#Lancer Tactics
1 messages · Page 13 of 1
I've been considering making the points of pl_Upward as a series of maps tbh, only thing that's stopping me is idk if your game supports underground segments
it does not yet
Dang
Going under stuff is an important part of Upward, although I suppose that can be faked with just a seperate room one can't go over
being able to paint "this tile is off limits no matter what" areas is high on the map-making list but the map-making list isn't my focus rn
oh yeah and we're never gonna be able to have bridges to go under
it's secretly a 2d game
I figured so
i realized this the more i played around with the map editor
"you can't make a bridge... the engine can't support it"
In the deluxe we've-been-making-LT-for-six-years version of reality the way I'd add that dimension of mapmaking, I'd add tunnels that connect from point to point and require some amount of movement to use.
mind you bridges aren't really that much of a thing in regular lancer maps
considering they're topdown
Thank you, I'm glad the footage helped ❤️
that sounds peak
Unfortunately it won't work because of second point
I think second
The one that goes underground
sadly yeah
I'll likely do a different map maybe
I want to work on more frames but I get anxiety when the bug backlog starts getting this long, so I guess it's another bugfix day
tried my hand at a Holdout map with some verticality and choke points
oooo drop the file
I wonder how hard it would be to re-create encounters from modules
oh this rules
Oh hell yeah
very cool
Epic
Is there any remote chance that nearer to release we can put custom models into the map editor?
not for the kickstarter version most likely; that's mod territory so Not Officially On The Roadmap™
which will theoretically be a high priority once we clear our KS obligations, but I want to wrap things up there first
It also works with Gauntlet as well which is probably the better way to run it as you get better spawns
honestly I feel like the combat focus of Operation Solstice Rain might make the module easier to adapt into a Lancer Tactics campaign of sort too so this is really great
Yeah it's pretty easy to do so far! We just need the NPCs like rainmaker and operator to really complete it
We're just missing exploding barrels and a train turntable otherwise
Looking forward to trying this after work!
Looks like a lot of fun cover and terrain to play around
My goal was to make a map where flying/repositioning was really strong and tried to provide enough LOS blocking to make that kind of playstyle valid. lmk how it goes for you!
hi is there a place i can contact you? im a huge fan of the project but i found out about a rather private matter that id like to report you about
just shoot me a DM
ty!
Heya! I kickstarted this way back when and forgot all about it, so should I buy the itch.io version if I would like to play an up to date version or is the backer kit version still up to date?
i don't speak for the project, but the itch.io version is up to date 👍
If you backed it, you have an itch download key! There should be a unique link on your backerkit digital downloads page.
Early heads up for folks here: we're looking for someone to do some very part-time paid QA work. If any of y'all think you might be a good fit, we have a job posting here with details: https://wick.works/jobs/lancer-tactics-qa
i wonder if NPCs with only one stress taking more heat when they’re at heatcap should do energy damage?
The TTRPG doesn't really work like that
Going to heatcap just makes you exposed as an npc if you only have 1 Stress
What determines if an NPC explodes in meltdown or if they just get stressed/exposed?
Is it a hull save?
the stress table? which makes it so that each lost structured makes losing the next one statiscally worse
NPCs with only 1 stress only ever get Exposed when they hit their heat cap
sure but once i caused an npc to blow up completely, it doesn't happen consistently
are you familiar with the Stress and Structure tables from the ttrpg?
i came straight to LT
the other think to note is that NPCs with only 1 Stress do not blow up or otherwise roll the stress table. They just become Exposed
so only stuff like Elite, Veteran, Commander, Ultra units can meltdown
how do i export a combat log for bugs? i just took stablize action on a drake to clear burn and i still took burn afterwards
got an interesting interaction here about using invigorate with elevation between characters
the hydra is down in between the bridges and i initiate the line of invigorate starting downward towards my monarch
i touch all characters as i show with the numbers but when i try to get to number 7 it doesn't work
yet is is within range 3 of the last drone, but it counts as if it was out of line of sight from the hydra so it doesn't connect
i feel that the line of sight rule should count from the last character hit by the ray tho
you on windows?
nah mac sadly
ah i'm not sure what's the pathing for that in Mac
try searching for a folder named LancerTactics on your file manager
great
look for lancer_tactics.log
and autosave.json in the saves folder
those are the two main files to send for a report
ok i think thats right
no wait here it is
looks right
ok there sorry for the trouble
you're good
testing the one mech everyone forgets xD
and apparently it's making me boost for free even while stunned thanks to the core power
freaking best mech no lie
Absolutely no one forgets the Everest lmao
it's not as crazy as the other you get to pilot but it has some very good strengths
in complete disrespect my group decided to start our campaign from LL2 because no one wanted to have the same mech xD
That's fair, but there are a large number of people who will tell you Everest is like, a top 5 mech in the game.
If not Top 3 or Top 1
Mostly people concerned with their idea of a "meta"
Inasmuch as one could be hypothesized to exist in a co-operative TTRPG
wonderful stats and versatility + free actions is honestly a good trade off to not having the power to bend the laws of causality to do what you wish
one has to agree that looking a mech in the eyes and sending their minds into an endless looping maze is rad af xD
No denying that
Heavy striker mount setup + repair trait + Initiative + solid stats + good core power is tough to beat in a lot of ways
Though if you're wanting to specialize in a particular niche that isn't "do a ton of mid range damage", there are many, many better options
another bug! just used stuncrown and it hit my two allies along with the enemies
that's already known it'll be fixed on next patch
aye aye
Thanks for the bug report + log! Just added it to the list ✍️
thank you
made another map, this time playing more with LOS and zone control for important avenues of attack. Really good map for artillery, Drake, Death's Head, etc. for their fields of view. Control of central construction zone area is punishing but necessary for victory.
send file?
drop file
Construction Zone
Part of me wonders if you could have PNG map export put the JSON in the EXIF data, so showing a picture of it is the same as sharing it, but then I remember a lot of social media sites reencode it to compress it and that'd lose the data.
Like what Spore did?
huh that's a cool idea
I think a game called 'Gimbaled' does the same thing
I've filed a card with this in our "hairbrained maybe someday" features list, alongside classics like "set up a twich plays lancer tactics stream", achievements, and "H0RUS funky UI like a self-recursive tooltip"
if you want it to be more universally shareable without worrying abotu reencoding, just add a qr code to a corner
although you need some kind of compression cause qr codes can only hold about 3KB
alternatively if you wanted to get omega nerdy about it
you could get into stenography and encode it with some robust error correction
0 guarantees on how doable it is tho
it feels like all of these inscription methods are vulnerable to malicious links. I would prefer a sharecode as a watermark or something
make it a rar file that always has to end with .exe in it and that'll be perfect
Testing out the gorgon, trying to figure out why the AI is wildly over-preferring attacking it instead of its lil everest ward, making it difficult to test mimic mesh & monitor module. Turns out the AI collects all the targetable tiles, not discrete units, and shuffles those to decide what to attack when there's a tie between options.
So: all other things being equal with a size 1 and size 2 mech, the size 2 will be attacked 80% of the time. Has anyone noticed barbs taking an inordinate amount of fire from AIs?
large mechs take a lot of fire yes
i wouldn't say quite 80% in my anecdotal experience but i noticed Drakes, Barbs, and Monarchs getting focused
The battles I’ve taken a barb to tend to leave it isolated from where all the real action is happening, but now that you mention it the one defense sitrep I played it might’ve been getting shot at more often. That was over a week ago though so I wouldn’t call it a reliable memory
a good way to see it is bring a Barb to Skyline and watch every enemy ignore your frontliners to get a shot at the barb
I'm not sure what a better method is. I'll add in a "prefers closer target tiles" for now, but that makes AI manipulation for who they'll attack pretty easy. Maybe that's fine, but I should figure out a better way for AI to evaluate who they should be attacking.
Right now the only default modifiers are x1.5 for exposed targets and x0.75 for invisible targets.
This is a prime spot for difficulty options, maybe — harder AI focus-fires, while easier AI spreads it out.
Is your AI targeting deterministic or is there some randomization with weighting?
Giving some extra weighting to close targets makes some sense, as long as it's not too abusable as the player.
It's deterministic except in the cases of tied scores, at which point it shuffles its options.
so if it has a weapon & sees a bunch of tiles it could shoot that all only have one unit that'd be hit, it picks one at random
I think some context modifiers could make sense, too. Tech attacks prefer targets with low edef, ranged prefers targets without cover, melee prefers targets without melee/cqb weapons, etc...
