#Lancer Tactics
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And presumably work on a campaign sometime in there
shhhh this is how i trigger IKWMH so often
Ahh right, Missile Racks
smiling the whole time you both banter your way through the mission
so glad you guys liked Boarding Action, it should be even better with the next release š
It was a wonderful map, thank you!
Wait were you the one who made it?
Heyo, just downloaded the latest version and tried looked around some maps to find this, figured i'd ask if anyone else has seen this or if it's just me
As well as i currently load into a match, i believe something has gone mildly wrong as i can not see the objective or ingress zones, and all characters are sihilottes
Do you happen to have an AMD graphics card? Godot games have been getting errors like this on AMD
This thread says that they've released a fix that should solve this:https://github.com/godotengine/godot/issues/109378
That you can download from AMD's website
Just watched this while waiting in the airport. What a treat š š
Thank you! Itās nice hearing the creator likes my stuff, I def need to make a second some time
How do I pick up the payload?
Ostensibly, the payload automatically moves with your standard move and you don't have to pick it up, but I don't know for sure if it's different in LT
That's what it normally does, but it seems to get stuck in the water often
Here's something funny: You can brace a missed attack in LT
Assault missed me, and I braced the 3 reliable damage to not structure
Yup! Planning another interior map soon!
Well huge thanks for making the map, it's super cool!
(It's also very evil that snipers and bombards can spawn directly adjacent to you in a holdout š” )
Haha it's not so bad when you have reliable damage lol!
But that is one of the things I fixed in the new version that will roll out with the next update
I wonder if the problem is that since the payload doesn't have an EVA, it gets slowed in water, and therefore by default special movement actions are disabled.
Ahh, that might be it
The strange thing though is that this doesn't always happen, I think it has to be deep water
Or something. Also trying to get the payload up a ledge is a nightmare, each step up you have to drop it and regrab it again
A thing that happened to me today:
-Shot a launcher weapon
-Used Stormbringer for knockback
-Self-knockback pushed me off a bridge to the ground below. Took 3 kinetic.
-Got structured by 3 kinetic. It was my second structure.
-Rolled double 1 on my Structure roll.
-Failed my hull save.
-Died.
-Did not correctly identify the airspeed velocity of an unladen swallow.
To whichever Lancer Tactics dev had asked for footage/bug report about the sometimes inconsistent behaviour of enemies using their dodge reactions, here I shoot Pinakas at a Grunt Ace who absolutely could Barrel Roll and save themselves, but instead they just die.
Shift Payload is useful for that, but yeah itās a struggle on ledges and stuff.
Wouldnāt matter so much if you could fly or jump jet or just jump with it but Iāve never got those to work when moving the payload
You can't use any cool movement with the payload whatsoever sadly
Grapple cable, boost, auto-dumps it
Kind of the same confusion when grappling enemies tbh- sometimes you drag them with you when you move, sometimes moving leaves them behind
Usually not a problem in the long run but it does lead to >.> moments for my Blackbeard pilots haha
Just to make sure, steam release is still planned right?
yes, sometime after the kickstarter wraps up (which is planned for next march)
Hey @alpine sorrel ! Think it would be possible to add some elevated pipes to the assets? Something that would stand somewhat like the bridges. Just a suggestion.
we were doing holdout on uhh.. castle crash? i think is what its called? and a demolisher spawned directly in the middle of all of our mechs and we almost shrieked
āweā being the system lol
Oh yes, I know all about doing holdouts on castle crash
Pile of dead PCs
i think we need a line or 2 of text to explain when exposed singularity triggers xD
š I think I noticed that a few weeks ago and it should be fixed in the next update.
I'll add it to the asset request list!
Is there any sort of logic as to which enemy will be hit by the Nuclear Cavalier bonus damage when shooting an AOE weapon?
Currently it seems to just be random, but I think it would benefit from some sort of internal clause that the bonus damage can't hit an object or a grunt if another target was also hit.
I bet it's currently just "which unit spawned first so is first in the list"
š would be nice to give player control over it, or failing that make it smarter
Ahh, that explains why it would so often hit wrecks, if enemies die and then new ones spawn the wrecks would be earlier in the list
Thereās no information as to which enemy in an area attack the GMS turret reaction is going to hit either. Some of the reactions draw a line but I donāt think that one does
shouldnt bonus damage be halved and apply to everyone?
(Depends on the bonus damage, I think nuclear cavalier specifies itās the first target, so it never gets spread to area attacks. Canāt recall for sure, but some of the bonus damage works that way)
ohhh i see
Weird interaction i found today: got knocked prone by a bombard, climbed into water, stopped being prone because of EVA Module, climbed back onto land, was prone again.
Gonna test out the Survive mode, with what I would surmise is the best team for it:
All the same build?
I was trying to crack it by using caltrops and the Plasma thrower to see if I could just kill them before they even reached me
I was looking for footage related to Hornets not using Weave when they should, but this is also very useful, thank you! š
Round count: 25
Structure damage taken: 0
I'm running two sniper builds with Uncle AMR, and two CQB builds with Throughbolt Krakatoa and Vanguard 3 DSAS
I also have Hyperdense Armor, which I realized after the fact I should absolutely not have xD
With 6 hull, persos, and Reinfoced Frame alongside core active each frame heals 17 HP per turn, and enemies just can't break through that
Holy crap, how did you manage this? I, for myself, have a lot of difficulty maintaining my Balors, as their size 2 make them hard to cover, and thus prime targets.
Another bug report, @alpine sorrel . I've got a Gorgon with a main/aux mount equipped with a vorpal gun and a pistol. When I shoot the pistol, I then get to shoot the vorpal, even if it is not supposed to be usable outside of reactions. Anyway, thanks and keep up with the good work!
Oh, and also, I'm pretty sure those are not supposed to superpose like this.
Well first off, I was using Core active on all of them and had maxed HP, so was healing 17 HP per turn, and I would always take the action of the most damaged Balor immediately.
These are the sniper Balor builds I was using, turn was Crack Shot, Uncle AMR, full action Stabilize, and I OCed once to pop Swarm Body at the very start.
I could definitely optimize these further, like I didn't use Nuc Cav at all and could have taken Tactician 3 instead, but I think I'm done with endless mode XD
Hey, thanks for the follow up. Nice sniper build you have there. Do you have to use your assault riffle often? Personally, I would replace it with a super-heavy weapon bracing so you can shoot with a Cyclone Pulse riffle instead of the AM. Anyway, just a thought that came by. Thanks again for the tip!
I can't use a superheavy because I need to full action stabilize every turn (and superheavy can't be used with Uncle), Balor doesn't have the heat cap to OC loop
I think if I were to redo this, I would actually take Hydra 1 and use Ghoul Nexus with Tactician 3, because this team had a really tough time killing Hornets (I was testing vs the first enemy group)
hi found a bug while playing tonight. bottom-right sentinel fired at the PCP and triggered vorpal gun, but gorgon didnt have line of sight to sentinel so couldnt fire vorpal gun
also, everest couldnt put down jericho cover in a free space
you don't have two free spaces to deploy it into!
but theres a free space right next to blackbeard, or does jericho not allow deploy on the diagonals?
Jericho segments need to be adjacent to both you and each other
The space to your left and the one by the blackbeard would result in the Jerichos not being next to each other
This Bombard tried to shoot my Vlad with its Bombard Cannon, which of course didn't work because of Ordnance, and it knocked itself prone with its own Earthshaker Shells
But there weren't any other targets in range, so I'm not sure why it tried to do this
Brilliant work bombard, you're a credit to OPFOR.
Also perfect form mino!
This is why I think a Pinaka or Siege Cannon build is a mandatory piece of every serious team
Bug(?) Report: You cannot use Active Camouflage while you're invisible from a previous turn's Active Camouflage, even though Active Camouflage lasts until the end of your next turn and so the invisibility is going to run out immediately after my turn ends.
oh i see thank you!
So I was testing a quick map and fiddling with triggers and stuff and ended up against the warbois, as you do, and I had some LL0 test pilots I think the game picked for me, unimportant which, and I need to get to round 2 to make sure some triggers are working
So I'm playing fast, beserkers rushing in, ramming, shotguns, don't really care much. Wait. Don't they have a bombard?
Yes. Yes they do. It's elite, in fact, and it saved both activations until the end of the round
It's now round 2 and... nobody DIED... Lost four structure total over three mechs, though!
Was funny
So yeah, now everyone is stunned, prone, and has one structure down, and there's two beserkers in melee range. Not sure we'll reach round 3.
Triggers worked though!
Oh, and I found... it's not a BUG, as such, but it makes consecutive testing harder...
The "Play" button from the map editor, it doesn't do a full repair of your squad
So now I'm testing a slightly different set of triggers and I have a goblin on 1 structure, 3hp and a pair of everests with sliiightly more.
I'm not sure I can check the round 2 trigger functions because I'm pretty sure I'll die before then :)
If it doesn't screw anything up, a full repair on pressing the Play button from the map editor is probably a good idea?
Speaking of, I made this quick showcase showing how random numbers (or not random, if you change that) can be used to deploy enemies from more than one reinforcement bundle. It's not quite as smooth as selecting it from the sitrep, but it's a good proof of concept if you like that sort of thing:
Oh that's a good bug catch, ty!
not sure if it was reported already but i'm having issues with impact lance on my tokugawa
i have all bonuses to increase threat up to threat 7 but whenever i try hitting someone outside of range 3 (its standard threat)
the attack doesn't go off
Yeah, the war bois IMO are by far the hardest Opfor. I usually run a frame specifically tailored to beat them
And by Them I mean Berserkers
I still keep meaning to make that thread to put OpFors in. It's funny fighting against the one I made which is all veteran elites
Very different feeling :)
I'd been testing out a Open Door Impaler Nailgun Vlad, but it turns out Shrike Armor is actively bad against Berserkers
Bug Report: All of the Manticore hacks deal damage to you even if you miss with them, which is not how they're supposed to work
incredibly funny to fight as a minotaur
get slowed, idiot (it instantly shuts off their charge if they fail the save)
mostly you can simplify 'you choose an invade on hit' to 'choose an invade to use against them'(certainly lancer for Foundry does), since you generally already know what you want to happen. it does matter for manticore invades and stuff that you can choose to order before choosing an invade, like the heat, hacker 1, nuclear cavalier 1, and such.
hacker 1 is notable for that because getting to ask the GM 'push or heat' before choosing an invade can alter your choice. which is something I think was noted as something likely to be cut here/otherwise adjusted
I actually tried using an Interdiction Field Vlad and it worked pretty well
I feel like Berserkers though have a secret ability of "always passes saves when it would result in you getting killed"
horus core bonus says lmao no
Can I interest you in some Quick Tech Invade: Fragment Signal (Slowed and Impaired)?
