd need to offer either money or some ownership/agency, but it's a huge capacity multiplier.
Yeah that's what I'm currently in the midst of figuring out how to do. Focusing on what most interests me as it comes. Example: I've mostly given up on 2D art cuz the process frustrats me and I just don't think I'm built for it. But my gf really wants to learn 2D art. So I've been thinking about some projects we could work together on that uses the skills we each want to learn. Like a 2D/3D art blend or writing and story boarding
Tho this is starting to really be way off topic for this channel and I don't wanna get off track here any more than I have
On one hand, I'm happy that I've built out enough standard tools for LT to able to handle When you consume Lock On as part of an attack with a Nexus and perform a critical hit, your target becomes Shredded until the start of your next turn. without any custom code, but then I look at the tower of resources in the inspector that feat required and I wonder if I've made something much worse.
...wait, dammit, that says "until the start of your next turn." Nevermind. That's custom code oclock.
I'm trying to think if there's any other conditions in the game that fall off of a different unit at the start of your turn.
some of them fall off at the end of your turn!
minotaur in particular
exemplar's mark sort of
covering fire turns off but again not specifically a condition(though it causes one)
I think it's mostly the minotaur's metafold maze which is specifically 'condition on them until the end of your turn'
and the taraxacum's precision fix is also until the end of your next turn.
(but that's not a condition)
I think you just accidentally make a Digital Cardgame framework XD
Make every effects look more complex than a ygo card
Are there any other effects besides duelist II's feint that make it so you don't provoke reactions from a specific target? (not counting all the "this movement doesn't provoke rxns" effects)
Such a blanket target-specific immunity will require a pretty basal change to the rxn engine and I'm wondering if I'll be doing it for a niche sub-option of a talent.
I don't think so offhand
I also cannot think of any
it probably wouldn't hurt for it to be a flat 'can't take reactions this turn', mechanically
because that it prevents them from reacting to your movement entirely until your next turn kind of comes up less than the immediate 'you can move and boost away' part
(and, since it's a free action thing you can only do after the attack, this doesn't mean you can go 'okay I hit you, feint, you can't Hunker Down my attack now', at least during one action)
(slight change if you have multiple attack actions, I suppose. but also one that's a little more interesting maybe?)
Still learning ways that I've been playing Lancer wrong, five years in. 🙏 🙏

Wow. No one in my group knew that one! 😮
I remember learning this one early because I thought it just alternated which team acts first in a round
Or extractions where everyone is held in reserve
My player party of 5 are filthy and have abused it so hard, killing like 3-4 enemies in a turn and calculating the amber phantom so despite this, the players went first next turn vs 3 remaining enemy activations
working as intended
I remember being confused about hearing that veteran Viper's Speed only worked on the first round — I thought it was designed to take away the persistent player advantage. That makes a lot more sense if the players don't have that advantage to begin with 😅
I found another one! Covering fire: Choose a character within line of sight and Range of one of your Heavy ranged weapons, and within 10 spaces: they are Impaired until the start of your next turn.
i mean i do so across 3 years sooo
my version of initiative is even more one-sided: players always get to elect someone to go first in a round
For centimane expose weakness' "drone attacks" thing... is that just the assassin drone? Do any other PC drones ever make attacks?
i think the ghast drone would also proc from it if it wasnt a nexus? maybe? but otherwise i don't think so
cool I'll probably make that a messy special case on the assassin drone's side of things then instead of making a system to check for drone attacks
is there a story mode yet?
only the tutorial. we're still implementing the first campaign module.
iirc the Hecas effect is classed as a drone?
What's the Hecas from?
oh the balor alt right
hm looks like it's still not an attack roll tho
In the case of the Ghast Nexus, the player mech is still considered to be making the attack, they simply get to trace range etc from the drone
that is to say, if the mech was jammed, the Ghast Nexus wouldn't be able to attack independently, meanwhile jamming the Ghast drone if it's deployed doesn't really do anything
ghast drone is such a specific weapon i have personally never seen used
it was the closest thing i could think of that might even potentially do the drone attack
Check this sequence of events out — LT is now a lot better at spending reactions at the right time when one action lets you pick another one:
- Goblin locks on to Archer
- Spotter III triggers, allows Deaths Head to make a Quick action
- DH puppet systems the archer, consuming the lock
- Archer moves, proccing Overwatch from the Everest but NOT the DH because it now spends its reaction at the right time (when the puppet system confirms).