But that's an infinite rabbit hole, I'm sure. 😆
might be time to delve into it just a little — I like all of those
My one worry i'd have is that by making npcs prioritize challenging players on their weaknesses you can risk some of them feeling a bit too much imo
I was just thinking that. It's good to throw some attacks at your atlas to make them feel cool dodging them
if your high evasion mech or high edef mech only gets hit by stuff that bypasses that, it can feel like having those doesnt matter much
its the "armor doesn't matter if you only get hit by ap damage" problem
haha
Maybe for now I'll just do the cover & melee ideas.
Part of me is wondering if it would be a good idea to have an npc decide someone is like
a target
for those
if it makes sense
As in, the sniper tries their best to prioritize the armored up player, but that's decided at the start of a fight and weights on their decision making?
So you can have moments like "oh this specific npc is going to target this mech of mine more than others, if I take care of it that takes pressure off"
Like one of the best things that Into the Breach does is telegraphing. Makes you feel so cool to see stuff coming and prevent it.
I think my power to do that and communicate it is limited with how much else is going on for LT, though
I think one way to do this is give some npcs prefered orders of operations then maybe?
Maybe a given berserker always tries to go for the closest character, while another one tries to lock on to their prefered target
this may present an opportunity for NPCs to Scan to enable more complex tactics like targetting low Edef
otherwise focusing on Cover and proximity
Right now all AI runs through the exact same process determined by all its options — it's not storing state or unit-by-unit personalities (excepting true/false hints for what zones they care about). Adding more individualized controls would be a significant lift, so I'd rather not until I have a strong reason to
if I did, it'd probably be by adding new traits that don't do anything except modify where they want to stand.
I always assumed it was for line of sight reasons, but now that you mention it that makes a lot more sense
both times I put a barb through a holdout it was destroyed in the first three rounds 🤔 (never got apoc rail off)
not saying more advanced decision making is a bad idea, but it might lead to more disparity in play experience between new players who have no way of knowing what an npc's targeting logic actually is vs experienced players who know that, for example, berserkers tend to target closer characters 🤔
I mean, that's kind of true of like. most tactics games probably? enemies have different preferences and you figure out what they are over time (ADVENT mecs and their damned focus on micromissiling any group of 2+ soldiers...)
Just checked in the Gorgon; done & dusted with both horus and ssc manufacturer implementation, save bugfixing 😮💨
I think that just leaves 6 more mechs, 6 more talents, and the AI tags as far as player options go.
I'll probably call it here as far as content for the next build goes & spend the next few days in bugfix land
You have me wondering how you'd show aggro in the UI, and wondering about angry little bubbles above the mechs showing who they're likely going after. 😆
You know, I wonder if this might be an interesting watch from the perspective of designing AI opponent logic. 🤔 Of course there's a good deal of area where Nebulous and LT are entirely different games, but maybe there's some nuggets of inspiration there.
A thorough discussion of the balancing process for the carriers update, as well as an in-depth look at a major surprise feature coming with the update.
Play on Steam: https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
Public Roadmap: https://trello.com/b/ZNxJIGSQ/nebulous-public-roadmap
Join us on Discord: https://discord.gg/XSYY...
that was a great listen, thanks
Black witch and balor HYPE
so organized 🤩 wow
oh hey, nebulous mentioned
hunker down is really strong
it's kinda crazy how many enemies have it
who needs armor when your reaction reduces pretty much all damage by half
with no other drawback
It's only on Assaults I'm pretty sure
So if you have a lot of Assaults, you'll have a lot of Hunker Down
also the bug with being unable to select an attack (like on Gandiva Missiles) is also repeating with Nelson's War Pike in this Save
It's only on Assaults, it's 1/round so it's susceptible to volleys as opposed to single big hits, and (in the Rebake at least, which may not be implemented yet) it Slows the Assault afterwards
def rough to deal with but its got counters
maybe im crazy but Sentinels seem to resist big damage hits too
I'll hit em (not a miss) with Nanocarbon sword and they take 2 damage
Sentinels have a cool sprite though, I wish I could use it for my Everests
Are you thinking of Barricades? They resist Kinetic damage
Sentinels may resist it with the Rebake now though, so idk
Barricades are the big Size 2 mechs right? I'm thinking of Sentinels
no, the size 2 ones are Demolishers
I believe Barricades aren't in Lancer Tactics yet
Sentinels only have 1 armor at all tiers (in vanilla lancer) so if you hit one with a nanocarbon sword and did 2 damage I'm guessing it had a priest's dispersal shield on it at the time 🤔
you know that was probably it
cause i shot it with a CPR right after for 24 damage and was scratching my head why the difference in damage
thinking about it
the priests might be doing a lot of work and I'm just not seeing visual feedback of their shields
sometimes i have a hard time noticing if a unit is stunned as well since the tooltip is so small
Yeah, priests you want to focus down if you can. 😉
always gotta geek the mage
you can ignore it with monarch lockon missiles
“cannot be reduced” is really good
oh yeah it looks like spotter 2 isn't working?
at least, the free lockon isn't
Yep, will be fixed in the next update.
noted
I believe the NPC rebake drops hunker down/the demo's dig in, so them resisting damage will be less common in a few months.
looking forward for (among other things), the balor
Health regen is so strong
it does however, get disabled if you're structured
And I was surprised at how many DOTs it can stack
oh hey you can reuse that code for the regen on the... exotic? template
iirc it has one of the best burn weapons in vanilla that isn't on the genghis license
Swarm Hive Nexus is a crazy strong close range weapon that's sorta just awkwardly placed in its license
oh for sure, I was experimenting with different team comps and trying to see if a custom map I made is any good. Monarch is probably my favorite mech
actually it doesn't
oh sorry
my bad
that's on assaults
which still get hunker down
they just get slowed too
right right
Sorry I got words mixed up here lmao
Correct. I think Hunker Down is kind of better suited to the Assault but I think it's better to have some consequences to it
The Demolisher already has a resistance trait in shock armor, which makes Dig In feel weirdly redundant, so out it goes
I'm glad, I like dig in on assault. I find myself grappling them frequently in playtests to turn their reactions off.
it makes them feel a bit reminiscent of berserkers -- "what sort of action do I have to do to lower their defenses before shooting them?" feels like a good 1-2 rhythm for interacting with them
Also, being Slowed directly interferes with the rebake Assault's emphasis on wanting to flank people around cover, so there's a measure of "if I force them to use this, it can still be a beneficial outcome" to it
I’m always jonesing for more lancer play so this is wonderful, is there any chance we will get all official content into the game or will it always only be core rules? I don’t know how it works with the other books being paid content and all that.
It's still a question mark. We want to focus on getting the core stuff solid before broaching the possibility of doing more.
For reference all player-facing rules are free
You can download them for compcon under "Demo"
it's more a question of if it's worth implementing, say, the emperor's overshield BS
i do hope we get first party stuff, but i can very much see why we wouldn't
You have to implement the Lancaster's overshield BS anyway.
it's probably going to be a "post-1.0" thing anyhow
Armament redundancy my beloved 😔
Hey take a look at this 👀
Saladin as well iirc
the cover looks low and easily shot over but i love the topography
Nope. The only other sources of overshield are Drone Commander 3 and a Priest optional.
Well the cover is there for size 1 player mechs
so you can pretty easily use it for cover by sticking behind it
right but im saying that one block height doesn't keep the AI from seeing you over it
two does
the stepping stones in the water are really nice
the purpose of cover isn't to be a LoS blocker, it's giving difficulty on attacks
LoS blockers are fine to have on the map, but lancer as a game is not designed around breaking LoS being the default expectation of play
looks awesome
ah, that is enlightening
appreciate sharing that, helps me understand map building requirements
inifinite holdout fight going well. I love how the apoc rail leaves such massive craters
I know apoc rail is seen as an overall somewhat weak option in tabletop, but its ability to make death pits in LT feels like it might change that perception
Haha, a hornet grappled one of my turret drones, and then on my turn the turret gained control of the grapple, which immobilized the hornet and caused it to fall.
Pffft
I cannot figure out how to use zero in once I’ve activated steady, stable.
i think it’s supposed to be a toggle?
but i forget if it shows up
it may also just automatically apply (with or without the difficulty i don’t know)
it should pop up as an interrupt after you've picked an attack -- if you're not seeing this, could you send me an autosave where it's not happening?
honestly I should probably pop it down into the variant action flow instead of being an interrupt
Yeah let me figure out how to do that and i will lol
its not proccing for the deaths head with the smartgun

beautiful
amazing ty! ✍️
(this may or may not be my irl lancer build, sans spaceborn)
Woag... a Death Stranding level...