It'll ruin a berserker's whole day
No stampede defense off the slow, and the impair'll mess up their attacks and any saves you throw at them
My folly is that I try for Quick Action "Shoot Open Door Impaler Nailgun" instead
Which has much higher upside but you need to get both the hit and the failed save
Im not sure if I'm doing it incorrectly, but I couldn't click on locations to deploy Javelin Rockets on an LL1 Everest
Can confirm, it just doesn't seem to work.
I don't think you're doing it wrong, it ought to work like any other choose spaces ability, but it doesn't seem to.
Yep they're broken on the current build, will be fixed in the next one.
if I purchase the 20 dollar game, will i get future updates and the campaign?
I assume so, I bought it previously and was able to redownload it for free on each new patch
Yes, with the usual caveats about early access / Kickstarter projects (no guarantee of future content).
I believe a steam release is planned, but I have no idea if itch owners / ks backers will get steam keys.
I think I can at this point give a tentative yes to itch keys (eventually!) coming with steam keys. We'll likely have to increase the price on itch at that point (because you can't give keys unless the prices match, and I want to have the steam one be more expensive) so getting it now might even get you the steam key cheaper than you'd get it later.
It's pretty dang common for games to increase their price for full release, so anyone giving you gruff about that is/would be being pretty ridiculous.
Hang on, the plan is to give itch keys if you get it on steam, but is it also to give steam keys if you get it on itch ?
Oh damn
So if I buy now on itch I'll get the steam key when that happens.
That's perfect actually, I just ran out of quick games to play.
can I import my own pilot art into this game?
turns out an all everest party at LL12 with only GMS parts can take out boulder company at round 4
wait, is there only tier 2 enemies?
Not yet, but it's on the post-kickstarter roadmap.
No -- you can adjust the enemy tier in instant action in the instant action setup.
ah, no wonder that mission was easy
its not letting me increase it above 2
wait, is that + an indicator of a modifer?
I believe so. At LL12 the default opponents should be tier 3
Oh, yes. You're not the first that that hasn't been clear to. Hm.
something weird is up with my folder number that keeps track of the number of pilots in the folder
oh i see what it is
when i go to rename it, the number in brackets also gets written in the name
so if i don't delete it it stays
I did it, I finally got a recording of a Hornet not weaving a reaction attack. This was second turn of the first round, it flew into my Vlad's range and instantly died to Vanguard 3
Here's a log for you, if that'd help
don't forget the save file too
weird, i suppose that was the first time in the round that the hornet triggered a reaction
because yep weave is 1/round
It is, but this was also the first enemy activation of the entire round
so it definitely should have had weave available
maybe a bug with vanguard 3?
ye something is definitely wrong with impact lance and the threat bonus from toku
i have 5 threat but it doesn't let me attack the enemies
when i use the full threat range, attacking one target is ok
but not multiple
Hey there @alpine sorrel . Got a new bug to report. I started a turn with a merch that had the auto-cool protocol on. Usually works fine, but this time, I also had another which had the lesson of the held image core bonus. So, when I activated my auto-cooling mech, my image holder could use its reaction and place a lock-on on a target, but it kind of overrode the auto-cooling system, which didn't happened this turn.
Not sure I'm clear; don't hesite to tell me if I need to rephrase.
Bombards don't know how Ordnance works
Inline hoverable glossary tooltips!
LETS FUCKING GOOOOO
I really wanted that feature
think I even requested a while back lol
very hyped for the next build!!
I really like how the action economy is very clearly laid out for everyone to be able to intuit just from them being on the same line
only thing not there is protocol/free
It'll be a process to roll them out to all systems since it requires manually updating the text entry, eg You gain +2 HP, representing a minor modification you have made to your mech. => You gain |+2 HP|, representing a minor modification you have made to your mech.
but I've started it out by adding it to all the GMS gear and tags
oh sorry that is free action! not full
see, my dumb ass is why clear UIs are necessary
I actually need to figure out how to handle deeply nested glossary dives... the text processing is heavy enough that I think I'm going to need to limit it in some way & probably not include additional tabbable entries for anything past the initial entry.
so in this example it'd end up as not showing the free action
personally i don't think being able to tab over to the other entries on the line would be necessary here? It looks enough like the Foundry Lancer toolbar (but more legible tbh) that helps you keep track of your actions
meaning, it just sorta implies, by the mere way it's laid out, that these particular things all go together
thus helping a new player get familiarized easier and faster with the elements of a turn
i don't have the vocabulary to really explain what I'm trying to say here
uh: Grouping the similar/related keywords together in the tooltip shown helps reinforce the learning a hypothetical new player has already received. They're already doing a lot of reading about how grapples work, and taking in a lot of information, so having this association-by-layout is reinforcing other related concepts purely visually rather than with more text. It's good UI design.
You even have the little Quick Action half-hex associated with the words elsewhere on the tooltip. The more consistent the coupling of the text with the icon the faster the player learns to read the two as interchangeable as well, so they're gonna start picturing the half-hex when they see the words "quick action" even alone.
Anyway yes, 10/10
Oh the icon thing is a good callout. Just added those to the little glossary tabs as well.
THANK THE MAKERRRRRRRRR
It's really important to me that since Lancer is a menus game, the UI f@cks, and this UI has it going on more than Stacy's mom.
if you take jager kunst 1 it's also a parkour game
But youāre still doing the parkour via menus.
Hey anyone want to do me a favor and do a survey of the core rulebook for sources of bonus damage that are only expended on a hit? (that apply to the entire attack, not just one roll/target so not e.g. I Kill With My Heart or NucCav)
Somebody reported that, currently, OPCal is getting expended on misses as well. I don't have a good mechanism for keeping it around if the bonus damage it rolled at the start of the attack never gets applied to anyone, and I'd like to know how common a situation that is.
I have text searched the core rule book it mentions bonus damage 38 times. Now checking thoseā¦
- Inspiring Presence: leadership 3, can expend leadership die for +1d6 bonus damage on hit, but presumably that would be per attack roll (it says āto deal +1d6 bonus damage when they hit with an attack.ā)
Leaving in as possible, depending how you interpret it to work with area attacks etc (and when you offer choice of spending the leadership die)
- Overpower Calibre, as mentioned, is 1/round on hit only
- Hunter; mourning cloak frame trait, is 1/round, you may deal bonus damage on a hit with a melee attack. Iām not sure how often it would come up but itās possible this plus some weird area melee weapon or melee talents might count? Either way it seems like it might fit your criteria?
Thermal Charges also
- Expose Weakness, from corebook Scout, applies a debuff to a target that makes it take extra bonus damage specifically only when itās hit, not when itās missed?
(And then it goes away after being hit, otherwise lasts for scene)
Thanks for mentioning
- thermal charges,
apparently a text search for bonus damage doesnāt find that. Not sure why honestly, it has the words!
Unless my search has missed more thatās it for bonus damage sources that apply to an attack, are expendable, but only trigger on hit, in the core book.
(But with one example of that now I donāt trust it.)
Itās possibly line breaks!
- Hunter Lock might also count:
first successful attack on hunter locked target each round deals +3 bonus damage
I canāt find any more. I ran the search for bonus, this time, and just looked in the licenses and talents sections
Great, ty! MC Hunter I have as specific-target damage (since if you had like an impact lance that hit one isolated target and one not-isolated target, it'd only apply to the former) & same with Hunter Lock + Expose weakness. But Leader 3 is a great find.
For thermal charges... I'm not sure how to handle. If you have an impact lance with thermal charges, does that bonus damage apply to everyone attacked?
because you don't know if you have it or not until you start rolling actual attacks
I have no idea! Iād say yes if it were GMing but I have been so wrong with lancer rules before :)
so you could be like:
- roll against target 1 => miss
- roll against target 2 => hit
- roll against target 3 => hit, expend thermal charge
should the bonus damge apply to target 2? And then also get halved?
I think so? Itās weird though. Might be simpler to make it just whatever target it triggered against⦠is that best for the player? I donāt know. š¤·
Yeah, rules as written I think thatās what would happen for impact lance, because you roll damage once for that whole line of damage.
(That, being, bonus damage applied to both 2 and 3, and halved)
The bonus damage applies to everyone you hit i'm pretty sure yeah
Thermal Charges are odd but part of their appeal is you can see if you crit before expending them
To get the most value out of them
That's so rough. It'll mean an attack event won't be able to queue up its own damage events anymore because aoe attacks can interfere with each other as they resolve.
Cool cool cool
Thereās no emoji for āsad programmer commiserationsā, but there should be.
(In theory I could fix that but what would it be? A generic humanoid torso giving a hug to some other generic humanoid crying into a keyboard?)
Anyway, good luck, Thankyou for your effort!
Rubber ducky with pensive face?
absolutely should be pensive rubber duck
is it possible to load custom art images for our pilots?
it will be on v1
does v1 also come with a story?
We have two modules in the works, but likely only one will be ready by the Kickstarter release
(IKWMH is the whole attack but is expended hit or miss)
Re custom portraits that's steam release territory, which will come a bit after
I think so. you can also expend a charge on both 2 and 3 at once.
In terms of Bonus Damage that's only applied on hit, the Mourning Cloak damage trait works like this as well
Which one, if I may ask?
