#Lancer Tactics
1 messages · Page 22 of 1
Once again, Comp/Con is not a rules reference.
yeah basically
I wonder if anyone has ever rolled 3 20s on Mimic Gun
Chewing on implementing Skirmisher 2 today. It's so hard.
I was all set to make a dedicated action button that lets you plan a move 2 spaces and then attack with any of your planned weapons from a "proxy" unit at the planned spot (much like how the genghis grenade or throughbolt rounds work) until I realized that we also need it to work on stuff like overwatch, where we don't have the luxury of picking a distinct action in the action bar
Hunter I movement works because you don't have to pick a spot to move; you're restricted to going straight at your target.
I think I did some kind of indiana-jones swap-in with the throughbolt round where it replaces the entire action with your initial line shot first and then modifies the original action to attack from the new point... maybe I can do the same thing here, but with movement instead of a line attack.
What happens though if your initial movement gets interrupted? Like you step on a webjaw or something?
I guess the movement stops, the skirmish gets cancelled; skirmisher 2 is used up for the turn but the quick action for the attack is not
I don't see why the movement being cancelled part way through would get rid of your skirmish? Except unless nobody is in range for your skirmish I guess, but that's a function of where you move in relation to your weapon's ranges rather than the interruption itself
Sounds reasonable to me. There’s very few unknown-to-player effects anyway, possibly even none with rebake mines, so people can presumably predict what will happen if they step in the bad space?
you might be hoping you pass the hull save
because you should be able to re-command for the skirmish anyway -- otherwise I'd have to try and scan the situation to see if e.g. the original target is still in range from whereever you ended up (which could be significantly far away -- say you stepped on an accelerate pad) and that sounds complicated
I would probably personally do it by giving ActionAttackWeapon a bool for if it can be used with skirmish (so you can check if it triggers), then running skirmisher on the use action event (and also before an attack declared event to account for overwatch). Skirmisher would bring up a popup for whether you want to stay put, move before, move after (probably the easiest way is to have these as alternate specificactions). Then either execute the move event right then (before the attack declared event) or queue it after the attack.
that way they move before they pick the targets for the attack
that wouldn't work because you might cancel out of the attack, but at that point you've already moved
so it would be free 2 spaces of movement with no attack
the problem is that we need to both be able to say where we'd like to move before the attack (so we can move in range of something far away) but not actually do it until we've confirmed trying to follow through with the rest of the attack itself (including variants like hunter I)
I'd probably be mean and queue something afterwards to make it consume the attack action regardless tbh
alas, our goal with the UI is to be as forgiving and helpful as possible
I'd still like to figure out how to do an undo move button at some point
it would be nice if there was some way to tell if an action was cancelled by the player or not after the event but from what I can see that'd be a pain to set up
wait I have a very silly option - size 5 dummy mech. It's not a good idea (because it doesn't account for where you can move) but I do love the mental image
Don’t think it works. What if it’s a size 3 originally
ngl if you could implement a lesser save/load for saving the entire map state and then reverting it (if you cancel out of the skirmisher attack, it reverts to before you moved) that'd be a huge help for me when it eventually comes to adding the lich
for that, I'd actually recommend looking at event_unit_die and action_combat_repair to see how wrecks stash the json of their unit at a particular point and then combat repair brings them back
it might be that lesser save/load you're looking for
A state revert might be helpful for a more generalised undo too. Like in my home games I allow take-backs as long as no hostile units were affected or things triggered. Might be nice for LT to be similarly forgiving if possible
I find just loading the autosave works really well for that already, mind
It's basically an undo-incomplete-turn
Ah well there you go, just need a UI shortcut then 😉
A properly smooth undo wouldn't clear the log or require so much loading time and would be better in a few other ways, but it also sounds harder to get right :)
If that's the plan, then perhaps you could implement skirmisher 2 by also undoing the move 2 if you cancel the accompanying attack?
ha, that's an idea
I think it'd be really awkward in the overwatch case, though
we don't want to be save/loading with events on the stack
My hot take is if it means it’s harder to implement to have it happen first and/or last i think it’d be fine as a thing that always happens after the attack, tbh
Like in the case of "this is genuinely too difficult to implement"
oh no, looks like the way throughbolt round does it is by piggybacking on the spend_actions call; it staples on queueing its own events (damage in a line) onto the original attack's spend_actions which is only called once everything is confirmed. Problem is that spend_actions isn't awaited; it doesn't allow for executing things immediately like movement.
... huh right I forget that surrender is an option
Lmao
Skirmisher is one of those things that’s super easy to run as a person but I’d imagine is hell to automate
or like a stripped down version of it, like requiring that it also be straight at the target to be able to reuse hunter I
It's also used to dance in and out of cover a fair bit, though, right? I don't think I'm hallucinating this, but I suppose I don't play all that much.
I think that you do want to keep flexibility for the after tho
Remember that you ignore cover you’re adjacent to, so this only matters if you’re like, 2 spaces deep into los blocking cover really
I could also potentially make a few different variants of it; you select in that little variants bar if you want it to go straight forward/left/right/backwards
Skirmisher: en passant
I haven’t looked at the map editor lately, does it have undo/redo functions?
it does it by reloading the whole map though so it's not efficient
I personally most use it to back out of engagement before firing a ranged weapon. Its really good for lining up lines
See, I used Skirmisher almost exclusively as free extra movement on top of my boost
This might have something to do with my piloting a Balor,
balor/zheng/tortuga moment for sure
unfortunately because events can trigger an arbitrary number of other events I kind of need to cache the entire map and the current events queue, so its more like the entire map load/unload except with a deep copy instead of serializing everything. I'll have to take a look at how it does saving and loading
what happens in the case of hunter 1 lunge? it's basically the same problem of 'I've committed to an action but might get stopped midway'
(and if anything lunge is more likely to fail deadly in this way, because it's with a usually short-ranged melee weapon that might be being used to extend the range of another melee weapon, and is at the point of attack)
same thing, I believe; the lunge use is expended but the main attack is not
I coould be wrong about that, but that's what I'd want to happen
Yeah if it makes it easier/not hair-pulling to implement, only having 2 free movement after a skirmish might be OK? This would mean you can't use it to break engagement for that attack or as a range extender, which is a significant nerf, but as is it's one of the best and most flexible talents, so it does have some room to come down in power and still be plenty useful.
You could also make it so cancelling out of the attack that triggers Skirmisher doesn't refund your quick action, which could replicate the sometimes technique of skirmishing against nothing just to move 2, but wouldn't help if you wanted to allow all movement to be undoable
Though I'm concerned that would raise problems with things like overwatches and mines
I'd make it work by having it only work on the first attack (excluding overcharges) on that turn, if that's possible
And stopping you from making another attack if used
The issue with that is there are some attacks that don't work with it, like Uncle
oh that's a good point, I would have missed that
are there any other non-skirmish any-single-weapon attacks you can think of?
autogun?
also, this ended up working great. I think that's the biggest hurdle for skirm 2 cleared.
Heavy Gunner
Also the free action shot from integrated Weapon
Also superheavy weapons and the Barbarossa Integrated need to be excluded
also ordnance weapons should probably only allow move after because otherwise they'd cancel their own attack
Modified text: Before or after you attack on your turn or Overwatch with a non-|superheavy| weapon, you may move 2 spaces. If you do so, you cannot spend quick actions to make attacks for the rest of the turn. This movement ignores engagement and doesn’t provoke reactions.
Thinking about explicitly limiting off-turn attacks to overwatch... the only rxn I can think of that loses out there is monitor module + scylla, and I could explicitly whitelist those as secret exceptions
since I don't have another "this is a skirmish" indicator handy for rxn attacks
and don't really want to add one for the sole benefit of skirm 2
oh wait scratch that, i could piggyback off of the "can you follow up with an aux attack on the other half of the mount" flag, which is already kind of a proxy for skirmish
and the "...you attack on your turn..." bit doesn't explain why you can't UNCLE. I can hedge it out in code, but am not sure how to phrase it in text without using the word "skirmish".
maybe "...attack as a quick action..." is the play, which gives symmetry with the attack restriction
how's that phrasing handle Everest Initiative?
everest initiative follows duplicate action restrictions i think, although overcharge doesnt
Initiative is equivalent to an overwatch; you take any quick action as a free action
are initiative and overcharge going to allow you to use skirmisher multiple times, like they do in the base game? The text seems to imply they don't
it def doesn't, I've done triple-dupes using a QA + OC + Initiative in the last build
huh didnt know that
equivalent to an overwatch
Gotcha, that answers that!
yes. open to suggestions for how to phrase the ability to make it clearer
-# (this is in line w tabletop RAW; OC and Initiative are both As Free Actions, and the dupe rule very specifically only applies to Quick Actions. this interaction is part of why the Everest is considered so highly as a striker/artillery)
/tangent
maybe something like "you are prevented from using your other quick action to make attacks"?
hm, and I also just realized this phrasing doesn't capture the "you can't use this on your second quick action if you used your first one to attack already"
bc that's equivalent to barraging
oh also you should probably specify weapon attack not just attack because that includes tech attacks, which aren't skirmishes
non-|superheavy|
btw is this how you do the orange text? 👀
I have been trying to figure that out for a while now
yep
if the text inside the |pipes| matches a name in the lancer. namespace in the localization file, it'll tooltip it
roughly
oh that's really neat so I can add my own tooltips for things like Efficient core powers
Before or after an attack of your turn or Overwatch with a non-|superheavy| weapon, you may move 2 spaces. This movement ignores engagement and doesn’t provoke reactions. If you do this on your turn, this action can only be taken on your first attack, and you may not make another weapon attack after using this. these restrictions do not apply to attacks made as free actions on your turn
^potentially imperfect but i think gets most of it
doesnt cover autogun or uncle though
you'd need to update glossary_terms.json to add new ones
I like this, ty 👍
maybe 'these restrictions do not apply to attacks made using quick actions taken as free actions'
And I think I'm going to update the overcharge action tooltip to make it clearer that it's turning quick actions into free ones. i think the current text glosses over that
Before or after your first attack on your turn or when you Overwatch with a non-|superheavy| weapon, you may move 2 spaces. This movement ignores |engagement| and doesn’t provoke reactions. If you do so on your turn, you may not make additional weapon attacks afterwards unless they are made as free actions (such as from |overcharge|).