I love this 🤣
Stupid hornet, losing control to grapple from a fucking drone... it only clocked now that that's legal
Yes! And here I was wondering, why the enemies would ignore perfectly fine targets for hitting Barbarossa instead :/
Could that not be solved by the old trick of "talking"? Have (the option of) little speech bubbles appear over the NPC mechs, saying "i target <Barbarosssa>, its <Charging up its Apocalypse Rail>!"
one thing that'd be super useful for the dialogue builder is a toggle to set conversations to not trigger more than once per scene
(if this already exists please lmk )
Strictly I don't think it is, or is at least very unclear RAW, because the contested Hull check to gain control of a grapple is 1) a voluntary act (which drones cant normally do) that must be initiated 2) at the start of the grappled character's turn, which drones don't have (simply being able to act on their owner's turn).
All that said, it is absolutely the funniest option.
But drones are characters so surely at the start of the hornets turn they need to contest, and drones are capable of making checks and saves
the hornet wouldn't normally need to contest since it initiated the grapple and so counts as larger
They are capable of making checks and saves, when they are forced to make one. Whether or not they can force them themselves is a different story
Correct me if im wrong
- Hornet turn -> grapples turret, controls turret
- turret cant take turn
- hornet turn -> hornet and turret are same size so a contested check are made
Right?
OOOOH FUCK
It says can, not must!!!!!
FUUUUCK ok
My understanding is that for things like burn, the drone makes the check at the end of the controlling player's turn. Same for conditions that'd last "until the start/end of their next turn", right? So the only RAW reason that might not happen is the issue of "since its voluntary, the drone can't initiate it"?
(I'm likely going to leave it as it currently is for LT because it's a lot smoother to keep this particular check automatic instead of asking for input about it)
(and probably tweak the AI weights for grappling to not grapple drones)
drone burn timing is not unambiguously defined in RAW but this is pretty much the agreed upon reasonable way to handle it
Im sure this one got asked a lot, but when could we get folders or a way to sort pilots?
I don't think that's ever been asked, actually. I'll add to our UI enhancements list for the polish phase
yay :)
Yeah I do not blame you one bit. It's an incredibly niche scenario
Was reading back on the AI discussion: might it be worth adding some sort of "aggro" condition into its decision-making? I know as a GM I tend to pick whoever attacked a unit as its target, unless distance/range or capabilities make it impractical. It does lead my focus for turn order quite a lot too - a unit is attacked, it responds (unless it already went). It being a deterministic rather than percent-based system might make this a bit too rigid = exploitable, but thought I'd bring it up. And it would be less so if it were an early consideration that got overrode by others like range etc.
Honestly opponent logic is so interesting to me, I like thinking about how to simulate not only competent but engaging enemies/scenarios, kind of like how a GM would!
it'd be neat. you'd probably need multiple aggro conditions though, like "is near control zone" "is dealing a lot of damage" "keeps spamming eject power cores at me" etc etc
I think some of the best tips I've heard for adding personality to opponents is:
Callouts that reveal their decision-making, like Last of Us' human enemies yelling what they're doing and reacting player action - doubly so if it's a call and response, like "where is she?" > "check that house".
And adding some randomness to decisions - the unpredictability can be interpreted as intelligence, or at least being more alive. Humans make mistakes after all.
Not sure if either are as relevant to a turn-based game or within scope, especially if it means overhauling a core system, but thought I'd share anyway in case it's useful.
seems like the weighted randomness attacking "tiles" just needs to be shifted to a distinguishable identifier unique to single mechs
looking at targetable mechs, the Size 2-3 ones will take up more tiles by default, but they still count as a single "unit" on some level, that then has to become the distinguishing target factor
It's interesting though, bigger mechs drawing more fire does fit narratively, so it's a funny coincidence that the AI was doing it anyway for a different reason
60% is probably desirable
you DO want the tortuga to take fire
but then, your Napoleon is not going to take hits like you want it to
I recall there was a study showing that players percieve enemies as more 'intelligent' if they're just mechanically stronger. so naturally the solution to enemy AI is just ramp up damage/hp
do Sentinels do exactly 10 Kinetic with their Combat Shotguns every time they hit?
or am I exceedingly unlucky
same for assaults with Heavy Assault Rifle
I'm not complaining I'm genuinely asking, because the damage rolls appear predetermined
In TT Lancer, NPCs don't have randomized damage (with the rare exception of some NPCs which do a bonus 1d6 damage on crit).
10 kinetic is standard for a tier 3 sentinel's shotgun, which is what you should fight with LL9-12 players.
I see
I set the enemies to tier 1 and am getting blasted for half my health each shot 🤔
this is probably why I am getting structured multiple times a fight
TBF, the main goal of that conceit for tabletop was to reduce the amount of rolling the GM had to do, so that play was a bit faster. Not so much a concern for LT.
that makes sense
The concern is also mitigating incoming variance as well
Tier 1 sentinels doing 10 damage sounds like a bug, in any case. 😉
a big, big problem with things like D&D particularly at low levels is that an orc might do 1 damage with a 1d12 battleaxe or it might do 12 damage and one-shot a character
yeah I'm getting eviscerated by Assaults and Sentinels blowing half my health most shots lol
at Tier 1, a Sentinel always (or should always) do 6 damage, no more, no less
If Tier 1 enemies are doing Tier 3 damage, then that's just a bug
like, to be clear: if you get shot at a bunch by Assaults you're going to get your shit pushed in, Assaults are Striker units, they are DPS by design
Or, in 3.X, it could crit with that battleaxe and do 3d12. 🫠
I was getting my butt handed to me with LL6 mechs lol
yeah I can't remember what 5E's crit rules are offhand
Me neither, I've not played enough of 5e to absorb anything beyond surface level, lol.
Okay LL6 is Tier 2, which means NPCs have reached at least one uptier point
I wonder if it's adding a tier instead of subtracting a tier...
Are NPC tiers independent of player license level?
Because that's also T3 assault damage
At either rate, yes, that's the damage Assaults should be doing at Tier 3
At Tier 1, they should be doing 6
it scales 6/8/10
I'll take a look, sounds like they're not getting scaled down correctly. ✍️ Ty for saying something
I fixed the brace & zero in bugs today btw; it was another Godot engine bug where the export works differently than the dev version. Going to try and find a way to get my automated tests to run in the export so I stop getting suckerpunched by Godot on this front.
you know what it was...
🤦♂️ I set it the Tier option to +1 thinking it would be tier 1. That set it to Tier 3.
Ohhhh lol
that would do it
Changed the bug note to "color code the modifiers somehow to make it more obvious if they're making it harder or easier"
there were a handful of missions I actually won with tier 3 on
am I a doofus or a genius
Maybe also show the final tier?
A fun Escort sitrep with a perilous main route and a slower but safer alternate entrance.
I believe its rolling double the normal ammount of dice, that or max damage on standard dice
WOAG THATS GOOD
i gotta step up my map making game gat dam
did a bit of cooking
bridges are good
Are these as large as the maps can be? Or could multiple get stitched together for a super long map?
max dimensions are 60x60 for performance reasons + allows me to use 64 bit integers as bitflags for an entire row when I need to store y/n data... so that's pretty set in stone
you could theoretically jury rig up some sort of extended map via putting triggers on the edge to change to a different one "you must gather your party before venturing forth" style, but probably shouldn't
love the big centerpieces, gives cover for the longer range players and funnels strikers to the middle where they can fight
Oh thank you!
I usually come at map making trying to make a place I could see existing
Like a bridge over a bunch of mud
I thought for a moment that I found a bug when I took a ton of heat on an attack. Turns out I just rolled 1 five times in a row with an overkill weapon 😅
I understand the point of heat weapons like Impaler Nailgun or Andromeda laser, but i didn't immediately understand the point of an Overkill weapon
Higher damage floor and average damage at the cost of unpredictable heat generation
Not that you should be relying on overkill to activate nuccav, but some builds get to not care about or actively benefit from heat generation, so it's not a downside for them
You don't rely on overkill to get nukecav if you lack faith in your gambling skills
I know the dice will always land on 1 as many times as I need them to because i'm chosen and my gambling luck is unmatched
(but yes overkill is mostly there to avoid low damage floors which can end up being useful on more than one occasion)
I think also, but this is more my own take here I think, the impact it can have (as does bonus damage) is maybe less directly visible in Lancer Tactics because it automates results and dicerolls in a way that shortens the space these take?
