#Lancer Tactics
1 messages · Page 21 of 1
non lore compliant cat ears on on their way, I'm assured
but I'm really looking forward to the wild asset packs that'll be able to be modded in
someday
my friend said she'll paypall 20 dollars if we find out how to do animal ears so i think we know what we gotta do
Just give us a function to load a Godot resource pack in the console and we’ll start, btw :)
I have been trying and failing to get reflection to do something useful on the loading more content front, so I gave up for a while, but as soon as there’s any reasonable path to loading custom content that isn’t messing with the base pack people are going to try their best to add some. Even if it’s just additional pilot portrait elements or alternate graphical styles for the Everest or whatever.
Personally I’m going to try for at least pieces of some third party licenses, especially the ones that don’t need any new code compiled and are just numbers.
also, anyone has a sueful guide as to how to use the map maker stuff in terms of convos and whatever the 4th tab is?
Various animal ears are statistically likely to be first, though :)
No guide I’m aware of, but you can load up some examples and see how they do it. The tutorial for example can be loaded into the editor and it has lots of conversation, and if that is too much you could load the demon artillery mission that Inconveniencestore made, it has some simple conversation and a few triggers
(Although the damage zone triggers only hit one unit per zone, known issue right now)
People with cat ears are canon last I checked, so I'm super curious what non-lore compliant cat ears are like. 😆
last I heard there were no catpeople in lancer
(as a jest)
have things developed since then?
how o di that
nope, modified peoples is one of the most huge things in lancer. Feathers, tails, additional limbs etc. One of the cannon npcs is a person who has no head
oh lol
CRB p376 for reference
Tom is a chronic shitposter, I struggle to take those posts as non-shitposts. 😛
oh yeah they 100% are
shitposts
I was wondering if the joke has evolved since then where catpeople had been reintroduced somehow (perhaps a MONIST-2 intervention)
hahaha
My understanding/headcanon is that the FCA prevents like... Hereditary catboys. But individuals can get cat ears installed
the FCA actually doesn't care about hereditary biomods
the FCA, broadly, cares about two big things (and probably some other stuff beneath that which don't get expounded upon)
1). No uploading your brain to the cloud
2). No bringing the dead back to life
The big gist of the FCA is "dead equals dead," you can't do an Altered Carbon and endlessly upload yourself to a series of bodies, you can't do a Mass Effect 2 and bring someone back from the dead from a handful of goop
anything that isn't that? RA doesn't give a shit. Put your brain in a cyborg shell, mess with your genome all you want, give yourself animal ears, gills, four arms, doesn't matter
SSC currently believes there's a loophole within the FCA in that it doesn't say anything about lifespan limitations, and so because they can no longer legally research decorporealization (which they were pursuing prior to the FCA) their big thing is now longevity and life-extension modifications, the idea being that it's fine to live forever so long as it's through "classic immortality" of the "simply doesn't die of natural causes" variety
Y'know the FCA seems like something you should not try and exploit loopholes in and skirt around the edges of what's allowed
Seems inadvisable
People make a big deal about JCH2 getting vaporized, but the thing is that he was very explicitly and deliberatly flouting it in a very blatant and obvious way. RA by and large seems a lot more chill than the fandom tends to present, they aren't a hypervigilant micromanager, and the FCA is presumably pretty explicit insofar as what it doesn't allow
Like people in Lancer's setting can already live to like 200-300 years old with the right medical treatment, so if there IS some sort of enforced upper limit on lifespan, RA hasn't stated as much
also, ra doesn't personally punish every instance of decorp. like the maw is(was) just there, having a great time, and RA did not personally intervene to turn him into a nanomachine smear despite that explicitly being noted as a violation of the FCA.
Fuck around; RA finds out? So will you
But if you’re under the radar you might be fine*
-# possibly some generous definition of “fine,” the maw didn’t strike me as a good time
flying under the RA-dar, if you will
on the topic of the Maw, while it's possible RA didn't know (not being omniscient seems reasonable), it's also possible that RA knew and let it happen, for unknown reasons
we literally just do not know
Breaking News: RA/MONIST-1 breaks silence on The Maw, confirms no plans for divine punishment
"idk I thought it was pretty cool"
I can do you one better :D
(I spent most of my evenings this week working on this)
the modloader itself is working as far as adding frames/licenses, but I still need to add support for adding more mech and pilot images, allow mods to have dependencies, and I need to replace the hardcoded enums in lancer.gd with something I can modify using mods (so multiple mods which need to change that file don't have to replace it outright and thus break each other)
unfortunately this system's fatal flaw is that you need the game's source code to write mods for it - this wasn't a problem for me as I had to decompile it anyway to write the modloader, but I doubt the authors are going to want people doing that
You did the thing!
Thankyou! I tried to do something but I hadn’t managed it, was trying to avoid decompiling it and go via the console.
We have some of the source code and much of the data structure for items revealed via dev blogs. I don’t doubt that the eventual plan will be different but we can probably work with some basics until then
it works by running the game with --script to run some gd code, then that code patches in a modloader.pck and runs an initial scene stored in there. In that scene it then runs the code for loading mod pcks and adding their stuff to the various resource files that need references to them. Each mod pack has a mod.json file which tells the modloader what it needs to add. Then it switches scene to the actual game
I don't think its possible to export mod .pcks without the full source code because the scripts reference class types defined there and thus won't compile
The lifespan is 999, Ra never learned how to count past it
oh my god this looks awesome?? Wheres the dragon from?\
oh the dragon is my own homebrew
its an artillery mech which handles heat super well in exchange for catching fire if it ever stops moving
neat!
the token is unfortunately kinda jank because I'm no artist and so made it by tracing over the minotaur front/back tokens
My headcanon is that RA intervened against JCH2 because if he succeeded in decorp, every shitty rich asshole would do it and result in a cyber gerontocracy. He didn't intervene against the Maw because no one is going to look at a swarm of devouring nanites that may contain someone's consciousness and go, "Yeah, I wanna do that."
I might even go so far as to say that the Maw serves as a deterrent to decorp. "You want immortality, huh? You sure you won't end up like this?"
The maw therefore is an example yeah, you want decorp? Enjoy the maw
Holy wow!! 🤩 That's amazing!
My understanding of Godot mods is that if you wanna do anything code-related, having access to the decomped project will always be required. Part of the adding official mod support task is to figure out how to make said source code available in a safe/legal way, which I'm down to do because as you've found it's very possible to just do it yourself from the shipped game.
what are the legal challenges of making the source code available?
I'm guessing still being able to own the thing
Not significant: I've seen other games do it by adding a license that says the code can only be used for informational/mod making purposes; please don't recompile the game for distribution. We'd need to write/pick one to say that.
Source-available software is software released through a source code distribution model that includes arrangements where the source can be viewed, and in some cases modified, but without necessarily meeting the criteria to be called open-source. The licenses associated with the offerings range from allowing code to be viewed for reference to all...
As someone whose modding experience is fucking around with the JSON files, I am very excited to see where this goes
And a more game focused guide on it: https://drewdevault.com/2021/03/23/Open-sourcing-video-games.html
Damn can't believe Lancer ripped off Warframe /j
LT's most anticipated feature :P
Max lifespan is 2³² because RA never updated to a 64 bit date system
👀 I didn't even realise this was a possibility
Although I assume the reason that the FCA isn't hugely enforced is because Ra doesn't want to enforce it unless it needs to
Ra doesn't seem particularly malicious
This is true, usually the albatross are also in the area and happen to deal with it anyways
my own suspicion is that the FCA is much broader than what RA actually personally cares about, because then there's no obvious path to whatever it is RA doesn't want done.
Small thing: Rank 3 of Nuclear Cavalier isn't called "Fuel Rod Gun", it's called "Here, Catch!"
Also, behold my silly theme team
Featuring:
Rook the Railgun Drake. Can threaten enemies in a straight line
Knight the Torch Nelson. Can boost towards an enemy then Skirmisher to move laterally.
Bishop the Andromeda Hacker Manticore. Shouts about their god.
Queen the Pinaka Monarch. Can threaten several enemies from far away.
does scavengers ring have an intended OPFOR?
it doesn't use the selected opfor but instead the ones built into the map
map making hours, good to be back in the groove. How do we feel about boarding actions?
Very
I feel a lot about boarding actions.
(battlegroup boarding action resolved via Lancer Tactics sitrep. Imagine.)
Oh that’s what this is about
The Endless Cosmonaut will be a fight in this
Once I figure allat out
The coding, sitreps, enemies, and how convos and triggers happen
I want to do that sort of thing at some point but getting people to play battlegroup is very difficult
Battlegroup is fun, I hope you find a group some day!!
Oh I can send what the endless cosmonaut is if some folks don’t know what I’m talking about?
This is the Endless Cosmonaut, an ace wing from Battlegroup
It can't be more than a veteran elite imo, 'cause it's actually very brittle for an ace. Also so you have a chance to actually see it die so it can respawn
Me with my squad of four Barbarossas
Indifferent
horrifying
any idea how to make LT recognize if a unit is dead?
trying to set up the respawns for the Endless Cosmonaut rn
there's an on destroy event
I dont see it? I might be doing this wrong
ah its called death
I run it pre with an execution limit of 1 and then run the destroy event manually. I don't do it here but I set it up like that so I could get a reference to the unit before it is destroyed and still run events afterwards
Alright
when the EC dies I have a dialogue set to play
and then I have the on a new round, spawn him in
only issue is I need to make sure there arent 5 of him flying around at once, so it only spawns him when hes dead
I think there's a check under unit state for 'is alive and on map'
oh fr?
You can probably also count the number of units that match a filter of some sort, and then only do it if that number is 0. I can’t recall offhand how specific it gets.
ok so I still need to set up a github or something for the source code, but my modloader should now be ready for actual use.
To use it, drop the 'modloader' folder in the .zip file into the same folder as your game executable, then run the executable with --script modloader/modloader.gd
here are the mods and texture pack I made for it. Drop them in the modloader/mods and modloader/texturepacks folders respectively
- gms-1st-party-1.0.pck - adds the chomolungma, sagarmatha, hurricane cluster projector, tempest charged blade, and superheavy mounting core bonus
- mhi-1.0.pck - adds my homebrew mech, the Wyrm, its license equipment, and manufacturer. It is an artillery mech which handles heat well in exchange for catching fire if it ever stops moving. The license is themed around making line weaponry more viable
- cat_ears.zip - adds cat ears in the character creator, and a no ears option for if you don't want both human and cat ears. Tbh I only made this in order to test the texture pack loading
Hey! While you are in chat wanted to ask about the suggested level for the mini campaign? I couldn't find it in any of the map descriptions but I am assuming I missed something!