So skirmishes with Initiative or Overcharge don't trigger Skirmisher?
they do. open to suggestions to modifying the text to make that clearer
some superheavy weapons like the Leviathan or DD-288 have profiles where you can skirmish, so I'd suggest dropping the with a non-|superheavy| weapon and specifying your first quick action weapon attack on your turn
edit: forgot to specify weapon attack, despite literally calling it out earlier
oy vey right
reviewing from the top
this is meant to apply to:
●The first QA attack on your turn
●Overwatch
●Any number of FA attacks on your turn, e.g. from Overcharge and Initiative
Is that right?
🫡
complicating matters is that it doesn't trigger from UNCLE and autogun, which are both free action weapon attacks
I dont know how practical it is, but for things like UNCLE and Autogun, could you specify on those exceptional systems/weapons that they cant be used w Skirmisher 2?
Rather than working the exception clause into Skirm2
It's less elegant on a systemic definition level, but easier to word
yeah I'm down to let the game arbitrate that; we don't need to lay it out in the desc here
it will be far from the only edge case interaction in the game
can lean on the fact that, unlike in ttrpgs where text is where rules are defined, video games have that defined elsewhere and the text is more about communication
you could key the description off the fact that overwatch/initiative bypass duplicate action restrictions, which would neatly exclude other free actions like UNCLE
it really is astonishing how complicated it is to make skirmisher 2 work given how simple it is in game
real glad im not a programmer
it's the absence of the Skirmish keyword tbh
Not implementing that concept saved a lot of trouble basically everywhere else, but Right Here it causes so many problems w communicating a definition
you may not make additional weapon attacks afterwards except as part of an action which bypasses duplicate action restrictions (such as |overcharge|).
there's no skirmish so skirmisher is just er :P
this doesnt fit situations where you attack, overcharge attack and use skirmisher on the second one
mhm. have a suggestion to fix?
I'm leaning more and more towards letting the rules def here be pretty loosey goosey
just had a thought: as an alternative, we could go back to the original text, and keyword "skirmish" as a kind of one-off definition
then we could define skirmish by itself in a tooltip and not have to mix it up with skirm 2's effect
I think we have some leftover places it's still showing up anyway, e.g. scylla
by adding a 'these restrictions do not apply...' clause you can get away with saying that OC/initiative attacks do not count as skirmishes in terms of 'does it prevent further attacks' but do count as skirmishes in terms of 'can you use skirmisher on it'
Just put an asterisk and in small text “*terms, conditions and exclusions apply”
hmm, heavy gunner would be affected as well since that talent is explicitly for offturn attacks
Heavy gunner is already not a skirmish so it's fine
Fine as in "it shouldn't apply anyways"
does with a single mount as a quick or free action help any?
not verbage that lancer usually uses but it does cover the 'skirmish space' - autoguns and uncle fire themselves, not the mount, etc
after all that discussion, I think this works? Require a bit of of tooltip glossary digging instead of stuffing it all into Skirm 2's ability text?
Use the original text, plus a warning about not being able to "barrage", a term seen nowhere else in the game but has a tooltip here at least.
I think this doesn't fully define the behavior if it were a ttrpg but does the communication job in conjunction with people being able to see how it works in action.
"grant the ability to skirmish"*, typo
yeah I think this is probably best
technically it's missing the free action bit but like, you don't have to be fully accurate for this.
(maybe grant the ability to skirmish as a free action or reaction? that's a minor note)
oh yeah this looks great. Absolutely works, happy to see skirmisher is getting more added! My favorite movement ability right there!
Enemies: "I would sure like to survive this sitrep"
The nefarious quadruple Death's Head squad:
Player pilots: "I would sure like to survive this sitrep"
The nefarious quadruple Death's Head squad:
You're probably packing Hyperdense or something, but still
Beat a holdout against one of the harder enemy groups taking no structure damage with the DH squad
Killed two elite ronins
I just have enough Hull, and more importantly can kill every enemy that spawns every round
the DH can kinda evasion tank
I found a bug?
I installed the modloader, did a bunch of games with the extra GMS frames mod installed. a week later I loaded up LT without the modloader, and now when I go to Instant Action, the pilots that I had with the modded mechs are errored in the fireteam menue and I can't get rid of them
As far as I’m aware the mod loader is not officially supported
true, but... I suppose I'm trying to work out how to get the game to acknowledge that those two pilots don't exist
short of wiping the whole install and starting over
(which I'm willing to do, just seeing if there's something else I can do first)
Have you tried full repair then clear?
Also you won’t have to wipe the full install, there’s a file that saves specifically your instant action team. I’ll have a look in a minute
You could also try loading with the mod loader, presumably they show up again, then full repair and clear, then close and reopen without mod loader
If you want to delete a file and just have a blank instant action menu, the file to delete is [data path]/saves/instant_action_setup.json
Apologies, I should have pinged. Anyway - if you delete that file when the game isn't running, it should load a blank set of slots next time.
You can find the data path by going (from the main menu) Options->Data tab->click the big yellow button with a path on it
@alpine sorrel I was poking around in how Godot handles file input/output in general attempting to fix my incomplete logs issue, and found this in the godot settings in general. Obviously this is my project settings, which may just be the default ones, but apparently it's turned on for debug by default and off for production exports by default for performance reasons. Logs should be more reliable if it is turned on. Alternatively, there is a .flush() method on FileAccess, for doing it manually.
sorry there's not a whole lot I can do about this, as mods are not officially supported and the base game cannot load modded content.
I should probably put a big warning on the modloader github that switching between modded and unmodded versions can corrupt pilots and the instant action roster.
Another option might be to have the modloader change the save paths for everything, effectively giving you a separate install for the modded stuff. Lancer Tactics doesn't have the ability to specify the saved data location (unless you count user:// which is hardcoded into godot), so I'd have to find where those folders are referenced and overwrite the scripts.
edit: turns out I can change the user:// dir at runtime using the ProjectSettings singleton
I want caliban viceroy and gilg so bad, but I am not screwing around with mods until final stable release
Not worth mucking around with unstable interactions until then imo
That's interesting, I didn't know about it! Sounds like exactly the right thing to turn on to help handle the incomplete logs issue. I wonder if the amount we're printing is under the threshold for "many lines in rapid succession" for performance
Edit: too many words.
I think it’ll be just fine, especially as a turn based game. Haven’t tested it myself though.
i appreciate that they are colored like fighting game skin alts
makes it better
Latest bugfix patch broke your campaign maps I think
Oh that's not good I'll have to fix them at the weekend when I actually have some free time
What specifically breaks?
All Spawns, all dialogue characters are blank. Triggers probably messed up
okay that was way easier to fix than I thought it would be
I'll disable the bugged TLALOC in mission 5 too while I'm at it
hm, that should have defaulted to true for maps made before the update 🤔
concerning if it's not
no it was true and I switched it to false to fix the issue
being true by default is good because its only custom maps like the SR ones which do their own thing
ah got it!
the rainmaker just killed its own skyhammer salvo with its missile pods attack?
also you can't overwatch with a trait/core power weapon like the raleigh's or caliban's (this one I confirmed is true in the base game when I reported it a few days ago)
I can attach a save but I have mods on so its probably not useful
hmm barricade crash is back again because the cube is no longer called "frame.dep_barricade_cube.name", it actually has a name now
Remind me the details of the barricade crash? Is this an engine-needs-to-fix bug?
marko's been on vacation so I've not been doing as good a job as him staying on top of the qa reports
I apply the eva status effect to every enemy unit on the map on spawn (because they'd be spacers), and there is a hard crash when I do so to the barricade cube
interestingly the crash is happening on linux too now in 0.5.2 whereas it wasn't back in 0.4.7
I put in a check for the frame name in the conditions in order to fix it, so I just need to update the name now
oh also I have noticed that in this version all the path selection is on the tiles below a bridge not on the bridge itself like it was before. Its not really a problem but it is kinda annoying
okay the SR maps should all be updated so they work again! Feel free to @ me if there are any further issues
Bug(?) report: If you activate Asura, you can fire a Tachyon Lance and then still fire the Solidcore, even though both are Ordnance weapons
I don't think that's a bug. Firing Ordnance weapons are one of the things you can do before firing Ordanance weapons?