I think they're custom to the setting of LT if I'm not making shit up
as for the actual situation, 'I miss with my opcal gun but try again later in the round with overwatch/immediately with overcharge' is pretty big
Dia's Pegasus heist
I see interesting
which people are writing/putting together what modules?
how do you move the payload on extraction? It seems so finnicky? It gets caught on everything and its hard to know when or where you are allowed to move it
In base Lancer, you can move the payload whenever you're taking a standard move
Though that's not super well communicated in Lancer tactics, for example if the payload is 3 squares away and you have speed 5 you can boost 3 towards it, move it 5, and then take the 2 final squares of your boost
I just did a refactor of how it moves with you (closer to a temporary mule harness rather than a grapple) so the finickiness should be improved in the next build
Hooray!
And yeah I find myself in tabletop doing weird turn rearrangements (boost up to it and then move vs move up to it and then boost) so in LT we just put a max speed limit on it per-turn equal to your speed and only let you move it with its move/shift actions.
Which should end up being functionally similar to "only your standard move", in that it can move up to your speed per turn and you can't do any fancy tricks to speed it up
The remaining task about it is to let you bring it along with you when you use a standard jump
Which is niche enough that I haven't prioritized it.
But kai bioplating enjoyers will get their day
And hopefully also some sort of "drag it out of the water" ability
because right now it's prone (heh) to getting stuck in water
Yeah I gave it an EVA lol

So it'll float
I tried making an entirely underwater map and then realized why that would not be a good idea
Also I'm bad at making maps
I dunno, I think it has some good potential, if you build for it, and find a way to give all the NPCs an EVA module
The map design space is pretty different when everything flies
Yeah, the problem is the NPCs I'm pretty sure to not have EVA modules
Can make them have it via map triggers, but then it's harder to customize the opposition and sitrep
I have a zero g environmental modifier planned that gives the entire opfor EVA š (in addition to making the whole terrain zero g, a bit of terrain data I had to implement for the Isk)
If the water level is kept at least 3 above the top terrain that'd do it :)
That's funny
Am sick of dealing with hornets
do the monarch's javelin rockets work? I cant seem to lay them down
Shared part of my LT YouTube video on my film class, got good advice on what did and didnāt work! Iām def making a second sometime
Currently broken, will be fixed in next build
Hornets are the evillest thing a person can throw at players
And I've had a DM throw a ton of stun enemies at us
Wow, I didn't expect that the enemy AI was smart enough to try to search for a hidden character
Oh how did you get the top down view? I HOR OS1ād an assault into the water on one of the maps where theyād just be stuck but I couldnāt target them again because of the angles
press R
Ty!
gives you top-down persp
I just picked it up after following the updates on bsky for a while now, it slaps so far
Is there any way to see how many Walking Armoury charges you have left?
I kind of just assume they never run out
I don't think so but there for sure should be
I wonder which character the Bombard doesn't like
What if you don't want all the enemies to have EVA modules? For if the Opfor isn't fully prepared for a space fight?
Dunno. Supporting space combat isn't really on our roadmap yet; I only added it because doing the Isk made it easy. Maybe if/when we get around to doing long rim we'll have found a more nuanced approach.
Seems reasonable. It's very much an edge case anyway, but it was something that I thought could make sense/come up. If the players are like, ambushing a ship or something.
For specific , non-general cases you can always specify the opposing force exactly in the map editor, along with what specific objectives and triggers you want. Itās more hassle and complex than the quick sitreps but not that much work if you just want some more control over the enemy to also throw in whichever sitrep rules are appropriate.
oh are the other books a real possibility at this point?
What's the best case scenario?
you know what I noticed playing this game...the AI doesnt mess around when it wants to bully 1 particular pilot. If not given more attractive options they will kill you with tech attacks and reliable damage, really messing with 1 pilot until they structure. It makes me think about all the times my GM has pulled their punches whenever one of the players was just getting dumped on by the roll of the dice
Yeah. Thank your human GM, they're always gonna make for a better experience than a computer can.
We launch on steam next year & make enough ongoing sales to both support ourselves (instead of having to scrounge and do part time work to pay rent) and pay more artists/writers to make more content to get it to do even better on Steam. This cycle lets us port more supplementary books and gives the game a nice long tail. A healthy ecosystem of player-created content is supported via the in-game editors and outside-game resources like discord, youtube guides, and wikis. We also exist in a symbiotic relationship with the TTRPG where each brings more attention and players to the other. We experiment with other metagame structures like a metavault delve roguelike mode. The game's anticolonial political stories cause people to learn more about the history of their own hometown, understand how it exists in the context of wider imperial projects, and get involved to fight against real world injustice where they can. It gives us the financial breathing room to make future games ā I have my neurobiology education to get back to, but I could also see making sequels using this same engine.
Idk a lot of it boils down to "we get the financial breathing room to keep working on it and support our artistic, player, and personal communities."
Oh I also want to turn the studio into a co-op instead of the panic LLC I had on hand when we were setting up the KS.
metavault delve roguelike mode
i did not realize i wanted this until just now
Can't wait to pick between three things but in Lancer
....aaargh now ideas are happening
what if you have a "one pilot continues after failure" like in Into The Breach, with the other members of the team getting added to a roster of possible minibosses
gotta stop thinking about this until there's time to sketch it out properly
I shall tentatively hope then š¤
Just ran into another wrinkle for this for overkill...
- roll against target 1 => crit
- roll against target 2 => hit, expend thermal charge.
if the thermal charge crit damage rolls are (2, 1), overkill needs to retroactively get triggered and applied even though no 1s were rolled in the attack where the bonus damage actually came from... Lancer is complicated.
Is there a known issue with mule harness and hunter 1? Whenever my lanny uses lunge, whoever was riding in the mule harness remains mounted but is also permanently flying somehow
Oh that is truly gross. Even in the tabletop I bet most people would make a face at that line of events.
Ew what
Thermal lance, bristlecrown, engineer weapon, off the top of my head
Segment Knife I guess
None of those work
But on tabletop, I don't think you'd have to do retroactive overkill? You're supposed to roll all attacks, and then roll damage, I thought. So you'd know you have a crit and a hit, decide to expend thermal charge, and then roll the damage. (Which you do have to keep straight between the regular hit and the crit.)
Thermal Lance is a Cannon, bristlecrown is cqb, and Engineer weapon can't get Thermal Charge
*impact lance. Sorry, getting over a cold and things are still fuzzy in my brain. You're right on the other two, of course.
Combat Drill also works
How would Torch and combat drill do it? Doesn't this scenario need to be a multi-target melee attack?
Impact Lance doesn't work either because it doesn't have Overkill
Oh duh, yeah
So actually I don't think there's any way for that to come up, ever
There's no melee weapon that has the combination of "makes multiple attack rolls per attack" "has or can get Overkill" and "has or can take Thermal Charge" with just core stuff
Hm, yeah. Supermassive from Caliban can add overkill, but then you can't have thermal charge.
(And of course Caliban isn't on the table yet because Long Rim)
Same with Paracausal Mod
Yeah Iām not sure how you would be able to do it
FWIW, this is how I've handled it in Foundry and haven't heard complaints about it (that I can remember, at least).
Love me some games that aim to break the never-ending cycle of exploiting and profiting from the least fortunate.
I absolutely commiserate with weird damage edge cases though, that was a huge hurdle implementing damage automation in Foundry.
Leader 3 + Engineer would do cause the issue -- anything where you can decide to add bonus damage after seeing hit/miss results.
Arg, yeah, Leader 3 makes it so any overkill melee weapon is a culprit. Same with OpCal, actually.
That's true
Oh rip my homebrew which broke Witchdice also breaks this
That probably would have been a better flow... I roll base damage up-front before making attack rolls. I think I actually inherited this opposite flow from witchdice because there you need to be able to toggle damage on and off at will so I roll all possible damage and then show the results based on what's checked.
Aha, yeah. Makes sense to re-use a flow you've done before.
Now considering what it would take to reverse it... I think I have e.g. ace look at the incoming damage when deciding when to barrel roll the attack to a miss
But that could look at weapon size instead
And there's certainly value in having pre-rolled results that you can use more or less of as needed. There were some folks who requested that for Foundry along the way, I just never decided to implement it. š
TIL technically the Ace is cheating. š
For Impact Lance, since Thermal Charge applies either to every attack or none, it should roll all attacks and give one check for "use Thermal charge" after which it should roll all damage
So the Ace wouldn't Barrel Roll a grapple if it deals no damage?
I guess this is a little off topic but why does witchdice do it that way?
So you can toggle bonus damage on and off or attacks between miss/hit/crit and not ever have to reroll damage dice
~~obviously the solution is to roll damage for every possible combination of weapon tags & damage bonuses in the game for every attack, that way you can just look up the relevant value for the situation after the fact š ~~
This is so fucking rad I also hope this happens. And I also hope the neurobiology education gets to continue to happen, neuroscience is so cool.
From some cursory airport-lobby scanning and poking at a refactor, the ace AI thing was actually the only place I found myself using the pre-rolled damage.
I'm going to take a crack at switching over to the sequence you suggested @glad lotus, ty
Good luck!
Bug report, Stabilizer Mod and Nanocomp act like they're unique even though they're not
Check Paracausal.
Paracausal isnt in the game yet xD
maybe he's just being really meta
exactly
āā funny thing. See, right now, paracausal mod technically isn't even in the game yet. Youāre using a mod that isnāt real, and yet it is! Donāt worry about it. RAās like that. Just, here, know that because it will get added at some point, weāve made it. Thatās causality, and causality is a ā"
This is cool, I never realized there was a custom IKWMH icon
it looks like it's repurposed from Duelyst's Scion's First Wish
great sprite package
Bug Report: You can fire Integrated Weapon while under the downsides of bracing
oh is that not supposed to happen
Integrated weapon is a free action, can't take free actions the turn after you brace
makes sense
Bug Report: If Roland Chamber benefits an AOE weapon, the save or prone should affect all targets, not just one
Another bug report: Gunslinger die seems to bug out if you hit with an attack that also consumes I Kill with My Heart. You do get Gunslinger die procs for attacks that consume the Gunslinger die
...Tested this again and it did prone both of them, so might have been some inconsistency with when it triggers
All we have for now is the Parrycasual mod. If you say "Parry this, you filthy casual" to a Berserker when you shoot them, they don't benefit from Stampede Defense
Here's something I didn't know: In Lancer Tactics you can Overcharge and then shoot an Uncle Ordnance weapon, which you cannot do in normal Lancer, and comes up in some circumstances with Nuclear Cavalier
do you mean overcharge skirmish?