LT maps are meant to scale with level, but there's currently a bug where it doesn't scale properly above tier 1. If you're looking for a level, I suggest LL3
the two most asked questions on the lancer tactics forums seem to be 'does this game have mod support?' and 'are you adding the other gms frames?' so I figured I'd try and kill two birds with one stone
omg do u think this can work on mac
apologies for my mid pixel art as far as the frames go. I'd love to have an actual artist do it, particularly if I'm going to be adapting the other first party frames, but I don't know yet if I'll be able to commission someone
the same .pck seems to work for both the windows and linux executables, so I think it should work on mac? I don't have one to test with though
yar valid
I could not find those folders. I looked in both lancer-tactics-pc and LancerTactics in Appdata. Do I need to make those folders? and if so in which spot?
the modloader/** folders are in the modloader.zip file I sent above. You need to copy the modloader folder out of that .zip file and put it in the same folder as your LancerTactics.exe file (I'm not sure where that is on windows)
now on github so people can access it. I've included a brief explanation of how the .json files are set up so you can make your own texture packs and mods for it.
https://github.com/GavstarB/lancer-tactics-modloader
https://github.com/GavstarB/lancer-tactics-mods
Ah, I didn't scroll up. Thanks!
Hey, PC user. Bought and downloaded the game. Now can't figure out how to open and play. Any helpful tips?
Oh wait, file didnt extract all the way. Nevermind
How do I pick a frame other than the everest? I increased my LL but the only mech in the drop down was the everest. Do I need to change the manufacturer?
You need at least two license levels in the same mech license
So check that you have that
Ie if you are license level four and have 1 LL in goblin, 1 LL in Nelson, and 2 in Drake, you only have access to the Drake frame
A friend tells me that after suffering a sitrep defeat, all mechs in the party are set as destroyed in the subsequent instant action setup. Is that supposed to happen?
Anyone got tips on how to load the tutorial into the level editor. I wanna take a look at it to see how I can make similar triggers and events
go into the level editor, then
load button -> stock button -> tutorial: tutorial
Strange request. Canine ears fjr my friend perhaps lol
I'm not an artist so I'm afraid I'm not going to be making any more texture packs, but there's nothing stopping you from making one of your own
I'll have to ask around how to lol
there's a short explanation of the format on the github, but probably the easiest method is to download my cat ears pack, then edit the filenames, image and textures.json. You should be able to get the color values that you need from that texture
I recommend saving an image of a character and putting as a layer in your art program so you can get the ears in the right place - a bald one will let you get the position correct, then a hair one will let you see if it looks right
Hi all, I was wondering if anyone could help me out with setting up a specific kind of trigger in a custom encounter.
I want the boss of the encounter to be deployed when a player ends their turn within the marked "Objective" zone, but I can't figure out what condition to put in to make that happen. I've attached a screenshot of the trigger as it is right now, if it helps.
you probably want something like this (note the execution limit is set to 1)
I see, so I want multiple conditions
And yeah, I meant for the execution limit to be 1
In theory it should only spawn the boss one time
you need to check that the unit ending the turn is a player because otherwise it will trigger on enemy turns too
Much appreciated; thanks!
just picked this game up for myself for Christmas. it's great! the Import from COMP/CON feature is fucking incredible
my players have loved seeing their characters imported and played, and the grid-based combat on PC immediately brought a different, crunchy energy to Lancer that I really enjoyed
that sounds like a bug!
im trying to make players start in a zone so to speak ebfore the game starts then have thier PCS moving into the zone as part of the prologue before the actual deployment happens. Any ideas as to how to make that happen?
I'm not sure what you mean -- the PCs both start in the zone and also move into the zone later?
Got another question regarding a custom sitrep I'm trying to script
I have custom reinforcement groups and enemy spawns scripted in the sitrep itself, but Instant Action also wants me to select an OPFOR from the list. How do those two things interact?
Here's an example of some scripted enemy spawns, to demonstrate what I'm talking about
And then here is Instant Action requiring me to select an Opposing Force from the list in addition to that
The Instant Action screen will create a reinforcement group with a hardcoded name of "Reserves". Your own triggers can interact with that or not. The next build will have a checkbox in the editor that disables the Instant Action opfor & other settings, so it'll show up like this:
but until then, you can leave whatever opfor selected and it shouldn't show up if you're on Use Map Settings
Copy that; thanks very much for the prompt response
Also, you probably get this a lot, but while I have you here, I just want to say the game is phenomenal
You're doing fantastic work, and it's super fun and runs really well, especially for an early build
😁 that's great to hear! I'm glad you're having a good time!
I can get so focused on the issues with it that I need to fix I can forget what a good state it's in overall
I know the feeling lol, I get the same way with research papers
There will always be more little issues to fix, so the important thing is that there's an actual Good Game™ underneath those
more or less. They start off to the side in the prologue that's not gameplay. Thier mechs walk over to the holdout zone. Dialogue. Then you deploy in the hold out zone as normal
think of it kinda like the pr0ologue of sacred stones where erika and seth start off map, move to a spot. Dialogue, then have dialogue
also is there a way to have an NPC talk in dialoguye without them being on map?
There's a move event that can move a unit that's already on the map -- I'd say check the tutorial for reference.
For NPCs speaking, you can set up a speaker that points at them while they're still in a reinforcement group:
I don't think I've ever tried to deploy Lancers that are already on the field.... you might have to like silently kill them off and then re-deploy them? I'd recommend skipping the deploy step and just launching into the combat, given the current tooling.
That's fair. It's something I wanted to ask cause it's pretty classic in like fire emblem
Other question. Is there a way to make a dialogue trigger happen after a talent ability procs
But in a way that's off to the side and doesn't stop gameplay if that makes sense
Or when core power activated
hm, like one of the pilot barks that happen on deploying, etc?
for core power, there's already a way to do that without triggers -- open up the pilot in question, edit their Dossier, and set their core power bark to whatever line you have in mind
I should make an event that plays arbitrary text via the bark system though. logged.
But generally there's a Unit Action event (or something similar) that triggers can hook into; you can then put a condition on the string to see if it matches up with the kit ID of the talent/core power in question.
Also, we just finally got cat ears officially integrated 😌
Oh, update?
Knowing it creates one called Reserves is actually really useful because it lets us make use map settings maps that still run off the selected one!
Thanks for this, will be helpful!
this little shotgun-wielding asshole is causing me so much grief you would not believe. First it was triggering effects on only knockback caused by one character and now its ensuring that the various supermassive mod versions prevent the other versions from being applied. I haven't even gotten to the Cannibal's multiple attacks per reload yet 
this is actual code from the is_applicable_to check
character_sheet_script.character_sheet_bus.save_character.emit()
var user_pilots: Dictionary[String, UnitCore] = UserContentLibrary.get_all_user_pilots()
does it save the character sheet like 8 times every time you click on the interface? Yes
does it finally update the interface properly? Also yes
No promises lol. The Viceroy is grouped with the SSC alt frames so we'll see how much of a nightmare the Amber Phantom's core power is first
tbh the one I am looking forward to least is the Tagetes' rifle modification. I don't even know how the heck to start implementing that
I'd be interested in trying some modding out if I can
I have the programming background, just no time these days :(
My personal pick for modded frame to implement would be Chomolungma, to provide more variety at LL0, and it hopefully shouldn't be too hard to implement?
Replacable Parts is in already and Brilliance is just "take two specific actions as free actions"
thats a great idea
...Welp seems like you beat me to the idea
Per my last email is freaking gold I'm chuckling out loud
The "anything is a rifle" might need some help from olive. That said, look at how the mimic gun reports it's everything. My guess would be the passive finds out what gun it's being used with and does the same, if there's access to do that...
If Per My Last Email and Customer Service Voice ever work together, combining front of house and back of house into one unholy squad of passive aggressive corporate service worker rebellion, the corporcracy is doomed!
Maybe the Tagetes just has a separate list of all weapons but tagged as rifle instead
The concentrated, weaponized essence of passive aggressive corporate dispute resolution
add canine ears as well, i will give you 5 dollars
this may be the way to go tbh. Because everything in LT is a resource, if I modify a weapon for the Tagetes it will modify it everywhere else too
I ran into this same problem implementing the tightbeam mod but there I cheated and made it an alt fire
(also the secondary problem that there is no 'on mod applied'/'on mod removed' callback anywhere in the code, mods are passive effects which apply on scene start not in the character sheet page)
my friend says and I quote
"a trans woman's self identity depends on it"
it's pretty common that I've got to add new engine functionality for most things like this. The "right" way to do it will probably be to add a new Buff TO that changes weapon types, then have tagetes have a weapon mod trait that can apply to multiple weapons that applies said buff. So that's two engine tweaks.
Another thing on my list for official mod support is changing the Buff TO enum to a list of StringNames so there's not a master list in one file and multiple new ones could theoretically be added without conflicting.
The fact that you're doing PC frame implementations with mostly just the tools that already exist is wild to me.
its actually worse than that - the player needs to be able to select whether or not to apply the buff on a per-weapon basis from the character sheet screen
its not so bad, there's a lot to work with. Some of my Caliban code in particular is super cursed though (like adding export vars to buffs and the character sheet refreshing code I posted above)
God I wouldn't even want to consider the code needed for empakaii
actually Empakaii probably isn't too bad because it can piggyback off the grappling code already written for the Blackbeard
I may eat my words on this one lol
Yeah sorry that's what I meant with the weapon mod trait thing -- it'd be a checkbox like OPCal but for multiple mounts.
I dunno if you've checked out the Engineer talent // Castigate yet, but that's another way to configure things from the character sheet -- it sets state in a configuration dict much like state but persists between combats
okay this is brilliant I hadn't used engineer so I didn't realise there were dropdowns you can put right on the weapon
lookat these new beautiful friends from @tulip peak 🤩
ohhhh i Love the barricade
I <3 spider mech
The stripes on the cement mixer were a pain but when I thought about it hard I was like "I gotta flex..."
I was thinking rainmaker and hive for the middle two but I’m blanking on the left one
I forget what else is size 2
Amazing!!!