Where its not like on a vtt or in physical play where you get to basically see every 1 you've rolled on an overkill weapon
i'm having a little trouble making a custom map effect- can someone explain y units arent being placed at the end of every round?
At the bottom of your "deploy reinforcements" trigger, you should check the "can redeploy" flag -- by default, once a unit has been deployed from a group, it'll be skipped by following deploy triggers.
@teal sundial ^^^ forgot to hit "reploy" to ping
the game automatically triggers a defeat if two rounds go by without any player units, though
thanks!
would it be possible to make it do you can apply the 'skip animation' flag when deploying from reserves?
I'm also having issues with the 'unit takes action' effect (trigger 5, 6)
also it's prob intentional but npcs don't seem to be able to use special kits in zones (4). also also- what is an 'action index'?
Is it a catalogue of possible actions?
I don't have the time rn to actually run through it to troubleshoot, but the things I see that might be issues:
- The target tiles should be "At", not line of sight or sensors; the latter two would try to target the first tile that Nova could see/is in sensors, not where they are
- Both should probably have "free action override"
- I think action index for it should be zero. Action index is something you as a player have NO visibility into because I wasn't expecting anybody to get this far into the mapmaker yet, but Venator is right, it's a list of actions that are associated with that Kit. They're zero-indexed, so most will just be zero, but if you were like trying to lay a mine instead of throwing a frag grenade it'd be 1. We should definitely expose the list of actions for the selected kit, somehow.
And yeah, I haven't hooked up the NPC AI to voluntary "situational actions" e.g. using special kits in zones, picking up & moving payloads, trying to escape grapples, taking quick actions to save against and clear misc effects.
We'll get there eventually.
Oh, and the combat editor doesn't have access to clocks if it's not part of a module. I should hide those options.
(if it's embedded in a module, you make a list of clocks out there & can tick clocks based on events in-combat)
It's cool that you're experimenting with all this!
that is cool stuff
The next build is going to have a much better block + setpiece palette:
Sparkette: Heya Olive! Wanted to tell ya thank you in general for Witchdice, has been a load of help for GMing and Lancer Tactics looks lovely! Looking forward to playing it more~ It looks so polished compared to the early releases of when we remembered. Keep it up!
trying to work on a map that looks like a ship boarding action, any advice?
Maybe the player deployment zone could be made to look like a hanger bay? bit of an open space surrounded by a height 1 walkway
That's what it's missing, you're right
map is janky because nothing restricts movement to the hallways
looks cool but suspension of disbelief goes away p much immediately
Potential issues for barbarosa?
that's another issue: arcing weapons act as normal because there's no simulated ceiling
arcing weapons are supposed to act as normal, mechanically
yeah, designate some tiles as "no fly zone" to prevent climbing or flying over them
then mission modifier to prevent arcing weapons
iirc arcing does explicitly require a valid path to the target.
So it is meant to respect cielings
artillery works like normal in ship hallways?
yes, and that path is allowed to go wandering through whatever hallways are necessary to reach the target
lord
Isn't that seeking?
if i was GM I would rule interiors with low enough rooves restrict Arcing to direct LOS
but lancer is broadly not here to simulate projectile physics
the only real reason arcing/seeking couldn't reach a target is if they were in, like, a fully enclosed room. which is a legitimate case that LT might want to simulate
For map purposes, is this really an issue given that the walls will block line of sight?
but generally just "in hallway" is not enough to stop arcing
Because yeh I'd assume arcing weapons can still direct fire
Arcing isn't just "overhead indirect trajectory"; it's some demoman tf2 nonsense. (that's a compliment.)
"Arcing" as a tag is as abstract as any other tag in lancer and trying to ascribe physics to it is outside the scope and intent of the game
If I put "Arcing" as a tag on a gun to represent that it's a special smart weapon that bypasses the need for direct LoS targeting that is both entirely mechanically sound and also not representative of an artillery shell, but that's still the tag that gets used
Like Sharanga Missiles aren't necessarily firing in top-down mode, and the Oracle LMG isn't necessarily doing bullet drop indirect fire
Just imagining a pair of loitering PInaka missiles patiently waiting in a narrow hallway
The difference between arcing and seeking is that one still has to worry about cover, even if they both ignore LoS. Narratively arcing is just any way of getting something around a LoS blocker. Like the Demo-man’s grenade launcher in tf2; that works whether you’re inside with a ceiling or not
yeah I'd love to add "interior out of bounds" tiles but it hasn't made itself to the top of our priority list yet
Lancer tactics isn’t woke enough can we add a pronouns selector like starfield?
no it doesn’t have a specific gender selector in character creation, that’s enough for the list to mark it iirc
We can go woker
Randomly generated neopronouns
I'm whiteboarding events for a potential combat bark system. Here's the current list of categories & example lines:
- Deploy | "{mech_name} launching!"
- Crit/structured/stressed an enemy | "How'd ya like that?"
- Destroyed an enemy | "Splash one bandit."
- Got structured/stressed | "It'll take more than that!"
- Got destroyed | "Punching out!"
- Took friendly fire | "Hey, watch it!"
- Popped core power | "{action_name} active!"
- Overcharge | "Come on, {mech_name}, just a little more..."
Are there any other common game events y'all can think of that might be a neat moment for a pilot to say something short?
- forcibly moved a hostile out of a control zone
- applied stun/jam/other nasty conditions to an enemy
- applied a nice effect to an ally
- deployed a drone/other deployable
using a CP seems like a good time for a bark
Crits perhaps
signature powers such as a mirage turning an enemy/ally invisible, a Gandiva consuming a lock-on, Goblin using Hurl into the Duat
jammed: incoherent static
Getting plinked or plinking with reliable damage
kshhhhkwakshhhhh
- hit with a melee weapon | "I think that enemy got... the point!"
more seriously:
- took fall damage (is this in the game? I forget)
- start or end flying
- various abilities that key off charge dice become ready for use/get activated (Torrent, Knockout Blow, I Kill With My Heart)
- self destruct / core meltdown
- blind effects
- use the last charge of a limited system
- brutal 1 proc
- leadership die granted/used
- improvised attack (it's rare enough that it could get some juice)
- Universal Compatibility actually proccing
- hide / search failure / search success```
fall damage is in the game, but the circumstances to activate it are kind of rare
- Stabilize (maybe with sub-types)
- burn check passed
- burn check failed
- enter danger zone? Maybe only if you have NucCav etc...
- use NHP system's action
- took control of objective (escort)
love these, ty
I think I'm going to put a no-repeat rule within the same combat to prevent excessive "got... the point!" fatigue ++ give each category a % chance to trigger at all.
it'd would be neat to allow players to customize them, something like:
where you can pick an overall preset for all events, individual presets, or write ones yourself
oh ideally this'd be a modal in the character sheet you can just do ingame
but yeah if we do modding, there could also potentially be new presets
The only argument (besides scope creep) I can think of against doing that is opening this up takes away some mystique. Like seeing a puppet stop being animated, a character could suddenly seem flat and lifeless if you can see everything they might potentially say.
by "Line(s)" I'm guessing the plan is to set it up to randomly pick from a bunch of lines for the same event? would the no-repeat be just for an individual line or for the category as a whole?
maybe randomizing pools with a "weighted" leaning towards a certain archetype (Brutish, professional, etc) but some lines are random selection to grant personality?
eh honestly I think you have two basic classes of players:
- people who would absolutely love this feature and will enjoy lovingly crafting their pilots' barks
- people who will ignore the customization feature entirely
for group 1 I think the benefits far outweigh the death of any mystique; for group 2 they will probably forget it exists very soon
^ this is true
I'm thinking for individual lines. If it runs out of them that it can play for this combat, then it skips doing it.
though I suspect there might only be a single line for a lot of the more niche categories, so in practice it might be the latter for those
I don't want to weigh this down too too much with adding a bunch of numbers for individual weights... but the idea of being able to add multiple presets is interesting. Maybe for "custom" there could be a button that adds all the lines for that category from any preset
no idea if this is helpful, but Kenshi does something with its NPC lines where lines are broken down by about 5 different personality types (stoic, nervous, aggressive, cold, etc), but less often categories like faction or species takes trigger priority, like when the characters are in conversation and discussing geopolitics. as someone who's used the modding tool and written lots of voicelines for a personal faction, but knows nothing about coding or games, it seemed like a decent system
but the point is that there's set responses or conversations mostly by personality, supplemented by the other qualities, which have a smaller number of pre-written lines. now, bear in mind that this is a game famously mostly held together by duct tape and i'm not suggesting whatever they have done is best practices
but also i would be a fully type 1 player and spend more time making bark lines than i probably would customizing PCs' appearance
it'd be useful to have the option to share custom bark tables between different NPC groups within a module
additionally, adding functionality to disable barks contextually so that they don't interfere with trigger-based conversations
also,
-allied character is destroyed within sensors
-trigger overwatch
-attack auto-misses (incoming)
-attack auto-misses (outgoing)
this inspired me to finally bump up the "add interior wall" in our list; the next build will have a setpiece that makes its tile count as out-of-bounds & block LOS.
we'll probably change how it's rendered in the future as this feels like a pretty quick & dirty solution, but it should play OK at least
also, didn't add any allowance for arcing/seeking to actually require a valid path if there's no LOS. totally fine to shoot someone in a locked room.