I don't, in Lancer Tactics Overcharge isnt tied to an action, you cam Overcharge to get an extra quick and spend it later
Which is usually the same as how it works but specifically different where ordnance weapons are involved
right, but Uncle is a free action attack. It should stop you from using that same gun again for anything tho
But what i mean is, you can Overcharge, get heat, fire an uncle weapon and benefit from nuclear Cavalier, then take your Overcharge action to do something else
Or o believe you could also Overcharge to shoot three ordnance weapons
that is indeed something you can't do in core.
Huh
while reading the rules i thought overcharging only granted you a free action
Not that you had to follow through the free action as part of the overcharge
Understandably it would be hell for the user interface to implement that
Overcharge lets you take a quick action as a free action, but you have to take that quick action immediately as you Overcharge
It's part of the same action, so much so that if you're a Lich you can soul vessel both the overcharge heat and the heat from any weapon you might fire as part of the overcharge, since it counts as one instance of taking heat
obscure... bug? Or perhaps non-optimal warning UI:
If in the mission editor you emit a trigger signal with no string context, it will silently fail.
- If this is meant to be 100% required, there should be a UI warning, as there is with other required fields.
- If you're meant to be able to say "trigger stuff, no context provided" that does not work
Even if you set up a trigger with no conditions on it, that isn't checking the incoming context for any particular string, that "Emit trigger signal" will never do anything, the trigger will not activate.
on the other hand, put anything at all into the text field, and it will work as expected, triggering all trigger signals that don't check for specific strings
Unrelated to the above issue, how are we meant to apply any of the Unit effects such as Damage Unit or Grant Overshield to multiple units?
These effect types will accept a [Unit At] datatype, which allows us to specify a zone, but they'll only pick the first(or maybe last?) of the units in that zone to actually affect. It's not random either, seems deterministic which unit is chosen at least within the same trigger, so if you duplicate the Effect and have several they all apply to the same unit within the zone.
There is an [All Units At] datatype, but none of the unit-affecting Effects actually accept that datatype as a target, and I can't find a way to convert it to something they do take - or any way to do a for-each like structure in general, really.
Interesting, I haven't tried getting a single-unit effect to be run on a number of units, so yeah the tools probably aren't there right now. I'll put it on the to-do list and think about it.
Thanks!
Something I really like about LT: since I control the whole squad, having one character get bullied/stunned/destroyed on 2nd structured doesn't feel nearly as bad as it would in tabletop play š¤
I don't suppose you've got an autosave from this / know how to make it happen again?
What are yalls thoughts on some of the more support focused talents added in the supplements like house guard and such? Do you think youāll try to add them at some point?
The current project is "100% of core rulebook or as close as possible given budget constraints" but nothing beyond that.
There's a lot of hopes and dreams for once that's done (mod support, supplement content, etc.) but nothing concrete yet.
Do yāall prefer hearing about bugs here or would you rather people just use the google form?
whatever works for you - I check this thread more often than the google form submissions, but either way is fine š
Remind me where in the filesystem that is?
Easiest way is to go to Options -> Data (top left) -> User Data Folder
The actual path (on windows) is something like C:/Users/[your username]/AppData/Roaming/LancerTactics/saves
yep, that's it! That autosave file gets saved at the start of every player turn. If you happen to send the payload into oblivion again, grabbing the autosave will help us figure out what's going on š
Got it š
I'm pretty sure enemy armor is affecting each separate damage type separately, here I fire a Rocket-Propelled Grenade while Overclock and Roland are active and deal only two damage
If you have Gunslinger 3 and Integrated Weapon and you fire an Auxiliary weapon that triggers I Kill with My Heart, the Integrated Weapon proc can also benefit from I Kill with My Heart even though the original attack should have depleted the Gunslinger die
Opened this and was very confused, then parsed what channel I was in lol
To be clear this is both not how it works in "normal" lancer nor how it should work in Lancer Tactics
oh that definitely shouldn't happen.
i wouldn't suppose it's possible you just rolled minimum?
Oh, no, Overclock is fixed damage,
yeah it's plausible that stinker just slipped by me. thanks for the catch.
Tested this again, and yeah this happens every time, if you take this specific corner with a payload the payload will clip into the wall
Woag, Intangible implementation,,,
mourning cloak
Is skirmisher not implemented?
Itās not finished yet in the build we have, probably because it messes with the action order and lancer tactics doesnāt differentiate between skirmish and barrage so I believe it was more complex to implement - but Olive did sound like she had a solution, so hopefully weāll get it in an update soon?
I think the rest of the player facing stuff is slated for the next release, and then presumably NPC stuff after thatā¦
Not sure though, I just read the channel a lot and guess.
I had a weird idea for a challenge run. A community driven Nuzlocke challenge. People submit Lancers for my game and I try to get them to LL12, but permadeath is a thing
basically, some of you could submit ideas for lancer characters and ideas for builds. Then, for every 3 missions they survive they gain a license level.
the thing I need to know is what to do what to do when I have to replace casualties and what type of missions I need to do.
does centimane work right now? It doesn't seem to every apply the statuses when it crits
if I made a Lancer Tactics Nuzlocke challenge...would any of you like to participate in it?
as in...submitting pilots or missions
sure
the only thing is I am not sure I am comfortable accepting files from people, so I would have to build the pilots manually in order to get their info
what about compcon plaintext
that is possible
though...can I copy and paste it into the game? Does that feature work?
Olive, mind if I DM you something?
Pilot files for this are transferred as json, which are plain text
I havent owned this game for very long, so I dont know what is functional or not
As far as I know there's no particular risk associated with those, and they can be attached to discord without problems for easy transfer. They're not nice to read, but they are human readable if you want to skim over them to make sure someone hasn't somehow shoved a virus in there, although I think that's implausible
how do I export pilots?
You can import them from compcon format, or open up the data folder (there's a helpful link to it in the options menu, the Data subheading) and go to pilots
ah, I see. OK then
They ought to look like this:
I think I should probably ask Olive for permission before doing this
how would the missions go?
what are some good rules or challenges to go by?
As you can see, it's pretty small, mostly plain text with some ID numbers that refer to other LancerTactics specific IDs, so it's relatively easy to check it over, I think.
There's a save to avoid the statuses, check the log, they may have made the save. If you check the log and there isn't even a save being made when you crit with a nexus, then that's a bug that should be looked at I guess? Worth checking.
I know getting centimane 2 currently breaks the other two ranks in the public build. Should have a new build out next week with it fixed.
Sure
Yes. Json files are about as low risk as you can get and are safe to exchange. Worse that can happen is one crashing the game.
I dmed
what other rules could I make for the Nuzlocke challenge?
You can only spend 1 repair per mech per scene?
Or spend it once per mech per scene
Although the not repairing structure isn't all nonsensical
I don't think that workds very well, cause some mechs will get f'd up and be unusuable. They can only get full repairs every 3 missions anyways
I was asking more for the missions, maps, and enemy compositions. I could just do random map random mission or just go down the list
maybe every tier I get to pick a different enemy, swithcing from warbois to Boulder company and so on
what level should the replacements be? Half of the current max LL? Average of the current party (woudlnt work for the first replacement.) Completely new at LL0?
one full repair every 3rd mission is already killer, assuming a mission is 3-4 combats like usual
No, I meant individual "missions" in lancer tactics, aka, sitreps
Yeah, make sure you're differentiating between combats/maps and whole missions. 3 to 4 combats is gonna be tough, and could cause a mech to die. 3 missions would be brutal.
3 sitreps == fullrepai
I think just having to make a new pilot and mech each time a mech gets destroyed would probably be enough initially
Ah, yeah that works then.
And the 3 sitreps rule
3 sitreps == 1 full repair for the whole team, and for every pilot, their active missions are tracked individually. Every 3 missions they get 1 LL
I don't know how many characters could get through a minimum of 9 combats between full repairs.
3 combats
But it would be cool to see.
Yeah I get you I'm just musing on the other possibility now.
Wait so they have to go through 9 sitreps to level up?
no, 3
Oh ok
I'm thinking of starting with Warbois for Tier 1, Asset Mgmt Team for tier 2, and ending with Boulder company for tier 3, and maybe cycling more if I need to spend more time for getting the stragglers to ll12.
as for the maps and sitreps. I think this is what I will do. I will try to play every map, going from the top to bottom, and do the same for the combat sitreps. Then, once I have run out of missions, I cycle back to the beginning sitrep and continue. I skip the survive sitrep.
I thought I was doing pretty well with my 10 wins without a full repair but someone managed to get 20
I do love the announcement of elite enemies
I want to find a way to do that in foundry
It's so good
i love the idea of lancer nuzlocke
Shieeet
Is it a lancelocke, or a Nuzlance?
These are important considerations. They're importmanteaus.
what would be the rules?
Mostly works on version 13, you need a macro instead of a button but itās not a big deal, it is a one line macro
Nuzlance sounds like a good name for the squad in general, wheras Lancelocke sounds more like a term for the whole process, to me
Regarding rules and opposition, you can also import new enemy groupings. Right now thereās not a wildly divergent amount of different NPCs or even NPC setups to be had, but I do recommend at least one mission against opponents where every single enemy is a veteran elite. It is hilariously fun and different, and probably a lot easier to run in Lancer Tactics than it would be with a GM
Thank my lord, they gift shall be used well
Also, a pack that makes good use of Archers should probably exist.
#1079952007915376711 message
You are already dead
does anyone have any cool maps, enemy compositions or custom missions they would like to share?
I've got this one
#1079952007915376711 message the Chewable Assortment, a preconfigured set of Elite Veteran foes, one of every type of NPC we have right now, each with random pilots and colours. Intended use is to open up the reinforcement pack and rearrange them at random each time they're used as well - there's currently no random sort function so I just do that by hand
reserve pack .jsons go into the data folder in the /reserves/ folder
where is this folder? Is it installed somewhere in my PC? I dont see it in the folder with the executable
Yes, it is somewhere on your PC.