Aegis
It made me think of a Spite from Wallflower at first
Big gun
I love the hive - its just a little guy :D
BALL MECH
I love the back mounted cement mixer too
took a bit of figuring stuff out on my end but i managed to get GavstarB's modloader working
this stuff's awesome
TFW pondering my aegis
Aaaaaa 🖤
Pondering my aegis
The thingy on the top looks like a little bow ☺️
hey what we have a modloader for this???
here
currently on windows it seems to occasionally crash on startup - nothing gets corrupted so you can just keep re-running it until it loads. I'm working on a a fix at the moment
I love windows-specific issues because I only find out about them after I release the dang thing
love these new sprites
I'm sorry for the ping GavstarB, but I'm not quite sure what you mean by "run the executable with..."
alternatively, if anybody else on windows is in a position to fill in my knowledge gap, that'd be amazing
okay, I worked out how to solve that problem, but I'm having the windows-related (?) crash issue
would you mind replacing modloader/modloader.pck with this file and checking to see if that fixes the crash? I have a suspicion it might be a race condition with the content loading thread so I just prevented it running entirely
sure thing
that does not appear to have fixed anything
I can give you a screenshot of my command prompt if that would be useful at all?
that would be helpful. Does it fail at different random points during the load process? That's what happens in my testing
oh that is an entirely different issue
it opens the LT window and I have precisely enough time to see and comprehend the word "godot" before it closes again
you aren't starting the game from the Lancer Tactics directory, so you need to use
cd path/to/lt/dir with the path to wherever your game is installed
it can't find the modloader because it isn't looking in the right place
I really need to update the github to let people know you need to start it from that directory tbh
my apologies, I have very little reason to ever use the command prompt, so I'm.... not experienced in this
it took me some googling to work out how to get the command prompt aimed at the right drive to start with
nah this is on me. I keep forgetting not everyone knows what the heck I'm on about
btw you can start command prompt from a directory in windows by opening the folder up in file explorer and then typing "cmd.exe" in the bit where the path is displayed and hitting enter
aha! Success!
(I just came off two years of requirement writing and bug identification for a major company... and never had to touch the command line once...)
there's barely any reason to use the command line in windows tbf
I should probably package the modloader with a .bat file or shortcut or something which lets you launch the game with the mod just by double-clicking
okay, so, first use of Wide Area Code Pulse + Balance Control lockout crashed the game. I'm going to see if I can narrow down which one of those was the culprit
do you have the output in the command prompt? That would help quite a bit
it appears to be happening when I destroy a grunt
I reloaded the save, used WACP again - picking a non-grunt worked fine. As soon as I executed something on a grunt and it died, the game crashed
oh wait I might be trying to move the unit even though it doesn't exist and that's throwing a null reference
I tried again with Fragment Signal and got the same result
so I don't think it's a movement thing
I'll reload again and check if its WACP
okay, a regular Fragment Signal outside of WACP on a grunt didn't crash
I tried on an Ace grunt instead of a Hornet grunt and proved it's not a Hornet specific bug
yeah that'd do it
this is my fault lmao
the source is my hacky code for temporarily removing invisibility
very small QOL request for the Chomolungma mod: there needs to be a way to back out of Brilliance without losing the action if you haven't executed any part of it yet. As it stands, once you click it, if you click "cancel" it just skips whatever part of the action you were on
here try this and see if it fixes the WACP crash
that's a good shout I'll see if I can implement that
one moment, I'll install an spin up a fresh map
Grunt died successfully
bug appears to be fixed
new mod bug?: I hit a goliath with Balance Control Lockout, got a popup saying it's immune to prone, and then it became prone
lol yeah its not meant to do that
did it move the goliath? Its supposed to be immune to forced movement
it did not move the goliath, I think it's working perfectly and I'm just a fool. One second, checking the wording in the NPC rebake
The Goliath can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters.
nah its supposed to be immune to prone
okay, no, not quite right - as you say, it's supposed to be immune to being knocked prone by smaller characters. And this chomolungma is not size 3
I am unclear if this is a bug on the Mod end (Balance Control Lockout) or the Vanilla LT End (Goliath statblock)
hmmmm... what in Vanilla LT causes prone? other than Ram
Ram works. Or rather, doesn't work in a manner that is expected
just checking this is normal BCL not BCL due to WACP or Brilliance?
normal BCL
Seismic Deluge on a monarch confirmed to successfully not work... so looks like this is the BCL
okay this is actually way harder than it seems because it still counts as using the action if you back out of it
yeah... I could imagine it's hard because it actually gives you two actions. I'd want to be able to back out if I haven't used either of them, but I don't think LT works in a manner conducive to that
I could make it so you can't cancel the action but then it would break if there are no valid targets
could you make it work kiiiind of like the WACP menu?
I.e. you hit Brillian button, it highlights everbody you can target, you pick a target or back out, and then if you've picked a target, it offers you your options of what to do to the target
that doesn't work because unlike WACP brilliance actions can have different targets depending on the action
drat, yeah, fair enough
this should hopefully fix prone on the goliath. The issue was that I was using the godot id of the action not the persistent id of the gear it was attached to as the key for the effect, so the goliath couldn't tell it was from the chomolungma
I will test and report back
Task failed successfully: Goliath was neither moved, nor knocked prone, by Balance Control Lockout
nice
you do waste the action but I think that's actually what I want to happen in that case - its on you to remember that you can't move/prone a goliath
very fair
thank you for making the two GMS mechs
I've had a lot of fun tonight with the chomolungma. I'll give the sagarmatha a whirl tomorrow
Currently working on an asset pack for the mech sprites for use as tokens and to help with modding custom frames in
Will include the templates I use for new sprites and some quick and dirty style guide stuff to help style match
Maybe down the line I can include some visual guides as well
that would be amazing, thank you so much :D
the one part of this I really struggle with is trying to make the pixel art for custom frames
I am kind of a god actually. These duplicates of weapons are generated on startup, registered in the content library and are only added to licenses when the selected character sheet is a Tagetes.
The implementation is kinda cursed - the passive gets the character sheet by getting the engine's root node and then walking down the node tree. I think I can use this same hack to fix the supermassive mod having to save the character sheet over and over.
(I'm not going to do the rest of the Tagetes right now but I wanted to make Fusiller because I couldn't stop thinking about how to implement it)
maybe cannibal's multiple attacks per reload could use the same kind of thing as the bombard's High Impact Shells
I think I'm going to try and use a dice starting at 2, then unload when it hits 0 and reset
I am so hyped for caliban I can't even
Once the Christmas period is over and I have reliable computer access again I’m going to try for either the Gilgamesh license or some of the Suldan stuff.
Holy peak? I gotta get my modloader installed soon!
I did it~ Happy Holidays everyone
Oh my goodness...
that's amazing, thank you so much :D
It's the Hydra
New build is live, including said hydra. 🙂 Happy holidays everyone x2! https://www.kickstarter.com/projects/wickworks/lancer-tactics/posts/4573425
:D
Incl a dive on how we do recoloring of pixel art:
(it's a tiny me doing this by hand inside your computer for every sprite)
wow! my method!
Can't believe you managed to include a free Olive partition free with every purchase !
This is literally how I do the color key but in reverse
Hahahaha
“This ungodly thing is a toneramp”
A lil’ bit of blasphemy now and then can be useful huh
I’ve used one in the past for mapping gray scale values to colors, but here you’re basically using it to sorta encode instructions on how to create a palette from a single color value?
this is a really neat way to get the kind of variance that hand-done palettes can have programmatically, or at least significantly approach it.
I was having trouble comprehending while reading but it felt like it clicked after I backed out of the update page
The examples really cleared it up for me
Really cool stuff btw, love learning about this kind of thing !
Tbf I think it’s just my brain having a delay on processing what it was taking in
(and frankly it looks like an innovation to me, it's not something I've seen done before in terms of like, programmatic pixel art coloring)
I enjoy learning more about advanced techniques like this
One of the tools I made for myself to help work on one of my side projects was inspired by past Lancer Tactics update posts about how the pilot portrait maker works
I'd be interested to know how other games do it! For this, I was at a hours long but routine infusion center health appointment chewing on the problem of how to generate artful palettes and somehow stumbled on the Minecraft guide. I felt like it guided me through a veil of dreamlike understanding in that liminal space and I came out the other side muttering about reusable toneramps.
I'm admittedly just an observer mostly, but I take note of what a game does for dynamic recolors and stuff and the toneramps here are like, on the upper end of what I usually see.
- just put a filter on it(it's blue now.) usually looks bad, super obvious. ex; vampire survivors freeze effect.
- slightly more advanced version of that where it's actually like a multiply or overlay layer. usually looks better, but still basic.
- in the other direction, you have a base sprite and key in colors to it. really basic example: starbound's armor recoloring.
- the more advanced version of that, like LT was doing, you have a base sprite and key in a prebuilt palette to that. ex: ball x pit's ball sprites do this(this isn't a user-editable example though, but there are some)
and I don't think I have a higher example than this off the top of my head? besides the obvious toneramps you've just added.
it's just a solution I don't think I've seen before.
I’ve seen games do toneramps, especially those that use greyscale for the actual art and then replace it with the colour you pick. I think airships does their paint like this for example, though I can’t be sure
me when I realise I have been exporting my .pcks wrong this whole time and it means the modloader and mod files cause every new script in the game to fail compilation when loaded in version 0.5.0
the tone ramps are super awesome I haven't seen anything like it before!
(and I personally really appreciate that there are more greens in the game now)
question
how does one set up a holdout objective to actually like
work
I'm trying to figure out to make this map i have into a holdout in addition to having reinforcements actually appear
so would appreciate some people who might know better than i
If I had more computer than a phone I would show you! As it is you’ll maybe hopefully benefit from advice?
You put a zone in the middle called center, and when in holdout, enemies will come from entry, end zone and flanks, but players will spawn in the center
This is of course all out of date advice, the new update four hours ago probably changes stuff…
In the past that’s how it worked. With those zones, the holdout sitrep automatically deployed your player lancers in the center and pulled from the selected enemy opfor reinforcement bundle to populate the right amount of enemies
how do you make it a holdout?
is there a button i have to press
Amazing to see all the changes since last patch (even as I saw most of them being reported haha). If it weren't Christmas Day I'd be tempted to jump in and try it all out! Ah well, it'll have to be tomorrow. Thanks for all your hard work LT team, Happy holidays and Happy birthday Olive!
There's a button in the zone tool that says "add defaults for sitreps". This will add a number of zones to the list. Make sure you add tiles for the center zone plus I think flanks. That should be all that instant action needs to run holdout on that map.
Maybe endzone / entry as well, I don't remember
Just got my first post release report that instant action is crashing 😭 https://itch.io/t/5695385/crashing-when-trying-to-enter-instant-action-on-version-050
Classic deploy before vacation whoopsie. Guess it'll be broken for a few days because I ain't doing Christmas Eve hotfixing
oooh, so the you choose what sitrep it is during instant action in the map making step
im silly
alos happy b day and happy holiday
Ty ty happy holiday to you as well!
You get to brag about your birthday being one of the holidays in "happy holidays" :P
Hiya! Just got it, love it, but I have a small problem- as soon as I try to click on "Instant Action", the game crashes. I've checked, the instant_action folder is there
Can I ask for any help there?
Oy vey. Not sure, also reported in that link above.
Ah, fair enough
Ok I don't have my computer so I can't hotfix but I'll upload a temporary dev build from one version back. I think it also has an instant action crash but only for the control sitrep.
Just uploaded it from my phone lol. You should be able to play instant action with the LancerTactics_0_04_10 download on itch
Thank you!
CHRISTMAS EVE UPDATE???
still doesnt work on my end. weird
downloaded the 4.10 thing
is there any way we can go back and download 4.9?