I think...
Mrrh, not certain. It's vague.
If you decide that "any other actions" includes other Ordnance weapons, maybe, but if the "other" part means "actions which are not Ordnance", then maybe not.
No you can't, the reason you can shoot two ordnance weapons in base Lancer is because Barrage is one action
but you can't barrage with two ordnance weapons and then skirmish with a third, even with Overcharge or Asura
Similarly, you can't Uncle shoot an Ordnance weapon and then Skirmish with another
That does make sense. Sorry, yeah.
No worries
Also, I forget about Blur 100% of the time and I always feel stupid for it 😭
It's new for Rebake.
Makes Witches a -lot- more survivable though, they're no longer target number 1 from already hot mechs :)
I wonder if the original Blur: (Witches being invisible on their own turn) came up that much. I suppose it allows them to avoid all sorts of reaction effects, so probably it did, but in my experience not nearly as often as the rebake one.
Witches that are invisible to characters with too much heat
I managed to get Double Time working. It's not perfect, it's a self-buff that lasts until the end of their next movement, but it usually works.
Weirdly they still like applying it even if they don't need to move, despite the hint about only using it if they want to move, but... eh, it lasts until their next movement so it's probably not a big issue.
... sometimes even the NPCs are cursed with bad dice. Testing stuff, and having a bunch of grunts shoot an everest. They knocked it prone, they locked on, and proceeded to miss three attacks in a row by just rolling nothing higher than a 7 (total).
for me I always move across like half the map and then when that first 2
hits I realise I forgot about drag down
I've specifically started checking for the tiny drag down icon
because yes I've gotten wrecked by that before
even worse when you accidentally step into an invisible hive zone
the hive zones I don't mind because eventually they'll get some more visible fx and I won't step on them by accident
did music get updated? it's really high quality and sets a great mood
yeah! we had a few updates, and the next one is going to introduce some track variations
ost is gonna happen eventually
been playing Guild Wars 1 again and they have an odd naming convention for warrior shouts where the name of the ability is a literal phrase the character says. anyway, working on implementing Leader
Oooh
Will we be able to personalize the Leader barks too, like the normal ones ?
That'd be fun I think
yep! the ability names will be fixed but I'm going to play a bark when the die is consumed. defaults to these but you can override what they actually say
I don't think Divine Punishment is correctly expending CP
at first blush it looks like it should be; the box is checked and we're calling spend_actions
mind uploading an autosave?
making new sitreps doesnt seem to be working, unless i'm missing something vital
they also dont show up in sitrep profiles
The sitrep editor is weird. In production you can't write in all the boxes (but you CAN when running the game in debug, I'm not sure why!)
That said, if you select an existing sitrep, and then alter or possibly delete one of the required zones, it'll then save that sitrep as a new one. You might have to mess with the zones and triggers for an entirely new one as well.
They then end up in [data folder]/sitreps/
And if you drop a .json file in there they'll show up in the list as well, so you can use the one I made earlier (upthread, will find and link here) as a reference if you need to.
I've had more luck just editing the json than using the ingame sitrep editor for the moment, I decided it wasn't quite done yet, what with the fields named [[label]] and suchlike :)
Multiple cards match “label”, can you be more specific?
Ice: Sentry - Grail - Destroyer • Rez: 4 • Strength: 2 • Influence: ●
When the Runner encounters Lancelot, you may reveal up to 2 grail ice from HQ. For the remainder of this run, Lancelot gains the subroutines of the revealed ice in the order of your choice.
Trash 1 program.
Huh, I didn't know that triggered, apologies.
(... why do we have a netrunner card fetch bot on this server? listening globally? I like netrunner, but... little odd ^_^)
anyway...
#1079952007915376711 message That message has two sitrep files attached. I believe the sitreps themselves are working now, but if you need files to edit they're a good base.
I do hope Gilgamesh makes it in in the far future. Probably my favourite "boring mech"
"Nades? Yea I got a whole extra bag of em. Spare parts? Brother I am made of spare parts."
and Legionnaire Battle Rifle to boot
Someone will mod it in eventually even if it doesn't show up officially.
If nobody else who's better at it does so, I'll try it eventually.
Still struggling with the surprising uniqueness of the grunt abilities, so far. They do stuff no other NPC does, which I find surprising!
It's not complex stuff but having no examples means I have had to think hard :)
Olive, if you read this and aren't feeling busy, I have a low priority question: What's the best way to add bonus damage on a critical hit to an NPC?
-# Currently I'm in get_damage_for_attack() and just adding to the base damage midway through the attack resolution, because bonus damage seems to require a more complex setup for the source of the bonus and I'm unsure it would be easy to apply at that stage (only once the crit happens), but I'd be interested in hearing how you'd do it, but only if it's not any actual trouble or effort for you to think about. So far I've considered having a bonus buff applied whenever the weapon fires, only actually count the damage on crit somehow, and removed after the attack, but I'm not sure that's best and it seems pretty complex also.
oh I can probably answer this one
you probably want a passive with to being onhit effect, then in the on_crit function of the OnHitEffect apply a bonus damage buff with until being finish damage
What holds the passive? The kit providing the weapon, I assume?
wait is this just for one weapon? You can add the OnHitEffect to the on_hit_effects array in the ActionAttackWeapon resource itself
Indeed, just the one weapon
Huh, yeah, I can do all that in the inspector. Thanks. I must have missed something, I'm sure I checked most of that before...
Not applying... left off a To in the buff... Not applying... Still getting issues ensuring modified resources are loaded without restarting the whole project, but reloaded it, and now... nope, still not applying
turns out the buff didn't have the context to check the require crit on the buff itself
Thanks for the help. This is resolved. I missed the obvious case of on hit effects in the weapon's action itself, somehow. (Not sure how, since I already did that for the sword's conditional knockdown...)
I wonder if the unit AI is smart enough to waste a boost if it's given one and doesn't need it?
I've also sometimes forgotten the weapon on_hit/crit/miss functions exist and overcomplicated an implemention by using onhits and buffs instead
I've seen a few times that the AI moves when it doesn't strictly need to, sometimes triggering overwatches that way, so I suspect when a grunt is given a boost in its ability queue and told it's boosting it's probably going to move at least one space, but... eh, movement is -usually- the right option, I'm probably fine with that.
@alpine sorrel is the palette used for frame art available anywhere? I can infer from existing sprites but they seem to use about 4 specific shades of red and green and a fifth slightly blue hued one but it might be being used as non-full-black instead
Sorry, what do you mean by "frame art"?
the sprites for mechs, which use specific colours that the game engine then recolours ingame according to however is set
npc_witch.png and so on
Ah yes, I forget the exact names but in assets there's like a palette_index_red, green, and blue
Thanks. It was palette_index_r.png and so on.
They look surprisingly intimidating bare metal like this. The vaguely pink other default colouration helps too...
Hopefully I can finish the other types in more than 10 days per type, but we'll see. I -think- the strikers are done now. I should probably put something on github so it survives even if my computer doesn't and all that jazz...
Dropbox was quicker and easier, will put proper nicely arranged source on github once it's done. For now, onto the Defender-type!
... I should have started with the Defender. It is so much simpler :)
you should make an implementation tier list when you're done lol
Tempting :)
I have finally managed to (mostly) solve all the hundreds of uid warnings for version-agnostic mods. This one was a massive pain because I had to reverse-engineer the format of godot's uid_cache.bin file so I could generate my own one with just the uids of the various modded content I was packing into the .pck file
also I'm nearly there with the SSC alt frames - they're all feature-complete now I just need to fix a bug where one of them is handing out null buffs and causing issues
it was the Orchis - I'm going to be fixing bugs with that frame forever
Do rainmaker attacks deal burn in rebake?
they shouldn't do
your drone didn't get knocked back into some zone that deals burn did it?
Nope, it was all on its own on top of a building
might be worth uploading a save file for Olive then
Did the drone actually mark any burn or was it just a visual bug ?
I'm not sure, because the drone died to the attack
Do you have any saves before it, or the log files over it happening?
I could dig those up, but I'm also playing on the previous patch so I'm going to go update first and then test this again
Also just to check is it standard enemy on a standard map, not anything customised?
It was vs Tempest Brigade on one of the campaign mapps that Eld made
...I feel like I always forget how to do this, where is the "I already bought it can I redownload the newest version" button?
nvm found it
Did download the newest version and this happened: I activated Tlaloc, fired Pinakas, and was able to use the reroll to hit a hive twice with one Pinaka volley, which I'm fairly certain should not be possible.
Bug(?) Report: The commander "a target damages an allied character" reaction can be used even if you're the one being damaged, even though you don't count as your own ally.
...It also triggers off of Omnigun which I didn't expect
Another bug report: The game will never ask if you want to Brace a Demolition Hammer if you would be stunned by the hit, even though presumably the reaction to brace would happen before the hit
It should have asked anyways afaik since you were structured
Yeah, and I'm guessing the reason it didn't was because it thought it stunned me
@weak willow Wanted to note: Tested out this map with default map settings and no enemies spawned on it. I assumed that's not supposed to happen?