Go to the options menu, then press the Data tab
Then click the big wide yellow button to open it, wherever it might be
That's where you put or find pilots, reserves, maps (which are in /custom/instant_action ) save files, and possibly more custom stuff
If you're using windows the data folder is probably something like %AppData%/LancerTactics, but there's a button that doesn't have to guess, so use the button to find it :)
can someone explain to me how the editor works? I have managed to add both allies and enemy NPCs, but I cant get the regular enemies to spawn in, along with the players.
I have also made a conversation, but it is not playing on mission start
Did you include an ingress zone for the enemies?
I think so? I have a bunch or red zones
Did you set a trigger that triggers on combat start, then has separate effects which spawns the lancers and reinforcements, expanded to sitrep, maintaining a minimum op for value and respecting the activation cap? Iām pretty sure thatās what all the base sitreps do
If you want a conversation to play on mission start you also need to have something that triggers On mission start, with an effect to begin the conversation
I see, do I need to set a trigger in order to make the players and enemy deploy?
I see a deploy lancers trigger, but not for the enemy
deploy reinforcements
Then you specify which reinforcements, how many, where, etc
And yes, you need a trigger for everything you want to happen.
Including winning. I'm not sure if there is a 'default' win, even if you defeat all the reinforcements.
There's a default lose if all the player Lancer's mechs are destroyed, though
how do I trigger victory, defeat, and also trigger a conversation when an NPC dies
with the effects that do those things. I think victory and defeat are something like End Combat and then there's a toggle for if it's in victory or not
You can make a trigger for unit destroyed, and then have it use the effect that starts a conversation
If you want a good example to learn from, go study the Demon Artillery mission that Inconveniencestore linked earlier, they've used a lot of features pretty well
#1079952007915376711 message
is there any tutorials or videos I can see?
is there a list of combat states I can see?
Don't think there's any tutorials or videos yet. Make one, if you feel like it!
There's only about six? videos on the current version of Lancer Tactics at all, let alone fiddly stuff like the mission editor :)
how can I deploy 4 lancers plus an allied npc? I seem to be capped at 3 players
could someone help me with a custom map and sitrep? I dont understand the trigger system
It's on our list to make better learning resources because it's super hard to understand from just the game. Until we do the best way to learn might be to open up the tutorial in the map editor and picking through how it does things:
Why do Assaults do this?
No I don't want to fuel rod gun you, stop dancing in and out of my threat
"bet chu cant hit me! bet chu cant!!"
I've seen Hornets do this too, just trying to annoy you into Overwatching them so they can weave
It's like they're self aware
It's a bug with the AI that keeps popping up where when they want to figure out where to stand they see that there's a unit where they are (them) so it gets slightly down-weighted. I've fixed it a few times but it happens in different ways.
In this case actually looks like it's like "oh good we control this zone, I can go elsewhere" not realizing that they'll lose the zone of it leaves.
Eh, Iāve played a first person team shooter or two in the past. Totally realistic and believable behaviour. You want to shout ājust stand on the point and stay there!ā but nobody actually ever wants to do that :)
It's turn 1 of round 1 and somehow my Rocket-Propelled Grenade is unloaded. Do you not reload between scenes if you have Gunslinger 3?
...Oh wait I'm dumb, it moved automatically to get into range and Ordnance kicked in
#1424499149394677760 message
Lancer Tactics Nuzlocke challenge is open, if anyone is interested in submitting a character to their doom the revolution, feel free to add them to the submission form.
My understanding is that the new patch will be coming out relatively soon and have the rest of the HA mechs, so I think it'd be best to wait until then.
big Sal
Emperor too
Honestly I feel like both would be banned from a nuzlocke
Their ability to ignore or unreasonably reduce attrition would be massive in game
I actually don't agree, because I don't think it's attrition that would kill you in a nuzlocke, it's a sudden burst of damage
And Emperor (as well as Balor, the other frame that really resists attrition) are actually weak against a sudden burst of damage
Attrition can absolutely kill you
It can after like 6 combats, but this is 3 combats per full repair
IMO the only way you can die in 3 combats is by getting bursted down
as described in its lore entry, napoleon is king.
You could definitely do something with a Brace build
Once we get Big Sal I'm planning to make a Paracausal Pinaka Monarch which i think will do excellently
When?
You'd have to ask Olive for that
As a software developer myself I know that the error bars for software updates is give or take 200%, so it'll be in a week, give or take 14 days
Cannt believe next patch is in -7 days, Absolute Lich
It could have been 7 days ago, for sure
Unfortunately, those darned players kept finding bugs and asking for things
oh no I got a sekhmet lock I think for blademaster 3 targeting
Also this session I couldn't get blind (from witch) to clear by stabilising
and I thought custom callouts weren't working but it was because instant action doesn't update changes to a pilot that's already in the lineup I think
That's intended I think, in base game "can only draw line of sight to adjacent spaces" isn't a condition, so there's no way to clear it other than letting it wear off
But for some reason if you're blind you can still load an arcing round from Walking Armory and shoot someone just fine
I love Lancer
well, considering how the new patch is adding mechs we dont have access to yet people can still submit. We are starting at LL0 anyways, so if anyone wants to submit their build and pilot to the Lancer Nuzlocke challenge they are more than welcome to send in their LL0 build
Like from a "resistance to attrition" standpoint? Not much, really, except for Balor
Ghostweave fully passive hide-looping metalmark 
That's preventative, but not too shabby in the right circumstances maybe
Leans more into the "if I get shot once I'm losing a structure" kind of build
I'm actually from the timeline where no bugs were found and it was released 5 days ago, the build SLAPS! Shame about how Iceland sank into the sea though.
~Worm, John "Wildbow" McCrae, 2013
Sekhmet causes a lot of soft locks right?
One time I got stunned from structuring while it was active and it wouldnāt let me end the turn for it, another time I got structured and destroyed Sekmet while it was active and then I couldnāt end the turn once I activated the Blackbeard there either
It is fun to let it pop off in a group of victims enemy combatants
If you have any autosaves from when those happened, would you mind sharing them? Dramatically helps with fixing them. You can find your autosave [like this](#1079952007915376711 message) ā it saves at the start of every player turn.
I will see if I can go back and find them or recreate them, sorry. I need to get in the habit of that.
I sound like my worst customers lol
āļø all good! The reports are helpful either way, an autosave just makes my job easier.
You also hit invisible people 50% of the time so
I think its safe to say that vision is not necessary to attack
Hello!
Bug report: If you fire a Main ranged weapon, choose a Walking Armoury charge, aim, and then cancel in the Walking Armory menu, it cancels the entire attack and consumes the quick action with no way to recover it
...Oh, i fired an Aux first from a Main/Aux when this happened, so that might have been why, since its technically possible to spend a whole quick just shooting the aux
I just expirement with a very crazy build
What was the build
I think very strictly speaking you shouldn't be able to fire the aux mount without firing the main mount first? Though I could be mistaken.
You can fire an aux first in a main/aux if you want
Does lancer tactics handle the case where you fire an aux to charge the last pip of IKWMH and then fire the other aux as a primary attack to trigger and benefit from that bonus damage?
that's true, though, we're not sure if you can shoot the main weapon still if you do that
You can.
You declare "I'm going to skirmish with MAIN" and also select AUX as a secondary. Then you resolve the AUX first and the MAIN second.
it was a tokugawa torch wielding genghis with sekmet, now it's a gengis with flight
Do things like auto stab and vanguard 1 work on the secondary attacks from arc projector?
They should, with the caveat that vanguard 1 is within range 3 of you, not the "place where the attack comes from", so it won't trigger unless the secondary target(s) are also within range 3
Second question, is the arc projector actually good?
Itās a very selective area weapon that can hit lines, weave around allies, chain off drones if needed (especially enemy ones, though only a few NPC types use them and theyāre not in LTactics yet) but it deals poor damage for a Heavy weapon
So the answer is yesnt
The initial range is also a bit short. I donāt think itās awful, but itās probably only ok
It benefits quite a lot from the CQB talents. If youāre using it against a bunch of stuff inside range 3 of you, itās good at that.
"Is it good?" is a bit of a tricky question with Lancer, because there's only a handful of things that are truly questionable
I dont think the Arc Projector is going to top any "meta tier lists" or what have you, but it's a uniquely solid way to do selective close-range AOE.
Would it be worth putting autostab on tho?
I also wouldnāt hate it with External Batteries for a ranged 10 zappy to chain to small packs of enemies, but itās going to miss a lot more there
Hmm⦠yeah, probably
Benefits more from Autostab than Opcal, if we're comparing to GMS options!
"Worth" is also kind of hard to answer in a vacuum because it's like... what else could you be using that CB on? What does your build want to be doing?
I think there are some cases where it would be useful, because enemies tend to clump up a lot in Lancer Tactics and right now a ton of enemies have 1/round resistance effects and 4 damage seems to be the threshold where they'll use them
So you could use it to eat a bunch of Hunker Downs
Also, uniquely on a Manticore, it is SO MANY small heat triggers for DotTotEoR
True, but I actually don't think that's a good thing, you want to drag out the core active for as long as you can to make use of the halved heat costs
If you have enough targets in short range to be hitting with it, and theyāre all going to take 3 or 6d6 Ap Energy damage Iām happy with using it up then.
I agree you might not want to attempt to trigger it as fast as possible, but if youāre already at 3 or 4 and thereās a few targets near each other itās perfect for triggering the blast when -you- want instead of when someone Invades you
also, if your build primarily relies on 1
effects, the resistance won't do that much for you right?
True, but I wouldn't want to dedicate my heavy to that, since presumably shooting my heavy (with or without overcharge) is what I'm going to be doing the rest of the time with my core active
Ok, but, youāre dedicating your heavy slot to it because you want to be a vicious close range area brawler, and the core power triggering fast in that instance is great for that
Iām working on a combined arms manticore and the core power triggering fast was a bonus
Iām not sure if I want it to use beckoner and smite or not. They both slap but idk if I want to put points into systems and the recoil is a thing. Normally I wouldnāt care about the recoil too much but I was thinking about that lancerlocke thing
But if no beckoner then id have to figure out how to get it into range
Hm.