Hi ya just chiming in too, I've tried both versions and I still crash whenever I try to play anything that's not tutorial.
Happy birthday btw!
Oh yeah happy birthday !
Merry Christmas! Enjoy the holiday
Yes, although I'm unsure it helps. There's a lancer-tactics-pc.zip which was released 14 hours ago, and a LancerTactics_0_04_10.zip which was released 8 hours ago, both available on the itch.io page
I am getting:
WARNING: Unable to initialize Windows common controls. Native dialogs may not work properly.
at: DisplayServerWindows (platform/windows/display_server_windows.cpp:6940)```
in the log, if that's helpful to anyone
(Specifically, when Instant Action is pressed)
I really enjoyed the several choices of tone mapping to paint a cool looking swallowtail though.
The reverse luminance really gives it an excellent holographic look:
Also, one should never do this. But... you can, technically, do this:
The Rainiestmaker
One could also in theory do this, but... I mean, really, we all know it's a bad idea.
I might have to test this. I think it's legitimately a raid boss by itself at this point.
It has adds, it has annoyingly high stats, it's always invisible... the list goes on :)
hmmm
option of choice i think is to just melt the thing with tech attacks
does it have core book ultra stuff, or rebake?
from the looks of it, rebake
which means it doesn’t get a free stun clear!
True, but it does reroll systems checks due to veterancy.
Well, let's give it a try. No terrain, no sitrep, can't be bothered, just some mostly stock LL3 lancers vs this horrible thing:
It's so small :)
An option to just make NPCs bigger because you feel they ought to be bigger would be nice
(For anyone asking "But how can you play, instant action doesn't work?" no, it doesn't, but the map editor works fine, you can load maps in it, even define a sitrep if you really want to put the effort in, but you don't need one if you have both player lancers and enemy mechs just dropped onto the map)
(And there's a test play button in there)
Hah, here's a fun bug, it's asking ME whether the Ultra should reroll its stress check (via Legendary). Poor thing rolled a 6 on 1d6 to overcharge and only has 5 heat cap.
Hmm, and another crash when moving swallowtail. Spicy version :)
ooh, repeatable!
Bug Report: Load autosave which will be attached below. Start turn for Swallowtail, move to indicated position in screenshot. Confirm move, game crashes
Alas, moving the swallowtail at all seems to cause the crash.
funnily enough I actually can use instant action in version 0.5.0, I think because the linux godot is more forgiving
it prints out some errors every time you update the page though
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#34527511906>'. Signal: 'focus_entered', callable: ''.
at: _disconnect (core/object/object.cpp:1621)
ERROR: Attempt to disconnect a nonexistent connection from 'root:<Window#34527511906>'. Signal: 'tree_exited', callable: ''.
at: _disconnect (core/object/object.cpp:1621)
Darloth's save gives me the same hard crash
| Swallowtail started turn.
Applying buff to unit Swallowtail (E6T513): buff_opening_argument (6G3CB4): Opening Argument
> queueing reactions to new_turn post :: [event_buff_activate--101:<Node#98125104559101>]
[ event_turn_start FIN ] {711}
[ event_buff_activate ] {101}
{unit: npcc_rainmaker-2WSDKM, target_tiles: [], event: event_turn_start}
[ event_buff_activate FIN ] {101}
______________________
Determining who goes next....
phase controller: allow_unit_to_take_action :: Unit E6T513
60.0fps | ~~ Generate pathfinder for standard move ~~ START
60.0fps 92 ms ~| ~~ Generate pathfinder for standard move ~~ FIN
+++ <null> +++ entire_movement pre
trigon : true
timing : true
hibern : true
Segmentation fault (core dumped)
seconding this, especially since we can kind of already do it by manually adding the fomorian frame core bonus in the unit's json
I am really loving all the new icons!
(I'm going to need to update my mods to include some of them)
also, would it be possible to add the old bombard texture as an alt texture for the bombard, as its still in the game?
and I guess another bug - horus_hydra_back.png seems to be in the npc folder not the pc folder, which I imagine means it doesn't get used at all
the task of getting mods to work across multiple versions of the game is kicking my ass ngl. I'm going to need to come back to it once I'm no longer busy with christmas stuff
having used the new character editor to re-create some of my characters, I have found the colour selection is really good for most things, but I was lacking in lighter options - it could really do with another rank of even lighter versions for each colour
What language is Tactics coded in?
couldnt leave well enough alone -- just made a build using my steam deck. issue was a crash from a fresh install. 0.5.1 is on itch, hopefully that fixes it. merry christmas!
also fixed this. the hound missile was trying to overwatch.
mac build for 5.1?
Oh I didn't make one, let me see if the steam deck can cross compile there as well
Looks like it can build but I don't have any of my notarization settings to get past Gatekeeper, so it's gonna complain/be blocked. I'll put it up as a separate upload from the mainline Mac build
I tried the normal 0.5.dmg and the compatability0.5.0.dmg, and both crashed when I tried to launch the instant combat
(Mac)
The 5.1 worked, but new problem. The character maker is really really broken. Changing the eye color didn't stick, and changing the hair color changed everything
Huh, character builder worked in 0.5.0.... I didn't try changing the eye colour, but I could try.
let's see. :)
In 0.5.0, Hair colour changes all hair colours pinned as you'd hope, and eye colour sticks fine
Hopefully that makes it easier to fix later? Will also check 0.5.1 for me.
thank you olive!!
Wow, yeah, face colours are messed up in 0.5.1 even if it's a pilot from previous versions, suggests rendering error rather than it's being set wrong
But the instant action works!
agggh 5.1 isnt opening on mac
I think its just a rendering error because the pilot isn't corrupted when loaded again with 0.5.0
I had to use the new c#-less build to build on steam deck so something might be going on there
But yeah I'm not going be able to do any more fixes today
ya go have christmas thank u olive
I got around it with tips from here
Yeah, go enjoy christmas and some time off!
I'm really enjoying the new builds though, bugs and all. Lots of fun to be able to play with new stuff. I've never actually got to play against quite a few of these things. Rebake hound missiles especially are hilarious. So much damage!
Also, the right click to cancel out of move into inspect feels very natural indeed, I like it lots.
yayyy thank
HAAAHAHAHahahahahah that was magical
The bunker failed its hull save and was knocked back 6 spaces like a character
THE BUNKER :)
(The movement was animated, I cannot describe the glee this caused, it was so silly.)
I'm pretty sure that's rules legal as well. Incredible 😂
I don't believe it is
It's not a character unlike a drone
It is a deployable, and those typically cannot be knocked back I -think-
knockback just specifies 'target', so it applies to object as well I believe
Wouldn't be the first time I've been totally wrong with lancer rules minutae, but I'm checking :)
for Hades Missiles specifically, it says "all characters" so the bunker shouldn't have been affected.
But yeah, maybe Knockback in general could apply to deployables which were targetted
Most special-attack sources of knockback specify characters
But most weapon tags (like War Pike has Knockback 1) do not, and the targetting and knockback rules would allow you to knockback a deployable that you targetted in that way
Yep. You can knockback a bunker. Just not with Hades missiles :)
Bug Report: Hades Missiles specifies "all characters within the area", but applied knockback to a deployed portable bunker, which is an object and a deployable but not a character
Ya I recently learned another way I've been playing lancer wrong forever. I thought drones counted as objects/deployables ie could be targeted by jackhammer rounds. (Didn't have the object/character dichotomy totally clear)
So there's not a low-level enforcement of targeting characters, I have to filter individually for each ability and frequently forget
For sanity maybe the portable bunker deserves to be immune to knockback but alas, that's not in any of the books as far as I can see.
It seems sensible you could knockback an aegis shield thingy, which is a deployable, but not so much an entire bunker.
You could argue (and I now believe you should) that "it can't be moved or deactivated once deployed" is also knockback immunity, though. Probably immunity to all sources of forced movement.
I've been playing lancer wrong forever since I started playing it, and I don't see it stopping soon
real. Me too tbh
Well, we utterly destroyed the ultra.
Even with (or perhaps because of) them using limitless every turn and stressing their reactor most turns to get an extra action, bombarding the entire team with damage, and having 5 stress bars and 4 structure bars, three activations, and all that kit, they just were not that hard to hit and damage (admittedly, a swallowtail with Athena removed invisibility as a factor) and then were eventually crit for 26 damage by mourning cloak.
So, they -still- can't be a single boss unit and that's fine. Was a fun and rather different feeling fight though
they do seem to be overcharging nonstop
maybe they need the logic I added for my 'ultra' where they only overcharge if they have 6 heatcap remaining so there's no possibility of stressing themselves
on the other hand purposely stressing yourself every turn to do more damage to the enemy is exactly what a berserker ultra would do lmao
It’s a difficult balancing problem.
Also many ultras just don’t have 6 heat cap total. Rainmakers for example have 5 and no real way of getting more unless I missed an option
Many start with 8, which is fine, but rebake changes a few to have less
then they really shouldn't be overcharging lol
(Which I think is good)
Yeah, they’d have lasted a lot longer if they hadn’t been exposed the whole fight. But arguably not THAT much longer
I haven't been keeping up much with development, but I am compelled to say "hooray cat ears, thank you."
(Yes, I did just find out via the email.)
the new colour palette options are bangin beyond belief
oh? :0
apparently using techniques borrowed from minecraft skin artists
Out of context that sounds like a very odd phrase
Sounds like somebody’s magic system for their fantasy setting
I'd like to circle back to this, are you saying the Rainmaker unit in lancer tactics only has a heat cap of 5 or am I misreading this?
Because that shouldn't be the case, Rainmakers have a heat cap of 8, both in the CRB and the rebake
Hmm... I will check. I believe it was 5. Not sure why, could have been as a result of something, I stacked a lot of things on that NPC.
Nothing should reduce an NPC's heat cap
I don't think there's any combination of anything that should result in that happening
Indeed, looks like a bug with the Rainmaker statline in LT then
That's a base rainmaker
Bug Report: Rainmaker statline is wrong, see above, heat cap should be 8 at all tiers. Rest looks correct to me according to rebake PDF, although I have no easy way of checking it has the +2 systems bonus it should have from the level editor, it doesn't show HASE stats for NPCs at the moment.
Also, I used the word "many" earlier, which is totally wrong. Most have 8 heat cap, I think. "A few" NPCs don't have at least 6 would be a lot more accurate. Some have 6 or 7, but most have more.
Edit: I checked, it's only Hornets. Only hornets have 5 heat cap.
(They probably still shouldn't overcharge all that often, but eh.)
