#Lancer Tactics
1 messages · Page 18 of 1
I may or may not highly recommend the Nine Sols soundtrack while you play the map: https://www.youtube.com/watch?v=E6ebPe6jJVI (no embed for spoiler)
there's a 3-width path
ah wait i think i fudged that up
one sec ill edit the last map link
ooooh trying this when i get home
That looks absolutely fantastic
im sorry i can't edit previous post with file, here is version with a party-bus lane on the left 👍 🎉
You really didn’t have to do that but I really appreciate that you did. This map looks like It fucking slaps
...Trying to make a map of my own, is there a "select and move blocks" option that I'm missing somewhere?
negative ghostrider
There is not. Closest thing is adding new tiles to the edges of the map
Drat.
...I probably also should have started with just "make a map" instead of trying to do something super ambitious
Behold my extremely scuffed Spirit of Motherwill deck
...Waiting for the ability to make maps that are 50 tiles high and legs that aren't supported
it seems it doesnt work in 0.3.4......
For some reason I thought that was the metal gear solid oil rig at first
So it is a metavault
try updating to 4.4
im on mac lol 😔 excited to try this when the next build comes out
that's so cool man! maybe have the "in-between" gaps be water to simulate need to fly in between the "wings"?
ahhh im sorry brosky
...I might do that, actually, yeah
I'm so stressed out about Godot repeatedly breaking rendering on mac with the updates. I feel like there's very little I can do about it, and the project is large enough at this point that narrowing down the precise problem and submitting a bug report to them is a daunting task.
Mac is also my primary dev machine and I've had to switch to my backup pc for the last month or so
Yeah that sucks
The more I see large software projects the more the idea of “update only if you absolutely must” makes so much sense
Can someone help illuminate for me the mysteries of
...What exactly needs to happen for it to display a road?
Here I have some pasted and some of it makes road and some of it does not
It generally only works on the outside edges meaning side by side is the maximum road width
noticed that the green everest was able to shoot the assault that's right behind a wall
also, in a new run, an assault was able to tactician shot an enemy that was in the trees
Titled like something you'd expect from Lancer
Sure you understand what I mean by that
hmm, wondering about the enemy AI
since like
I've set up a river that's explicitly a "DON'T GO IN HERE" zone
but the mirage keeps teleporting its allies into it
really, the only times they go into the river is when the mourning cloak teleports into the river as a reaction and when the mirage teleports people around
@alpine sorrel couldn't replicate the witch, but got this instead
hm yes that's strange. happen to have a save as well? just to make it a bit easier for us to repro
here ya go
i'm wargaming it
which makes me see a bunch of the weird actions the AI would do
also, i did a funny where I set an NPC mirage as the player character
I wa sable to control it fully. however, when let's say an enemy moves, it triggersglitched scanners without my prompt
@weak willow which opfor is the most fun on your map?
I made my own that's my fav haha
hmm, when using puppet systems, seems like the NPCs don;t choose where to move them
hmmmmm
allied NPCs hitting each other.....
I'm sorry to point this out to you, but I feel the map is misnamed. It is called the Path we all must take, but getting from one side of the map to the other has multiple routes and no mandatory pathway. Perhaps it should be named The Paths we could take? 🤓
(this is a joke that map looks incredible!)
It keeps crashing when I try to play it :/
oh yeah, is puppet system on allies supposed to be able to miss?
i see, noted
also
wanna check
if anyone has any interesting/useful triggers that i can copy
since i wanna know what else can be done
hmm, my player mech is being regarded as an ally by the NPC enemy. I'm shooting that thang with an opcall paracausal hmg, it shouldn't be helping me
hmmm, for some reason the enemy NPCs are considering the Player as allies, so the sentinel being grappled by a balor is considered as an ally and get soft cover
also
I have Vanguard 3 on my Genghis, but Semper Vigilo activates for my sol pattern laser rifle as well
fellow enemies are interrupting each other's actions....
hmm, it seems that this triggers in the middle of battle. is there a way for it to trigger the reinforcements at the end of the round?
Change the activation from "death" to "new round"
👀 busted
ahhhhh i see
just had the best survivial of my life
Ended with a meltdown on the final round, with all enemies dead
the Mech's name?
END OF THE LINE
Cinema
His name was Arthur M. and god dammit did he make it to the end
He was the goat, took until round 19 to take a structure
hmmm
let's say i want an NPC tortuga to activate its core power once an enemy has entered into a certain range
i have this part
though i'm unsure what to do here
Press the yellow Kits button and find the tortuga CP.
How is lancer tactics coming along, anyway
I was thinking about buying it but I wasn’t sure mostly because I kinda have a backlog n stuff
aaaaah, i looked at the wrong term. alrighty. what is the number and target tiles supposed to be in this case?
I thiiink 0 and null is fine
since there's not any other actions on that kit, and it doesn't require target tiles
you can check out the devlogs here: https://wick.itch.io/lancer-tactics/devlog
hmm, doesn't seem to work. it gave the trigger an error symbol, and it doesn't trigger during battle.
maybe it's the initial trigger
Is that just for Kickstarter backers or anyone who buys the itch.io copy
not sure
That would be very neat if nothing else
GRAAAAAH finally
figured it out
god
at least now knowing some of the format, i can get to wrok in making shit funny
Alright I tried looking into this and it’s not set in stone yet but mostly true? Probably
Cool
alright, new problem. How do I limit it so it only activates on the tortuga's turn...
basically:
If:
- unit that starts new turn is the tortuga
- a player mech is within a certain zone
- tortuga still has core power
then:
- tortuga activates core power
hmmm, it's still not activating the core power...
lemme see if it works with other systems
A thing I recommend in lieu of a proper guide is opening up the tutorial in the map editor and picking through its triggers — you can get to it by pressing "stock" when opening a map in the editor
How many pc’s is.. theoretically possible on the map at one time
Ah ok
Fair enough
I was guessing it would be like soft mandatory cap like in xcom or similar
No long war mod for lancer tactics, very sad (not really)
I will say though.. ok that’s fair for the usual person but you UNDERESTIMATE MY POWER
Can i just say i love the choice the character creator gives us
Every single selection fits well with the others
I just have to tap the random button 2 or 3 times to get a new interesting character design and they all look great
with the tutorial, the trigger works by tagging the distance of the NPC and the singular player character. Which works.
However, is it possible to trigger it off of any player mechs that approaches it? I see that with the Lancer option, it gives you a value starting from 0. Not sure what that one is.
alright, found out the solution. turns out you DO need to target tiles, and that tile is the tortuga itself. then it could use its ow core power.
still gotta figure out a way for the trigger to work without actually referring to a specific PC mech
Well, there’s the hacky way to do it… just duplicate that trigger four times and make it check for each individual player mech
And then you also need to set a variable in the combat context, probably a Boolean called something like HasUsedCorePowerAlready, and make it start at false, become true when any of the four players trigger the power, and check that it is still false in every power activation
Then it should only go off once.
There’s also stuff to count the number of mechs of each faction in a specific zone, and I think there’s possibly even stuff to dynamically create a zone? I might be wrong about that, but if I’m not, every turn you could delete the old temporary zone, create a new one of specific range around the Tortuga, check how many (more than 0?) players are in it, and then do stuff? I’d need to look into the triggers again…
I think Sisyphus prompts could be improved a little
When my whole team gets attacked by a bombard it's pretty hard to tell who's making a save or trying to evade
Then the Sisyphus prompt only asks you yes or no
Would be really helpful to know what effect and targets he's actin upon
The trees in the canyon map act strange
Seems that the yellow selection square is reflected on them
Is this a visual bug?
It’s not a bug as such, it’s a consequence (unsure if it’s wanted or unwanted) of the yellow selection square being changed to a 3d section
That type of tree has a 3d model, the yellow highlight draws onto anything in that cubic prism section, thus, it draws onto the sides of the trees
Another thing i noticed is that before this, all trees could be stood in for soft cover, and now most of them can't. Is that intentional?