Unless the scene is just supposed to be "walk to the end and dodge the marked areas"
No, there's meant to be quite a few units on that map, I've played it, it was fun!
They were weird, hybrid units back when we didn't have nearly as many NPCs though, so they had player systems on them.
Oh yeah there's some setting we need to flip so that the triggers actually happen, I can look into it this evening

I think last patch broke a lot of custom map settings
Ahh, that makes sense
Yeah if you aren't prepared, this map will absolutely hand it to you
The version I have still seems to work...
Even the downloaded version still seems to work for me. Weird.
Huh... it works in the editor, but NOT when launched via instant action
Ah, it is indeed that toggle, but it only affects the instant action menu.
To fix it locally, you can download it, load it in the combat editor, toggle off this:
so it's not ticked anymore, and save
Then it should work from the instant action menu
Bug Report: Extraction objectives just don't work, you can't move them
That's weird! Wonder what's different about Extraction
Tried an escort and was able to move the payload at first but it got knocked into the water and was inaccesible after that
(even though I was standing right next to it)
Unrelated to that bug, I have a save here where a mourning cloak is next to a rainmaker and is two spaces away from an aegis with a defense net up. Despite being nominally inside the defense net, it's still getting penalized. It doesn't get penalized from even closer, so I am guessing that maybe the rainmaker is blocking the defense net's dome from expanding, as if it were cover or something?
(A skyhammer salvo is also present, visually confusing matters)
actually scratch that, it's still happening from here, where there's obviously nothing in the way
(I have tested, the attack is penalized as the preview suggests and is rolled with 1 difficulty)
Looks like an off by one error in buff_defense_net_distance.gd - DOME_SIZE is defined as 2, and then it's checking the distance between the owner and attacker is specifically less than (but not less than or equal to) the DOME_SIZE
Changing it to <= DOME_SIZE fixed it on this save for me. I also checked it still applied when outside the visual extents of the dome, and it did still apply then. That's the extent of the testing of that change I've done.
SSC alt frames are done!
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.
that orchis sprite is wild. I like it.
its just a heavily doctored mourning cloak
What exactly do I have to do to
are you on windows?
try ./LancerTactics.exe --script modloader/modloader.gd ?
Hey it worked
you may also need to do cd /path/to/, replacing the path with the path to your executable folder
Wow, I didn't expect you to have implemented Supermassive Mod on Launchers for Viceroy
that came for free with making them count as CQB weapons. Getting them to count as CQB weapons though, massive pain. On the plus side the script overloading code turned out to be very useful later when I needed to do the Orchis' Perfect Parry
Hey olive, apologies for this bug report, it's bleh and is only happening because I happened to be running under debug anyway, feel free to ignore it:
When instantiating fxgroup scenes (in this case fxg_damage_burn) the BumpNode is loaded and not .create()d The group isn't in the tree at this point, and for whatever reason the default burn bump core resource hasn't been loaded yet (maybe it's still in the queue? I have no idea) This means they have null instead of a core reference, which means if scale_bumps is called on that BumpNode it throws a Cannot call method 'duplicate' on a null value. error when it's trying to duplicate over its core. I don't know whether this is a problem or not, maybe if a BumpNode doesn't have a core it's fine and it can just not duplicate it?
This occurred when a ghengis threw a napalm grenade such that the line from the napalm grenade overlapped a rainmaker (and incidentally some cover items) and it succeeded the save, took half burn damage (1) and then caught the error half way through processing the visual effects for that. From the looks of things the BumpNode lacking the core will just mean it won't run, .start() called on that BumpNode will hit the condition check and return early and not actually start. Don't know if that's an issue or not, since it's already connected the finished signal by that point, and it'll never actually get finished... Probably not a major problem though? Attempting to recreate it now, but I suspect it's an initialization timing bug where it usually works but might not always load the default bump core fast enough. This was the first time burn damage was dealt this scene so probably it just hadn't ever loaded? I don't know the details - everything else in the scene was loaded, the bumpnode was there, but its core was null. Yep, game continues on happily with the error showing up in output.
On the plus side, it seems to trigger repeatably, whenever I follow the same set of steps. You can load this autosave, move the ghengis towards the rainmaker (it will need to overcharge for a second boost into the trees, and then has just enough range to throw the napalm grenade onto ground near the rainmaker and put the line over it and the rock to its right)
Huh that does sound weird. Logged, thanks for the details.
Always nice to wake up to so many yummy bug reports 😋
Not necessarily a bug, but currently since you can't shoot your gun at nothing (which you can do in base lancer), you can't shoot Throughbolt Rounds at a target unless there's something behind them that the weapon could hit, when Throughbolt Rounds are often used for the 2 autodamage to kill grunts and the like
goated. i'll give these a shot and report back any bugs i notice
Shooting your gun at nothing is also relevant for Slag Cannon.
Though I suppose you could add a "can be shot at empty space" tag to those.
A tool to check the cover from one space to another space would be very convenient. I quite often think "Obviously I'll have cover there, I'm adjacent to a rock the size of my mech" and yet the game says "no"
@hidden jetty will the modloader for 0.4.7 work if im running 0.4.9?
maybe? I actually have no idea
the one I built for 0.5.0 seems to work for 0.5.1 and 0.5.2 so I think there's a decent chance it might
however I don't have the 0.4.9 version of the game to test with
if we're adding tools to the wishlist I'd love to be able to draw AOEs from any space on the map to see if my line attack can actually hit those guys before I commit to moving over there
ok nvm i got my 0.5.2 to work
trying to figure out how to get the modloader to work on mac now
please let me know if it does work, I can't test it myself
im trying to but i think im too stupid
what errors are you getting?
im trying to put the command u have on github into terminal but i dont think im putting it in right
It could be the same tool, even! just draw a Line with varying colours or ideally varying textures showing which spaces of the line have cover and indeed LoS from the origin point.
Doesn't work for other AoEs, admittedly, but, still, you could check from a proposed centerpoint to the squares you really care about.
the full command you need is probably ./LancerTactics.dmg --script modloader/modloader.gd?
before that you may need to do cd /path/to/wherever/LancerTactics.dmg/is/ to run it in the correct directory
I'll do some googling to check if that's actually how you run executables on mac
what is the terminal output when it fails?
okay .dmgs are not executables so that's not the right command
maybe it'd be called LancerTactics.app?
I'm sorry I don't know if I can be of any help here
its ok ill try and figure it out
ya its an app
would it be possible to take a screenshot of the folder where you put the modloader and the output of the terminal when you try and run the command?
ignore rust in the background
and then i try to run open lancer tactics with the script you had there and it says not recognized
okay my best guess is the command is ./Lancer\ Tactics\ 0.5.2.app --script modloader/modloader.gd
"no such file or directory" it says even though i opened the terminal from lancer tactics
does it give that if you just run ./Lancer\ Tactics\ 0.5.2.app?
wait I just read the help stuff for open. You could try
open Lancer Tactics 0.5.2.app --args --script modloader/modloader.gd
THAT DID SOMETHING
ok so i think LT opens and then crashes when i do that
but at least it opens
what does it print in the terminal? To me that sounds like it is launching the game but it is failing to find the modloader.gd script
it doesnt print anything new it just opens a new line and lancer tactics starts up and then crashes
you can see ive done it about four times now here
okay that's weird you would think it should be printing errors if it crashes
youd think
what happens if you replace modloader/modloader.gd with the full filepath to that file?
same thing, opens then crashes
does it load if you get rid of the --script bit?
Why isn't this reaction triggering?! I ask myself. I check code. I look carefully at the triggering conditions. I check the resources of the actions and suchlike. A mystery!
Meanwhile, the npc is sitting there thinking "Sure would be nice if I actually had that reaction, but no, not in my loadout."
IT OPENED
a couple of times I have had reactions not trigger on round start/end etc. because it required context which the event didn't provide
lemme download caliban mod and see if it worked
okay so the problem is with the --script section, which has got to be that the path to the gdscript file is wrong somehow
without --script it'll launch the game without the modloader
ya ur right im not seeing caliban
(It could also be how you're passing the argument)
actually come to think of it macos has stricter permissions than windows and linux, so maybe it just doesn't have permission to access that file? Without any error messages its really hard to tell
yea its tough
i have to run for tonight but thank you for your help 🙇 sorry to take so much of ur time
i will try and figure this out more tomorrow
Snerk. Now my defender-types heroically throw themselves in front of themselves, to shield themselves from incoming fire, sacrificing themselves so they don't take damage :)
They explode just afterwards, of course.
But at least it's activating, and preventing it from self-activating is probably a lot easier :)
Now it's almost working. I put in code to check if they already have the buff, to prevent two or more throwing themselves in front of the same bullet.
And... it's working. It does successfully report if the thing has the buff already. But they're still somehow triggering the reaction
So they're still all throwing themselves pointlessly in front of the same bullet :)
Ahh. That check is happening way before they report the reaction as happening, so, no, it doesn't have the buff by then.
Actually don't know a good way around that. Any suggestions? Two characters with a reaction Alpha and Bravo are standing next to a potential target for that reaction, Charlie.