Yeah for the most part my philosophy with rebake heat caps wasn't so much to directly adjust them (I do in a few places but mostly it's smoothing out scaling over tiers and not "dropping someone's cap by 3") but to add more stuff into the mix that costs NPC's heat to use, optionals, baked in Limitless for Veterans, etc
bug report! witch's blur ability is making their outgoing attacks check invisible if they're in the danger zone, which i dont think is how it works
Known and fixed as of the most recent update (yesterday)
All good, I just remembered seeing that one in the update notes and figured I'd mention it'd been sorted out
i can't tell if i am just dumb and can't figure it out or if the color editor for pilots is buggy as hell
things start like this when i open a blank character (first image) and when i go to change say the hair color it responds like the second image
I think some folks were mentioning that the emergency build I did had some portrait maker problems
Bug Report: Ghast Nexus does not appear to inherit Grit bonus to-hit when deployed away from the parent chassis. Bonus to hit displays as +0 while Ghoul Nexus is displaying +3 on a LL6 pilot. Percent chances to hit reflect this as well.
Haven’t checked if the Assassin drone has the same problem, but it’s probably worth looking at as well
Caliban license continues to cause me pain and suffering. Spike grenades are a buff that targets can clear as a quick action, which means that action needs to be added to their loadout in such a way that it doesn't get saved permanently to the character sheet and break everything.
And they cause knockback, which means I need to give them a fake 'attack declared' event to get pursue prey to proc.
Pursue prey is just not going to proc on other non-attack sources of knockback I think, it barely works as it is and there's no way to get it to other than to change the actual game source code.
question for someone dumber than i
or well smarter than i
how do i do a mission with preplaced units on the ally side
i'm currenltyt rying to figure that out
as in- make one in the combat editor?
There's a switch at the top of the panel when you select a unit in the editor
sorry should rephrase that
how do i load it up in the instant action with these units and let player's control them?
to use preplaced units and triggers you have to use "Use map settings"
which means you also have to define the enemy opfor and sitrep inside the map for it to be playable
ok so if i'm trying to make a hold out, how would i do that?
- you'll need a trigger at the start of a new round to detect when X rounds have passed. Then you can check how many players/enemies are in the obejctive zone to end the mission with a success/fail
- the selected reserves list on the instant action screen is called "Reserves", so at the start of each round you can deploy units using a deploy reinforcements trigger with that name
on this subject- one thing that would be nice is the ability to copy trigger groups from one combat editor file to another within the UI (or adding an additional intermediary place you can copy trigger groups to and from from within any given combat editor instance)
You should now be able to awkwardly do this via the sitrep modal -- make a new "sitrep" and add the current triggers to it. Then you can add that sitrep's triggers to any battle
- You can copy holdout's triggers via the sitrep modal to your map
- Delete the "spawn players" trigger
- Place your units
- Play "use map settings" from Instant Action
for some reason whenever i try to do the survive mode the game will spawn only a single enemy and nothing else, go through 2 rounds of that one enemy doing nothing, then declare that i have lost
i've tried a few maps and a few opfors, and it appears to just be the survival mode
Does the map say it supports survival? Maps seem to be able to specify nowadays whether they'll work for a thing, but it's... weird.
At first for me everything was holdout everywhere even when it couldn't be, but enough map and opfor and sitrep selection seems to have fixed that
That said, can confirm the same happened to me with Tom's Special, on Pipeline, with Survive
I think the triggers for Survive are just not correct right now. Attempting to fix locally so I can give a better suggestion, but even for a custom map the player deploy trigger just doesn't seem to work
Huh, really, THAT fixes it?
Whenever anyone wants to fix the Survive sitrep, here's how I did it. When applying the player deploy type to Center, you have to make it visible, or... it doesn't work. Don't know why you can't deploy to an invisible zone, but you cannot.
If the zone is visible, sitrep works fine.
Bug Report: When detonating, the Hound Missile rolls a save vs itself.
Bug Report: Description for Ronin's Counter Ballistic Suite is missing when it triggers. It starts with The Ronin may give them a Ronin's Mark
It should probably start with:
Whenever a hostile character within range 5 makes a ranged attack, the Ronin may-
Feature Request: There's a hidden default toneramp that can only be used by not selecting any of the tone ramps, and once you've selected one you can't get back to the hidden default except by resetting ALL the colours to default. Can we have that default as an accessible toneramp please, it's sometimes nice, especially for NPC colours because it's pretty neutral with neutral colours. (It's weird with saturated colours, admittedly)
Observe - default sentinel:
Default Sentinel with a colour set:
But none of those toneramps actually match the bluegreyish tone of the 'default' tone ramp :)
other Feature Request: There's a default grey colour we don't have access to, and I'd like it. Or possibly just more greys and neutral tones, there aren't that many, and they often have pastel hues creeping in with the tone ramps
Feature Request: Even more red - we don't have much red either. There's only one column of true red and it's rather pale, close to orange.
That lovely blood red from the default NPC loadout is not available anywhere, for example
Bug Report: The Commander template's Press the Attack description doesn't mention how it is triggered, just saying The Commander can attack the target-
It should start with:
Effect: The Commander can attack the target-```
Bug Report: If there's not much space in the enemy deploy zone, instead of expanding it like the player deploy zone does, it just... deploys NPCs into places they can't fit, like so:
(Many Sentinels overlapping)
That or it's not checking how big they are. One of the two.
Bug Report: Some built in maps will not support Control even though they should, because they have zones defined as obj_1, obj_2, etc, and Control is expecting obj_a, obj_b, etc.
So far, Urban Sprawl is one of these, have not checked others
Bug Report: Urban Sprawl has zones within 8 tiles and so is not working well with Holdout or Survive.
Both Holdout and Survive, by default, force the enemies to only enter from the Entry zone, with none of the flanks or endzones surviving after the pictured clause
Removing that clause from the Initialize trigger bundle will preserve all zones, but obviously then deployment zones could exist within 8 tiles of sitrep zones.
I'm not sure why it's removing ALL the NPC deploy zones, as only the Endzone is within 8 tiles of the Sitrep (Objective) zone on this map, and it's also removing the flank zones (which are further than 8 as far as I can see) but not the entry zone?
Edit: No, it's because the flanks are ALL ONE ZONE, and there's a single tile of them within 8 :)
If you make the clause remove anything 7 or closer, then you won't have to redesign Urban Sprawl to work with Holdout properly :)
Alternatively, you could redesign Urban Sprawl such that the flanks are actually 8 tiles away
@gilded kindle and anyone else who wants to play Survive or Holdout, drop these into the Sitreps folder of the lancer tactics data directory (that is %APPDATA%\LancerTactics\sitreps by default if you're on windows) and they will add new options to the Sitrep dropdown which make Survival work, and reduce the exclusion zone on Holdout to 7 tiles rather than 8, which should fix most? of the current maps. If you want to adjust the exclusion zone radius further, it's on line 154 of the sitrep_holdout_battle.sitrep.holdout.modded.json, just change the 7 there to some other number (maybe also edit the label for sanity also).
So many bug reports! Ty. I'm going to do one more hotfix today for critical issues then go on break for real.
Yeah, sorry, I want to help not overload you with stuff :)
As a general observation the enemy is happy to move even when there's targets in range, they have a good position applying overwatch to lancers, AND they'll take an overwatch themselves when moving.
And if I were the GM I wouldn't move that unit under all those conditions, personally. I just watched a Sentinel that was standing next to a melee Everest pop Eye of Midnight (great!), attack once (great!) and... move... four tiles, taking the melee overwatch, and now it's not standing next to two Lancers so it can't apply as much overwatch anymore.
Not a bug as such, but here's the log and the save from just after that happened, if you eventually want to look into how the AI was thinking
Maybe bug? (Edit: Not a bug, mech corpses are a zone of difficult terrain that provide hard cover, so a size 2 mech does get size 2 hard cover standing on a size 2 mech corpse) The Sentinel is standing on the corpse of another Sentinel, and getting hard cover from it. I'm honestly not sure if that's how it's supposed to work, or if it's allowed to stand there.
Hello fellow Lancer Tactics fans, I come bearing gifts!
I recently made a big Lancer video, and one of my guest stars who I talk to is Olive! Our wonderful dev! I figured I could share it here! (I asked and they said it was ok to promote my vid here)
https://youtu.be/bMm-6FKxRto
#LancerRPG #Harrison Armory #Mechs #Mecha #Lancer #TTRPG
Harrison Armory is one of the largest factions in the Orion Arm in LANCER: The Mech Tabletop RPG. In this video, I talk about it! This is my first go at longer content, so Constructive criticism is appreciated, just don't be a jerk about it! This video also features two people who were wi...
i think your allowed to stand on wrecks, but they shouldnt give hard cover
Nope, checked. They "provide hard cover" and are difficult terrain, so you can both stand on them and maybe even -should- stand on them
It just looks weird because it's a size 2 mech on a size 2 obstacle that is difficult but not impassable terrain
With that in mind, if anyone would like some pain, try against this OpFor in a Holdout. I managed to pull out a victory, but it was extremely phyrric
It seems fine at first, until they all start cross-buffing each other, and eventually they're all standing on the point with armour and big beefy HP bars, and you can't move without getting shot, and you can't even shoot things without getting shot, and every time you get shot you take guaranteed damage and maybe negative status effects
Also, you're worse at shooting, and most likely the things you really want to shoot at are invisible.
ah alright, I always thought they gave soft cover!
the name "Shotgun Fiesta" scares me
I'm experimenting with groups of the same NPC type, but with different of the optionals attached to it. This one is Sentinels.
Lancer Tactics is both a) letting me do this at all with Rebake, since I didn't get a chance to run that, b) let me experiment a LOT more with different OpFor options including stuff like this which would be goofy as a tabletop scenario, but works rather well.
fun!
LMK when orbital strikes are added to scouts
my grunt scout horde will one day be real
Should be in this most recent build
Indeed. I'm building an OpFor which is solely made of Grunt Operators and Grunt Scouts with Orbital Strike right now.
(This is absolutely not something you should ever do, I won't be presenting it as a good idea, and Rebake is even designed around you not even being able to do this... I should mod in the grunt subtypes)
But look at this. This is a Gauntlet, so standard, 1x reinforcement pool:
Can you imagine? It's going to be AWFUL.
For a holdout, DOUBLE that.
Probable bug report: Scout is a half size mech, sitting in a divot like this, it should have hard cover from those directions. Visible, yes, but also cover.
Topdown for reference also
Even if somehow the Drake can see over/around the rock because of size calculations, the scout is adjacent to a height change, I can't see how it (as a half size mech) doesn't have hard cover from the entire bottom and left directions
Nope, was a different grunt. It -did- do something first, sorry. First it called down an orbital bombardment on its own position, and now it's risking a knife in the back moving out. Seems legit :)
Huh... interesting rules quirk. Overwatch with an aux/aux slot, can I retarget the second half against something that didn't trigger the overwatch? I think so...
Long term bug: The odds calculator is calculating wrong. Just made a "100%" tech attack against a grunt, and, well...
Sure, this was very unlikely, but it wasn't a 100% chance to hit, was it?