- Everest overwatches.
- Archer continues movement.
- Goblin's Autopod triggers from the DH having consumed the lock.
This was hard because if the DH cancels its puppet systems, we don't want it to have spent its reaction yet... so parent actions need to wait for a very particular time before they spend. Is this making any sense.
God damn
That whole thing, I was expecting a clusterfuck but it looks very intuitive and is easy to understand what's going on
👏
Easy to understand... Until you show it to someone new to Lancer lol, but that's not fault to Tactics
I'm getting close to finishing the talents, mechanically speaking. The remaining ones are all tricky:
- Bonded (when/how will we designate a bondmate?)
- Juggernaut (we don't yet have "knocked into" concept in the engine)
- Leader (will have to do some game design in adapting the open-ended nature)
- Siege Specialist (for jackhammer, what's terrain and what's the floor?)
- Skirmisher (we don't have a "skirmish" concept, so will have to adapt II)
- Technophile (we don't have an AI tag yet... plus this one is SO roleplay-heavy)
question, re: technophile, do you have plans to actually incoporporate things like popping out of the mech to run around as a pilot or is that being cut for being too complex?
basically I'm asking because if it's the latter that gives you some freedom to either A). just nix the talent or B). turn it into something else
pilot combat is nixed
gotcha
so in that case really, the ONLY meaningful thing technophile has in its tree is the rerolling checks/saves thing
and technically the 'it prevents cascades' thing but that's... probably also not a thing(?)
I would like to do cascades, using something akin to that nuanced cascading-NHP-goals table I saw floating around at some point... but it might not end up being in the KS version. It's a narratively complicated enough situation that I think having no gesture at NHPs is better than a half-baked one.
saying that, it sounds like Technophile will probably wait until that distant day, if we make it there at all
that’s in legionnaire iirc
and tbh lancer tactics can handle taking control away from the player the way cascades do pretty well, what with having AI already set up for NPCs
you can just give players the chance to shut down their mech or let the NHP take their turn
People tend to forget this, but Dustgrave does have a Cascade roll table, on page 71
Legionnaire instead has "Here's guidelines on how to run each NHP's cascade"
And you aren't going to have Black Thumb?
Only aiming for the core book currently
while we find the Dustgrave table, kind of distasteful? in a certain sense? it honestly might be an easier way to implement Cascade than giving every NHP its own unique Cascade AI. (or maybe it wouldn't be, not sure)
An easy fix for cascades in LT would be to just force a shutdown/reboot. And Technophile 3 meaning you can ignore the shutdown. (which leave a question for technophile 1+2 so I can understand maybe skipping the talent)
technophile might just be a narrative tool for the most part, much like in the tabletop. then the reroll and the "ignore shutdown" mechanics are a nice plus
yeah the issue is mechanically, if you don't have pilot dismounting, 2/3rd of technophile the talent basically doesn't exist
so if olive wanted to include it, she would essentially have to make up the rest of the Lancer Tactics version of the talent herself
technophile 2 at least grants a 1/round skill check or save reroll, but yeah, technophile 1 does literally nothing.
I imagine it like BG3's class-specific dialogue options
(i know a ton of rpgs do this)
New build is up btw: https://wick.itch.io/lancer-tactics/devlog/960548/keeping-the-fire-lit-more-talents
I think dropping Technophile might be for the best
being able to reroll a check is decent
but yeah at that point you’re basically having to rewrite it
skipping it is probably a good solution
Yeah it's good but not worth the baggage it'd come with, imo
If nhp cascades end up being a thing, there may be some builds that would prefer spending three talents points on cascade prevention instead of spending a core bonus 🤔
I'd agree it doesn't seem worth the cost of having it if it doesn't have specific interactions in the narrative since Technophile is primarly a talent for narrative permissions when pilot in mech combat aren't a factor
I'm having issues with the new build. For some reason, no matter what action I chose the game just locks back onto the character and refuses to do anything?
Blinkspace Jump is the weirdest with this. It rolls, I choose a space, but don't teleport and am refunded the action cost?