Alpha checks, Charlie doesn't have the buff, says yes, will trigger reaction (via triggers_on_event() )
What happens next is that Bravo checks whether they can use the reaction, but of course Charlie still doesn't have the buff yet so they also return yes, will use to give Charlie the buff, again, and it doesn't stack.
At what point is it still ok for Bravo to cancel out of that? Can we just return from activate()? (Or set the event to aborted?) I assume not, because by then it'll have popped the text box and spent the reaction and suchlike, right?
Is it safe to hand out the buff in triggers_on_event()? If we're going to return true, can we apply the buff there? It doesn't feel safe...
I have done some stuff in triggers_on_event before without negative consequences, but its not the intended solution. I would just have it check for the buff in activate and then return - it is safe to return whenever in activate
The reaction is once per scene, and kills the user.
Even though returning can prevent it killing the user, I suspect if it's got to activate, it's tracked/used up the once per scene. Will test though I suppose.
I mean you can put the check for the buff in activate before it does any of the killing and just return instead of running the rest of the function
it tracks usage via calling spend_actions() so if you don't call that function in activate it won't use the reaction
oh, well, thanks for avoiding that bug for me.
... although if it goes ahead, it's dead, so it probably doesn't NEED to spend its actions, strictly speaking :)
Yes this is the solution for that if you need to recheck between the trigger and activation. The confirm and spend action happen in activate() so you can do additional checks before that
So really I don't need to check for the buff at all (in the pre-activate steps), it's a very short duration, and is never going to find it... But, it would be good if I could check for other generic sources of damage resistance. That sounds hard though.
It now works, but it pops up the NPC telegraph "I'm doing a reaction" box twice, even though the second one won't actually use the reaction
I could just make it not pop that box, but it's quite significant because it tells you why a grunt is about to explode, so I'd rather not...
Eh, might be good enough. The case there'll be two of them in range is uncommon I think.
It still has popcorn text, so it's fairly clear.
And that makes Defender-Type done except the art!
Wonder which type I should do next... oh hey, look at that, the Artillery-type basically has Skirmisher 2. Maybe not that one...
Maniacal laughter
yummmmmmmm
Bug report for @hidden jetty: Amber Phantom's Battle Oracle isn't 1/round
(this is the second time it's triggered and I haven't taken my turn yet this round)
Bug Report for Olive: I think in the newest patch, wrecks are able to contest payloads
good spot I definitely need to fix this
Also, Amber Phantom can use Disdainful Blade during an overwatch off-turn, which should definitely not be possible
I think disdainful blade can proc anytime in the round. It doesn't say anything about on your turn, and its a free action not a reaction so its compatible with overwatch.
1/round, when you hit a character with a melee attack, you may also throw an Auxiliary melee weapon as an attack against any character within Range as a free action. This attack can’t deal bonus damage.
Tried clearing out all the wrecks and yup, can move the payload again
turns out I forgot to call spend_actions()
it just occurred to me that in Lancer you can only take free actions on your turn, so I think actually you are right and being able to use it off-turn is actually a bug with LT's version of disdainful blade
Okay yeah I'm not crazy
Well I'm a little crazy
But not about that
Weird enemy AI quirk: Enemies don't seem to think about the fact that they're about to suffer a reactor meltdown, I had a ronin who was within range of two allies run away from them and towards his own ally right before he exploded
Bug(?) Report: The Gauntlet sitreps seem to have infinite reinforcements now and will continuously respawn the last enemy in the opfor order every round until the time runs out. I literally killed six veteran ronins over this fight as a new one spawned every round
It's especially annoying in combination with the fact that enemies can move first in a round now, every round a single elite ronin spawns, acts before the players, runs in and attacks twice with limitles before you can react
is there a way to get the background music to loop? after the first track plays in combat I am left in a terrifying liminal silence, and I just have to sit there making bad tactical choices like
could be map-specific, I've been trying to play through Scavenger's Ring
Music is currently under maintenance, it should by default. Hopefully will be resolved in the next one
Also wanted to mention, I really don't like the new mech colour picker. I'm sure it allows for more variation in your mech colours but its also so much more complicated, I feel like I need a video tutorial explaining how it works, which i definitely didn't need when it was "pick two colours for your mech and one for your glowy eyes"
INVIGORATE AFFECTS SELF, I AM FINALLY THE OVERSHIELD MERCHANT GETTING HIGH ON HER OWN SUPPLY
I still don't understand how the palate buttons work, but it's nice to have extra options for colors, for when I need a slightly differentiated hex code in order to dominate my foes
if you don't like it you can just not click any of them, and then your experience is unchanged?
I do like to paint my mechs, and the previous experience of "just choose a colour and your mech is that colour" has kind of been lost
Yeah the ‘default’ colour ramp, that you can’t actually pick, means the colour you choose might not be an accurately represented, and it works better with some colours than others.
I think it can be fixed with better defaults though, and maybe more or slightly different base colour options
Just as an example, here I have a Monarch, I want to paint it red, so I click the red button, but the red button doesn't make it red, it makes it this weird brown colour with red highlights
I don't have a problem with the new character creator UI, but given the choice I think I prefer the old one. Something like this mockup would probably be my personal preference.
The big thing for me is that there are currently no light colour options, which makes some characters/mechs hard to represent.
I don't think there's any way to implement the old palettes as they are each handcrafted, but I'd quite like a dumb toneramp that just gets lighter/darker in RGB space without any special calculation - it'd be useful particularly for greys.
(the colours in the mockup could be arranged better, I'd probably do 4 separate blocks for medium 1, medium 2, dark, and light)
this off-brown seems to show up because it doesn't select the default toneramp the first time you click a colour on a mech using the old palette system - seems like there's some kind of hidden fallback palette its using instead, which doesn't represent the colour properly
maybe its using whatever old palette the mech has selected as the base palette for generating new colours, which causes the weird results?
I don’t think it’s that, it consistently prefers browns, but does much better with greys and blues
I might check later.
More AI weirdness: Enemies seem totally random whether they'll notice javelin rockets, even if they're grunts and will die to them instantly
I’ve noticed that as well. Sometimes they could just go around with slightly different tile choices and I’m convinced due to square tiles it wouldn’t even cost them any actual movement
Bug Report: Was playing a control sitrep, ended the round, and the game didn't update the points in the combat log
Also, you can only see the points once per round in the combat log
When the elite veteran operator with limitless crits you twice before your turn starts
#justoperatorthings
I think Holdouts have the same infinite reinforcement bug because I just fought four veteran elite operators in one scene
I have temporarily borrowed a mac from a family member to see if I can figure out what's going wrong and I have made some progress - I managed to get the actual script to run by passing in the full filepath to the script, but calls to OS.get_executable_path() seem to be returning a path inside the .app file which means it fails to find the modloader.pck file and immediately crashes
I am going to have to build a new version of the modloader to fix this I think
omg thank you for your service
Don't want to ping a mod for this, but the updated versions of Eld's maps don't have any playable sitreps
Okay it seems like it's this map specifically that's bugged
the rest of them work
I agree, personally I'd prefer circular colour picker with a bar for darkness
I love the tone ramps, I just think we need more - at least one with entirely neutral zero hue shift, for greys and neutral tones, for a start, and for the default one to make most of the default mechs closer to the picked colour
More colours to select from would be nice however that happens
I get annoyed by having to click between them to figure out which has the colour I want
Because first you have to guess which square might be your preferred colour
Then you have to flip through the tone ramps to see if you were correct
And more often than not you weren't
So you have to repeat until you are
Also: either RGB or HSV support
With a default that was already close, you wouldn’t have to! There’ll always be some sort of mapping because you’re always colouring multiple sections/tones at once.
Labels for the ramps we currently have would also be very useful (did you know one has more hue shift than the other? And one has more saturation I think? I can’t remember anymore, though the reversed one is obvious)
The circle chooses the colour (hue), one bar can decide how close to the center of the circle that choice is (optional, saturation), and the second bar chooses the Value (necessary because colour tends to occupy a 3d space)
I think the values displayed on the ramps are exactly the values you get, they're all subtly diffferent
They are, but they differ in certain specific ways - and if you can remember what those ways are it makes picking the one you might want easier
Alternatively change the colours on the map to more accurately represent what the current tone ramp gives
:D
okay so to get mods working you are going to need the attached modloader and the command you need is
open -F -W Lancer\ Tactics.app --args --script /path/to/modloader/modloader.gd
where /path/to is the full full filepath to the executable directory
wait it just ocurred to me that I hardcoded the filepath so you need to make sure the .app file is called
Lancer Tactics.app
I'll fix that for when I update the modloader on the github
ahhhh i tried it again and it does the same thing— opens and crashes
:(
for me once the script is able to run it would open and then freeze with the game open as opposed to immediately crashing
then I was able to set the window title to display the filepath and figure out what was going on with OS.get_executable_path()
you could try swapping in this file (keep the old one somewhere safe so you can put it back later). It won't load the game but it should display the path where it's looking for the .pck file in the title, so you can see if its right or not
and if it crashes then you know that your path to the modloader.gd file in the command is wrong
if you can get a screenshot of the terminal output and the game window using this that'd be very helpful
Low-key announcement: we're aiming to do a soft open of the LT discord early this week. Should help with the overlapping mix of topics here 👍
Sounds good
ya it just keeps popping up like its opening and then crashing
like the LT window doesnt even open
wait I think I know what's going wrong
there are space characters in the path to the modloader.gd file, so its not reading the path correctly. You need to go in and put a \ in front of every space character like I do between Lancer and Tactics.app
the \ is an escape character which tells the shell to treat the space character as part of the same string instead of treating the next bit as a separate argument
IT OPENED!!!!