(Specifically there was a 97.5% chance of landing that)
if the "designed around you not even being able to do this" bit is about the new grunts, iirc the rebake pretty explicitly is still made to be compatible with the grunt template and even CRB NPCs so not really
Fair enough.
still do not do 50x grunt orbital strikes, but not because that's what the rebake tells you, just because it's the right thing to do (loud_incorrect_buzzer.wav)
Rebake grunts are there to fill the role of grunts in a way that avoids blundering into oops all operators
The issue is mainly core grunts aren’t intuitive to a brand new gm which npcs make good grunts. Though some of the changes to classes do probably tone down how rough some of the choices can be
…with some exceptions, perhaps
It was surprisingly tame. A LL3 team handled it without difficulties. There’s a lot of damage in the Operator plasma rifles but the orbital strikes are slow, yet the scouts prioritise placing them over making Markerrifle attacks
Just apply some area damage and a few tech attacks, no big deal
As in, it barely used up many consumables. Couple of repairs and an auto loader drone for the entire battle
heya, I'm making a quick hotfix to address the portrait maker and sitrep issues. Did you find what the problem was with the existing Survive?
oh I kept reading, a zone viz issue
the pure greys seem to have this slight tinge to them - you can see here with the old/new versions of this white-haired character
(the wings on the mech are old orange and new red respectively - new orange looks kinda weird at these lighter colour values)
What's happening here is that we didn't totally remove the old handcrafted-palette system; you can see us still using it for pilot skin colors. The mech defaults are still using the old handcrafted greys/others.
It loads old ones just fine (for backwards compatibility) but setting a new color switches the token over to the new system
Noted that there's more tweaks needed to toneramps/bases to be able to achieve the same colors as the old system 👍
Just posted another hotfix that addresses the sticky colors problem: https://wick.itch.io/lancer-tactics/devlog/1219950/v052-hotfix
aka olives_holiday_break_final_FINAL
testing with this version and it seems to all be working great so far! Characters are back to normal which is awesome and instant action seems to be working correctly. I haven't tried the sitreps though, just my test map
thank you Olive for taking the time out of your holidays to provide us with bugfixes like this!
It’s much appreciated but certainly from my point of view I don’t want you to lose holiday time over it and would be happy to wait. I have been most certainly enjoying the new NPC things though, as you can hopefully tell.
I wonder if Orbital Strike is supposed to go away when the scout is killed. From a mechanical sense, the system has an immediate effect, and the timer is not linked to the scout which calls it in. However, most such timed effects are linked to the character that called them, and fiction can easily go either way.
I can tell you that a load of scouts dropping orbital strikes on the objective rapidly make a BIG hole in the terrain though, which is very funny.
(Or possibly it's all the other stuff happening there, I can't really tell. As written, orbital strike shouldn't even be hitting the terrain though if it is, good, I like it.)
big progress on the modding side today:
- I now have a new version of the modloader compatible with 0.5.x versions of the game (v0.4.7 and v0.5.x modloaders are entirely incompatible with each other's game versions, and I'm still not sure exactly why)
- mods can now be built such that they are version-independent (to an extent, they still fail to compile scripts if changes are made to the code they reference, and I'm still trying to figure out how to remove all the (harmless) uid warnings spamming the console)
- the game has new icons (and they're really awesome!) so I have updated all my mods to have icons of their own, kitbashed from various game icons
- Caliban license is now feature complete!
(last thing to do for the Caliban is make the front/back mech sprites, a task I have been procrastinating because I'm kinda dreading it ngl)
I'm hoping to be able to release all this stuff in the next couple of days
Orbital Strike doesn't go away. The reason is that even though it has a time delay, its timing is independent of the existence of the Scout. Put another way, if Orbital Strike was tied to the end of the Scout's next turn and the Scout died before it went off, there would be no "Scout's next turn" for it to measure. But Orbital Strike is keyed to the end of the next ROUND, so it persists even if the Scout is destroyed beforehand.
In which case, bug report, Orbital Strike goes away at the moment when the scout is killed.
is the extraction sitrep bugged or is there an action Im missing ? the object doesn't move with my units by default. sorry if this came up already but I couldn't find anything searching the thread
There should be actions that pop up in your bar when it's adjacent and uncontested: move payload & shift payload
Bug Report: units cannot Overwatch with integrated weapons, such as the Raleigh's M35 Mjolnir (or the Caliban's Flayer Shotgun)
this seems to be because traits/core powers are never appended to the attacks list in loadout_core
v0.5.2 versions of the modloader and mods are now released!
https://github.com/GavstarB/lancer-tactics-modloader
https://github.com/GavstarB/lancer-tactics-mods
I have written some scripts for automatically filling out the git repository with the .pck and source code when I build a mod, so that should be less of a hassle in the future.
(Caliban mod should be coming soon...)
MODS POG
Gav
i will actually fucking love you if you make a mod that lets us import our own images as mech sprites
[ik its planned for the future but i really wanna see it lmao]
also i dont mean to be an absolute moron but how do i "Run the Lancer Tactics executable with the parameters --script modloader/modloader.gd"
okay so the good news is this already exists, its called a texture pack and you can see the format on the github
are you on windows?
yep
i got the modloader thrown in here
but i dunno how to do the fancy bootup stuff, lmao
awesome, that's the right place
at the top of the file explorer where it has the filepath you should be able to click on it and type cmd.exe, replacing the highlighted text, then hit enter
this will open a command prompt in that folder
then you should be able to type LancerTactics.exe --script modloader/modloader.gd into the command prompt and hit enter
righto!
and that will start the game with the modloader
yes, if you want the modded content (and modded content may break or crash your game if loaded without the mods)
no biggie
you should be able to launch the game with the params using a shortcut but I dont' remember off the top of my head how to set that up
right
oh well. still worth it
now i must figure out how to implement my own tokens as texture packs
but for now i will enjoy the glory of the SAG
thank
pixel if you ever feel tempted to make some isometric mech art I am struggling with making art for the various modded frames ngl
sagarmatha doesn't even have art it just uses the everest token
I use Retrograde Minis like most folks unfortunately, lol
oki doki!
on this note if anyone knows someone I could commission to make isometric token art please let me know. I'd ask Gen but I suspect they'll be busy for the foreseeable future
Impact Dynamics colour scheme spotted
It would have been a nice combo to be able to use retrograde's tokens for the base game & be able to tap into the massive body of existing work there... but in order to accommodate their base scale, we would have had to make all the tiles really large. At standard zoom (1 screen pixel == 1 token pixel) you'd only see like 10 tiles across at a time. An L for pixel art's inability to zoom in/out well.
Very much looking forward to seeing what people end up modding with Gen's token pack though
Here it is, the mech all sailors fear, the IPS-N Caliban!
I've spent a lot of today trying to make the tokens for it and I've finally created versions that I don't hate. It uses game code which changed between v0.4.7 and v0.5.0 so I've had to build two separate versions, unlike my other mods which work with both.
You can download the mod from this message or its also on the github:
https://github.com/GavstarB/lancer-tactics-mods
As always, just @ me if you find any bugs or issues.
CALIBANNNNNNNNNN
Excellent, one step closer to being able to replicate my players in LT (just need... Several other 1st party things....)
I can't find Skirmisher in the talents menu.
It and siege spec are still the two unfinished talents
you can make a .bat file with the command and it'll work fine
yea lol, Castle is an ID pilot who the party hired a while ago. it was the first token i saw as an example xd
tbh I should probably package a shortcut or .bat file in the .zip for the windows folks, I just haven't got round to loading up a windows pc to do that yet
is there any content that you all would particularly like me to tackle next? I know someone wanted me to do the Viceroy, and I've already partially started on the Tagetes
Zheng or Empakaai would be my personal vote
I’m going to try and get some sort of development environment today and see if I can add Rebake grunts as npc classes to start with, hopefully shouldn’t be too much tough in there. That or prod at the easier parts of Gilgamesh, but I know there’s some tricky bits later in that, what with spawning whole controllable units and all that…
(Maybe a protocol per deployed squad to move them around…)
spawning and controlling deployables is actually not bad at all, there's plenty of support in the engine for it
I'm not ready to try drawing an Empakaai token 😂
I'm not going to make skirmisher, siege specialist or anything else in the lancer crb because that's already going to be added to the base game
I think I might do the SSC alt frames next because I finally have an idea for how to handle the Amber Phantom core power
okily dokily
Been trying this out a bit and it's working perfectly so far
Note to self, I am still terrible at LT
Tried a payload objective and god damn I got my ass whipped by an Elite Bombard and 5 million berserkers
The mirage didn't help. Nor me forgetting to put flight systems on a mech that I had given Ace
3 types of enemies spawned.
1 Mirage
1 elite bombard
Like 6 or 7 berserkers
Nor did the fact that I forgot to add a longer range mech to the team because I was being all "hehe cqb mech cool"
(I did have a saladin friend for mental support so it's not that bad)
Only mental support though because literally everything hit through the +1 difficulty and it couldn't really body block because bombard said "take a nap" to it and my Ghengis
So I was playing with basically two mechs
Elite bombards are no joke
Both bombards and snipers are fucking scary man...
Snipers aren't as bad in my opinion. Even if they do hit you really hard, it's one character, and it's not going to happen on their next action usually.
Bombards really only need you to be grouped up once, and they'll put in so much hurt, and then even when you're not grouped up it's still relentless.
Snipers you can block line of sight and youre good, Bombards and Rainmakers are just, yeah relentless and keep hammering you whereever you are.
bombards are why I take beckoner on all my hacker builds - the only safe place for a bombard is next to your melee allies
Just gonna throw my thanks out towards Olive as Lancer Tactics has saved my ass in terms of designing characters lmao
currently using LT's pilot portraits in a google doc (i
[I'm overhauling a mission for IGF, and I want to make it as LANCER-Y as possible rather than just writing it all down on, say, notepad.
...Lancer Tactics is very helpful for that]
Wonder if I could also use it for CAIN. There do seem to be quite a lot of outfits
At least enough to seem like they’d allow for a range of more modern characters
I didn't realize Skirmisher still wasn't fully implemented tbh
Even worse it was a pretty small map, that one community (iirc) trainline map
So my close range units had no way to hide or anything
so long as i dont monetize this (i wont, it's literally just for my altered campaign lol) i can use the Tactics pictures, right Olive?
im not sure how the copyright stuff works here-
Definitely something that'd have to be considered a setpiece unit
I have an item on my todo list, for surprise reasons, to pick a license for portraits made in the LT editor. I don't know which one specifically yet, but it'll be something that allows for noncommercial free use and remixing (profile pics, using in modules, home games, probably streams, etc).
Soooo im allowed to use the portraits for my home game?
Epic
anyone know how to download mods on mac?