Stealth phase-ready debuff 😔
My favourite is flavouring the Oracle LMG as doing crazy ricochet paths through hallways, bouncing bullets off of crazy stuff to precisely hit a dude.
~~cowardice, silencing Archibald smdh how can we trust game devs these days
~~
If you make a "disable barks" option, just also make a "maximum barks" option. There, problem solved
.
"Activates every bark possible any time they trigger. Because fuck you."
don't, actually
I owe an apology to Ghengis this thing is cracked
3 armor because screw your flimsy damage
Engineer experimental weapon is nuts
overcharge every turn because 14 heat cap
literally the only thing holding it back is move speed
otherwise where is your MONIST-2 now
Announcement! We've contracted @toxic badge to do QA & bug management for Lancer Tactics. You might know him as the dev who made Interpoint's Map Creation Tool. He'll be handling collecting bug reports from both here and the google form. Very excited to work with him! ✨
[enemy NPC with burn]: (attacks +destroys allied NPC)
[allied NPC (pre-destruction dialogue trigger)]:
I guess that's it then.. Ophelia, I'm sorry.. we never will have that date now, will we..
(mech destruction FX)
[enemy NPC]:
(turn ends, dies from burn)
[Genghis Archibald]:
Hiah! I think that enemy got.. the point!
is there any place where I can watch some lancer tactics new patch gameplay?
Unfortunatelly 20 bucks is a lot in brazil...
Not to my knowledge... we've really not been leaning on making/supporting video content.
I really wish Itch did regional pricing, somebody else raised it recently as an issue too. Unfortunately there's not much we can do about it at the moment, but it's a goal of mine to figure out something to make things more equal eventually.
Is the dev team behind Lancer Tactics planning on a Steam release? (Since I feel like you guys are going to blow-up even more once this gets over at Steam).
Can you do community copies of video games on itch? Could fund more dev and help more people play?
(though I acknowledge community copies aren't the perfect solution and come with their own headaches and this potentially has been addressed before so apologies if so)
I ended up buying it, I'm having a blast with it
it's really well made
this is a forever dm's dream come true
I only wish it had a system that showed what the status or condition does when you click the word or hover it, I aways forget their effects...
it does, it's just hard to see
this bar fills up with all status effects +/-
hover over each icon to see if you're jammed, impaired, etc
oh, I was talking in skill descriptions, like a hack that makes the enemy impaired for example
ah i misunderstood gotcha
hovering the word on the skill and seing what will happen would be really handy
yeah i got linked the free player handbook which helped get a good grasp on it all, definitely understand how opaque it can feel in the beginning
i've ran this game for months and still can't remember, I'm just very bad at this kinda shit
but yeah, comp/com helps a lot
Middle o the night and I realize hey I’m changing my major to game design I should real those techno babble flowcharts more
fuuuuuck iskander will ROCK
I want my boy balor
Are the mechs from the suplements going to be in the game as well?
It would be cool dlc content
I hope we at least get the long rim ones, those are too iconic
Space environment…
Space combat is from the core book, isn't It?
Yeah but long rim is all about space yk
Prepare the cali
I have.... problems... With some uhhh, numbers. On my ledgers.
oh, yeah!! some long rim scenarios would be so cool
all I want from long rim is a big ass pilebunker
No it's not from the core book, it's from the Field gguide to the long rim set of mechs
I somehow misread this as "caliban" not "space combat" yes 0g is in core im just illiterate
Which is first party but not core
rules for fighting in 0g are very much in the core rulebook
god i would loooooooooove to have caliban but i am being a good backer and i am satisfied with crb stuff
i would happily pay dlc for longrim mechs
😂 we'll see!
Second round of kickstarter post launch?
I hadn't heard about the project and didn't get a chance to back the first time
Same here.
whoaaa I legit have not ever considered doing a second kickstarter
after we finish our obligations for the current kickstarter, our focus is going to be adding the stuff we need to have a good launch on steam (e.g. controller support, good place for user maps/other content to live, mod support(??), etc)
TBD -- the discussion is here. If I do distribute steam keys on itch, it means the price on itch has to artificially go up to meet what the price will be on Steam (which we'll likely have to mark up because steam takes a much bigger cut).
Is the dev team behind Lancer Tactics planning on a Steam release? (Since I feel like you guys are going to blow-up even more once this gets over at Steam).
so we could have more expensive ++ steam keys on itch, or have the itch version stay cheaper but have no steam key
may also be able to rig up something where you can opt in and buy like a $5 "DLC" on itch that just adds a steam key to bring the price up to match
I definitely don't want to put people in a position where they have to buy it twice so we might also just grandfather in all the cheaper pre-steam itch purchases and hope that valve doesn't notice
I feel like this one would be worth asking steam about? I suspect they would be cool with it so long as the price subsiquently goes up to match steam pricing so its only the grandfathered purchases.
I wouldn't mind an "upgrade" option, where the people who already have the itch version pay a little extra to also get the steam version
trying a few things with lancer vs lancer
i activated autocooler on my previous turn but it activated even after i took damage from the Drake
how do you play lancer vs lancer?
if it was reduced to 0 damage its still damage
Thats not what they're saying
They're saying they got hit and took damage but Autocooler still activated
Ah, if you go in the level editor and place 2 pilots down from your pilot list, you can then select one of them and mark as enemy so they become an enemy npc
oh, i read that the other way around
Thinking more about this... if you have two different characters with the same bark preset, does the no-repeat rule apply? Should a second lancer not say "{mech_name}, heading out!" just because their friend said the same thing a second ago? That makes me want to say "no-repeat is individual to the character", but then if you set like a bunch of mooks to have the same bark set, you'll hear them repeat SO much.
So do mooks just not bark?
That seems like a limitation I don't want to live with.
Maybe NPCs by default get a different set of probabilities for each category that are way lower, so a basic enemy dying only says their death bark 5% of the time instead of 100%
I haven't been able to reproduce this with any combination of npcs / pcs / armor reducing damage to 0 / armor not reducing damage to 0. I always get the "auto-cooler was interrupted" message. Do you have an autosave where you've been getting it reliably?
sorry, that was because I was using the most recent build, where this issue doesn't happen any more! It was a real thing, but I think it's already been fixed 🤦
oh? You mean you've set up multiple PC mechs to fight against each other? I've not experimented with that at all so I'm not surprised to hear there was a crash 😅 is there an autosave or map you could upload to help us patch that?
some WIPS from today:
Not making the portraits proportional to the mech size
Jokes aside it's looking good!
yeah I think they are taking up too much screen space. unfortunately they're already at 1px-scale, so to reduce their footprint I think I'm going to have to do some sort of crop
crop+some sort of border maybe?
To be clear my suggestion was that the Barb's pilot should cover up half the map or riot
oh lol
I tried putting AI enemies and allies to make some kind of auto fight
it goes well but aways crashes around turn 5
and putting the pc mechs on the enemy team, lowering the spawn of npcs and playing it as a 4x4 also crashes after some turns
but it's really fun
I love creating characters and letting ai control them and fight, I hope you make this pc vs pc with ai as a feature lmao
Would it be bettwr maybe to have a different format? Have them show up in a window with a rundown of any scanned stats you have on them?
Like FF10, where you can manually discover enemies weaknesses and they show up, or you scan em.
And the window updates in real time.
ngl i didn't know you could put individual enemies down, that makes specific scenario-building possible which is kind of dope
I tried to assign pilots to custom enemy squad Veteran/Elites but i don't think it works currently
For something like "{mech_name}, heading out!" hearing it repeated or chanted in synchrony might be reasonable if a squad is responding to a command? A reinforcement squad entering the zone and all barking the same slogan or even just a generic "now you die, [goodguys]!" has potential. Personally I'd be willing to live with some repeated lines, as long as the pool was reasonably large (so I wasn't hearing "got... the point" every like, fourth attack).