Got a bug where redeploying the Ice out drone with black witch doesn't re deploy it and makes it disappear from the map, wasting a charge
Sadly no save file
Something similar happened to me but instead of vanishing, it appeared in the very top left corner of the map
what if the player then chanhes the mech
since they want a different build
Could be I had the map zoomed in
that would mean the trigger would never set off
hmm, which function is it to create zones?
you can't create zones, you can only change their properties
which includes stuff like 'visible' and zone effects
I think it's called 'change zone properties'
hmmm, how do you make narrative NPCs?
alright. so, i got scylla working, added some dialogue to it etc. but now, it would activate scylla to the point of exposing itself if an enemy is nearby.
i want to set its trigger so that:
if:
- Tortuga's current heat is < 6 ❓
- Tortuga is taking its turn ✅
- player mech is within the designated defensive zone ✅
then:
- Tortuga uses scylla on self ✅
similarly
The trigger doesn’t check for specific mechs, it checks for lancer in slot 1,2,3, or 4
guh..........
i want it to activate when there's two of ANY lancers within its range
Not tried What slot 0 does though. Might be just counting from 0-3, or maybe 0 means any
Lancers specifically, as in the four slots the player has? Or any two players, including any other allies of theirs?
any two players, including any of their allies
but, for simplicity's sake, there's only players
@thin lark do you know how to trigger stabilise? that is:
if:
- tortuga's current heat is >= 6
- tortuga is taking its turn
then:
- tortuga uses stabilise on self
Not tried it, but I suspect it would be either this one or the ms_stabilize if you wanted the player stabilize for some reason.
Probably you need to pass the unit's own tile, similar to using the core power
mostly concerned with the heat trigger for now, since it doesn't seeem to trigger for heat for some reason
how would you do it?
because I'm also trying to restrict scylla so that it only uses the system when it's at 5 heat or below, but so far it doesn't seem to take it to account
and it keeps exposing itself when enemies are nearby
Hmm... well, here's an interesting thing. This is the list of numeric unit stats I can find to compare
Heat isn't on there. Heat CAP is on there, sure... maybe that works with current? Will test it, I guess.
This is what I'd try:
with the conditions in ALL mode, so a) the unit activating has to be the specific unit I'm checking (called Flathead in this case)
and b) the unit I'm interested in (Flathead) has to have a Current Heat Cap of 6 or more. I suspect that actually checks current heat, not heat cap, but I could be wrong :)
Then I'd make the triggers something like...
I don't know what Action Index does. If the stabilize (this being the player stabilize because Flathead, despite being an enemy, is a player -mech-) doesn't actually vent heat, I'd change the action index to see if that changed the subparameters
If that didn't work, I'd try the npcf_stabilize kit action, because that's the NPC version and will have no choices at all.
(I don't believe they can ever restore HP with that npc stabilize action though)
... and I forgot to put an emoji or anything else to tell me whether it stabilized because of me or because of the AI's own choice, doh.
but it DID stabilize on 6 heat :)
Testing this now:
(I like using the emoji popup like this as a "did this trigger ACTUALLY trigger?" check, because it doesn't interrupt much but is hard to miss)
Bug report: When you use a lancer as a character stand-in in the map editor, but then delete the pilot, when you scan or mouse over or interact with the enemy bit at the top right, it uses the picture of one of your pilots instead. The last one moused over from the top left, apparently - or maybe just the first pilot in your overall list if you haven't moused over any in the current battle yet
i use a dialogue popup of the tortuga going "Alright alright it's working, now can we get back to fighting?"
hmm, doesn't work for me
Well, it's working for me. Twice in a row they've stabilized.
Here, try having a look at mine and see if it helps?
Bug Report: Everest core power isn't applying accuracy to tech attacks!
Here is a log for that and also a save:
They're both just after it, but if you cycle the turns through or use the other everest in that testing scenario, it should be pretty easy to reproduce. It's in the map editor but I don't think that should matter!
(It's possible it's being weird because the target is another player mech but everything else seems to work right, and the log is clear that the buff has been applied, but then isn't being used)
Aaanyway, that somewhat important seeming bug aside, I'm checking again whether this trigger does always cause the Saladin I'm using to stabilize.
(I kept missing with the Frag Sig and tried to avoid that but apparently popping the everest core power doesn't actually help so I am in fact still missing a lot somehow!)
Yep - consistently, with enough bullying, we can keep this Saladin doing nothing except Stabilizing :)
Now to test if it actually vents heat when it's got some damage...
Yeah, it still chose to vent heat even when scratched. Wonder if that's still the case when heavily damaged...
alright, got the stabilisation to trigger
reserve character who never gets deployed; also works for alt. expressions for existing characters
Always seems to go for heat instead of repair.
i assume this can be used to restrict actions, that is if the heat is higher than an allowable point, it won't be taking an action
presumably. It certainly overrides the usual decision making - it ALWAYS stabilizes if told to, and that seems to take up the whole turn.
It doesn't even seem to move, and previously it would move to another objective zone and then shoot, so I think if it got the choice it would like to move to that zone
(You could of course also tell it to move somewhere as another trigger)
further research shows that if you trigger them to take a quick action, a) they need to have the gear you're telling them to use, it must be on the mech, and b) they will take that quick action before moving, but then if there's a quick action LEFT OVER, they'll then move and use another action according to the AI afterwards
But if both actions are used up, I don't think it checks whether movement afterwards is worth doing
i see
hmm
have you ever got deploying drones working?
lrt's take for example.... sentinel drone
i have the if trigger set up, but unsure how to execute it
since the drone would require a free space within the mech's sensors and also near an enemy PC
That would be complicated, yeah.
I can't actually find anything to check whether a tile is clear or not
You could run a set of comparison triggers (probably pre-turn-start) which check the distance between each of the 4 player lancers and the acting unit, overwriting a "closest player lancer" temporary combat state variable if they're lower than the distance between the current "closest player lancer" and the hypothetical one,
then, once that's done, you'll have the closest player lancer number (from 0 to 3, I suspect) in a variable,
then, you have another trigger that fires later in the turn sequence - post turn start perhaps, retrieves that closest player lancer, and now you know which lancer you're targeting, THEN you could do something like activate the tempest drone targetting the tile relation closest to the tile the target lancer is on that's also within the sensor range of the acting unit
But I'm not sure whether that will smartly pick the closest VALID tile or just go "Well the closest tile to Lancer 1 is obviously the tile Lancer 1 is standing on, and that's occupied, so invalid action, nope."
Seems like a lot of work though.
You could ALSO retrieve the specific tile the target is standing on, and then randomly add +1 or -1 to the X coordinate, and +1 or -1 to the Y coordinate.
Will fail terribly against targets larger than 1 tile, though :)
(You could, I suppose, get the size of the unit, and add a fixed size increment to them. That might work.)
Or, even better, you could do ALL of those possible tiles, and combine them with a tile relation to be within sensor range of the acting unit!
But that'll be dozens and dozens of complex calculations all inside a tile relation block all for ONE action. Seems like way too much work. I'm not sure I'd bother at this point :)
eventually Olive will implement Barricades and Engineers and Hives and they'll need to have AI for "Oh I have a drone, where should I put it?" and "Oh I can modify the terrain, where should I do that?" and then we can hopefully just use that.
Side note to Olive or Markopolodev or whomever it might concern: A tile relation "within X distance" would be pretty useful, so we can tell stuff to affect a tile within 1 away of the set of all tiles a target unit takes up, or within 5 away, or whatever.
Also the scripting language isn't turing complete yet because it doesn't seem to have If/else blocks yet, nor can I find any loops. This will make it really hard for people to make Lancer Tactics play the entirety of Bad Apple using enemy mech movement or blocks of terrain going up and down or whatever in lieu of animation as an encounter map later on.
(I mean it'll probably still happen anyway, but it would be -easier- with more scripting!)
Have you updated to the latest version? There was a hotfix that fixed that bug
But it was recent - within the last few days
oop thats the issue lemme do that
oh, mag parry is triggering off of reliable damage - which isn't wrong - but it's not really right either, mostly because it's before whether the triggering attack hit is revealed to the player and added to the log, so you can't make the obvious choice of only using it when missing would actually result in negating damage. For quality of life it should probably only trigger when it would actually be useful, despite that not strictly being the raw trigger
I think?
new day new map
Looks awesome
oh cool! Pilot Training grounds
Badum tssssss
#1424499149394677760 message
I may have found a bug in the Pipeline holdout mission
an enemy moved into the CZ in round 6 and I won instantly
I had more mechs on the cz than the enemy, but it was round 6
Answered above, but for posterity, in regular lancer if a holdout runs out and you have more mechs in the zone than the enemy, you win. In LT, is suffices to have fewer than four enemies in the zone.