I can't wait to see what the storyline is
the process should be much the same as on other platforms - put the modloader folder in the executable directory, put your mods in modloader/mods, open a terminal in the executable directory or cd to there, then run your executable with --script modloader/modloader.gd
unfortunately I don't own a mac so while theoretically it should work I can't test it myself
modloader and mods are on these github pages
https://github.com/GavstarB/lancer-tactics-modloader
https://github.com/GavstarB/lancer-tactics-mods
bug report i think? the rainmaker/monarch in SR-05 just used tlaloc protocol but i can choose the new target
just tested and yes this happens for me as well. I don't think I can fix it unfortunately because it's already flagged as ignore player input. Not a game bug either, because it is not supported behaviour to stick TLALOC on an NPC. I think for now you'll just have to pick the target yourself, and I'll see if I can figure out something to replace it with
Huh, I didn't notice that bug because I used the goblin hacking to take over the Monarch's turn 🤣
supermassive launchers are apparently legal on the Viceroy
(the code for this is truly horrifying, like "generate a new script at runtime to overload specific functions on a specific weapon's script" level horrifying)
frankly i’m shocked to see mods working so well already
how much coding knowledge does it take to make this stuff work?
also it occurs to me that it’s probably worth making a LT wiki at some point
I have a lot of godot experience (it was my day job for like 2 years) so I can pull off wacky stuff like this, but for abilities which have actual engine support you don't need that much I don't think. A lot of setting stuff up in LT is just creating resource files and ticking checkboxes, then assigning various resources to each other
the mods will almost certainly break as engine code changes, so don't expect things to be remotely stable until we get an official 1.0 release
at some point I need to write a guide on how I actually make mods, but I've been procrastinating it unfortunately
no
I don't think so. I believe in Lancer enemies are assumed to automatically know all your abilities
right
brain fart
didnt realize this was the tactics channel
but yea
Enemies dont need to scan, as they already know what the gang has in Tactics
i should make LT-quality versions of my character sprites for import reasons
he looks like he tries his best
The tie makes it look like he works in accounting, and the general expression and outfit makes it look like that Incident where nobody got paid last month was a regrettable accident that absolutely won't happen again next week... At least, if the coffee keeps flowing.
Maybe :)
I haven't really noticed the enemy attempting to play around anything I have. They're happy to move into (and out of!) overwatch range of your people, content to sit in line of sight of the death's head, etc. It might be part of the calcuations somewhere but it doesn't -feel- like they particularly care. The NPC AI so far seems a lot more focussed on the (admittedly -much- easier to test and tune) metric of how effective they can make their own stuff
i thought this was the gm corner at first but yea lmao
they dont bother scanning because the AI just knows and doesnt care
Hmm, there's an idea for some very set-piece battles, a puzzle layout where for example the enemy has many snipers, you have some strong shielding options, and you need to get to the other end and kill them with a fixed loadout by using all your shield kit
I'm imagining Olive has needed to hastily add a "modding" channel to the LT server that's being built
Napoleon.
Turn on core, punch them all in the face
how does trueblack aegis interact with sniper's mark?
Yeah, but taking "only 1" structure damage is usually no fun either.
Yep, looks like you'll take the 1 structure damage as usual. So snipers counter Napoleon pretty well.
the Blinkshield still stops it, but that's a slow way to advance
Trueblack Aegis works -way- better against Bombards, and adequately on Rainmakers (although all their multiple target stuff means you'll be taking the 1 plink damage quite a bit, most likely)
You'd probably want ERM and Armor Lock, and probably Reactive Weave too.
will the final game have any music beyond what's already implemented?
hardlight defense system + as many sources of forced movement I can fit onto my allies
snipers can't hit you if you are never targettable
Which is worst:
Elite Bombard
Elite Berserker
Elite Sniper
definitely the bombard
the others will wreck one target, the bombard will wreck your whole party
I agree, the Bombard. You can do stuff to the Elite Beserker that keeps it relatively contained. The sniper is horrible but it can only hit one thing at a time. The bombard will not only always be restricting your movement or you take huge damage, it'll be dealing reasonable damage every turn -anyway- and there's usually nothing you can do about that right away.
@hidden jetty are you ok if I PM you questions about modding, btw?
absolutely, by all means
I believe we have a few more downtime tracks that aren't in yet, plus will do some fmod magic to extend/rearrange the current tracks
sick
Isometric pixel art is a step harder again compared to normal pixel art. I’m struggling to even get a stick figure to look ok :)
Feature Request: WASD in the combat editor scrolls the map. WASD in the module editor doesn't, and I think it would be nice if it did (or at least was an option)
If it can't be WASD due to input concerns, could it optionally be hold-right-click instead of hold-middle-click please? The middle button is more uncomfortable, and also for reasons I've never properly understood acts as paste by default on linux which keeps pasting stuff into text boxes as you're scrolling by.
The new potted plants are amazing, I love them
Wait did I accidentally let a module-editor-enabled build sneak out?
Yes. Linux 0.5.2 has module editor kinda almost a little bit working. It’s crash happy, but I figured it probably wasn’t done yet
Happy to pretend it’s not there though if that helps :)
Oops lol
Noted though 👍
I'd take crash report bugs on it tbh if you have them anyway
I must have forgotten to flip the flag before building
I'll try and get some of them reproducible, sure. It was easy when I was poking around but then difficult when I was trying to remember what I did to crash it. Because obviously * sigh *.
Bug Report: Sniper's Moving Target trait doesn't include the trigger condition in the description, it just starts from: "The Sniper interrupts the movement". Should probably start with: "Trigger: A character within Line of Sight and range 20 moves"
Doing GM prep has reminded me that they exist, so I figured I'll ask here: will LT be covering reserves, and integrating them into the campaign system?
Same with Archer
I hope it does reserves. I think there's a lot of potential there.
Bug Report: Moving Target can be triggered and ask whether you want to lose movement or gain the Sniper's Mark, and you select gain mark, but the mark isn't applied because it is already applied to another target.
Expected: Should move mark from original target to the newly moving target
Bug Report: Intercede triggered... and the -original- target was asked if they wanted to Brace. And if you say yes, they still suffer the penalties for it, even though they took no damage.
Relevant log fragment and autosave near the event
Crash Bug Report: When using module editor, with default/last edited Pegasus module loaded, click combats tab, select combat 1, press Edit Combat -> Crash.
Crash only happens on production version, no crash when running under debug! Console has some errors like:
at: GDScript::reload (res://addons/gut/gui/editor_globals.gd:42)
ERROR: Failed to load script "res://addons/gut/gui/editor_globals.gd" with error "Parse error".
at: load (modules/gdscript/gdscript.cpp:3041)``` that are perhaps indicative that module editor is not in fact going to like being run as production code just yet? Could be wrong though.
Changing to a new module, importing a different combat, editing that seems to work
Crash is repeatable if you load Pegasus back up from stock and then try editing combat_1 again
Attempting to edit the dioramas also crashes with Pegasus.
Also works fine on a new module.
Also works fine when run in debug.
Maybe... it isn't loading quite right from the stock/packed versions of combats and dioramas?
I think that's all the ones I can find for now though so I'll stop poking at it. It looks good so far! I've been carefully not reading all the text blocks and stuff :)
Don't currently have designs for them, but would be fairly easy to add once we get the basics locked down
As an aside, man is this a wacky reserve
i'm curious, will prepare ever be added?
Nope
Prepare is an open-ended nightmare that mostly results in cheesing extra duration out of Eject Power Cores
prepare is bad for actual GMs that can understand what's about to happen and would be catastrophic vs AI that cannot figure out how to minimize the effect of a prepared action.
That or fold space
Ok but also I could see a world where we make a basic version of it where your options are limited to fine versions of it eg shoot if an enemy enters your range
Ah yes, Overwatch (XCOM Version)
But I should not encourage scope creep lol
honestly I do sort of think even the 'shoot if something gets in range' version can be an issue, it's just usually less so.
speaking only for myself and not as like a suggestion: the common argument FOR Prepare in lancer is "well it feels bad as a player to not be in range to do anything and prepare lets you try and get something done" but 90% of the time people get really interested in using it is for attempted cheese purposes. Left to my own devices, I would jettison it from the game, but if I absolutely HAD to include something like it, I would strongly consider making it something like a Skirmish only, i.e. what you're proposing
that said? honestly, I wouldn't worry about it
I always feel like a Prepare action just isn't that needed in a game with popcorn initiative, compared to a set initiative track.
Since you already have a lot of flexibility with when you act.
yeah exactly
Prepare is a thing that has a reason to exist in games with rolled initiative where turns fall randomly
I mean it has some merit, like for defenders who want to reposition while protecting their allies with guardian, probably Sargamatha's best early defensive tool
the only use case where prepare was the best option in a game i’ve played was dealing with infinitely cloaked assassins
Or operator with fade generators
well, more importantly, nearly-always-hidden ones
the intended counterplay (apart from getting lucky with a search roll) was to prepare a fire action for after they attacked
the only times I've seen prepare some up was to either A: do shenanigans with Puppet Systems, or B: to wait out the arming of mines before pushing people onto them
Happy New Year
I made a sniper gauntlet map for a single player lancer (allies are provided via Use Map Settings) of LL3, to see if the concept works. Would love feedback if anyone tries it, I played it through most of the way once to check it technically worked but not often enough to get a great sense for the balance.
Map isn’t the prettiest but it’s not the worst either, happy to be told I do indeed need to spend hours detailing my hills if you feel that way. (Probably still won’t but good to know how people think about that)
Not intended for it, this is aiming at the Striker-type grunt (bladed configuration)
But really it fits in for any disposable combat frame sort of place.
I love the old payload/even older minotaur :)
If Lancer Tactics ever gets its own discord server, please, PLEASE can we make it an emote? :)
The perfect being
Lol it already is in the draft of the server; literally the only emote I've added
Bless
You only need one
-SSCOlive apparently
It is the perfect form. What else could you need?
I forgot about the Orchis 
(classic blunder)
this might take me a while lol, there's a ton of weird triggers on that frame
Common issue
bug- blinkshield only seems to be counted as one space high on the sniper gauntlet map
I can't believe Lancestuck is going to come to life as a LT campaign
Oh God I don't know how I feel about someone having a :mspa: emote
Grab Manipulators from Expanded Compartment
Bug Report: Rebake Witch has HASE Systems of +4, but as far as I can tell Lancer Tactics Rebake Witch has +3. It's hard to tell, but I think so.
(Tier 1, to be clear.)
HASE Hull for the Witch might be weird at higher tiers as well, though I'm just reading off the resource files so I have not confirmed in game, but it's supposed to be a flat -2 across the board but has a +1 in tier 2 haseblock and -1 in tier 3. Let me know if this sort of datafile cross check is useful or annoying, if you don't want this sortof report when I'm using it as a comparison for a mod, just let me know and I'll keep quiet.
This is exactly the kind of report that's useful, thanks!