Holy fuck i have no reading comprehension how did I read that as "is caliban core book" !?!?!?!?!
not illiterate, you are just caliban brained and that is rad!!
This reminds me are NPC pilots planned?
Be nice to have the option to play a theoretical future campaign and have your squad be NPCs rather than all under the players control
has anyone gushed about how good the analog invisibility is yet? The way it flickers and warps while still giving the player good visibility on the unit?
I have a little bit of feedback, I think right now the game moves a little bit too quick from where an action took place, as in, you use for example a mortar, and you barely see the pop ups on top of the characters to tell you that you missed/hit or the damage before it moves right back over your character or the next character
I think the log helps, but lingering a bit more on some results might be good for clarity? Mostly this happens with long range stuff
I have somehow ended up with an integrated mortar
(Which I cannot get rid of)
(Even by adding LLs and changing chasis)
I have no saves at the moment so this is my pilot data
Also the cyclone pulse rifle has accurate but does not actually benefit from it (should be +2 accuracy as I have +1 from crack shot)
it’s being canceled by soft cover, isn’t it?
the popup should mention accurate as a source
Yeah that accurate is being cancelled by soft cover
Writing barks is SO fun.
if its not too Inconvenient, it'd be useful to be able to open NPC character sheets on the instant action reserve group screen
as opposed to having to edit custom npcs by loading in the combat editor, editing them, then saving them again
I don't think I quite understand — what custom NPCs are you interacting with on the instant action reserve group screen? All those guys should be bog standard.
ye exactly
it's difficult to make a reserve group for instant action that includes custom npcs
ohh I see
yeah we'll get to making a solution for that I think when I start on the NPC content push and start adding optional systems
Wow, I hate this! 💛
you NEED to make one of of the structured/stressed barks "chat is this real?"
Destroy target: Get in the crystal buddy
Great King of Evil Ganondorf puts you in the crystal
Northernlion puts you in the crystal
What the hell are you talking about? You’ve added nothing to the conversation. Get in the- get in the crystal. Sorry, buddy. Get in the crystal. We’re gonna put you in the crystal, you’re gonna be in the crystal for a minute. It’s gonna feel like on...
Wait when did they add Genghis
or am i stupid
the last patch added it if im not mistaken
the next build sometime this week will have a bunch more too
Olive is unstoppable
Let's goooooooooooo

today i woke up and decided to goblin bugs out of this game :3
i metahooked my goblin to a duskwing, then ordered my minotaur to fold space the duskwing off this existence and the metahook didn't break
allowing my goblin to still benefit fron the increased sensor range
as you can see in the upper side of the map
i noticed that when i use tech attacks on allies it doesn't give them the standard 2 Heat damage on hit
That's normal
Allies don't take heats from allied tech attacks and you don't need to roll to hit them either
we got that rule somewhere? i was totally unaware
i tried the metahook bug on a mourningcloak and made him go intangible after
the effect is the same as with the exiled ally
but i'm not sure if metahook should break here. i guess so because intangible says that only intangible characters can interact with other intangible characters in any way
although it should still count as in LOS and sensors
so perhaps it won't break
it should at least break for intangible.
i second that
metahook should break
Page 70 of the CRB, though it is only for the invade PC quick tech option specifically, and not tech attacks in general.
Invade is a tag/type of tech action. Like Frag Sig, but also other tech attacks are invades.
Invade is the tech action; Frag Sig is an invade option like Balance Control Lockout
i see that is important info
so puppet system doesn't heat allies because it's an invade
but Hurl into the duat first gate from Osiris still causes heat if used on a ally
because Osiris is not an invade
Only Invades have the 2 heat on hit
??? i can target size 1 allied characters with puppet systems but not size 2 or 3
a non-invade tech action doesn't generate any heat. It only does what it says
Heavy Frame
ah no, wait, those are PC frames...
you're right i forgot drake has that too
I think one of the Hurl into Duat does heat specifically even though it's not an invade
bad example from me
many quick tecks actually still give 2 heat beacuase of their written effect
one that doesn't is tracking bug from death's head
that's probably what's doing it, but isn't puppet systems voluntary movement?
no it's involuntary
ah
oh right it just doesn't count as pulling, pushing, etc
so it should probably bypass Heavy Frame and similar?
and still provokes overwatch
so it's always fun to make the enemy dance between all your allies and take 3 to 4 overwatches for free
nah, heavy frame overrules it with what it says
wait a sec
you're right
heavy frame only protects from knocking, pushing or pullying and being knocked prone by smaller characters
Heavy frame overrules it on Word of Tom
ah
And also on "puppet systems does not need it bro"
this one should really be rewritten xD
as it reads puppet system should ignore heavy frame
I'm a fan
bug- when you give npcs extra weapons, you can't remove them
I may have realised this too late..
Version 0.3.3 is live: https://wick.works/devlog/ssc-horus-barks-landscape-palette
(typo where you put "evants" instead of events)
wow maybe I just have an accent
I think we can totally ignore the bit in the text about being grappled – anybody grappled is going to be within 1 space, by definition!
House Guard 1 really is an edge case generator huh
I think we're still good on that front since grappled characters are still gonna be adjacent, and we don't want to deal damage to allies.
since I made it automatic against hostiles, the edge case option of "I want to optionally do 2 damage to this ally, be they adjacent or 2 spaces away" is already lost
but
yes it is
I think about it often, whilst I write code that will break if/when we ever get to it
LETS FUCKING GOOOOOOOOOOOOOO
BALOR
oooh whats the dropdown in manticore under castigate? "renewest thy youth" vs "a decree of swift annihilation"?
deployed iceout drone and witch immediately tries to use tear down on my BW, even though she's in the iceout area? whats up with that
also it looks like the swarm drone might not be doing AP damage like it claims?
also game crashes when i fire arc projector lol
...are these hornets getting absurdly lucky or what?
THAT'S MY FUCKING GOAT RIGHT THERE
it's recharged impale systems every fucking turn
also combat log says that target is using hull check to save against ferrous lash; should be AGI save?
Sick sick sick thanks for the bug reports! @toxic badge when you get a chance, mind logging them?
the “survive” missions are great btw
love them
although i think that i ran into an issue with drones not really being destroyed right?
might not be implemented yet, idk
also walking armoury doesn’t have limited charges for some reason (may not be implemented)
Safeties is spelled "safties" in the Professional voicelines, all the rest look good!
29 out of 30 mechs...what's the 30th? Or are me and my friend confusing something?
oooooooh boy new build dropped :D
i was about to report about a bug that breaks hidden every time you get an overwatch even if you don't overwatch
i'll just test more metalmark in the new build
GMS Everest ? I don't have Tactics so idk if the Everest has already been implemented.
I think it's 29/30 core bonuses; missing The Lesson Of Shaping
dam that sucks
i don't think this water is safe for my mech xD
survive mode looks cool :D
thanks for adding it olive 🧡
what happens if you put a negative round limit tho?
i'll run many fights 
That's actually how you unlock the Lich that is totally in the game fr fr trust
if there ever is a long rim expansion a convoluted creepypasta way to unlock the lich would be sick as hell
Set your device's clock to the first day of the kickstarter
apparently it doesn't let me see where i'm deploying my mechs
this is a gauntlet btw
can't see neither allies nor enemies models
also when trying to start a survive mode on two forts it doesn't let me deply my mechs and gives me an automatic defeat after placing a few enemies.
then when i'm back in the instant action menu, pressing full repair doesn't repair the mechs
log and save related to this
in compatibility mode other maps work fine
(although balor glows like a beacon xD)
confirm that even in compatibility mode this still happens
does athena need line of sight to place the blast 3 zone down?
i thought it wasn't necessary and you could scan behind obstacles
if it doesn't say it ignores LOS requirments, it doesn't generally speaking
It probably shouldn't require LOS, but Lancer wording is always a roller coaster
Athena doesn't say it ignores needing LOS, and so it doesn't
Against my better judgment I've been writing up a mini campaign for lancer tactics
Hey, just popping by to say that I'd absolutely be down for a second kickstarter/other crowdfund down the line. This game was kind of a steal as-is and I wouldn't mind a chance to pick up more of those stickers, and get a general expansion on the game!
My basic concept is to actually use IPS- N as the villains cause it's something we don't do often.
You're members of the horizon collective who are trying to uncover a plot concerning some of the awful practices of IPS-Ns non human persons developments
turns out galactic amazon was the baddie the whole time
HOLY SHIT NEW MONARCH???
Are IPS-N and HA also completed or are they upcoming?