Same for movement and shooting. Reloading is the only way to fix this, but it only works for a turn
New discovery. The game crashes when loading a save after moving. No other action can be taken, and if taken before moving, it rules that out as option.
my first-pass answer for Siege Spec "what's terrain" is "does this tile offer hard cover to an adjacent space"
you may nibble the edges of the groundbrownie but not scoop out the middle with a spoon
oh this is concerning. Thanks for letting me know
I've found the issue with everything cancelling (my mistake making a "small" change right before building 😓 ) but I can't repro the crash. Would you be able to send me the your "groundhog day" save file? thanks again for the clear repro steps in the video, they help a LOT
Just pushed another new version, 0.2.10, that should fix the buggy action inputs.
does there not being pilot combat mean you won't be able to dismount at all or just that you won't be able to do combat when dismounted?
Does that mean expanded compartment will be useless?or will that be given a different use case
No dismounts, and we'll probably skip adding exp. compartment until we have a narrative section that could possibly care about it.
The minotaur "no hurting my pilot" trait also won't really do anything... except give a very specific immunity to pirate coreworms, if/when we get to those.
If you can't dismount, how does the pirate claw trait work?
I would assume that optional would just not exist
this does raise the question of how the game will handle stuff like meltdowns and self-destruct vs regular destruction, or whether it's just going to be assumed that the pilot ejects offscreen or something
Joke suggestion: beat Tom to implementing the Lancer 2E mechanic where pilots are just vaguely "on the field" whilst not being on the map itself
Oh, has he talked somewhere about doing that?
I'm not above borrowing from the future, I suspect we've already done that for flying if Icon is any indication.
he's not mentioned anything concrete about Lancer 2's mechanics, I think that's just a community suggestion
I see I see... yeah I would like to have a little eject animation for PC mechs when they go down.
Yeah, he mentioned it in a voice chat
TIL. Anyone write a transcript or a summary for that?
To my awareness there's nobody who records the various sporadic voice chats Tom has on his patreon and CHASM servers
Do it like the Battletech game does. A little blue spot rises up above the mech, and the mech just falls over.
I was thinking this exactly! I looked for a gif of it but couldn't find one.
Phantom Brigade also has ejection as well, it launches little cockpit capsules out of mechs
experimenting with the "move payload" mechanics:
it can only move with you spaces equal to your current speed, but it's possible to skirt that a little by picking it up on one side of you and putting it down on the other... I can't think of a good way to stop that. Maybe it's fine?
feel like this is a good compromise if mirroring movement and keeping relative position is too much of a headache
I guess I could just use the grapple rules
I'm afraid of it being real awkward trying to get it around corners or accidentally pushing it off ledges
is it possible to have a warning asking for confirmation pop uo when such a movement is made?
Tbh I think how it looks in the gif is pretty similar to how it's often run when I do those kinds of missions, both as player and gm
re: placement of the payload after moving
hm, maybe. I already have a detector for some movements that'd break a grapple, but there's a lot of edge cases that it has a hard time predicting
imo it's fine, maybe even ideal.
it's easy to conceptualize and play with more than 'okay I have to carefully plan my movement so the payload never touches an enemy or wall'
I could see lots of confusion over engagement
For example, what happens when a size 2 PC picks up the objective and walks past size 1 enemies
the regular rules are pretty well defined in terms of how they should operate
oh heck that's a very good point
I was copying Enhanced Combat's rules... I'm surprised that they don't address that at all as far as I can see
can you make prompted object interactions free actions?
related can you change the movement limit for a human character
or alternatively have a trigger activate when something is selected at range
do you mean, possible for me olive or via the trigger system?
via the trigger system
also wasn't like- asking you specifically it was an open questikn
ah I see. No there's not a good way to set up custom interactions (yet; I'll be adding a kit that's a generic free "interact" for the first module), unit stats, or transient player input.
Today's massive mechanical pain that I'm chewing on: Monarch Seeking Payload gives an attack seeking, but only against one target. So you should, in the same action, be able to attack with sharangas against one locked-on target with seeking and a different un-locked target with just arcing. Hard to have a weapon change its weapon tags while you're mousing around picking targets, before you've even consumed those lock-ons.
also something that came up in the old demo, can sharangas hit the same target twice?
I think seeking payload should give the whole attack Seeking(provided you can consume lockon), in the same way that the Tagetes now can consume lockon to extend its range by +5(even when that ends up including other characters in the area).
I'm not sure if that makes it any easier to code, though.
Huh, that might, actually.
choosing to do that preemptively also means you don't have to worry about per-target seeking on Pinakas
I ended up secretly giving ALL launcher weapons on monarchs seeking+irreducible (a new convenience weapon tag for "damage can't be reduced) but only activating/showing them during consumed-lock attacks ++ gave monarchs the ability to attack locked targets with launchers outside of their LOS separately from seeking.