Plasma thrower manticore isn't combined arms but it is awesome
Iām mostly just tired of plasma thrower tbh. Itās very good, I just donāt want to
I do kind of want explosive vents though
Feel like stabilizing in front of an enemy would feel less painful with that
For the manticore
I like the Toku annihilator as well, though it is also low damage and only a main. But it's pretty cool.
I liked it but didnāt realize you HAD to target everything around your target until I was in a mission with it. Toku is cool tho, big burn numbers are sexy
I also think that running a superheavy on a 2 mount frame in a game without Armament Redundancy is asking for trouble
silly question but the game will only include base book frames right
That's the plan for the moment, if it sells really well they might add more
The demo version had Kobold, so who knows
Iām hoping for any mod support, so we can put other stuff in it
It is, which is why plasma thrower manti pretty much always takes armament redundancy improved armament first.
(Armament Redundancy is a System from the Dustgrave module which protects Weapons from being destroyed by Structure damage; it is primarily intended for Superheavy builds)
what's kinda ffunny is since my main three mechs aren't in this, and two might not be, i'm stuck learning about mechs I only tangentially know about
Oh, that's not the thing I meant then. Improved Armament, the GMS core bonus that gives you another mount.
bug: you can't attack or overwatch with the impact lance if it would target multiple units
I was using a toku with all the threat extension tech for a threat 7ish impact lance but it won't usually let me actually spear multiple targets
New PB
Also I might be a agimaxxing believer, the only pilot who managed to not go through every single repair was my 16 Evasion Metalmark
Turns out not getting hit is pretty good actually
Though Kai did tone down some of the enemy Accuracy I think
I thought the rebakes weren't implemented yet ?
But yes rebakes make dogetanking not only possible but a viable strategy, speaking from experience.
Question, under what circumstances does it give you the option to Brace?
I'm pretty sure you're supposed to be able to Brace whenever a hit would structure you, but I got hit by an assault's combat knife and had a reaction available and it didn't give me the option (and of course I rolled a 1 on that structure and got stunned)
not just structure, but any hit that does more then 1/2 your HP
Well here's an autosave, if you can glean any useful information from it. It happened twice in one combat, the second time on my Tokugawa
I was under the impression that the rebake was what was already in the game
no rebake came out after the base game npcs were implemented
Is there any way someone could tell without looking at the NPC stats?
the rebake npcs will get implemented in the future, probably 1.0
Well for a start Assaults donāt have reliable in the rebake. Thatās pretty noticeable :)
what is rebake
Okay well in that case it's definitely not implemented
"Good heavens, a drone"
Turns out, the humble bait drone is very effective
kai tave, someone who's written a lot of ancillary lancer stuff, is rewriting the crb npcs with adjusted abilities and a more modern design philosophy
Also addressing some of the pain points associated with the NPCs and giving some of them stronger identities
so assualts can't just reliable squishies to death?
Broadly speaking, yeah
neat
And to be clear, it's an unofficial personal project. It's fully third-party
moreoptions are more options
The CRB has reliable on three characters' base kits: Archer, Assault, and Rainmaker. Kai changed it to Archer, Operator, and Sentinel.
Sentinel's a fun choice
Reaction attackers get to not have their reactions not matter sometimes
Also, the Rebake Sentinel gains Vanguard 3 when they're in Eye of Midnight mode.
scary lol
Which slaps btw
Also, even with Reliable, the Operator still has a lass bullshit gun.
i think ive only seen eye of midnight used once so far
It has regular scaling, not three attacks.
No weapon in the rebake scales by getting multiple attacks at higher tiers, iirc
Thereās still some multi attackers but they have that to the same degree at all tiers and are designed around it
Yeah to clarify, Olive reached out to me because she feels the rebake would be a good fit for Lancer Tactics in terms of ease of implementation as well as helping smooth over some elements that may arise by turning Lancer from a tabletop game where a human GM controls the opfor to a video game where AI is doing it
She posted a couple of very extensive updates to the kickstarter page outlining her decision to do so
The rebake ISN'T official Massif Press stuff, it is 100% my own and therefore unofficial, to add additional clarification
Olive's position, to briefly and perhaps inexpertly summarize, is that Lancer Tactics has already staked out a framework of not slavishly following the core rulebook 1-1 in a bunch of ways already (i.e. the differences in how Brace works) to make things easier to implement and more enjoyable as a video game, and as such she doesn't feel as beholden to trying to make Lancer Tactics a roundabout Lancer Automated Tabletop Sim
Correct, I haven't done any rebake implementation yet. When I get to doing a NPC pass (soon!) I'm going to be implementing them as rebakes. More reading of the thinking about it: https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409
it also skips giving the brace option if like you're at 1 hp and taking 3 damage; if getting resistance wouldn't stop you from getting structured.
It definitely would have prevented the structure in this case, I was at 6 HP and took 8
Do you have an autosave?
yep it's up there!
I posted it here
ty, we'll take a look at it
Hey! I'm planning to work on my own map
My idea is a small, dusty town. I'm thinking of calling it Ghost Town Gunfight
I too love fallout new vegas
Potential Bug: an enemy with 1 hp started their turn and died to Balor's scouring swarm. Then another enemy did their turn immediately even though I should have acted next
This had been happening a few times and finally remembered to copy the autosave right after it happened, here I load a Walking Armory shock round in and don't get the effect
Been testing out Balor in just a regular attrition gauntlet and I'm really impressed, I'm only at 5 wins but I've been able to regen through a ton of damage and am still at full structure stress and repairs
Immortal, the Balor trait that makes it heal its HP between fights for free, isn't implemented
wait, what are the differences between regular lancer and lancer tactics? The brace is different? How so?
Being asked "do you want to brace ?" every single time you are attacked on any of four mechs simultaneously would be wayy too much spam, so it only gives the option to brace under certain conditions (iirc, more than half your hp at a time or a hit that structures you)
But also check this out, it's a good read and super interesting
It's a pretty common problem for lots of digital versions of games people play in person, abilities that let you react to anything that in person you can just say "hey I use this thing" but on digital they need to ask "do you want to use this thing?" every time it could use the thing
Uuuuuuhhhh
i had "i kill with my heart" trigger 2 times
One with my 1st hand Cannon
And then the prompt for the bonus damage triggered again for my integrated aux mount
Which was indeed another hand cannon xD
Known bug I believe
Ok if that's the case I won't upload the save o7
I don't think we have a good save file for this yet, so if you still have it and don't mind uploading that would be quite helpful!
More data is always better than no data I think; worst case scenario, they just don't download the file
I can confirm that this happens every single time, if you have Integrated Weapon and IKWMH and lead with an aux it'll always let you do it twice
It goes a long way towards making Aux spam builds competitive with heavies
-Signed, definitely not a Tokugawa
Managed to get a clip of firing a main weapon with shock rounds and the shock round effect just not going off
Can you use the hide action in the smoke charge aoe?
I'm pretty sure thats a point of contention even in normal Lancer, I would personally allow it but I'm neither the head judge of Lancer nor coding Lancer Tactics xD
Iām all for yelling āNINJA VANISHā and then hiding in the smoke lol
Mostly because itās like your whole turn and youāre inside of soft cover soā¦
For tabletop Lancer, yes. It's an area of soft cover
Does it work here? Iāll test when I get home
yeah its a zone of soft cover, its very much intentional that you can and should be able to hide in it
Yep it does
Cooooool
Hooray
Confirming, hiding in smoke shouldn't ever be contentious, it's like explicitly intended
The only thing to note is, per the CRB rules (dunno if this will be strict 1-1 for Tactics) you have to be COMPLETELY in the soft cover zone to hide, no half-in half-out
enough to totally conceal you, but soft cover is only
sufficient if you are completely inside an area or zone
that grants soft cover ā many systems and talents
that grant soft cover or plain old obscurement just
donāt provide enough to hide behind!```
"An area or zone" seems pretty cut and dry
yeah basically the thing that you cannot hide with is stuff like "this talent gives me Soft Cover" and also any of the wall-type systems which grant people soft cover for attacks crossing the line, like Stasis Barrier etc
Makes sense
So Jericho could work, but not something like mag shield
if Jericho is big enough to totally conceal your mech, yeah, mag shield doesn't work regardless
So would mech size not matter as long as youāre entirely within the area? Like a Barbarossa should be able to hide in smoke if itās entirely in the zone
Yeah for soft cover areas the only thing that matters is "are you completely inside of it y/n"
Is there any way to view the current HP of a drone?
is there any lore for the default enemies? Like...Asset MGMT Team? Boulder Company? And Warbois?
Should be able to mouseover it and see a bar below
Boulder company is Karrakin-aligned from the field guide, beyond that nope
Even more contentious is whether line of sight drawn -through- a smoke grenade should give soft cover. I've always said yes, because there's rules as written and then there's avoiding massive ludonarrative dissonance, and also because it's the point of smoke grenades and so on and so forth. I -think- Lancer Tactics does this at the moment, but I'm not sure. I've seen people arguing in both directions.
Ahh, okay you can see it as long as you're really zoomed in
I can't screencap my mouse, but at this zoom level it displays
And at this zoom level it does not
hm! seems like a bug
...The thing I was trying to test is what happens when drone units get hacked, because it shows the icon for "took X heat" even though drones don't have a heat cap and so I'm 90% certain take heat as energy damage
they for should should
...But there was a bombard in this scene and so let's just say the drone didn't get the opportunity to be hacked
haha
I've definitely seen the enemies hack a drone before but i'm not sure what would cause them to do it, and I can't think of a way to apply heat to an ally that I could test with
Maybe burst launcher from a pegasus?
New amazing mech name
If we have invading allied implemented and the smite system, you could try sear I think
is it possible to move the payload twice in one turn with the same character?
Well yes, but actually no
(You can, but the sum of those movements can't exceed that character's speed)
I barely scraped through scene 13 with the squad I've been working on. We're really low on repairs now but we're all still alive
(Bug Report) Bombard ignoring Ordnance vs my Tokugawa with the power of positive thinking š
How are you getting through so many combats without a full repair? Maybe I just need to hide more
I've put a fair bit of effort into optimizing this team, I'm running
Asura Andromeda Death's Head for DPS
Gandiva Metalmark to snap hornets out of the sky in a single shot (with backup assault rifle for grunts and 7 speed for payload running)
Nanocomp Impaler Balor to tank and regen HP and ruin Berserker's days
Loading Loop Tokugawa for AOE damage
And I rip through opfors extremely fast
So it's not hiding, its a combination of everyone on the team having artillery range (other than Balor who has HMG) and at least 2d6+3 damage from their heavy mount, just killing anything that gets close.