You could theoretically all leave the zone and fight elsewhere if you wanted as long as there aren't 4 enemies in the zone at the end of round 6
No? "<4 enemies in zone at end of round 6" is exactly how core lancer works
Yeah holdout just straight up does not care about where the PCs are for scoring. You could have 5 PCs sitting on the point, and if there are also 4 grunts there then too bad, your score is 0, thanks for playing and we'll see you next time.
Oh, well there you go
oh yeah, do any of you know how to add in custom music?
wanted to add in a custom victory music
I don't think you can, at the moment.
gwah, oh well
i can make do
also
oh yeah also wanna ask, what's the difference between NPC/Player Strength vs Count? For things like
holdouts and extractions and whatnot
sorry, gauntlet
a Grunt is strength 1/4, an Elite is Strength 2, and so on, I believe.
Presumably, count is just "how many are there" so six grunts and an elite would be count: 7, strength: 3.5
i see i see
I'm never quite sure if Lancer Tactics follows the deployment guidelines for Sitreps. It follows the total reinforcement amount, but I think it messes with the actual flow rate and predeployed sort of thing... I'm pretty sure I've seen more than 2 deploying per turn for an Extraction
But I'd also not be surprised if it's just perceptual effects and I was totally wrong and it followed the rules exactly :)
I also keep meaning to code a Recon or Control mission. I'm pretty sure we have all the triggers necessary...
you can make clocks yeah
Recon's true zone could be done with a conversation trigger, although the "spend a full action" is the tough part. Maybe granting NPC stabilize to units in the zone and calling it something different.
I didn't find any way of usefully interacting with the clocks, actually :)
Mostly because we can't seem to create custom ones...
We can mess with objectives, though, and those can count points and stuff, which is close enough
Don't think you can.
I haven't tested it, but I think NPCs will be automatically scaled to the appropriate tier when launching the map.
Which is a bit annoying as it means you can't do mixed tiers without hacky weirdness like giving NPCs license levels and other bonuses
You can, of course, give NPCs license levels, HASE bonuses, and other weirdness :)
which simulates them being higher tiered pretty well, if you need to - and then just have the base tier set low, or give people instructions to turn it down 1 or up 1 or whatever
yeah, that's what i've been doing instead
basically, they have +3 LL for eachs tructure they get
basic NPCs get 1 LL
You can toggle them being elite or not from the map editor, that works fine.
Feature request: That said, a little thing to specify in the map editor that this particular NPC should be +1 tier or -1 tier would be great, I think.
nono, if they have Elite or Vet, they get +3
LL
those fuckers hit
Make sure that's actually what you want, because they're going to be scaled to tier 2 NPCs in addition, if the lancer team is at LL5-8, I think
mhm, it can only run properly with all the cutscenes and whatnot in the combat editor anyway
awwww, the ghoul nexus damage is only kinetic
Use Map Settings should work for this.
oo, where is that?
is it possible then to chain together two sets of battles?
like an actual mission?
oh wait
you can start it at -1 tier
alrighty
It is not yet possible to do that as far as I know. From context, I think the Module Editor button, currently greyed out, will be what does that
That said, module scope variables might persist across different instant action maps, in the same way squad status does. I haven’t tried. If you test it, let us know :)
if we want to play custom maps, do we just drop them in the custom>instant_action folder?
Bug Report: vanguard 1 and auto stab aren't giving +1 accuracy on the follow-up attacks for the arc projector. Also not sure if it's making the extra attacks in this save, because it's not showing the rolls for them
Unless they program in regenerator (from.. exotic I think? The one that heals unless you do energy damage)
or that one aegis optional from iirc core book
It should just be explosive
But if barricades resist trait is gone (if they be doing rebake barricades) kinetic is also just fine then
this witch decided to set off the destruction of the temple of the enemies of ra while my manti was surrounded
Temple of the enemies of Ra: Destroyed
Temple of the enemies, temple of the allies, and a few unassociated bystander temples, all destroyed :)
How exactly did you get this nice-looking screenshot? I tried the "export as PNG" option but that doesn't seem to work for me
The print screen button
...
(thank you for your answer, I just feel silly now)
The objective is to take control of the large scale Arteria Facility, Carpals.
This time, the details of the operation are up to you. You are simply to take out anyone or anything that gets in your way.
Briefing over.```
is that motherbase?
It's supposed to be Arteria Carpals, from Armored Core 4 Answer
Iirc thats the Evil Ending mission
OHhhhhh I didnt play 4a
There are some other missions that take place there, one where you fight alongside Noblesse Oblige, but yes the famous one is Occupation of Arteria Carpals which is the final mission of the evil ending.
What exactly happens in it I won't say
I mean I know what happens
I love armored core
4 was my intro to those kinds of mechs in gaming
and people on the subreddit won't shut up about the endings
"Counting with Ostdarva" etc etc
-# that particular scene is with Oldking, not Otz, but yea that's the route
I started with 6 and was like "wow that game was cool, wait does this mean there are 5 more?"
And down the rabbit hole I fell
I wish they would port them to pc
I would love to play 5th gen again
and I never got to play verdict day
anyway, time to play the exact opposite kind of mech game: Mech warrior
If they ported 4A to PC I would become the most annoying person on the planet before fully disappearing from society
"You think you get to choose, who lives and dies?"
Such a cool game
"Yes"
dies horribly to the posse of good guys
yeah...
hmmm
what's the trigger for, let's say
before an NPC takes this certain action, where the action is using a specific system
oh yeah
will there be any plans to make it so that you can end your movement overlapping a terrain smaller than you, if you take the extra movement penalty?
done with the map and the actual enemy ai and combat finishes etc
now
just needs to refine the dialogue prompts and all those little details
my wallet is feeling empty when I see this
That is a beautiful and cramped looking map, as it probably should be.
I don't know if you took that into account, but Vanguard 1 shouldn't apply to the secondary attacks unless the secondary target(s) are also in range 3 of you specifically, not the origin of the attack.
AutoStab should just work though yeah.
love all the maps we got from the community this one looks lovely too
only issue i have with most in game maps is that i can never find one angle of view that lets me appreciate both the action and the design of the maps at the same time
to hit my targets i'm always forced to press R and go in top down mode
but that really takes away from enjoying the map design as much xD
there's always that building in the way or that damn pillar that doesn't let me select the enemy behind it
I love how the impactlance works now🧡
threat 7 is beautiful
How'd you get +4 threat?
just tokugaua things 
you gain +1 from external batteries
+1 from limit break for being exposed
and then +2 from the core power radiance
actually +5 threat total
i also have Gyges frame that gives +1
slap it all on impact lance and you have a threat 8 weapon
that attacks everyone between you and your most distant target
I have to wonder is the game finished enough for me to flash my wallet
Currently all the player mechs are done, there's three different opfors, four different sitreps, and something like 30 maps
Wait, ive corrected my mistake
But all there is to do is pick an opfor, a map, and four pilots that you make, and do combats
By making it worse
The edit with the Vlad arm is 10/10
Thanks ! Even the drawings are modular, that's good mech design
Posing like a greek god pierce the HEaven
They were within range 3
i also have this meme i did a while ago
Fantastic
with the wrong number on threat cuz i can't math :p
It's magnifiscent
You've learned from the masters of perspective. Da Vinci would be proud
By the way, a frame inspired by chiaroscuro, perspective and painting techniques would be rad
Then yeah accuracy should have applied
Absolutely
I had tried the impact lance Toku build and wasn't super impressed but I could try it again
hey @weak willow I'm still not able to play your map for some reason, but I can load it up in th encounter builder. for some reason it always crashes on load when I try to play it as is
do I need to do anything outside of dropping it into the custom folder?
Hmm are you on 4.4?
Dropping it into custom and then reloading LT should be enough
yeah
Not sure then, the maps are pretty plug n play 🤔
Maybe there's another bug not documented yet
I wonder if it will work if I edit and save it
Good idea
nope
Sadge
I'm going to try deleting it and redownloading it, could you drop the json in here again?
it looks coooooool
I didn't use any triggers
Only thing I can think of is, there were some of those "block movement" tiles I threw down and then had to remove. They glitched out for a little before disappearing
Yeah I for sure can when I get back my laptop, but might be a few hours 🙏
ty!