I had to make consumption of locks with launchers mandatory for them, but could try to be fancy about detecting if it's appropriate if it ends up feeling weird.
me proudly wiggling as i see half the bug of this patch were found by me 
also new build!
need to find a way to be notified when a new one comes out
back to testing the new talents
i'm stating to have a lot of pilots in my custom list
could we get in the future a way to categorize them into expandable groups?
@alpine sorrel i'm looking for centimane but i can't find it in the talent menu
am i blind? 
found that something weird happens when you add the prototype weapon and use a core power that grants you extra mounts
Just reading the patch notes, technophile is still useful for its second trait and in context with iconclast. Could maybe just not have any other mechanics for 1 / 3 but otherwise let them exist?
Didn’t sound like they were planning on doing most non-crb stuff
few things wrong here.
- i setted my melee prototype weapon with accurate and smart, yet the game gave me the AoE option
- was grappled with the enemy and when i tried to use the prototype weapon on him, my nelson kept walking into his space instead of attacking
I think you can set up itch to send you an email on "new devlogs and updates from projects I follow", not sure how to follow a specific project tho
lolol looks like I sure did somehow drop it from the correct category. thanks for catching.
I can't overstate how helpful these reports are

Ace 1 triggered from the owner missing someone else
Oh, the Nelson was under Abjure. Might be relevant, maybe that's counting as an attack?
You're doing amazing work, Olive and team. The game looks and feels so slick, seriously impressive!
Is there anything that prevents you from ending your turn before you've taken all your actions besides SEKHMET?
Maybe like, resolving a Jager Kunst 2? Although winner can choose not to move I think
I think the only thing that could technically count is first gate osiris, if I'm not forgetting anything(because your standard move is under someone else's control, they get to choose how to use it before you're allowed to go 'okay turn over')
and like things that force the use of movement, like the wallflower Fragment exotic.
I don't know if this has been talked about before but as there is re: no concept of Skirmish vs Barrage(if I understood well?) in the game, what are you thinking so far in how to tackle level 2 of the talent?
(Edited my post because I felt I was making a bunch of assumptions which felt a bit rude when reading again even though it wasn't meant to be)
Just been curious since when reading about the more difficult Talents to adapt, it felt like the conversation focused around Technophile at the time but I was really curious about Skirmisher considering what seemed like the technical limitations ^^;
I was curious if what was considered was entirely rewriting level of the talents or if some kind of attempt to emulate the Skirmish restrictions was considered perhaps using some kind of global variable specifically for these abilities? (Though I suspect the later is likely itself pretty difficult)
Here's a couple times it's come up before:
#1079952007915376711 message
#1079952007915376711 message
I don't think we have a conclusive answer. I'm currently leaning against the older ideas of elaborate UI flow changes for all attacks in order to re-add the idea of skirmish, and leaning towards the "it triggers when you make your first attack on a turn but if you take the movement you can't take more attacks normally" kinda crude but low-impact patch.
- being able to take the movement off of overwatches or overcharge attacks
nodnod
I was wondering if the later could have been possible with some kind of variable applied to these "on skirmish(but not barrage)" triggered abilities to prevent attacking a second time when they are called upon
Than you for the answer btw ❤️
yeah exactly. IIRC Skirmisher 2 is the only such ability in the CRB, which was surprising to me
Huh, I thought there were some mech traits that also had similar dependencies but now that think about it I can't recall which
the thing is a lot of them are called stuff like Skirmisher
so that's why
lol
naming the nelson trait skirmisher and having it have the same effect as the skirmisher talent but not quite is like
devious work from Tom
(but the main difference besides the nelson moving 1 is that it also triggers every time)
wip sekhmet!
oh it's beautiful.
looks neat! sekhmet actually taking control is a fun change
Sounds like a good way of doing it for a video gaem
it seems to be controlling the same way Sekhmet does in Lancer itself (though no choice of weapon use it seems)
are there any plans to do similar for other NHPs? i.e 'hand over control to a NHP" just causes the AI to take over for a turn, without sekhmet-style imperatives?
I think the answer is no for that, and for cascades
Not quite; I rigged up a special SEKHMET flowchart that it follows since its priorities are different than the standard AI's. Also if it's unable to carry out all actions control has to revert to the player, and if they overcharge it has to revert back.