:D
I don't think that'll help because if you look at the top of the window the game is sandboxed
so the path its looking for the .pck file at is something really weird
i see
I'll see if I can figure out how to pass the path it should be looking at in as an argument, but I don't know if it can even access that path if the app is sandboxed
more googling is required I think
ah okay the weird filepath is the result of something called "app translocation" and is how macos quarantines executables it doesn't trust
I am curious is it possible to go to that path in the file explorer? If so you should be able to drop a copy of the modloader folder in there and have it work
I think the version of macos I was testing on is so old that it just didn't have translocation at all
okay you apparently might be able to disable the quarantine using
xattr -d com.apple.quarantine /path/to/Lancer\ Tactics.app
apparently not possible
It only appears there while it’s running; the moment you quit that app, that location is unmounted, and vanishes.
If it doesn’t trust the app file anyway you could just add the mod loader into the app? I don’t know how exactly but I hear it is possible. And I guess you can’t distribute the app either…
Oh, here’s an idea, put the mod pck and script into the game’s data folder, get it to load that. The data folder should be accessible even from the sandbox.
solution 1 doesn't work because as you say I can't legally distribute game code
solution 2 is a really good idea though. I could try setting it to fallback to searching in user:// and that way mac people can drop the modloader folder in there
@hidden jetty Possible bug report: looks like it's not possible to Ram larger characters as the Caliban
I definitely set it to act as size 3 when doing the ram checking (based on the blackbeard feature which does the same), but maybe it can't target larger characters at all? I will double check
actually synthetic muscle netting specifically says
You may Ram targets larger than you
whereas wrecking ball doesn't, but I assume its intended that the Caliban can still ram larger targets?
I did do a quick search in the server and it does seem to be the consensus that you can ram larger targets, but RAW reads like it shouldn't be possible
I agree I think the intention with the trait is definitely for you to be able to ram larger characters as a little size 1/2 gremlin
I just need to fix it so that actually works
Come to think of it, does that mean a Caliban ram doesn't knock prone?
funnily enough LT actually has a separate size check to see if it can knock prone, so I might be able to have it work that way
Compcon why have you forsaken me! (It’s because it’s the new year and it’s logged me out, that’s why.)
okay I think this might be a larger bug than just the caliban - I slapped synthetic muscle netting on there and it still won't let me target the unit with a ram attack
edit: forgot to update ia correctly
you know what it was? All the code for the ram checking is correct I just hadn't assigned the script to the buff resource
okay seems to be working now. I'll push this along with the other pursue prey fixes when I finish those (shouldn't be that long hopefully)
RE The weird color interactions
Thanks for pointing out all this weirdness! This is a combination of a few bugs (/planned visual tweaks), all that are on our radar (LMK if there is something awry that I didn't cover here)
-
There is a strange behaviour specific to recoloring Units, where no tone ramp is selected by. That's super annoying and is not intended behavior. This is happening because our "defaults" for mechs aren't using our new system, yet
-
The "main color" for most mechs should/will be changed from index-4 to index-3. This will make them lighter, overall. This is happening because we've married the Portrait and Mech palettes, but have yet to change the underlying mech sprites
(note, some Portrait slices also need this fix, notably most hair)
-
We still need to do a visual overhaul and revamp the colors across the whole game so that they feel more cohesive. This will involve fiddling the dials both on what hues we use and those ramps
-
Our hue shifting code is .. not 100% .. correct :p. You'all have noticed that it works better for some colors than others
Some notes:
- I'm hearing a desire for a tone ramp w no (or minimal) hue shift
- I hear some requests for a slider instead of individual palettes (HSV)
- I hear some requests for an RGB / hex code input to get the exact color that you want
I just want to click one button and make my mech red
👍🏼 you totally will be able to
Just like you have one button to make your pilot's outfit red
idk why it's not working in the unit-- that slipped through the cracks in our last update
@proud dirge I have implemented Darloth's suggestion of having the modloader fallback to searching the user:// directory and it seems to be working for me. Hopefully this will get around macos' sandboxing
you now have to copy the modloader folder to your game's data directory (you can find this in settings -> data in the game itself, mine was at /Users/<user>/Library/Application Support/LancerTactics)
the launch command should now be
open -F -W Lancer\ Tactics.app --args --script /Users/<user>/Library/Application\ Support/LancerTactics/modloader/modloader.gd
replacing the path as necessary
this whole fiasco is why I dislike making stuff for macs
I'm not able to repro the skyhammer salvo/missile pods thing. Any save you could provide would be helpful.
unfortunately it looks like I forgot to save until a couple of turns later but this bit should at least prove it actually occurred
"configuration": {
"wreck_of": "{\"compat_version\":10,\"current\":{},\"faction\":2,\"frame\":\"dep_skyhammer_salvo_rainmaker\",\"has_core_power\":true,\"id\":\"ZKLKE1\",\"loadout\":{\"attacks\":[],\"basic\":[],\"equipped_kits\":[],\"mounts\":[],\"systems\":[],\"traits\":[{\"id\":\"TXKD3K\",\"kit\":\"mt_skyhammer_salvo_rainmaker\"},{\"id\":\"X8KKIH\",\"kit\":\"mt_die_on_owner_death\"}]},\"mech_name\":\"\",\"overcharge_count\":0,\"templates\":[],\"tier\":1,\"token_customization\":{\"chosen_colors\":{\"0\":{\"tone\":\"palette_cafe_noir\"},\"1\":{\"tone\":\"palette_camel\"},\"2\":{\"tone\":\"palette_berry_red\"}},\"chosen_sprite\":\"blank\",\"frame_id\":\"dep_skyhammer_salvo_rainmaker\"}}"
},
I had my Caliban standing on a bridge and the salvo was just to the left of me, where the wreck is in the original screenshot. It placed the salvo and then immediately shot it (and the Caliban) in the same turn, dealing 3 kinetic and killing it instantly, leaving a wreck
wait it just hit me that missile pods don't do 3 kinetic - maybe it was the result of my buggy space code - the salvo was flying because it was on a space tile, fell and took 3 damage, then died?
hm! that seems like a promising explanation. I'll add some more protections against "marker" units like that from taking fall/damage
heads up re: modded units, the next build has a refactor where I now explicitly define if each frame is a "character", "object", or "marker" instead of inferring it from a bunch of checkboxes
that seems like a very good idea I'm definitely in support
will be a dropdown in the inspector
I'll have to fix a bunch of stuff though
👍 yeah sorry
don't be sorry I signed up for this when I started modding beta builds
Curious about what the rules hawks in this channel think about this... it seems like an on-hit stun effect should have the same timing as an on-hit shredded effect ie take place before damage. Since brace is an on-being-damaged reaction, the stun should be applied by the time we get to the point we start checking for damage reactions, right?
Though I agree it feels a bit strange
Will throw an inquiry into the rules chat and see what they say
So it seems like the answer is "it's up to the DM", because the demolisher can order the save or stun after the damage (in which case you could brace) or before the damage (in which case you could not)
I've never met a nice demolisher so I think it'd be more likely not to allow you to brace
sick thanks for checking
It's weird, because that means you can't Armor Lock Plating to auto pass the hull save because you didn't get the chance to brace
come to think of it if you can brace a demolisher hit you would do that every single time - being stunned next turn means there's no downsides to bracing
unless you have to choose before you know whether or not you passed the check
yeah that's a good point. hm.
not true- an ally can stabilise stunned off you (generally advisable) and you'd still be dazed
that's true
I'll throw a note in the icebox to someday come back to see if we can add an additional trigger to armor lock plating for being able to pre-brace attacks that force you to make hull checks... but until then it along with the rest of the brace systems will be unfortunately worse in LT
potentially attacks that cause large amounts of forced movement could also prompt armour lock brace
that being said i think the only attack that gives large amounts of forced movement without a hull save is metafold shove
Just took a look at this. Looks like I implemented it so you nominate a character at the end of your turn (if you end flying); not immediately. Do we think that's correct, or do you nominate when you use the action?
I did end my turn flying
near an ally within movement speed? would love to see a save if so; I just tested and wasn't able to repro it not working
my own take is that brace should go before on-hit effects, including damage, otherwise you get the same weirdness with like - if you shoot an ace with the impaler nailgun and it fails the hull save, it can't barrel roll it
Question for Olive: How high above the ground do enemies fly in LT? I've been within range 3 of flying enemies and not gotten Vanguard against them, but when they fall they only take 3
damage being rolled doesn't mean damage has been applied
So I guess they're at height 5?
Should be at +3 above ground
(for reference this is also consistent with action resolution - effects caused by other characters happen before your effects)
Will try to recreate some distance nonsense when I get back from class
(and they otherwise have the same trigger(barrel roll is A melee or ranged attack hits the Ace., brace is You are hit by an attack and damage has been rolled.), so there's no reason brace shouldn't be able to interrupt in the same way)
I think it would be consistent to choose before you know if the save succeeds or not, for the same reason as the ace
so there's my take.