There's 2 versions in this chat, can maybe try both?
One has a 3-width path and one doesnt
yeah let me go back to the og one
Any dice?
testing
not sure if related
ok I tried that train map that got posted and that works for some reason...
hm
Maybe it's the signs I used as computer screens crashing the game lol
yeah when I try to play the map through the editor it crashes too
Dang lol
lol let me see if that it
it was not that lol
what do you mean by "block movement tiles"
Bug(?) Report: if you finish a scene with a character that had thrown an aux weapon but not collected it you won't have those aux weapons in the next scene
idk if that's intended or not, I guess it would make sense if you didn't have hunter 2
Not intended in the same way that you shouldn't start a combat with unloaded weapons just because you didn't reload them last combat I think
does this happen with thrown Main weapons as well (e.g. Pike)?
There are black tiles that prevent movement over them, if you try to delete them in the editor they don't disappear immediately
ooh, how do you make campaigns and double scenes btw?
Oh wait are folks making their own campaigns, damnnnmnn that’s nice, I just do that in my head
yeah curious
are you doing it in the same map but proc redeployemnt?
were you able to change the map?
i have an idea for a second battle, but i am curious of by redeploying for a second scene you are allowing the players to have a rest
I'm not actually doing that, I meant like, the sitrep itself
i see. what do you mean then by "next scene"?
basically if you finish an instanct action and then start another sitrep without repairing
i see i see. so far, is there no way to trigger a prompt with repairs?
if it's the same map
Not on the same map as far as I know. I mean, you could play the same map twice in a row, but it would be starting from round 1 again
Hey so, this happens to not be where I want this to be. Any way to change that ? I have no other options in that menu so I don't really know where to go from here
You can set up a symbolic folder link, if you know how to do that? It’s a bit of a fiddle but usually the easiest practical way to have appdata stored elsewhere
Something like mklink /d c:/PathToNewLancerTacticsFolder c:/Users/username/AppData/Roaming/LancerTactics maybe. Been a while since I had to make one.
It’ll probably complain the folder already exists so you will need to move the current folder somewhere else for a bit, usually wherever you want them to really be, and then set up the link so the game can find the link where it expects them to be
On the plus side once you know how it works, it works for basically anything across whatever drives you want, which is great when a game insists on stuffing AppData full of 1gb of save files and you don’t have room :)
I'll be honest, not quite sure I understand what you're saying, but I'll get my computers knower to look at it, thanks.
If it helps find a simpler answer, the only issue here is that it's on the wrong disk, it went to C:/[...] instead of D:/[...], despite that being where I downloaded the game (and want the saves to be stored).
Yes, that’s usually when you need this trick. Unfortunately, windows doesn’t give things the option nowadays, it has one place for appdata and all your appdata goes there.
There’s probably a lot of other stuff being stored there too. At least lancer tactics makes it easy to get to as you can click that button to open an explorer window there
(It’s arguably better than every game picking their own saved game folder that we had in the early 2000s though, where some would be in the install folder, some in Saved Games, some in MyGames, and so on)
A portable “everything in the install folder” option would be a nice option in the future. Not sure how much of a pain that is in Godot actually…
Is making something in the Data options to change the User Data Folder possible/planned ?
In the meantime, found something that's probably not supposed to happen : while looking at the stock pilots and hovering over :3's systems, OSIRIS's description window appears entirely offscreen. Pretty minor, but still. Using tab to lock it makes it appear on screen but you have to know that's an option first so.
I'll make a note but it's not going to be high priority as Godot picks the final location depending on the OS
So I don't have easy control over it as far as I can see
@alpine sorrel there is a bug when coloring in the latest version(it auto selects the latest color the mouse was on even if the check is on the wanted color)
Even on 0.4.4? The hotfix?
I believe there was an update that fixed that
sry didn't see latest hotfix 😅
I mean this doesn't really matter at the moment but it's still bugged for character tokens
Is it intentional that NPCs like Assaults will still try to Hunker Down while Shredded?
Bug report: You can use the Noah NHP reaction while grappling
Also, Diluvian arc is missing the "adjacent" condition, and can be used over any distance
(here it triggers on an attack against my Monarch while the Vlad who has it is this far away)
Noah's effect is also permanent instead of lasting until the end of your next turn
oh shoot it's crashing for me too
some issue with loading shaders
idk how to even troubleshoot that
yeah, I'm not really getting logs for it
Ferrous Lash does not work on Allies 😢
scary......
actually wanna check
let's say I deploy a Lancer mech as an NPC
is there a way to preset its structure count?
not like, actually structure it. but just lower the current count it has
I don't think so. I guess it'd be handy to make a trigger effect that can just set any stat to whatever
Bug Report: Redeploying any drone will place it in the very top left corner
i'm not sure but i think that predator didn't work well here
i used a 20 from Sysiphus on my predator genghis that munts a war pike with thermal charge
so i was expecting 12 damage here but only got 6
Another combo ordering thing similar to the ace+jumpjets thing; thinking-tomorrows-thought is applied after any overwatch caused by puppet systems so you’re unable to use it that way
Looks like the thermal charge didnt apply first time
actually i think the war pike damage didn't apply because the prompt mentions the thermal charge in my first screenshot
wait- no it doesn't
but i remember the prompt for thermal charge appearing on my screen and i clicked yes
game let me use agni again in the same scene
cleared my heat but it didn't to the shockwave?
ah no the priest saved against it but still
that's a on per scene effect
here's the save
and i'm afraid this stunned sekhmet bug stalled my game
can't press on End turn and continue the fight
guess my LL12 fight ends here xD
been having lots of fun with gorgon tho
she's the best mom
especially with sysiphus
question for how Sysiphus works
i used prob cannibalism here 2 times during gorgon's turn to carry over the 2 dices on the next Prob cann.
then when it was the turn of my monarch with Universal Compatibility
it didn't prompt me to use Prob cann from gorgon
if i have to guess why this happened is because prob cann is a 2/round reaction and technically i used both on gorgon's turn
but i used it before activating prob cann again
doesn't it reset the 2/round uses ?
that should be a bug - if you used the previous uses to carry over the dice, the new sisyphus instances shouldn't be expended already
Oh yeah I don't think I reset the rxn uses. Good catch, thank you for all of these delicious bugs!!
do you know if the arc projector not making additional attacks is on the bug list?
#1079952007915376711 message
should be this one
at first I thought it wasn't adding the accuracy to the additional attacks, but it was also just not making the attacks
which map is this?
Arteria Carpals (a map that i made and am testing)
ooo
Here's the full map
Does it do the same on other maps?
If so, what's different between your map and theirs? If you're using the recently increased max size of 60x60, try dropping to 59x59 or even 58x58 and seeing if that fixes anything.
@alpine sorrel would you happen to know how I might be able to troubleshoot my recent map for the shader issue that is crashing the game when the map tries to load?
I could remake the map with a fresh json
Or would there be a better way to try first?
I have seen it do the same on other maps, yeah
wanna ask, what does it mean if the target tiles are Lancer 0?
does it mean any random lancers?
also, if I give an NPC valiant aid, it seems to keep wanting to help the Lancers in rerolling the attacks against them
since it seems to be counting the lancers as their allies for some reason
anyway to stop that?
It seems like you're running into a lot of issues by trying to run PC mechs as enemies, probably because things weren't coded with that setup in mind. I'm not sure how supported that's supposed to be as a play pattern in LT?
it's supported enough. also, this is more of a question on how target tiles: Lancer 0 is supposed to be interpreted
the idea is if an NPC is about to melt down, they will do as best they can to move towards a lancer unit
but of course, I don't want it to be a specific Lancer in play (so not numbers 1-4)
it must go towards the closest lancer
Oh so like adding custom NPC behaviours to make encounters more interesting /play to a narrative? That's pretty cool
yeah
so far i've made it so that the NPC Tortuga uses its core power when certain enemies are in the zone, activate scylla if there's a numbe rof enemies as well as if it's below a certain heat, stabilise, overcharge, etc
now
I'm trying to see if I can make a template trigger that would mean, if the activating unit is about to melt down this turn, it's gonna use all its actions to move towards the closest PC
which doesn't matter for grunts and whatnot, but matters for those with multiple stress and structures
If I'm imagining, Lancer 0 would be "no Lancer in particular" which would probably default to closest. Just a guess though, I'm not the computer
giving berserkers Executioner 3 is a beautiful and scary thing
Could you dm me the most recent file? I've been meaning to take a look, a crash is my biz
Yeah I've done zero testing of PC mechs controlled by ai, ymmv widely
I'm guessing that'd be an invalid input and just wouldn't work. I'm surprised it's giving you an option for it
i see i see. what would be the best way then to make it charge at the PCs? or at least target PC tiles without it having to be specific PCs?