Ya I had it constantly interrupting the flow to ask for weapon choices but it ended up being a worse experience I think, plus there were some leaky edges like players being able to cancel aux follow-up attacks. It totally going off on its own feels more faithful to the intent.
Huh I hadn't thought of this. That's not a bad adaptation for how to "handing off control", actually. I'll keep it in mind.
For when we get around to more holistically handling the AI tag.
We'd have to decide whether/how we'd disable talents
it could also be neat to interpret NHP control as, like, an "Ask the NHP" button
where the game displays what the AI would do in the current scenario but leaves it to the player to execute it
we wouldn't necessarily say "faithful to the intent", frankly, but it does sound like better design for a video game
Hi! Just want to say I am in love with lancer tactics, (I can test so man builds) and I wanted to ask how one would go about submitting a map to be added under the community tab?
Doom guy smile
@alpine sorrel
i think unstoppable
from Duelist can grapple only the target you initially attacked instead of being able to grapple nearby other characters as well
in the pic i'm already grappled and i attacked the prone assault
correct me if i'm wrong
missed an attack on the hornet while flying and the Acrobatics triggered for me instead xD
found a minor bug where spotter gets triggered even if i don't scan anyone and cancel the scanner action
"scanner action" i'm a lizzybrain

Post it here! The combat json files are in your user data folder, which can be reached through the options menu.
you got it; unstoppable only allows it on "your target"
👍 will do!
I humbly offer, a map
I have also been making... two... forts a two fort, if you will
I had to recenter the bridge like
17 times
but we ball
Trying to figure out if I should add anything else, like ways to cross the bridge on the edges
or just have 2 fort as is
I'm seeing that file be "quarry"
Yep! Thats the one!
oh nice I was confused and thought it was supposed to be the forts one
No sorry, I can send you 2 fort some time if you’d like!
All good! this looks fine!
Groovy, glad it’s good!
:D
one note, without objective A-D zones it won't be able to support the eventual recon/control sitreps.
if it's not meant to that's totally fine
I made it with holdout and gauntlet in mind, but I can add those when I get the chance!
I was just confused on how those interact with gauntlet and holdout; would it ignore A-D or give like, 5 different places to have to hold on those game modes
Also I’m curious, what made you choose the specific licenses you did to add first, and not others? Were they just the easiest to code?
They'll be hidden if not used by the sitrep
Hardest to code, actually! To try and get the tent stakes down as wide as possible for the engine
Or what I tried to guess would be the hardest
Eg barb being size 3, goblin tech nonsense
Missed some things like the peggy dice crimes
The next batch that I've been working on have been the ostensibly easiest — Sherman guns and monarch launchers
Oh my god the Pegasus, it’s crimes are unforgivable
Ooooo! Sherman!!! And monarch! finally I can stack my all missile team (and another size 2 frame)
I also have fear for what the hydra is going to be like... I'll likely need to make much better drone tooling
We playin Hydras in this sitrep, we callin each of our turns distinct geological eras with how long we take
Lanced? Wrong! You mean Bloons Tower Defense
God I could never play a Hydra
Hydra is what you play when you want to have an equal number of dudes to the GM
And yeah, I think you're going to have some UI fun with that one. 😄
tbh some of hydra's difficulty is just 'remembering all your effects' which is a problem that is blunted entirely by getting prompted for them every time they happen.
Maybe limit the amount of drones you can have? Idk that doesn’t sound like the best idea
what would that specifically address
also stuff like drone commander 3 being tricky to visualize and resolve without automation.
I don't expect hydra to cause notable issues since you're not holding up any other people when you play it in lancer tactics, also.
oh i thought we were talkin about how hydras take up so much time my b
heres the version with objectives A-C! I digured there wasnt really enough space for 4 control zones so I added just 3!
does anyone know of any resources to learn how to design good maps?
It's a bit of a shame that expansion mechs won't be usable
But I understand
Anyways what if Bonded was, for the time, just exclusive to two campaign characters or something?
Oh yeah we are getting campaigns aren’t we!
ooooh actually you might be on to something there
like either a campaign reward for finishing a companion questline kinda thing or part of a specific sitrep like an arena fight
Yea
They could be an add-on or something. After all, compcon has a way to have their data. If Olive is up to it we may get them xD(probably be one or 2 books at a time)
If my memory serves me right.