I agree with that
yeah ok that makes sense
wait no
uh oh
I did a big switcharound a couple of months back to make attack rolls happen before damage because otherwise I have to do too many modifications of said damage rolls due to lots of on-attack changes to them; was much better to set up the relevant effects and then calculate damage
so during the attack roll step, we don't actually know how much damage is potentially incoming
so moving brace to before attack rolls resolve globally doesn't give it enough information
barrel roll doesn't need to know how much damage is incoming to decide if it's triggered.... and I guess brace doesn't technically either RAW, but the required thresholds we've added makes that tricky
(part of this is the like - ttrpg thing. the GM knows how much damage you can do and thus if they want to barrel roll, and brace is worded like that to basically tell them 'you have to tell the players how much damage you do before they brace'. open info thing.)
Honestly I think you could make a special case for "if the attack would stun you"
Though I guess it's before you see if you save 🤔
(of course, the core assault's hunker down is also worded like An attack hits the Assault, but damage hasn’t been rolled yet., so it's a bit of a crapshoot.)
(but that's not actually that different from the ace's - and an AI system can just go like 'okay this attack's average damage is more than half my health, I would want to resist/dodge/whatever' which your GM can also do)
just found the relevant discussion about resolving all the attack rolls before damage -- for effects like thermal charge where choices during one attack roll can do spooky action at a distance and change another attack's roll's damage
IT WORKED THANK YOU SO MUCH
sorry for all the trouble!! and thank you for bearing with my infernal mac
I think thermal charge is the only such effect, to be fair. it might be simpler to just make it a 'per roll' bonus damage effect that doesn't get halved and dodge that entirely(not to mention it only applies like this to one weapon in the first place)
I've pushed the modloader update to the github so users on MacOS should now be able to use it
https://github.com/GavstarB/lancer-tactics-modloader
I don't have one as far as I'm aware, I finished the mission and it was a while ago
Enemies at least
Wherever it is, it has suspiciously green rocks
it's a planet called Viridian I believe
Wait there's a specific planet LT is set on? Oh snap didn't know that
Olive made a whole image for it and everything
Huh. Viridian is the KTB name for it, but yeah BG lore section concurs.
Also this is super well made
The various names are Viridian, Emerald Harbor, and Verdevilla
Clearly something green is happening there
And during our worldbuilding sessions we asked "what if it were rocks instead of leaves?"
the planets are green for an amazing reason
Announcement! We're doing a soft rollout of the new LT discord server today. Everyone in this thread is welcome; we'll be posting it in more places over the course of the month. I hope to move the majority of the bug reports there (in a forum, where they can be individually tracked) and it also has space for long-running conversations like the mod loader. I'll still keep an eye on this thread but would like to gradually shift most of our attention there, discord-wise.
See you on the other side! https://discord.gg/BhM6wgd7xm
nice
Mods, please pin this.
gotcha good cause im not a mod
I thought the server icon was spiderman for a second there lol
Are all nhps supposed to be customizable?
yep
Apparently the goblin nhp isn't (is that intentional? Assuming not)
Edit:re-reading this, my text words of choice are...abit rude toned or could be seen as sarcastic, I want to say sry if they came off that way as that wasn't my intention.
I never realized it, but it seems Lancer Tactics uses NPCs Rebaked? I never noticed until an Elite Veteran Operator showed up and dealt 36 damage, half of which was burn, on the first round. 
it does yeah. that's actually a significant reduction from what an t2 elite veteran(limitless) operator would do to you in core(and only a slight increase over a non-limitless core veteran).
Yeah, Rebake Operators deal burn damage on crits so that was probably it
Strong, but nothing compared to basegame Operators, one time I had a templateless one structure my frame twice in one turn
Core operators are downright infamous
a crb elite veteran op woulda been doing ~50 damage, yeah
What the hell was it firing? The heaviest weapon I see for an Operator is a 7
heavy rifle
was it a T3 and just dumped all 6 attacks across two turns into one target?
rebake operators are much softer in terms of damage scaling.
rebake veterans get Limitless by default though.
(rebake operators are shorter-ranged and do 7/9/11 damage with reliable+turns into burn on crit. but no multiattacks.)
Rebake veterans do not get access to many other things that core ones get, especially in Lancer Tactics because the template isn’t finished yet. Limitless is great and all but the heat cap runs out fast on most things. The lancer tactics AI is pretty cavalier about risking an overheat as well, in my experience
I still prefer the rebake vet template and I’m looking forward to when the class specific upgrade options come out mind you
yeah if the numbers are accurate then 36 damage breaks down evenly into four 9 damage attacks, so I'm guessing Tier 2 and it was overcharging via Limitless. An Elite Veteran Operator can have four attacks in one round that way (two activations, two attacks per activation)
Using the CRB version, a Tier 2 Elite Veteran Operator with Limitless would instead be capable of making 8 attacks for 7 damage each in the same time (two attacks baseline per activation, two more per overcharge, two activations per round)
The rebake ones also get something called "Strike", though we get no explanation as to what it does
Strike and Fade. It triggers when they teleport, and gives them their choice of accuracy on the next attack or difficulty on attacks against them.
If they attack before teleporting, difficulty on attacks against them; if they teleport before attacking, they get one accuracy on the attack
Ahh
They always strike, and they always have three accuracy on their attacks
Since I assume their weapon has two base accuracy
The Rebake operator shouldn't have 2 base accuracy. That's the CRB operator.
If you confirm that’s a bug/wrong stat, it should probably go here where it can be best tracked: https://discord.com/channels/1424887224805228596/1430250398312304671
Ahh, currently they have 2 base accuracy and strike
Threw Olive a bug report to munch on
Operator double Limitlessed to shoot me four times, and so now I get to show that I have the better rifle
I'm pretty certain Deaths Head is the strongest chassis in the game currently
It’s the old reliable sniping mech
You just need to not get focused down and die
I actually lost this sitrep because the spawns are bugged right now and spit out infinite reinforcements
I think I had the occasion of getting attacked by a veteran Breacher, An Elite Veteran Demolisher, 2 standard mirages, a standard bishop and some other standard creature I forgot. At LL3 on round 1.
I haven't had a chance to play much actual Lancer so wanted to confirm I am not looking at absolute balance insanity im this game? Or is Lancer combat like that?
that's a fairly normal amount of enemies in a sitrep I would say, though LT enemies aren't necessarily as forgiving as GM-controlled enemies
I think it still spawned 2 normal enemies as reinforcements. Still, did numbers and does seem to be an 8>4 enemies to allies which, seems to be giod after I checked the encounter balance thing in the gm section. Probably skill issue as well, still figuring out the system
Fair fair
It also depends on the sitrep you were playing, some sitreps assume you to have an advantageous position, or can be ended without killing anything, spawn more enemies
Though this is one place where the map design can sometimes hurt you, for example Holdout sitreps are designed to have the players in a central, fortified position with cover in all directions and in return spawn twice as many enemies as normal, but not all maps have a good holdout zone
Fair fair, it was the Urban default map for escort. Trying to figure out how to best handle those kinds of missions (and LL3 builds in general, preferably pure single license builds) and how to make comps for the game.
Escort missions are some of the scariest ones because they're 2x standard budget and enemies start deployed in the center of the map, but you can win an escort mission immediately if you get the payload through, so in my team I run a dedicated payload runner Metalmark with Active Camouflage and 7 base speed. Alternatively, since enemies spawn so close together, they tend to be vulnerable to blast weapons
I mostly play at LL6 but the LL3 version of the Pinaka Monarch is almost as good and really helps clear out groups of enemies
(I'll also note that the enemies are bugged right now and spawn infinite reinforcements on most sitreps)
that... I assume makes the game a good deal more difficult doesn't it
still been fun tho, guess I might do well in tabletop games
If you're a new player it might be better to wait on LT until a few more rounds of updates because currently the instant action mode is both intentionally very difficult and bugged, but I'm certain that once we get an actual campaign (and a few updates to fix some of the sitrep bugs) it'll be a lot more approachable
Makes it infinitely playable :^)
Oh dang we got all core mechs now?
Yep!
New build is live, with the final PC talents ingame: https://wick.itch.io/lancer-tactics/devlog/1337435/final-talents-shield-fx-more-npc-optionals
And as a reminder here, we now have a dedicated discord server for LT: https://discord.gg/BhM6wgd7xm
Teleport successful
When i'll have the motivation I would redo the drawing I did but this time with the visior open
I wonder how tactics would look like on CRT
prob kinda like this
Woag
Managed 28 scene wins in a row with my team of Paracausal Pinaka Monarch, Gandiva+Smartgun Active Camo Metalmark, OC Looping Missile Rack Tokugawa, and 30 HP tank Blackbeard
wait the Zheng exists now? Is it a mod orrr
a mod
It's fun to try to draw your pilot in Tactics style because i'm actually learning a bunch of stuff and.... yeah 
Atm the eyes are decimating me, but I manage to come up with something cool I think....
funny enough thats exactly how i made my pfp, lmao
Lancer Tactics is an experience
what did skirmisher end up doing
It uses the same submenu while activating as Lunge to choose a direction to lockbreak ++ does some hacky disabling of other weapons for the turn when used, and isn't available on the second weapon attack of a turn.