Off the top of my head, a Tiles array that can take three different Tiles and stick them together, then a Unit Tiles with each lancer plugged in
i see i see
@alpine sorrel wanna ask regarding the Set Zone Properties effect
Let's say there are Zones 1, 2, 3. And let's say there's NPC A, B, C.
Normally, A always stays at 1 and B always stays at 2. C meanwhile goes wherever at 1, 2, and 3.
However, the trigger happens when NPC A dies.
If, let's say, I want to make B and C rush Zone 1 upon A's death, will it be through set zone properties? Will this override the zones they're already occupying?
do I need to also turn off the properties of Zone 2 and 3 in order they do not conflict with the priority of Zone 1?
Aha, found where the maps are stored
also noticed, the setting zone properties only applies the tmplate zone properties. You can't, let's say, from the trigger change the zone from try to occupy to strictly occupy
wanna ask also, what is the dash (-) after properties to match?
doesn't seem to change at all whenever i change up the effect lists or array
here is most recent file but both crash
Dm'd
hmmm
is it me or does export PNG doesn't seem to work?
since it doesn't export the file as a png
@alpine sorrel it created empty files which then I cannot delete because apparently the files are "not there"
Oh I think I know this one, this has happened to me before
A tutorial on how you can remove any file or folder from your system no matter how stubborn it is being.
Follow me on Twitter: https://twitter.com/Mulreay
figured it out, it needs to be the following if you want the m to directly run at the players
i came across this bug as well and didn't really know what to do so, much appreciated!
So I'm not a computer expert, but it looks like the exporter is exporting files with an extraneous period after the file type
that is, instead of .png
it's exporting them as .png.
and I would hazard a guess that this is what's causing the problems
you MIGHT be able to also simply manually edit the file type by deleting that period at the end and seeing if that does anything, I don't know
if you want to try that it means changing your computer's settings to let you directly edit file extensions the same way you can edit the file name, that's not turned on by default
I have that setting enabled because when you edit lcp files you're having to go back and forth between .zip and .lcp and it's easier to do it that way
You can't, if you try it throws an error saying file explorer doesn't know where the file is to rename it
catch22
gotcha yeah, then in that case you might need to just follow the instructions in that video (there are other videos, that's just one I had bookmarked from the last time I had to deal with that)
but I wonder if the exporter itself is tossing out weird files like that due to the extension being weird
In my testing lancer 0 is in the first slot. I think it counts starting at 0. The field will allow any number including negatives.
That said I haven’t done much testing, so it might count from 1 to 4 and just everything else is ALSO slot 1
If you want the closest lancer you will need to find the closest lancer, yourself. You know there’s only 4 of them, so you can get the distances, compare them all to each other such that a variable you set up is set from 1 to 4 depending on which lancer is closest, and then do the move towards that lancer.
You might need four separate triggers for that, one for each slot, with conditions that check the variable (perhaps called ClosestLancer) and only trigger if it’s the right number for the lancer they refer to
i was able to do it by faction (player)
hi i found a bug! semper vigilo is letting me overwatch with a melee weapon instead of a cqb weapon
i think this is my autosave?
also i noticed that RPV is not giving the mechs impaired
stunned mechs seems to be able to pass hull and agi checks even whilst stunned
The Baobab and Sycamore are the two that can't be stood in for soft cover, currently. Sycamore we're still undecided on (as it looks kinda funny standing where the trunk would be), but Baobab is clear.
So Acacia, Cypress, Olive, Pine, and Pear should all allow you to stand in them (if not, let us know 😜)
@alpine sorrel is RPV template supposed to not be impaired in tactics? or is it not implemented yet?
npcs can use thermal charge
scary
also, for some reason, the integrated aux mount still requires a quick action to fire with @alpine sorrel
Sounds like another bug ty
This is intended; it also fires for free after a normal shot
i se i see
how do you end a battle?
i try to set it so it ends at the start of round 9, but it keeps going over and not detecting the number of enemies/players in the zone
Have you checked the tutorial for how it ends things? Some effect.
Hard for me to say why it might not be working without my eyes on it
it ends via the unit reaching the zone. which is not the trigger i need. the trigger i need is for when the rounds tallied up are 8, then deciding if the NPC or PC outnumber one another
Also, a weird bug. I think this is the third time Krakatoa is destroyed.
it just keeps going up and up...
this is how i've made the ending. it's three separate ones that's to check whether the PCs win, lose, or tie
However, for some reason it just keeps going over the count
here's the file also
"Activation" is what sets off a trigger, not what it does. You need the effect that ends the combat
Seems the cable drag button that appears after winching someone does nothing
On that note...
If i hand control of my mech to my sekhmet
she starts using ranged attacks and quick tecks
And i just love that my bloodthirsty Ai turned into the most polite and trustworthy companion just by pressing another button xD

I did it with round count (current) IS number (8)
that's RAW
Wait is it actually safe to hand control to sek instead of activating her protocol? xD
Damn i never realized this
nope
Current IS Maximum ought to be safer though, in case anything else has changed the maximum…
So if it doesn’t work that suggests a different bug
sekhmet protocol is mechanically different to handing control over to sekhmet and is implied to be significantly more sinister
char.ai but for killing people
Found this bug while grappling on another mech while i was already grappling my autoloaderdrone
Apparently when BB goes to grapple a new target he moves closer to it but whoever he was grappling before doesn't follow the movement and remainins behind
Btw that's a blackbeard build i came up with
Called it "hammer of justice"
And it's basically a roland catalytic hammer blackbeard that uses an autoloader drone as a free restock backpack that blackbeard can carry around without repercussions on his ability to move thanks to his traits
I love it xD
And i love seeing this build being brought to life in LT, it works better than i thought 
That's just how it's supposed to work
Pulling is involuntary movement, and involuntary movement isn't mirrored
Ah i thought the trait was voluntary movement
Then if black beard tries to grapple onto another target the first grapple should break if that's the case
unless they maintain adjacency through the movement, yeah
Bug report :
Assault HASE either doesn't scale or doesn't show that it scales (should be 1/2/3 for all but is showing 1/1/1 in the OpFor maker). Not sure how much you care about that given the rebake has started but I figured I'd say anyways.
Also, in that same menu, locking an NPC preview to show its stats and then changing tiers shrinks the widow to preview-mode and the only way to see the stats is to unlock and then re-lock.
Also can confirm that this still happens, pictured below
Mastermind only allowed me to move one space instead of my full speed of 8.
also rail rifle shows its 1 threat unlike all other 1 threat ranged weapons. Doesn't show in-game though, only in the sheet.
Also also, search doesn't show what you rolled unless you reroll it with Techophile for example. Which makes it really hard to know if accuracy to agi checks applies correctly to it, which is what I was trying to test. Should have 1 from Kai bioplating, 1 from bonded and 1 from biotic components, but I can't check myself in the combat log so...
Noticed that the smoke particles for flash charges don't disappear when the effect ends
This catalytic hammer build has no right to work so well 
Shouldn't have told this to bugger
I understood what was going on there
Apparently synthetic muscle netting is not interacting with cable winch
so even tho your pulling capabilities are doubled it doesn't let you pull a mech one size bigger than you
I think that should be fixed
huh.
You also don't get to move with Mastermind if no one's adjacent to do the save thing, which is not RAW I believe. Maybe that's been reported before, but more data probably doesn't hurt.
You're supposed to lose hidden after whatever action causes you to lose hidden, not before iirc (in this case, the action was boost)
The Accuracy probably applies given my rolls, but not seeing the details of what you roll feels weird.
does it end the battle at the start of round 8 or at the end
hmm, how would you set up the trigger?