Lich wouldn't be very bad tbf
Wouldn't be that different from the False Idol I'd think
And on the plus side it would also mean return of the Kobold
I'd be interested to see how the lich's core power UI struggles are resolved, considering it triggers on "somebody does something to somebody else"
how do you let the player trigger that when they want without also prompting them literally any time something happens
but of course we may never witness such a thing
Any ideas or plans for achievements? I’m a big fan of achievement hunting so it could be neat
I've been lurking this thread for a long time and collecting ones that are plausible/I think would make for good hunting.
A lot from that are "some improbable dice thing happened" which I think aren't great because they're totally rng dependent
but I have 74 possible ones in a trello card for someday lol
eg
or
Huh, neat!
"Teleports behind you, nothin personel kid": Teleport to be adjecent with an enemy
I know some characters have the power to teleport, like one of the Manticore's LLs
You could also do one for doing a teleport kidnap
Grapple a character and teleport with them
Oh, how about one for Sekhmet structuring an ally mech?
Pincushion: Throw a Warpike at the same guy, three times
The Final, most Righteous Act: Kill three people with a castigation
Oh no the achievement thread is escaping containment 😂
I have many lancer achievement ideas you must understand
lol
how much I gotta pay to get these in /j
Achievements would be nice if possible, probably a sprinkles on the cupcake kinda deal but still nice
I had to really think for a second on how feasible GWaFA is to achieve
guilty gear references spotted 👀
[Reply to:](#1079952007915376711 message) or 📎
+19 HP before grit with core bonus +5, +12 from hull, +2 persos, so LL9. LL11 for a lich.
How can an enemy be intangible with only CRB content?
Rebake spectre is the only way I assume?
Mourning Cloak's fade cloak is effectively intangible
IIRC Word of Tom is that fade cloak is actually intangible, it just predates the keyword.
Yes but enemies can't get fade cloak
Fade cloak is the only CRB intangible but enemies can't get it outside or Calendula and the horror template (I think), neither of which are CRB. But the rebake specter gets an optional that allows it
Exotic template
that one just says "character", nothing about it being an enemy 🙂
Also, Hydra ended up not being as bad as I feared! Implementing OROCHI & the assassin drone took up most of today, but there weren't any fundamental issues. Just a lot of mechanics.
That brings the new frames since for this month's content sprint up to Blackbeard, Monarch, Hydra, Pegasus, Genghis, and Sherman.
Going to aim for metalmark and dusk wing next, I think... more than four frames per manufacturer. Over halfway there, frame-implementation wise.
I'm learning that the larger bottleneck will likely be getting icon + art assets for all of them.
We're gonna reuse as many ability fx as we can, but there's a lot of random ones that really want unique assets (e.g. all the hydra drones, eye of horus, javelin rockets going up and down, blackbeard grapple cables)

found an odd interaction between goblin core power and fade cloak
what should happen there is either 'the goblin pops off the death's head entirely'(losing the effect due to intangible breaking it) or 'the goblin also goes intangible'(not RAW or even RAI but more sensible)
here's something weird as well
i'm grappled with this assault and i wanted to move towards the enemies while dragging the enemy with me and be close to the action
but for some reason, i couldn't move forward
also for some reason when you're grappled the space you can move is reduced as well
when you can actually move more than what shows you
I haven't kept up on some specifics - does Lancer Tactics let you use free actions when it's not your turn?
i can't think of any case for free actions during other player's turn in the game
do you have a case in particular you want me to check?
no; one happened during your video, with the integrated weapon nexus firing
afaik, that shouldn't have happened
oh that's a trigger with a reaction
it was the auto pod from goblin
after the autopod?
that free action was the skirmisher ability of nelson
it resolved after the goblin attack
ah yea i was getting there
in fact i'm not sure if the nexus should fire even if it is on the same mount as the auto pod
by RAW it wouldn't even if it was a main/aux - I just haven't been paying a ton of attention to lancer tactics so I don't know offhand how it handles various situations
actually no, sorry
the nexus is in the integrated aux mount from the core power
but yeh, that free action comes into play when you shoot any other mount at any moment during the round
the game will ask you if you want to fire your integrated weapon any instance you fire a gun
it's why I asked this, because I wasn't sure if lancer tactics handled free actions differently; by the book they're only during your turn
huh
wasn't aware about that
btw @alpine sorrel
while i was checking this out
i tried using panopticonm from spotter and the scan didn't trigger at the end of the turn even when i was still and didn't do anything else
Heyo, just got the game. Is there a place to download community maps? If not, is there any you all can suggest/pass around?
all community maps i've seen have been uploaded in this thread and most of them have been already added to the game's map list
Ah good catch — I have integrated weapon set up as a no-spend "reaction" instead of a free action. I'll limit it to only triggering on your own turn.
having something I think is an issue, where my nelson just, cannot move more then one space?