Ah the xcom 2 strategy: donāt let the opfor have a turn
Alternatively, death is the best cc
Yes. That's a big part of why I'm running Deathās Head in an Attrition challenge, no other frame can inflict dead as well as it can. It can do things like one tap the Elite Witch from Boulder Squadron before it gets a single turn, thanks to Nuc Cav Opcal Andromeda doing 4d6+3
False: manticore can inflict dead more effectively. All you have to do is castigate in the middle of the team
Then everyoneās dead
That's not very conducive to surviving Attrition though
In my previous attempt I was running Hacktuga instead of Balor but the passive HP Regeneration is absolutely broken
No, Deathās Head gets a 1/round free reroll
That's what allows me to forgo Autostab and get Opcal+Superior By Design and still hit basically every time
Fair, I was thinking maybe the aoe on pinaka might push it over the edge but probably not since itād be less consistent
I was using Pinaka Monarch before instead of Tokugawa, but so many of the Frontline enemies have damage resistance of some sort I was often plinking for like 3 damage. I'm going to try it again once we get the rest of the HA frames and Paracausal Mod
Sorry, I'm catching up on old messages - there's a known issue already fixed for the next build between centimane and mimic gun, but other than that afaik centimane should be working š
(I'm not sure if that's in addition to or superseded by what olive said about centimane 2 causing problems š)
Hey y'all, I'd love to gauge temperature for an idea: we had the thought to experiment with having mechs automatically destroy visual doodads on the map while moving around; stuff like a mech walking onto a park bench or potted plan automatically turning them to rubble.
This idea led to thinking about size 2+ units likewise destroying some more substantial setpieces like soft-cover trees; it feels a little odd for a barb to walk through a size-1 forest and the trees all being chill with it, untouched by its passage.
I know the tabletop doesn't do this and that Lancer isn't simulationist so thinking along these lines is ultimately a dead end, but we're already doing more advanced stuff regarding terrain destruction like being able to carve out canyons in the ground with the apoc cannon. Would the rule of cool outstrip the nerf that this gives size 2+ units in them potentially wrecking cover for their allies?
An alternative might be to just visually alter the trees in some way but not change their gameplay mechanics e.g strip their leaves or something.
either sound fine to me
- An optional setting?
- visual-only could be good?
- maybe only apply to little details like park benches and other non-terrain pieces
š noted for 2 and 3, but our [default stance against design settings](#1079952007915376711 message) hedges out 1
I think it would be cool and flavourful! If you're concerned about balance, I also think visual only is a good compromise.
I think there could be a strategic purpose for it that would make it interesting
But it would need to be told to the player before they destroy their cover
oh communication is a good point
you could always just make the soft-cover ārubbleā still provide soft cover
ooo,
wandering into a scene, seeing no mechs but destroyed tree/benches as clues that mechs were there or are there but hiding
a bunch of broken trees still works
That sounds so incredibly sick. Absolutely make the Mechs feel big and powerful by crushing stuff. That's why Pacific Rim 1 is so good.
Personally i think it being visual only would be good
If something like XCOM second-wave options were in planned scope already (which, I gather from the aforementioned stance about design settings doesn't seem like it is), having a mechanical effect seems like it'd fit the bill for those
I'm not familiar, what's XCON second-wave options?
Sounds like the kind of thing that isn't necessarily a buff or debuff but could change how you play a bit
The problem you run into automatic destruction of things is that it would potentially lead to people wondering why certain things get destroyed while moving through them, but also i think stuff like a barb destroying soft cover forests would also be a nerf for other characters.
I do think that terrain being more "responsive" even if it is only visual would go a long way tho, like mech footprints on the ground, buildings getting dents in them if a mech is pushed into them even if it doesn't destroy it, that sort of thing
Also feels like trees for example changing their model when a mech goes through them would also be things you could apply to say
a razor swarm
going through them
visually I mean
I think it would be cool visually either way, I donāt know if it would be a nerf mechanically. Then again it would affect the opfor too
They're options when starting a campaign that alter some of the mechanics, like affecting how flanking and crits work, or making the angle units attack from matter for cover (for both player and enemy units). Not necessarily difficulty sliders but they add factors to consider
You can use them on successive playthroughs to keep things fresh
Making sort of dent in the ground when a mech is knocked back also could be cool for example
OH actually additional thing, if this made it in, where would this leave Juggernaut?
As that's the default "move and destroy things in your path" talent and it comes with a cost
Thanks for the autosave! Unfortunately, it looks like this is from the end of the combat. Autosaves don't record the flow of previous events, only the current state of the most recent player turn, so there's nothing for us to work with here. It is quite a collection of npc wrecks, though! š
I guess there's a general PSA in order for those submitting autosaves - it's best if you can pause the game as soon as you notice a bug and grab the autosave file (move it or rename it or whatever) before anything else happens. Thanks again to everyone submitting them, they make debugging much faster and less painful! š š
š«”
In my opinion, if a Barbarossa can destroy trees and terrain just by walking over it, that raises the question of why it can't just step on a size 1/2 mech to kill it and why its Improvised Attack does the same amount of damage as that of a Dusk Wing.
Ahh, alright good to know.
Eh, IMO it doesn't fit the vibe of Lancer, where mechs are military machines still subject to the environment, rather than gargantuan colossi that domineer it. Trees give you cover because you still haven't outscaled the natural world, and urban warfare is still a deadly affair rather than an exercise in being a bull in a china shop. Does that make sense?
I agree with this, and puts it into more concise words than I could have
Mhmm mhmm I hear that but also I'm looking at this screen in LT and these bigger mechs are kinda domineering the treeline. That is more of the fantasy of the big bois, even in lancer... and in LT we've had no choice but to pick some relative literal scales of things and the trees ain't looking too good
This is the "lancer isn't simulationist and ultimately this line of thinking is ultimately a dead end" that I was referring to. This thing here is just a potential splash of taste for flavor
Overall, I'm indifferent towards the idea.
Sidenote: Here's how you survive 16 scenes without a full repair, you hit the opfor with a Neverending Rain of Fire
Alright, and was able to confirm that drones do properly take heat as energy damage
RIP hive drone, thank you for tanking two Impale Systems for me
This is also why I have a dedicated Evasion tank with massive speed, so Escort missions are over on the first turn of the third round
How do you keep the enemy from contesting the payload?
Puppet systems on Balor, Nuc Cav Opcal Andromeda on DH
Also Metalmark is speed 7 so the enemies struggle to keep up with its movement
Bug Report: If you hit an enemy that's Grappling you with Puppet Systems, nothing happens, they don't even take heat
...Here's a funny interaction: If you damage yourself (done here by hacking an adjacent enemy with Eject Power Cores), you play both your "hit an ally" quip and your "was hit by an ally" quip, both targeting yourself.
Let's GO
got the patchnotes drafted up for it already š
Hooray!
Also, just saw this and wanted to mention that I'm really excited for it, Eld's maps are super impressive.
I agree
Now that the system is moving from a table top to a videogame it's expected there to be more interactions to consider.
And I think seeing trees and minior map soft cover elements be destroyed by 2+ size mecks is cool and will give them a more intimidating presence.
To not make it unbalanced for smaller mechs making use of cover I'd say that hard cover granting entities shouldn't be affected even if stepped on
My thinking is that softcover is very easy to obtain through traits talents and systems
Especially for smaller mechs who often have it incorporated in their kit.
While I'd be bummed if an enemy walks over me and destroys my hard cover system i spent system points on
firmly in the "visual only" camp, personally
it sounds like a really wonderful bit of visual feedback / Polish Detail, but rubs me the wrong way as a mechanical change?
In my experience being big in lancer was always cool on papaer but then you can't move as easily, you can't fit through anything and you're always a big exposed target easier to hit
Honestly our big boys could use a tiny buff and some love
I think being big should matter more. Iām all for trees getting squashed. Iād be fine if size 3 mechs started crushing small amounts of terrain or small buildings just to make flat places to stand, honestly
Part of me thinks that could be its own category of bark trigger ("I meant to do that"/"Trust the process guys, TRUST THE PROCESS !")
could just be a generic āself-damageā one
If larger mechs were to automatically destroy terrain that would significantly devalue the already-undervalued terrain destruction options that you have to pay for
I think an aesthetic change for objects having been knocked into/stepped on would be a massive bonus feel-wise + I think it'd be pretty intuitive for players to understand (ofc it'd depend on how the environment model is changed but the enviro design has been very readable so far)
After a brutal mission where some lancers heroically lost their lives on the field of battle, slots are now open for pilots for the Lancer Tactics Nuzlocke challenge:
Pilots can submit their pilots here in the V2 google submission form and check out our thread:
#1424499149394677760 message
@heady iris in case you might be interested
I seem to have a problem. I need to replace the current "Dead Pilots" (mechs destroyed) with replacement pilots, but every time I click on them it tries to get me to repair their destroyed mechs instead of removing them. And I cant really replace them with a new team cause if I do a full repair it defeats the purpose of the challenge run I am doing
Yeah you can't swap out pilots and mechs during a mission
Well, that changes things, cause now I have to run the next combat with 2 pilots
Honestly I would just abandon the mission and start from scratch with the new pilots
I think you would kinda just get caught in a death spiral without swapping in the new pilots
I think for the sake of fairness we need to not count this for leveling up
Thatās fair
hypothetically, if I had to do a full repair every mission, what modifiers could I place on the enemy team to make this balanced?
What I think you should do is just call off the mission if anyone dies
which I think seems reasonable, you wouldn't go through more fights if one of your allies was killed
so if anyone dies you start from 0 wins again but get a full repair
more veterans/elites and less grunts makes it harder
i changed a single grunt sniper to a veteran one and the difficulty of a custom OpFor shot through the roof
You can also just raise the reinforcement /activations cap, that lets the OpFor deploy more things at once, making for a much tougher encounter.