Very excited for SSC and Horus!
i should see if 4 HMG everest is still the best comp
IPSN and HA aren’t done yet, only 4 frames each I think
love how the new mechs feel
there's one thing about swallowtail i wanted to point out tho
i have ghostweave on my swallowtail and if i attack, then hide and stay still during my turn at the end the order of the effects are
ghostweave down, loose invis, then integrated cloak activates and i go invisible again
but this way when GW goes down i lose my hidden
shouldn't we make so integrated cloak activates before GW is lost?
btw LL3 and this is how far i'm getting with what remains of my team xD
but this way when GW goes down i lose my hidden
unless i'm missing something, you'd lose Hidden anyway as a result of making an attack
the attack happpens earlier in the turn then i hide
ahh ok
i'm using zero in when i select the weapon to shoot with but then the 1d6 doesn't get rolled
doesn’t that bonus damage require you to crit
yeah zero in is only on crit
though i noticed in my testing that it's not obeying the 1/round limit
29/30 core powers
IPS-N as the causer of vast economic inequality leading to piracy, as well as being the likely outfitter of many pirates, while also funding Albatross to get rid of the pirates, isn't as comically evil as HA but indirectly leads to the suffering and stagnation of swathes of the galaxy
Ooh I actually really like that idea as well
it's pretty much implied in the lore iirc the 11kid video correctly
they're pretty much the british east india company
Lancaster, and Raleigh
Napoleon, Saladin, iskander
Same, I wanna set up the never ending hand cannon
drones should be getting destroyed just like any other character, please let us know if you see otherwise!
oh yeah, they're getting destroyed fine, but they're still available to redeploy when they are killed
at least, the balor's hive drones are
ah, that's an issue then
though since it's a blast 3 you can 'airburst' it, and a blast 3 is just huge so needing los doesn't always come up.
(it is somewhat hard to justify 'athena needs los' vs its actual description of 'simulating an area' - I might suggest making some tweak to athena's description in LT to make that more explicitly require LoS, if it's not already?)
Drone stress testing is going well. It does raise some questions, like "Could a gorgon proc a turret drone off their own assassin drone?" but on the whole it blows me away how consistent everything is.
the assassin drone attack is 'you' attacking, so it shouldn't be able to
whenever i've been attacking demolishers with the arc projector my game crashes
(a secondary note on LoS stuff; LT will find it much easier to model 'blinkshield needs LoS' than most tables.)
this is so fun
combat went well for four rounds and then arc pro crashed my game 😭
yeah I figured out what it is, I think -- it hangs whenever you attack a size 2+ enemy (the code that increases the size of the "burst" proxy to determine attackable area had a bug in its end-point so just keeps getting bigger and bigger)
hopefully your autosave is still good! I suspect I'll be releasing a patch for this most recent flood of reported bugs sooner rather than later
I think my only request (if it hasnt been done yet) is to let us use the GMS tokens for other mechs. I really like the berserker-style Everest token, but I can't put it on a Blackbeard for example :(
Noted!
on that note I'd love to use the Sentinel or Ace mech tokens as well
ohhhh yeah i didnt realize that it happened whenever i attacked the demolisher lol
yay thank you!!
it takes a long time to do all those slopes by hand, but I like the end results 🤔 😅
so cool
shouldnt mag parry proc AFTER the attack hits? ive had a couple times where ive been prompted to mag parry and then the attack misses anyway
no; mag parry goes before the attack per the base rules IIRC
yeah, mag parry is an invisible-like effect
you go 'okay, parry?' and then they roll to see if they hit or not
ohhh i see
the "allied destroyed" bark is playing when the character saying it dies
like, one of my dudes just said "bob, I was supposed to protect you..." and exploded
he was bob
haha
ah, looks like I didn't filter out the unit being destroyed when looking for the nearest ally
Hey chat: Raleigh Breaching charges: do we think it'd be better to have one quick action detonate ALL charges, or have separate quick actions for each deployed & armed charge?
I feel like I’d rather blow em all at once, or have the option to pick which charges I blow?
But if I had to choose, blow em all at once like demoman tf2
RAW, I think the answer is separate actions
you don't get to explode all of them at once, unlike(for example) Spike Charges or the corebook seeder's Grav and Det Spikes
however I do think 'explode all of them' would be more interesting
(but possibly worse.)
(also grounding charges work the same way and would definitely be worse if they all went off at once I think)
imo, stick to raw
seems like the simplest thing to pick, even if it might be more complex to code
also yeah definitely gonna be times you want one to boom but not the other
aight
I mean when you put it that way
Raw is more fun if you put in more effort into laying down a weird minefield
Also pretty sure it’s intended to he seperate actions yeah
im pretty sure that the second attack on arc projector is using up my second quick action? after i fire it and chain it once i have no actions left
edit: nvm i fucking braced
ok REAL bug now: lesson of the held image reaction doesnt let me use my buddy's sensors even though im metahooked
one minor thing that would make me very happy would be the ability to organize the pilots order on the roster
I like building squads, not being able to group them together on the list really messes with my autism lol
but it is a very small nitpicky feedback, sorry
Actually would like to echo this
A way to folder them or give them tags to quickly sort would rule
Fool I am to have underestimated the capacity of lancer players to create enormous pilot libraries, lol
hides away my 354 Orchis pilots
We outta pilots.
Suspiciously pilot shaped neck
and I suspect I'm restrained compared to some people!
I think I had around 115, 120 before The Purge
I mean, when you create a thing where players can not only create a bunch of pilot character, even give them custom portraits but more importantly actually play them without having to wrangle 3 to 5 other people to play sessions only once a week or so...
X3
Im out here making different 4 different versions of the same Pegasus build trying to figure out whether I like one gun or talent over another
and being a dm and never having the chance to play the characters on top of that in some cases
yuuuuup <.<
I struggle making that many pilots because going through the process of making a new pilot is a bit tedious and I’m a lazy mf
Randomize > edit is your friend
I've gotten a bunch of unique pilots I wouldn't have made on my own that way
Give me some variety in what I'm looking at
I jolt up hey wait a second when did they add my 2fort to the game
Oh sorry, last month's update I think? I thought I confirmed that with you as a community map
I may have forgotten
tbh
(also can we get more pilot visual options? Knight stuff? Perhaps?
Yep we have a good amount of more hours from martina for pilot assets. I know another batch is on its way but don't know what's in it
one of the pilots I'm most proud of the name/design lol
ye more options for emoting would be really nice
Forgive the stupid question here but how do I go through updating Lancer Tactics?
do i just download the new version off of Itch?
Not sure about the official way, but I just did a redownload and merge.
The itch app is able to automatically do the update & I think is able to just patch instead of a full redownload, if you want something a little more convenient
This is what I did
just booted up Lancer Tactics but uh
The combat doesnt let me deploy
it just deploys one enemy then after two rounds i immediately lose :<
What game mode?
changed maps and we good
Gauntlet on Two Forts
Hm alright weird
It worked now
but it's a shame Rapid Burst Jump Jets dont work with Ace 2 in this game
not a single structure or stress. ll3 builds :>
How so?
I could barely move my Gorgon out from the center of the map.
So i had to just sit it there helping the Deaths Head
Which map? The mental note I'm taking is something along the lines of "ensure there's more flat areas on maps where size 2+ units can stand".
You know, lancer tactics might be the only way it is ethical to play a Gorgon, since the computer does not have feelings and won't be sad when you bully the NPCs.