Scanning doesn't show HASE, that's funny. It probably should though, that's important for save builds.
Actually nobody's HASE scales, that's probably just not implemented yet.
"i've decided... its never going to be your turn"
Bug Report: I'm not exactly sure what happened, I was under Sekhmet, lost it due to system trauma, then took another structure and got stunned, and some combination of those things caused me to be unable to end turn while stunned and stuck on my Tokugawa's turn forever without any ability to do anything.
And this is why you don't use Sekhmet Tokugawa
oh yeah, been having incosistent shred as well with berserkers
Also Ophidian trek seems completely broken on my side. I can't really do much testing on it rn but if it's known and no saves on it are needed let me know
Berserkers just don't apply shred on crit in LT. I'm guessing that'll be added later
Just wanna say I think this game is really cool and I’ve been playin for fun and to help prepare for getting back into Lancer with friends :)
Really looking forward to the NPC rebake stuff as well!
mmmh
Remind me to repro this later for a joke
Are you using Sekmet here?
I had Sekhmet up from a previous turn, but then I took System Trauma and chose to destroy Sekhmet
Nvm yeah thats happened to me before too, I think I reported it last patch but they may not have gotten to it yet. If you’re in sekmet protocol and you get stunned or the system gets destroyed you get soft locked. I wonder if you get soft locked if you get immobilized without valid targets in range
Sekhmet came so close to being on the bottom tier on that list I made because of this kind of thing 😮💨
NOW I KNOW WHY NPCS LOVE IN VADE
@alpine sorrel are NPCs supposed to be able to invade twice?
frag sig
No, it's on my list though
Sekhmet is also "autopilot/you don't get to decide what actions you take at all", which makes it a lot worse than it is in base Lancer. For example, I was testing it with a Tokugawa that had both a Torch and a Charged Blade and the Sekhmet would always try to use Torch
(even if the heat from it would stress you)
Kaschey's Death
This is a Gauntlet oneshot designed around the players being LL8 with Core Power. To ensure the best playing experience, please use map settings and set the NPC tiers to T1.
Please tell me if you find any bugs. I'll try to get it sorted.
Wdym with core power?
Also, looks sick
go all out. you will need it
some oneshots are designed with no core power in mind
this one is with core power
I’ll try in over lunch. Does it come with opfor?
use map settings, it has a preset. also, make sure they're set to T1 enemies. the bottom should look like such:
Oo neat
@alpine sorrel hiya, wanna ask.
what's the way to set up escort objectives, if I want to make my own custom battle?
The best feature for that isn't available in the public build yet — there's a wip menu for saving/loading custom sitreps
So unfortunately I don't have a good recc for how to do that til it's done
looking forward to being able to make a supply run sitrep with multiple payloads
Curious
Getting stunned while i jad Sekhmet active also caused me the softlock
Yeah, apperantly that's a known bug
Tried this out using the team I used to get 20 combat wins and man this scene is tough. I wanted to see if I could beat it at LL6 and with tier 2 NPCs and no I could not
I got some pretty bad luck though, so I might be able to win if I give it another shot.
i think a big reason is also that NPCs can full-frag sig you
It doesn't help that there's a 3 structure Mirage right at spawn and my only way of dealing with Invis with this team is using Lotus Projector which doesnt work because its sitting on a pillar with no valid place to put a drone within blast 2
So you have to play the Invis lottery
Conversely, the Tortuga kind of sat still and didn't do anything, it mostly fired off tech attacks
Also, the little cars and trucks on the road block pathing for size 2s and that makes it incredibly annoying to get anywhere
tortuga is more of a spot-defender. if you do reach there tho, it will use its core power and pump up scylla.
many immoblises...
I happened to be a very artillery focused team and so i just shot it with Pinaka Missiles and Andromeda and Gandiva from out of range
mhm mhm mhm
mine was relatively fast except for the artillery
so three would contest point while one is outside taking potshots
Makes sense. Was a fun combat, though I wish you could skip the intro on repeat plays
did nutcracker arrive before or after tortuga died?
Before
NEAT
Though I wasn't focusing tbe Tortuga, I was trying to get rid of all the tech attackers
Since my team (metalmark balor DH Monarch) is much more scared of tech attacks
yeah, the hornet RPVs not having impaired is painful
So I should be wary when testing this with the size 3 Lanny
Having high speed should help you out, but you can't end your turn intersecting any cars and that caused my Balor to get stuck at the start
Troublemaker is a vehicle for finding every bug related to mule harness
It’s also a vehicle for mechs tho
Will juggernaut 3 destroy cars?
should, they're only 10 hp
also be at LL8
You know what, I’m gonna license level 6 even harder
Jk I’ll do it at 8
go ahead
I think I’d lose
Without specifically building for it
Oh wait
Nvm I have a really funny and dumb plan
It’ll either work or I’ll find a new mule harness bug
Sure there is. Have a skip intro choice dialogue first :)
hmm, how do you set it up?
since my dialogue is tied to the enemy deployment
Bug Report: Scylla is showing as osiris for some reason
and osiris doesn't show up at all
oh it has a little story thing that's cool
NOOOOOOOO
2 WIDE PASSAGES! MY ONLY WEAKNESS @stoic bloom
And I just spent all round forming ultron too lol
lol
sadly no good way to jump around passages
fomorian battletaxi with lboc cloaking field bonded with a black witch with black ice, scorpion, and scylla, and an argonaut shield, who is also bonded with the battletaxi, a pegasus with a leviathan, and a goblin
I shall take a crack at this again later lol
I tried using juggernaut 3 to break through but it also broke the bridge and made the Lanny fall into the moat and make everyone take fall damage
Hm… ok so if I swap the Pegasus to a size 1/2 frame and have the goblin use symbiosis on the Lanny then it should be gucci
Now I just need a size half frame that can dish out an unreasonable amount of violence…
Napoleon build around a displacer should work fine
Napoleon 3, Saladin 3 for paracausal, Raleigh 2 for hand cannons and Roland
Should be alright
Wait are there any 1 wide bridges
Not trying to be rude or anything but— when will plans solidify relating to steam price, itch.io steam key interaction.. etc?
As I understand it, it is still being decided on and has been for some time
Presumably.. it hasn’t been decided on due to the potential of some issue coming up with it?
I like to imagine this as the goblin riding on the shoulders of the black witch, riding on the Pegasus, riding on the lanny
Can you use Cable Winch to climb over them on the right side?
I boosted and wasn’t able to climb out
So I don’t think so
We're still in conversations and decision making about how we're publishing the game — finding a publisher vs hiring a boutique. We need a marketing entity to hash out the details of the plan for coming to steam, incl pricing and key availability.
I see. Yeah that makes sense.
I’d assume atleast a couple of months to figure that all out then?
Y’all are doing good on that so far
Oh god oh fuck I forgot
That and also, NPC Ram, grapple and improvised attack don't seem to use +Tier to hit and NPC improvised attack doesn't have proper damage stats/scaling.
Will test all this to make sure I didn't dream it up tomorrow, this is my reminder @small panther
oh for sure the basic attacks aren't currently using +tier to hit, I didn't know they were supposed to? is this another "learn a basic thing about lancer six years in" thing?
and npc improvised attack gets damage scaling??
Yeah that’s a thing
I recall this
I recall this that’s the reason why 1 Napoleon can’t solo 100 witches is because of the damage is not a dice and more then the armor
Iirc it’s 3/4/5? or maybe it was 4/5/6
sure enough
I forgot the npc ram and grapple scaled
Pretty sure someone (probably me, let's be honest I'm the only one who knows about this fucking thing) already said something about this for witchdice, but shit's easy to miss yeah
oh I bet I was surprised then too
Well, glad I contributed something here too at least !