150% reinforcements and deploy cap basically means the enemy ends up with twice as many activations as you, and maintains that through the mission.
so tweak that to x1.5?
I feel that!
my perspective is that "can't use many forms of soft cover" doesn't exactly seem like a buff when you're already struggling to get cover and avoid getting hit, yknow?
when given the option i will always go for size 1 mechs
if there was a way to make Monarch size 1 (and keep Divine Intervention) I'd do it
Monarch and Viceroy are so impossibly different you implying anything like that hurts me on a spiritual level.
Also, if it was size 1 and had that same cracked statline, it would pretty much have no downside anymore
I dont mind the difference in sizes mechanically, lorewise I'd prefer if the size 1 mechs where the size of gundams in-universe
right that's my point exactly, size 2/3 is a downside
I mean it kind of is. You also ignore terrain that's smaller than you, so you can walk right over size 1 obstacles that you'd otherwise have to go around.
Itās an artefact of the Barbarossa being so slow, I think. Try making a speedy Monarch that also has size 3, and it should be a lot better. It is supposed to let you move through terrain but not end overlapping it
i did try a size 3 Lancaster and (aside from doing neither any damage nor tanking worth mentioning) while it was better than Barb it still got stuck on a lot of terrain pieces
i used 3 dams map
Maybe Iāll test it later. A custom map with some different size 2 terrain obstacles would be a good test caseā¦
I was wondering if size 3 was supposed to get caught on stuff so easily
you'd feel like it should be the opposite right
I just thought it was Barbarossa being Barbarossa but then itās like āhang on Iām a size 2 and I canāt squeeze around this dam wall?ā
When I tried with drake
"Feel the burn!", for all the manti/toku stans. 
Drive by suggestion from someone who hasn't read your full challenge rules: abandoned mission counts as 1/2 a level, so if it happens twice to one character they get to level up?
My dream of having all my pilots yelling at themselves, ruined.
Do High-Stress Mag Clamps do anything in Lancer Tactics?
eliminate the extra movement it takes to climb
so, still strictly worse than the lannie's cables which do the same thing
for their primary effect of dragging things around, but they also have a passive
I'm open to cheap ideas to give the mag clamps some love
I couldnāt get the dragging around thing to work but I guess it was an Everest trying to drag another Everest
I'm pretty sure high-stress mag Clamps allow you to do things like end your turn on a wall, but that would presumably be hard to implement
yeah precisely
it would be like a weird variable-height flying thing that ends under weird conditions
Resistance to fall damage?
Wouldnāt make sense for flying units but itād be weird for a flying unit to have high stress mag clamps anyway
I still don't think the CWS is meant to give actionless climbing ignorance
?
Yeah I think the idea was is that other characters could use a deployed cables to go up a wall like a rapple
It's hard to tell because the system is, well, clunky rules-wise
"this is lancer on simulationist design philosophy... don't let it happen to you, kids"
Unironically
Maybe I should just conveniently drop that sentence from LT
to let mag clamps do something unique
well, besides bioplating
Maybe you could drop the whole system Okay my vendetta against it is a bit unjustified when my players have never used it
For Mag Clamps, another thing you could do is make a character count as being at a higher elevation as long as they're adjacent to a wall, so you can benefit from Tactician 2 (which is the main reason you'd want to stick to a wall anyways)
I'm not a Rules-Understander but I do think "can use" is an operative phrase there and you should atleast pay the quick action tax to get rid of the speed penalty, rather than it just being a stat stick that grants mag clamp's effects on top of everything else
Lancer Corebook release Abbs didn't have everything figured out but I genuinely don't think he would have made mag clamps so redundant a system like that
One thing that Mag Clamps does that Cable Winch doesn't is let you crawl on ceilings and if you get Immobilized you don't immediately fall
I mean mag Clamps in base lancer lets you do things that cable winch doesn't (climb upside down on a ceiling, for example, or end your turn on a wall)
True but I imagine that would be an absolute nightmare to implement into Lancer Tactics
Whether or not that's useful in LT is a different story
which are things that would requires a big overhaul of the movement system that I'm very reluctan- exactly
Yeah you gotta build for the game you're making
for the sake of just a lil 1sp guy
...can you make it up to DH1 by having Tracking Bug ignore invisibility?

You can but those are like, second-order effects from the rules text of mag clamps, and so I don't think they're meant to be the primary differentiator or justifier of them over the cable winch
There's not really a difference in "primary order" and secondary order" effects in Lancer. There's just effects
Just to hazard a guess, Tesseract
oh right!! thanks for reminding me, I was going to finish [this tier list](#1079952007915376711 message) for today's update post
Just to make sure, this is "tier list of how hard they are to implement"?
exactly
Also... today's update post?
š
Just accidentally discovered that you can grapple someone and then puppet systems them to get a free ride
The imagery of a goblin riding a sentinel like a cowboy on a bull at a rodeo is wonderful, I love lancer
I'm curious, what was the one system that was a massive pain for all the C ranks?
I'm guessing... fade cloak, Sisyphus, Throughbolt Rounds, The Barbarossa core active, Tlaloc, Reinforced Cabling?
Iām guessing combat drillās overkill was annoying
That shouldn't work, as Puppet Systems is involuntary movement
I thought grapple / immobilized only prevents voluntary movement?
on thinking about it for a second, I think the grapple should break
like they were rammed
so they move but not with you
this emoji has never been more apt:: 
though like
what if I didn't fix that, would it be so bad
maybe it gets shuffled to the bottom of the bug list, falls off the back of a truck
happens all the time
It doesn't stop involuntary movement on you, and grapples only mirror voluntary movement
oh, right right š¤
Involuntary movement being mirrored in grapples would be a pretty sweeping change, yeah. But I do get the sentiment lmao
oh no, this is a one-off where I counted puppet systems as voluntary (but controlled by the opponent) in order to get overwatch and stuff to trigger correctly
Gotcha
Goblin and Lanny kinda make sense from an implementation standpoint as being headaches
Symbiosis and Lanny's repair traits especially
Not to mention license gear
One thing I'm curious about, is it intentional that the Asura Skirmish+Barrage trick (aka the John Lancer) doesn't work in Lancer Tactics?
IMO it's a sensible thing to nerf but wanted to be sure it wasn't a mistake
unintentional but not unwelcome casualty
Haha, fair
It enables other fun stuff though, such as skirmish move skirmish with different weapon, which usually wouldn't work under tabletop rules I believe.
(And when the first of those is an Ordnance weapon that's pretty rad)
Thinking about it, I think my personal wishlist for new content would be all the new LL0 mechs, then the rest in release order, long rim then Wallflower etc. It's a bit awkward in a squad game not being able to differentiate roles very much until you get some levels. It kind of makes sense in tabletop to give everyone the same limited training set to start with, but in LT you're not limited to just one character.
ya chomo and sag would be lovely
Damnit I didn't save the level and it crashed :(
Actually maybe a useful error in the log!
at: operator[] (./core/templates/vector.h:56)``` when I had a level in progress in the map (combat) editor, after deleting and making a pilot earlier in the session and then leaving it open for a while. Last thing I did was click the button to generate the sitrep zones.
presumably zero indexing vs size problem but weird I've never encountered it before. Will try and reproduce it, though I've no idea how, I've pressed that button before!
Full log in case it helps
Yep, level completely gone.
... could we, perhaps, just possibly, get an autosave for the combat editor also please? :)
Even just a once per minute sort of thing would be great.
(Though it probably needs an option to be toggled, I suppose...)
As expected, can't get it to crash again :(
So, uh, apparently you can stand inside quite a lot of blocks already right now. I'm not convinced this is correct :)
That said, this VASTLY makes it easier to maneuver the Barbarossa. I remember having trouble just getting them out of the starting area on The_Mine, and now they can just walk through the hill
eww, that's not good. One unpleasant side effect of being big - if you select Move Payload when standing next to it, the payload will move to your top left corner, which might be up to three squares in the opposite direction from where you actually want to move it, and that will count against the payload movement limit for that turn
Shift Payload helps, but the reduced amount of spaces a size 3 unit can stand makes it a lot clumsier, which is weird because big stuff ought to be able to just pick up the payload easier, if anything..
payload movement should be much improved in the incoming build
New build is live: https://wick.itch.io/lancer-tactics/devlog/1081890/nhp-portraits-in-person-playtesting-finished-ha-mechs-pc-only
Unfortunately, this one is PC only as there were a few rendering crashes & export bugs on mac and linux that I wasn't able to fix in time.
But we did it, PC mech implementation is done. š®āšØ
woooo new build!!!!!
T_T I do not know. I've had to move back to developing on my backup pc because godot 4.5 has made LT so crashy and slow on my mac. I need to dig into the error codes and submit some bug reports to the engine.
lol no worries!
i can only imagine
also would love to hop in the LT discord when it happens, keep us posted
<3
the new tokens look sooooo good
Just pushed a hotfix (0.4.2) that fixed a crash if you pick executioner 3
ah, napoleon. and napoleon's many evil edge cases
how does the engine handle blinkshield vs fade cloak by the way
I don't think they interact. Blinkshield messes with (hyper-)los & where you can move, intangible messes with if you can be targeted
I didn't code anything special beyond that
intangible prevents stuff from affecting you/you from affecting stuff and also lets you walk through obstacles - it's, uh, kind of an open question how exactly these things interact. #rules-questions message
unfortunately kind of a question that has to be asked
soooooooooooooooooo how do you update from itch.io?
is there a file I replace or do I just download it from scratch
I recommend getting the itch app which can download updates automatically/as patches
but otherwise yeah just delete the old game folder and download the new. your user data is stored elsewhere so will persist
(also slash sorry for this horrid bugbear - you don't have to do anything necessarily but it's worth noting down)
I can't believe efficient has already been implemented
doesn't appear to be stacking the effect from multiple uses though
well enjoy the next month of unlimited death clouds until the next build. it won't stack, yeah
it'll just let you use it multiple combats in a misson
I found a new bug. Roland chamber is triggering for non-loading weapons now. Not sure if it's because I have a loading aux, but it triggered the knock prone effect on the vulture hitting
does anyone else get Pilot profile pictures that show 2 at once?
that's the nhps
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