Hm fascinating. Can you send me the autosave file?
Amazing ty
This week is a bugfixing week so I'm just now getting around to fixing the melee prototype weapon bug, and lol I was so confused why the nelson could only move to spaces adjacent to the sentinel before I realized he'd been to-the-death'd. What a funny interaction.
Oh it was to the death? Alright
I'm not sure how to best handle it when grappling... does the "you must move closer" rule just not apply, since they'll come with you? That's tricky because the pathfinder can't 100% predict where you can move that they'll be able to follow ahead of time.
To The Death isn't actually 'must move closer', it's 'you cannot move away', so you should be able to move to spaces that are either into them or at the same distance from them.
I don't think it lets you drag them backwards, RAW, but you could ignore that if it makes for a better experience?
cool, I think that's how it currently shakes out naturally.
enjoying how blackbeard can knockback someone and then Duelist III to grapple & pull itself towards them
we have caliban at home
FALLING BOULDER CABLE TOSS COMBO
Every day, we get closer to Ra lancer tactics update
why is her hair (glow) red?
also if i use the pilot editor in the unit tab the changes to her appearence dont seem to stick
I could be wrong but I heard it sound like out-of-mech pilot was low priority and might even be nixed?
I could have misunderstood and confused with something else however
because humans on the battlemap are secretly mechs and we haven't changed the label for the third color channel, lol
Yeah it's low priority & only supported for things like cutscenes, so we haven't put a lot of polish into the editor for them
experimenting with persistent line effects between units to show things like "to the death"
It looks so good!
Maybe have it only show up when you’re selecting that character? Wouldn’t want 5 to the deaths showing up all the time
Depends on the effect work. Chimera Squad has a similar thing with one of the sectoid unit’s abilities, where it shows a line of psionic energy between him and any enemies he’s used it on. It’s not obtrusive but it’s easy to pick out when you want to look for it ime
This is true, I haven’t played XCom in a while
not a bad idea — I don't think I'll do that proactively, but if we notice things start getting overly cluttered that'd be a good solution.
same line technology now enables grapple cable fx
Rad af
oh I love that.
Reminds me of the creature in Carrion
oh? not familiar with the reference
Personal thing, the camera jumping around in that looks a tad disorienting IMO... However that also does just look RAD AS HELL!
That's a good point. I have two ideas:
- Camera centers on everything that's affected by the action, and we live with some things maybe being too far away and being off screen
- Do it like https://store.steampowered.com/app/1105670/The_Last_Spell/ where the camera focuses on a cluster of foes - resolves, then moves to new cluster
are there any plans to allow for player-controllable NPCs?
Not any more than there currently is; you can toggle control of any unit in the map editor here. It's kinda untested territory though — there might be some broken text descriptions.
adding some tweening to the targeting UI
ooooh yesss
i'll enjoy blackbeard
what is 'change lighting' supposed to do? I'm not sure if it's not working or if I'm just not using it right
Looks like it's broken. It's suppose to put these "warning" banners in the conversation background. Logged.
messing around w/ the dialogue editor has been super fun so far! very expressive.
omg love
I just fixed that bug I saw at the end there (I think) where units without defined portraits show up as the narrator; they'll use an "unknown pilot" silhouette instead.
augh, one day ill take the time to understand this conversation editor, it looks super cool
One day I'll make a guide too
:)
Are there any plans for more biomes? Like pine trees, snow, or jungle stuff for tiles?
Only the ones we're on the hook for from the KS. We'll see where we are after that.
The KS?
Kickstarter
Ah I see
Just realized the map I submitted, Quarry, has some issues with size 2 characters, made a version updated to give them some more space to move!
(Olive if you see this and theres still time I ask you impliment this updated version of the map, but if its too late thats alright)
👍👍 just in time, I'm planning on making the next build this Monday
Any of the previewed WIP frames making it in, or still cooking?
Thank god I turned my homework in right before the bell
Also yeah I know you’re working on stuff but what might we be getting at the next build?
here's the two most relevant sections of the changelog draft