Hmm. While I'm at it, but that one's more known about : NPC invade does use their systems stat to hit right ? I don't see the ± they add to it in the combat log so I can't really check myself sorry.
wouldn't be surprised if I missed it. I'll make a note to double check
I remeber a berzerker rolling a -1 against me, but I can't remember if it was for that or a search so...
is black witch core power supposed to go away if it's stunned?\
no
nice nice nice
also lol, yeah. Stormbringer Ace go brrrrrttt
I was more worried about the tactician 3
also wasn't expecting scylla tortuga, which was kinda funny vs scylla black witch
which special units did you destroy? killed nutcracker or the mirage?
mirage and the ace
I knocked nutcracker into the moat and he couldn't get out
mirage was mostly incidental tbh
this was the end result
as expected, yeah
Bug Report: this Napoleon can't use his non-integrated weapons for some reason
I don't know the cause
Looks as if your mount got destroyed but you're full structure
The portable bunker still feels very hard to use practically due to flat terrain limitations
Hm…. It got destroyed in the previous mission but I did a full repair
I’ve noticed that the second mount in an aux/aux pair (and maybe main/aux) sometimes doesn’t get repaired when it should
I might have clicked the aux weapon when that weapon mount got destroyed, so maybe that’s it
hi! a lot of things are affectable by stormbringer 2 that shouldnt be, like caltrops, pcp, and apoc-rail smoke
i think this is my autosave
also, is there any way to make the dispersal shield effect on priests visible or apparent?
I kinda of want to test that voltron build more tbh. Idk what could be worse for it than what it had to deal with in bratty’s map. Probably bombards
Definitely bombards
deadmetal sniper
Idk what that is, I haven’t gotten to play lancer outside of this tbh
as a quick action, sniper turns its shot to line 20
Then it’s a question of “am I willing to 50/50 the entire squad on a the cloaking field invis”
Knowing my luck the only one to get hit would be the goblin m
Is there like a changelog of different balance choices due to game dev stuff? Like I uh heard skirmisher 2 was different
Maybe not but uh
Stuff like that, stuff changed to make the videogame easier to design
It seems interesting to see what would need to be cut
Oh ok
I just recall them deciding to change some talents and systems and stuff for the videogame more in general
Which would make sense but I’m curious what
I think they’re figuring out how they’re implementing skirmisher 2, since there’s not way to differentiate between barrage and skirmish at the moment
It's on the list of fx we need. I think you should also be able to check by hovering over the NPC in questions' tab in the top right and go through the active effects on it.
ok thank u! will try that in the future
Is the hard part of skirmisher 2 that it’s either before or after skirmishing?
i think its that the skirmish/barrage distinction doesnt exist
in LT without that distinction you could lockbreaker twice a turn which is against the spirit of the talent
Yeah but like, there’s once per turn movement add-ons to other attacks. Notably hunter 1
Yeah we need to artificially limit all weapon attacks for the rest of the turn if you use it in a way that nothing else will need.
Oh but then you wouldn’t be able to attack again
Right
It's a bundle of issues that have made it just thorny enough that I've left it to knock out lower hanging fruit instead
Makes sense
Idk maybe a solution will reveal itself sometime while implementing the NPCs
Sometimes problems solve themselves like that
Though there have been a number of good suggestions in this thread previously
I'm not sure what more I can do about this beyond a more fundamental redesign like having all the bunker sections go down individually
The system lets you open the map editor and you can just edit it for your personal portable bunker
You have to pinky promise you won’t do anything else though
I think to some extent its something to think about when making maps
How about if the bunker infilled extra terrain beneath itself? Probably not more than one block height, but it would let you put it on a mostly flat field with some holes in, or squeeze it onto a higher elevation and terraform up a little.
Ideally, I suppose, it would have some sort of set capacity for terraforming, like it would have 8 points and be able to increase or decrease terrain in its area by up to 8 blocks total, even if that's add 4 blocks in a 2x2x1 pillar and remove 1 extra on the corner but that sounds way more complex.
That too - but a 4x4 flat space is huge. It's... really big. Football field/unnaturally massive town square sortof big. Even if you're leaving a 3 wide path for the larger ones, 4x4 often just doesn't really look right unless you already have a big flat bit.
also a 4x4 space is about the size where I look at it and think "hmmm.... it needs some cover, in case anyone tries to run across it"
Since many things are speed 4, and all.
Heh that's exactly what it does now
It does? I haven't noticed it do that! Oh. Oh well. I guess it's still not enough... -_-
Yeah it's finicky because there's some restrictions on what it can fill due to edge cases
But it should be able to fill some inner gaps
It could also be four sets of 2x2 constructions, I guess. At that point it's totally not the same system, but it would work better, and doesn't have the larger book-keeping problem that the tabletop might, I suppose...
You could make it into a line or a square or just put down three and cancel off the fourth one if there's no room.
Bit of a departure, though.
oh yeah, a funny berserker spawns in if you destroy the tortie btw
mr axehead with executioner 3, war pike, and thermal charge mod
and also duelist
and boy, will that thing try to grapple you
Name is Mr axehead
Doesn’t use an axe
Bug Report: Hand Cannon does energy damage when fired after firing displacer
it's nuc cav2
Does that character have nuccav 2?
yes but it isn't the first attack tho
Was it the first attack made after entering the danger zone
Because nuccav isn't first attack of the turn
ooooooooooooooooooh yeah probably
Bug Report: The goblin can overcharge while using symbiosis
@stoic bloom Bug(?) Report: for some reason the "thornwood's dead, more loot for me" dialogue triggered 3 times in the round I killed the tortuga
and it did again
ok it's doing it after every turn
damn, gonna bug it out
Bug Report: Displacer isn't getting the extra roland chamber damage, unsure if it's related to jager rounds
probably just mistaken or something else got hit in the aoe and the damage was applied to something else
ok it sometimes triggers? unsure
@stoic bloom I think something might be off with the archers too
Can confirm that axehead is horrifying. Thanks I hate it
also there was a bit of weirdness where it let me choose the target for its chainaxe since everyone was stacked on top of eachother
ooh, what happened with em?
they were just boosting and ending their turns
hmm, strange. anywhere specific?
one of them got on top of one of the wall/tower locations
the other hugged a wall in the center section
haven't encoutered that... will have to look into it, since their behaviour should be pretty simple
they're not one of the special guys
btw axehead has an impact lance, not a war pike
RIGHT IT DOES
forgot
well
which was extremely painful to find out
yknow how it is
i love that it works like that at least
it always targets the closest PC with that so rarely does its AI get it off
but boy
the occasional times it does, it was a beauty
when i eventually make a new battle, i should try and find out if there's a way to make it so that hornet RPVs congregate around players for bombards to shoot at
wouldn't that be an anti synergy? Or are we imperial guarding it up
they can spare rpvs
besidesssssss
bombard cannons are inaccurate and target evasion
those RPVs should be pretty well off
neither of those benefits from executioner 3, right?
Executioner 3 is any melee weapon attack.
For reference:
Since the campaigns aren’t out yet…
how do you go about playing the game? Scenarios, online maps.. what? I’m pretty happy if it even is just scenarios I’m mostly just not sure what I’m getting into
I just do Instant Action, I cycle through opfors and play random maps, and try to beat as many scenes as possible without needing a full repair
You're right
And I'd consider it
Perhaps it could replace/destroy terrain to make space
or compensate missing spaces on the 4x4 with support platforms that can't be taller than 1 space
Roland chamber, iirc, is supposed to apply to the whole attack, so everyone hit by a blast takes half the bonus damage and needs to save vs prone.
Found a bug
If you get 3 levels in nuke cav
and remove one of your weapons from your mounts, you can then equip an extra fuel rod gun
Fire all of the fuel rods! Nothing but fuel rods! OOPS all fuel rods!
Sizzling hot fuel rods in your area!
recreate the simpsons intro
Gilgamesh stocks rising ! (not in the game)
Can I combine all of the fuel rods into a fuel rod staff like they’re markers and beat the fuck out of assaults with them to clear 8 heat?
Just fix this one yesterday
Love your work as always
I should probably update the build for the napoleon in my voltron setup. I forgot that being immobilized while riding in a mule harness knocks you off of the mule harness so I can free up like 3 talents and a license level from Barbarossa. Also might see what the ll6 version of that looks like
Wait nvm, something else had Barbarossa 1… can’t remember what it was
Does anyone know how enemies prioritize targets for invades if everyone is a valid target?
I've definitely found they seem to target characters on higher heat, like they'll almost always try to overheat you if an invade will
I was just thinking about this because enemies kept targeting my Lancaster, who would normally have been tied for the lowest e def with the napoleon (can’t remember if I gave them any systems, probably not), except the lanny was the target for goblin’s symbiosis so it’s e def was probably the highest
Which is great for like, getting the most value out of scorpion
But idk if that’s intended behavior
I think the goblin would have been the closest to overheating most of the time, or the black witch
Or the napoleon tbh, with the displacer
Is that easy enough to set up?