My favorite kind of bug: extremely clear, unambiguous, and trivial to fix
Maybe I should sprinkle some more number typos around just to keep the todo list dopamine flowing
Noted, will report anything else I see in the datafiles that doesn't match the pdf.
Well it took me three hours, but it no longer breaks everything just by attempting to exist!
Further work is obviously required, but I'm getting there :)
(It even hits people with its stubby blade arms and causes knockback!)
oh btw the reason the colors aren't being replaced properly is you can only use the specific color values in this color key (you can use whichever gray you want, I just find it handy to have those on hand too, and a non-harsh black for outlines)
first time actually using hurl into the duat 4th gate, this feels so weird
it's very fitting that you're doing it with a hacktuga, I must say
Nah, it was on my goblin
It would be a fun infinite budget easter egg to show something special for when you're controlling their turn. Like change the UI to see the world through their eyes somehow.
could always just put a glitchy eye of horus over their head
Oh you actually control their turn yourself in LT ? That's fun.
It works way better here since you're already playing everyone, so that's probably the good choice actually
Anyone have opinions on which sounds/looks best?:
- Striker Blade Type Grunt
- Grunt (Striker Type, with Blade)
- Striker Type Grunt (Blade)
or similar. suggest your own. :)
That is, the arrangement of the text.
[Role] type Grunt (options chosen) sounds the best to me
Thanks
I think it's only Striker types that have such an obvious difference between the blade and gun configurations that they might as well be a separate frame. They're technically not, I know, in theory you need to scan them, but given it's easier for me to give them separate graphics if they're separate frames, I'm doing it that way and it'll also make it a lot clearer which of them are fast but melee, and which are slower but ranged.
Might well do that with the Artillery type's choice of DMR or Shoulder Mortar as well, mind you.
It doesn't have any stat changes though.
IMO you could drop the "type" from the names too, just to keep them more concise.
agreed, "Striker Grunt Blade" or "Striker Grunt Gun" sounds easier without the type
Sure.
Separately... is it a bug that enemies don't seem to even want to avoid Javelin missile spots? It's nice that they get actually triggered, but it's weird the enemies just walk into it.
Can anyone think of any abilities which assist movement of the unit activating the ability? I know there's the commander template ability which lets another unit move, but is there anything you can think of where a unit just helps itself move?
(As a standard action, ideally)
Boost 
More seriously, Step, Supersonic and mabe even telefrag qualify if I understand your question. Don't know if they're in the game yet though.
like the avalanche charge?
Oh right that one too
Thanks.
And yeah Boost is a good example but it's a core action, not an addon, so I am unsure it's as good an example. Looking for an example of how to teach the AI "Use this when you want to move more"
Double Time is a protocol, and it just never seems to choose to use it even if it's going a long way
(Of course as soon as I get it working I predict I'll immediately have the other problem and the AI will be all "Sure, I need to step three tiles to get into melee. Time to use the protocol I can only use once per scene to get more movement, lol!")
The main idea of double time is generally to use it on it's first turn to avoid dying before getting in position
But yeah, might not always be necessary
(my point here is that given the expected lifetime of grunts, hoarding the use for later might just get you killed before you ever do anything instead; there's not a ton of value in conserving the charge if it nets you any amount of benefit)
Indeed. I should probably just give it a huge base weight, it's a protocol so it's hardly bad if they just pop it first turn always
Well I made it mandatory and it's still not using it, so clearly I am doing something wrong. Move on to easier stuff :)
honestly I would go with the comp//con name and do "Grunt Striker (Blade)"
people seem happy with Striker Grunt (Blade) for now.
If you have any familiarity with the AI Behaviour section please let me know, but I suspect not if you've mostly done player facing stuff so far?
I haven't touched the AI stuff at all so I have no idea, unfortunately
... well, figured out why Double Time wasn't working, it thinks you have to use it on/towards an ally. Clearly, I have indeed done something wrong :)
I have just discovered that I can get the unit which forced a movement event out of the context for that event (its a field of the specific action sometimes present in the object field)
this means
- I can do Orchis' Hunting Eagle in less than 50 lines of code
- I need to completely rewrite a bunch of Caliban code now that I know its possible to detect every single knockback event
Requirements off the top of my head are that you'll probably need both an AI Behavior object on it ticked to target free spaces (iirc) and also a TargetRequirements also with "targets free space" pressed. But yes movement abilities are some of the most tricky ones to implement, you might look for examples of get_custom_ai_option which replaces the automatic behavior
Avalanche charge is probably a good reference, swapping out target units with some other logic for when it might want to use the extra movement
Thanks. Yeah, I looked at Avalanche Charge but didn't realize it was targetting enemy units rather than spaces next to enemy units, that makes how it works a fair bit clearer
what forms of knockback does the caliban you made not work with? i haven't personally noticed any
any knockback event which is not the result of an attack (except spike charges because I added a fake attack event specifically so they would work)
I think this might be my least favourite frame ngl 
there are at least 4 separate sources of on_attack effects + reliable damage
I have wanted to try the Orchis for a while, but it was released after I stopped playing Lancer tabletop due to most other people I played it with deciding they didn't like it enough to play again.
I wonder how hard is Lich going to be, considering how many triggers it has
I think the Lich itself will be moderate - it has a lot of triggers but they're all separate triggers for the same effect, and many of the triggers are blanket triggers, just flat out "any turn" or "any damage".
Stay of Execution, though, I think that will be hard. Not only is it immunity to effects from external sources, but it also pauses any such effects currently on the the target, but they keep their timers, and they're supposed to resume with the duration they had, but later
And I don't think anything else does that.
Time Split is probably going to have all sorts of fun bugs where the original character gets lost in time and space due to timing concerns with resolving the holes back into the characters as well. (Or possibly, you end up with two of the original.)
stay of execution and time split are probably both going to need the same thing - store a deep duplicate of the character at the moment of applying the effect, then sticking that duplicate back on the map at the appropriate time
I think the soul vessel might need that too come to think of it
soul vessel doesn't reset any stats, unless you're using it to resurrect, in which case it just sets stats to a fixed number
oh neat
And Glitch Time?
okay that shouldn't be as much of an issue hopefully
I don't even want to think about implementing Glitch Time.
But, in theory, if you can get deep enough into the action's code to just set the target TO the lich, it might be fine
actually looking at glitch time I'm not sure there are any triggers there which aren't supported by the engine
It's more that it can totally usurp the targetting of things which only work on allies but now they work on the lich as if it had been allied and the original target, or vice versa or whatever
I think you can just change the target unit in the context after the event has already been declared, but we'll see if that causes a ton of bugs or not
if not I'm sure its possible to temporarily set the lich's properties to that of the target then put them back to normal afterwards
either way I'm not doing the lich for a while unless someone specifically requests it
Well that's a start, I've got them using Double Time. They now use it to move exactly one space... :)
single time
I bet you need to add a flag to the movement event; "ignore not having enough move to reach end" or something like that
A blade type just used it to sidestep 5 paces before resuming getting closer. They're obviously not using it like normal movement...
I wonder if I could make it work better by having it be a one turn buff to their Speed instead. I'm aware that's not how the book action actually works...
(It means they'd proc less overwatches, but if it's that or having it not work I'm going to go with the one that lets the AI know it has more movement range at all...)
By the way, is there a faster debug cycle I'm missing? Currently I am restarting the game and going to the combat editor and testing the combat with things arranged in that combat, but if there's a quicker way I've missed please let us know :)
Godot hot reloads scripts so most of the time you don't need to reload the game (as long as the action isn't in-progress).
So it's like map editor -> playtest -> back to map editor -> make code changes and save -> replaytest
For most cases yeah. If you create a new resource it won't be able to hot-insert that but changing numbers and stuff for existing ones it will
Hmm. I'll try that. I thought I had tried that, but... maybe not.
Also very possible I had some other problem that was stopping it before. thanks!
You can also write automated tests and run them in the GUT bottom tab if you're being fancy, which lets you be even more controlled than the combat editor but it can be harder to see what's happening
And as always it can sometimes be useful to set an NPC unit to be player controlled so you can see if the action works (but not the AI)
I think it's that because it's a protocol, it's not even checking where it wants to move, hasn't generated a heatmap of where it might move, it just generates a pathfinder directly to see where it can move, and then shrugs and picks some spot, usually whatever is next to the unit?
Why can't I remember how Godot does lambda functions, ever? I know how to do these in c# but apparently the way godot has them slightly different just breaks my brain -_-
Hey I downloaded the latest update and now my computer won't run the game. Any hints?
Hmm. Does it say anything when it fails, or just fail to open?
Also, windows, Linux, or mac?
Windows
I get a pop up saying an attack was stopped.
Which makes no sense cause im running an already downloaded file that has 100s of hours on it
May just delete and start over
sounds like your antivirus is blocking the executable - they usually block anything they don't recognise so if it is a recent build it might just be over-vigilant
Yeah probably right
Spin Up Thrusters doesn't let you nominate a character when as your second action
Also sidenote why do enemies always hit through difficulty while my ass cant even hit a 72% or hit the latch drone on an ally
Oh my god damn. One of my mechs got round 3 structured from full structure because:
Has explosive vents
Berserker attacked
Get structured
Explosive vent activated
Berserker aggression
Get structured again
Roll bad. Die.
something seems wrong there
explosive vents shouldn't activate when you structure, it's supposed to be when you clear all heat or take stress
It was on Ghengis
Who clears all heat when structured
Anyways that was the best I did, as in instead of losing horridly, only losing a little bit
Because I had 1 mech in zone and there was 1 enemy mech in zone
Side note: may I request either a Draw or Overtime mechanic for some mission types?
Such as Gauntlet, maybe if you and the enemy have an equal amount of mechs in the zone, then an extra turn starts?
That is the domain of mod / user sitreps, we're trying to stick close to the CRB rules for the base game
Though I'm not ironclad on that if there were a rebake style redesign of em
But I don't want to add ad hoc extra rules
Understood
Spin Up Thrusters (Ace 3) doesn't let you nominate a target btw
At least if done as second action. I don't know if it lets you if done as a first action
And Covering Fire didn't let me shoot someone who I did nominate when they moved (might matter but was mounted to Lancaster)
Side note: Deaths Head railgun is extremely fun and I should not be trusted with it
A Berserker shouldn't deal a full structure on hit unless you skipped Hull Day.
I believe I did skip hull day on that chassis actually
Focused on engineering and agility
Well, there's your problem.
I wanted the speed for the build
A Genghis has 10 HC. It doesn't need more engineering, though
Said build involved flight so it was pretty needed
The idea was that I'd use Spin Up Thrusters to pounce on an enemy and move on an enemies turn
But that didn't work, for obvious reasons
idk if this is a bug or whatever, but I can't add Overpowered Caliber to Mimic Gun?
That'd be because you can't add Overpower Caliber to the Mimic Gun
Game complex