The map seen in the photo. I dont remember the name
ALSO WHY DID MY GOBLIN FUCKING WOLOLO
it's big dam heroes i remember now

That map is generally hard for sizes over 1 unfortunately. I recall a game where a Drake spent all his turns boosting and never fired a single shot, just couldn't get in range in time to keep up with the Everest, Sherman, and Minotaur
gorgon or just S2 frames with lower speed?
so far ive only used gorgon
right
The Jump Jets (2 system points iirc) are your friend.
assault just used hunker down while he was shredded? how does that work
doesn't hunker down just halve the overall damage? it's a reaction so he should be able to use it even with shred
it halves via resistance, so yeah it shouldn't work
looks like I just didn't take into account if it's shredded when deciding whether to hunker down — the damage still probably was not halved
roger
Scylla lets you attack with the Vorpal Gun, which it shouldn't:
the interface doesn't show the size of the mech i'm putting down during deployment
this was made in compatibility mode since foward+ doesn't work for me
i can't see the models or deplayment zones at all with it
i had the feeling that swarm body wasn't doing anything in my games and in fact it's not activating
even if i stayed still last two rounds and activated the swarm body.
no message of activation appears at the end turn of when i used SB nor at the start of enemy's turn adjacent
only scouring swarms activates properly
lession of the held image activated on my gorgon twice in the same round despite the 1/round limit
aren't the flying units 3 spaces high? if so shouldn't scouring swarm from a size 2 balor hit them?
gorgon works great xD
the satisfaction of seeing a bombard roll a 2 against gorgon and on the 3rd round failing the save against gorgon's core power is so good xD
tried using ferrous lash on my ally gorgon while on the bridge but for some reason something counted as obstruction and made gorgon fall prone immediately
railings?
maybe yeah i thought so as well
but of course they shouldn't since i was trying to move across the bridge
i wonder if there's a check for colliding rather than adjacency in the code
started turn on charge 4 with manticore, my lightning generator brought me to 5
but when i used smite on the demolisher, the 1 energy didn't charge me to 6
had to use a heatself weapon to get to 6 and activate the explosion
felt great btw 👍
Hell yes amazing tests, ty 🙏
ay olive i have a good news and a bad news xD
the good news is that panopticon works!!!🧡🧡
the bad news is that it activated right after i locked on manually on my turn XDXDXD
mag field works differently than i expected i'll test it some more
but in this instance i got both theese hornets immobilised yet they didn't get dragged in the middle of the zone
hm that is odd
i think annihilator isnt firing the secondary attack if it misses?
i have it mounted on a manticore and it doesnt do it sometimes
by the book the annihilator's burst effect is on-hit, meaning it shouldn't happen if it misses
Also adding that the prone on collision effect is only for hostiles, you cannot prone allies with Ferrous Lash according to the effect.
oh oops my bad! silly me
another thing: witch used blind on... perimiter command plate?
yep works as intended
i wanted to have some fun with the arch projector but i didn't expect it to crash my game on the first hit xD
it seemed to work well in instant action
also everytime i restart the game it doesn't save my setting choice for compatibility mode
so i have to always restart the game 2 times
weird
if i attack a debree it works ok but if i attack an ally balor it crashes
if the balor is an enemy it crashes as well
yeah and every time it archs on a balor it crashes
ya that was happening to me, i think olive said it gets stuck in an infinite loop if it attacks a size 2+ character
i just arrived to the same conclusion
in that case i'll drop it since it's been reported
can't taget duskwing with beckon
though they are both flying so it should apply
the hornet did decide to grapple my manticore there so maybe that kept the bee from moving ?
The target has to be the same size as you or larger.
worked great with a flying monarch
i noticed that if i move my flying monarch using ferrous lash above other landed characters it's considered obstruction
trying to move my duskwing over my allies resulted in the same issue
“Step outside we won’t jump you”
@alpine sorrel just an update but as of the latest version I actually got the prompts for Bracing against enemy attacks ❤️
yaaaaa i love the brace prompt now
agreed
Yeah same, I saw brace prompts for I believe both intended cases. Damage > half max hp, and if damage would structure
I did miss how to attach & move an objective at first. Maybe those extra buttons above the action need some extra contrast/attention? A contrasting border, or maybe something like a shimmer animation to draw attention?
Mimic Mesh's tooltip doesn't show the trigger for the reaction
I don't think there's anywhere to view the current value of talent dice (e.g. gunslinger) outside of the combat log. Am I missing something?
I don't think there is either. Any ideas where you might look for it? Maybe a tooltip on one of your active effect icons?
(a little time this weekend spent on adding folders to the pilot roster)

you're the best🧡
i can finally separate my testing pilots from my legit builds xD
i had to do that for the longest time by keeping test pilots around level 3 or 4 so they showed up ordered by level
Yeah, the active effects bar is where I looked for it first. Either as its own effect, or inside the talent's effect tooltip.
minotaur's core isn't stunning anybody now??
LETS GOOOOOO
New update today for that or is it gonna come with the next one?
With the next one, there's a biiig load of bugs that came in with the last build
i think that's all i could find with the new licences
i'm checking old bugs to see if they still happen now
i'm happy to say everest doesn't get the extra action when stunned xD
Another general point of feedback: integrated weapon CB I found a little unintuitive to get started with. I kept looking for the free action in my action bar. Once I realized it automatically triggers, though, I quickly got used to it.
Hmm, I should check and make sure it still pops if you don't use it on your first attack of the turn. 🤔
Also, RAW csn you use free actions like that one outside of your turn? E.g. after an overwatch?
you cannot do free actions outside your turn
Sounds like a bug then
I didn't test whether you can, so don't worry about it yet. 😉
Plasma thrower seems to let you place the fire tokens in the AOE from previous attacks as well. Green is cone from previous round, purple is line from this round.
I'm not sure why the Witch is using predatory logic on its ally, but I probably shouldn't be prompted to give them a reroll on it. 😉
Confirming that integrated weapon free attack doesn't trigger on overwatch. 👍
Living the good life, triple kill plasma thrower
Cone 7 is absurd(ly fun)
Also living the good life - goblin killed an assault with double puppet systems
First one provokes a nanocarbon blade overwatch and walks it up a hill, 2nd one walks it off the hill and kills it with fall damage. 
2fort devlog
- Added Herobrine back
- Removed Ra
- Added staircases to spawns (enemy and PC)
- Skipped time by 2 hours
- Sacrificed a Goblin Pilot
- Considered adding more pipes to the underwater area
- didnt
2 fort has been updated, to be peak
wait, how do I get this camera angle?
correct me if im wrong but this seems... incorrect?
press r
press R
in what way? can it not attack with a single target?
for some reason, the game freezes for some time whenever the demolisher tries to do something
oop forgor to specify. I thought for a bit walking armory only worked on main rifles. But its all main ranged ones
gotcha gotcha
weapon talents are either limited on Size or Type, but not both, with Melee being the exception
I have this issue as well. I don't put Demolishers in my opfor's because they take too long lol
i got Neurolink Targeting as core upgrade but instead of 23
it says i have 22 range on my pinaka
peak sniper gaming 
yet another case where a range 2 burst effect didn't reach the flying hornet
sadly
more importantly, the turn order didn't proceed so i'm stuck on the mirage end turn
it pulled out the sans move
"it'll never be your turn" xD
Will the demo of lancer tactic updated in the future? I love it so far but after mission completed for albatross they lag
magnetic cannon isn't pulling, they both failed the save and none of them moved
Alas, no. I updated it to Godot 4 not realizing that it would lose the ability to make web exports. Plus I'm just like swamped with working on the new version.
fair, good work so far mate, plaaying the game do make me get a better feel of the LANCER combat
also I am trying out Godot 4 as well and maybe can lend you a hand if possible, ask me if you need some help
We've got it pretty covered but thanks for the offer!
hell yeah lad
Just spent five minutes troubleshooting a new automated test to make sure Mag Parry only works against kinetic damage (it was working against all attacks), not able to figure out why it continued to keep working against Vijaya Rockets. Turns out I'd also accidentally left Vijaya Rockets dealing kinetic instead of explosive too. 😅
And all this was discovered while I was just trying to repro Tear Down working against Iceout'd targets. It was a bug inception.
oh yeah that reminds me
update on the “NPCs shouldn’t be able to fragsys twice”
i did find it, and in base lancer it mentions that NPCs can do a full tech for two invades, but they have to be different
obviously NPCs that can overcharge can do it twice
(this also means a witch can’t Tear Down twice)
Obligatory "Invade=/=Invade for NPCs", but yeah you're right on all counts : according to pages 280 and 281, NPCs can't do two different quick techs unlike PCs, and can't choose the same quick tech option twice in a full tech, once again unlike PCs.
making the battle log replace the message's unit name with "…and" if it was the same unit as the last line in order to make it more readable.
That... is a lot more readable yeah
really cool, awesome idea! 😄
Hey @weak willow! A few questions:
- can I include the maps you've posted here (construction_zone, flooded_complex, and secret_volcano_base) in the next build as community maps?
- did I miss any? // do you have any others you'd like to share?
- how would you like to be listed as the author?
And ditto for you @lilac anchor, can I add your mountain_pass map?
i forget, was there any decision on whether to go with rebake NPCs?
good to know
i think the most notable change to me would be assaults not having reliable
yeah absolutely
Let me send you the most updated versions
- however is best for you, I don't need any special credit but I'm just grateful to contribute
I just need a name to put here. Venator_IV work?
perfect
here you go boss!
ty!
somebody on bsky recommended that we set up some sort of integration with https://mod.io/... it'll be nice when I'm not the bottleneck for sharing maps