Yeah
Awesome
Maps made in the map editor can be shared by copy pasting them somewhere (usually here) and then putting them in your own folder. Nothing automated or smooth like steam workshop yet but “put the map file in a folder” is pretty simple, and there’s a button to open the right folder from the map editor which is nice
It's still a ways off because I haven't figured out a good way to upload maps without doing so manually through their site, but I got a demo of downloading maps from mod.io working last week:
Question: Can we download this first mod level?
hey wait is that a rainmaker I see????
no and yes
I've started work implementing kai's npc rebake so the next build is gonna have hella new npc classes (still skipping optionals for the first pass)
Very excited for this
me too! it's going very smoothly so far. I liked not having to try and figure out tying shredded to the scout's lock-on, and seeing the ronin run around and be an artillery bane is neat
I think last argument of kings isn't applying heat at all
Seeing your effort "come to life" like this must be insanely rewarding
Looking forward to battling all the new npc's
That's as-intended, isn't it?
Unless you have something like Nuclear Cavalier I, LAoK just does Burn.
By default, it doesn't do heat
do you mean "isn't applying burn?"
I thought all tech attacks applied 2 heat?
nope
When you INVADE , you mount a direct electronic
attack against a target. To INVADE , make a tech attack
against a character within SENSORS and line of sight.
On a success, your target takes 2 heat```
so here's the thing: "Invade" is not lancer shorthand for "tech attack"
oooooooooh
Invade is a SUBSET of tech attacks
anything that has the Invade tag works on these rules
HorOS_1, Hunter Logic Suite, etc
Other tech attacks can and do exist, and do not apply heat unless they state they do
Hurl into the Duat, Markerlight, Last Argument of Kings, etc, are all examples of this in action
hurl into the duat was applying heat somehow
ah right, forgot
and yeah markerlight does too
things like law of blades/predator prey concepts don't, better examples I guess
the important thing is it has to actually SPECIFY like Osiris/Duat does
whereas with Invade the 2 heat is a fundamental assumption of the base action, similar to the various rules quirks of auxiliary weapons and bonus damage, etc
(it also means things like a chomolungma's Wide-Area Code Pulse can't use Hurl Into the Duat either, though that's not as relevant to Lancer Tactics)
Surely that wouldn't be a balance problem in the slightest
How would that even work? Would it be resolve order for deciding which effect? Or would it just do the current level on all (thank god that doesn't exist)
Nothing in lancer ever resolves "simultaneously," like for AoEs you always roll attack rolls for each target in some order of your choice, then when damage is applied same thing, it happens to units in an order of your chosing, etc
so you, the wide-area duat user, would decide who gets attacked in what order and that would cause the effect to move onto the next gate for the next target etc
Ah, figured
Honestly I assumed the reason for Markerlight applying heat was because it was an extremely strong laser
it's probably a bit that and a bit "this needs something else to justify the action cost"
Something something Doylist vs Watsonian
God damn
Paracausal kinetic hammer on a sekhmet blackbeard is Nasty
Boosts and still attacks with 3 mounts thanks to uncle nhp
And that 4 reliable irreducible damage paired with the executor talent has amazing synergy
Damn I think I'm definitely a sekhmet fan by now
I just love messing with that system in all possible ways
is there a way of selecting for mechs with systems that have a certain tag
for trigger purposes
Though getting sekhmet, uncle, lesson of Shaping on the same build is LL9 at minimum
And youre allowed to do broken things at ll9, especially if you're using something as rigid as sekhmet
Oh, and Paracausal would push thst to ll12
Dang, I definitely did not completely know the difference
TIL
There is not. What are you trying to do with it?
Wait can you put uncle and paracausal on one weapon?
No
Btw I don’t think you can use a Lancaster’s repairs instead of your own when stabilizing right now. Not sure if that’s limited to when people are in the mule harness
Can you use them during rests?
No
But technically it doesn’t say you can do that, it’s just implied that you would be able to do that in the tabletop
Bug(?) report: Sometimes enemies with a 1/round resistance reaction will use that reaction without saying that's what they're doing. Here for example the Assault had resistance to my damage but never announced that it was using Hunker Down (and had no other way to gain such a resistance)
Was there a priest?
There was but it hadn't activated yet
Weird. I would have said dispersal shield
Or investiture, whichever gives resistance to x attacks
I think that’s dispersal shield
I don’t think I realized how cracked symbiosis actually is until recently. Like yeah, I would like to take two turns in a row basically. The only thing that’s annoying is sharing heat
Achievement unlocked: Not a scratch
Oh I don’t have a save for this but I think that the heat isn’t being calculated correctly for the goblin when it’s in symbiosis in a map with the extra heat modifier. The host mech took 3 heat from LBOC, but the goblin only took 2
Or maybe that’s just Agni river being weird
this is why you take also techno and thumb
Clown car Lancaster: techno 3, bt 3, house guard 3, mule harness, cable winch, fomorian, with a goblin symbiosis’d onto the lanny, with super heavy weapon mounting for legion nexus, and forge 2 subalterns
Hang on let me see how someone could actually do this
Ok at LL9 you’ve got lanny 2, kidd 3, hydra 1, Gilgamesh 3
Formorian, super heavy mounting, and integrated ammo feeds
4 hull, 1 agi, 2 sys, 4 eng
Techno 3, bt 3, drone com 3, centimane 3
Legion nexus is your only weapon but that’s fine
Cable winch, mule harness, enlightenment NHP, utility drones, puppet master, forge 2, armament redundancy
Is it the best? Probably not. Is it funny to be driving around a troop carrier with an unreasonable amount of dudes in it? Yes
You don't have Gilg yet.
This isn’t specifically for lancer tactics tbh, I was just going off on a tangent 😅
Oh one thing I did think seemed interesting… what if instead of all the content of 1-2 lcps, instead it took.. bits and pieces from lcps based on public demand or something
Maybe not the best approach in some ways but in others it’s nice
I know me personally, I want some mechs and stuff.. (eg emperor, iconoclast).. while other stuff i can take it or leave it
nah i have uncle on another axe
but it's really good
I think they’re going to focus on the defined scope from the kickstarter for now, so any non-core stuff is at least a while out if they decide to add it
very true
i'm experimenting with max level stuff pretty much
Yeah I just hear people talking about it, so I figured putting my hat in now is fine
Tbf that’s just me going off on deranged adhd fueled tangents
Oh also it comes with the side benefit of not necessarily needing to implement certain finnicky bits.. like the white witch (mostly just npc interaction with stuff)
Or having to decide on like what house guard 3 actually means
Sounds like it’d be an annoying process and would depend on what’s actually possible in godot. I guess it would be like,
I had typed out a whole thing but honestly it would be super annoying and like, you’d have to have all of these effects determine the source of the effect, and it looked super ugly since I’m typing it in a phone
what i presume is that its mostly annoying because its rather vague what works with it
also buttons, ish. if it were to be implemented it would either have to be only a couple specific things it activates off of, or it might pop up too much.. hm
upon (trigger) if a mech (of team, location) has a system with the ai tag, they take the 'hand over control' action immediately
you might be able to tell all mechs in that team/location to use the hand over control system ("ms_hand_over_control") + action (action index 0), and if they don't have it the trigger will fail
it'll likely get grumpy because that's normally a protocol and it's not their turn, but passing in the "as freebie" flag might get around that
Are there plans to iterate on dismounted pilots in combat? From the tutorial and the character creator it looks like they exist but are they going to have the same rules as the tabletop? IE, armor, 2 weapons, and some extraneous stuff that’s usually for roleplaying?
IIRC Lancer Tactics doesn't have plans to model pilots in combat.
Makes sense
update on this: the freebie flag doesn't circumvent the protocol restriction. it will in the next build (as I just ran into the same problem while working on something unrelated)
i cant seem to repair to 4 structure despite having 1repcap (in a everest)--- i dont really know how to do bug reports here
uhh
screenshots?
A save file would help a lot! Specifically, for this one instant_action_setup.json. Attached message is how to find the save files.
in the future ill try and do the save file thing