A little buggy still and def a kludge but it works
Wanted to pop in and give my congrats! Keep up the hard work, I haven't regretted backing this project for even a SECOND 
Hell yeah
EYO steam wishlist page is live!! :: https://store.steampowered.com/app/4049810/Lancer_Tactics/
And also the first real trailer! :: https://youtu.be/GywPERb3XKw
Critics (disclosure: me) are saying it's the best game trailer to ever be made??
Create your pilot, craft your mech, then join the revolution. The iconic Lancer TTRPG has arrived, re-imagined as a mech-based tactics simulation. Put your synergies to the test in Instant Action, tackle community missions, or build your own campaign with the Module Editor in a galactic sandbox.
Wishlist on Steam: [to-do: insert link after my ...
if you backed the kickstarter how do you get a steam key?
if/when the game releases
Probably backerkit, though if we end up linking itch.io keys with steam then through there
swag
So excited so happy to have backed this
I’m still disappointed I missed it. I bought it anyway but it’s not the same…
I still haven't actually applied my backer stickers to anything. I like the stickers, but what if they outlast the thing I stick them to, ya know?
Then cut the old laptop/fridge/desk into pieces, sand down those pieces, and glue the entire mostly flat kinda almost thinnish chunk to whatever you replaced them with
It’ll add character.
i'm excited to have bought the itchio version!
Trailers are tough to make. This looks great to me!
Woooooooo!
If I make a hypothetical campaign in Lancer Tactics, will it be mostly shared through the Steam Workshop or will there also be a file I can generate to share with others directly?
I can answer the second part of that. Almost all of the files which are user generated in LT are .json files, technically human readable (although in practice pretty dense with lots of data, not easy to read) and can be easily transferred. There’s even a lovely button which opens the appropriate folder in your file explorer
I cannot answer whether there will be official steam workshop support later, though I think Olive would like to, and has mentioned that a few times? It likely won’t be at release, but might come soon after? Please don’t quote me on that though, it’s from memory, just from reading posts and the dev blog and stuff
thank you. As long as I can share, that's all that matters to me.
There’s already non-steam support for uploading maps (which can have single map dialogue and narrative but not cross map progression yet) to mod.io from within the client, which works nicely, and people can download them with nice pictures from the client also.
Nothing official for modding yet, but we modded it anyway, mostly thanks to GavstarB’s sterling effort on that front. Mods are fiddlier for the moment but still quite shareable and not especially difficult to use if you’re ok with placing files in directories by hand
It’s basically back to the pass around a zip file era of modding, which will never truly go away :)
Got it, glad to hear! Will the module editor launch with the steam version? I see on the itch.io that it's not in the current version.
Yes, we're hoping to have the module editor ready and player-facing by the end of the kickstarter period, which is a few months from now
The laptop I put my IPS-N sticker on died after only like a year 😭
The sticker being on it made me super happy that whole time though
A lot more than the ones still in the envelope ;P
And yes, player-made modules will eventually be searchable and downloadable through the in-game modals; I'm not sure how mod.io interfaces with steam workshop but I'd like to focus on the former in order to not get chained to steam's ecosystem
That's smart, it's always good to keep projects vertically integrated so your stuff can't get shut down at random by corporations
(I think that's what vertical integration is. That or horizontal integration.)
Steam is cool and great and convenient but also big and scary and you never actually know what they’re gonna do. So that seems like a smart call
it also keeps people who get it through itch.io from getting left out in the cold, and in some far starry-eyed mirage future, gives cross-platform support for consoles
As someone who really wants to break into lancer but doesn’t even have a group to play with, let alone know what playstyle I want to play, lancer tactics looks perfect for learning and experimenting :D
Lancer Tactics, for when the forever GM wants to play Lanner as a Player. But now the NPCs are giga-ruthless.
Lanner
Short for Lancaster. They want to play a support and have the rest of the team actually kill people.
Ngl most GMs are probably into that exactly
Also for those of us curious gms who import our party's builds and want to test drive them ourselves, it's a lot of fun to see how you yourself would handle a sitrep with the same tools your players have
Its a great project, I've made use of it as a gm for testing combats and the pilot portrait generator. Convinced a friend to play Barbarossa by showing him a squad of them levelling a map in tactics
#lancer-general message
lancer tactics has its own server now? i’ve been gone for a bit
congrats on the steam page btw!
Right here
Sorry didn't mean to ping
The cool thing is that now I have an image that kick ass for my pilot
It was fun doing!
The astronaut helmet is adorable for some reason.
amongus
As a member of mostly waiting until the full launch gang, I'm over here doing the sickos thing in the window
YES
Soon...
we're still a ways away from full-full launch; we're coming up on kickstarter-goals-completion, which have always been somewhat separate from "finished game"
If I may ask, whats the difference between goal completion and finished?
It's a good question — we somewhat nontraditionally said from the start that hitting the 100% stretch goal meant we'd be able to work on the game for a full time year, not necessarily be able to deliver a steam-ready game. Coming up on this Kickstarter date only means that the Kickstarter funding period & obligations have completed. Further development is going to be under its own power sustained by ongoing sales on itch (and eventually Steam).
I'll be making a report card that compares what we said we'd do vs what we did; it'll be similar to this checklist on the itch page.
The period between the Kickstarter completion and Steam launch will be a mix of:
- local multiplayer & controller support
- mod support
- improve new player onboarding
- doing good-faith catchups on some things we weren't able to do in the three years (finishing the two anthology campaign entries, the rest of the NPC templates)
- a lotta bugfixing and polish
- add more ability fx and art
There's been a reoccurring question internally of "sooo what's the significance of this KS end date if we're just gonna keep working on the game?" and I think the answer is that it's less of a material change than a commemorative one; the closing of a 3-year chapter and an opportunity to assess and discharge obligations.
olive, you're so goated
We've got a list of stuff we'd like to get done specifically for this deadline so we get a good grade in Kickstarter
(we're doing the grading)
I'm so looking forward to write the report card
Time shouldn't be allowed to go this fast. 😭
For real for real; despite having meticulous documentation of the entire thing, I have literally no idea where the time went.
I realized that my discord account is nearly 7 years old and that hurt me
The 6 years since 2020 have just felt like the same year played back 6 times
I've been too busy being concerned about other things to think about the passage of time
If I buy it today on Itch, will it include a steam copy down the line?
from the server:
Yeah that's the basic TL;DR. Steam doesn't want cheaper Steam keys in other places to not fuck over their customer base.
I've been getting sent the LT trailer by so many folks like I didn't throw money at the backerkit the moment I heard about it
Very excited to see it getting more eyes with the trailer and steam announcement!
Looks rad
Ive wanted to play lancer for awhile but havent had the chance yet
But itll finally be time to try out vlad
Gonna drill things
take it for a spin!
Ill probably wait until the first campaign is added
It is admittedly a little funny to see people suddenly discovering it, but I suppose it's a difference in perspective when you aren't basically residing in lancer central
seems like the trailer is doing a lot of work
It's also funny that most of the trailer traffic is coming from a parasitic reupload channel
They play a numbers slop game and hit upon gold every so often, which in this case is us
Fun that they slapped a "official trailer" on the thumbnail
I can't complain too too much though because at least they bothered to link the steam page, so we've been getting wishlists
And it is nice to get the visibility without having had to hit the media circuit
At least now typing "Lancer Tactics" gets you a screen or two of results relating to this, and not airsoft guns.
TRUELY
That reupload is actually popping off. It picked up 5k views in the last three hours.
Shame it's a reupload and not the original, but still
This is the media circuit automated for the slop era
It's a real game, though every time it tells a lie bug, its nose development timeline grows
bad news eld :(
Waiter waiter 5 million more lockbreaker bugs (jk I understand its a difficult thing to implement)
Yep. I run it in fedora with no issues.
Same
Will i get a steam key when the steam release happens if i get it on itchio?
Oh i just scrolled up
am I being thick or should the Mag rounds from Walking Armory applying Arcing to the AR not be negating that heavy cover right now?
or am I just misunderstanding how arcing works here
Arcing makes that you do not care about LOS but still care about Cover
Question that’s probably been posed a lot: are there plans to add the other official frames like Lich and Worldkiller?
Unfortunately, I was laid off from where I used to write (Game Rant), otherwise I would’ve tried to pitch a few pieces about the game there 😕
Oh, I'm sorry to hear that! 🙁 I know that games journalism is pretty rough right now
Yeah, I decided to stick with this career anyway haha. Thankfully, I found another job, and since I live in Brazil, the currency conversion makes the salary pretty solid compared to the local average. So it all worked out. I’ll see if I can ask a friend who’s still there to pitch the idea 🙂 I once wrote a piece about mecha TTRPGs that got pretty good engagement
We should be putting together a presskit in the coming weeks if that'd be helpful
Oh I'm having a good time having a good time right now, I put together a vlad and the first combat drill I landed was 32 damage and dealt 2 structure to an elite
I went with the cqb talent and managed to immobilize with the nailgun before my own turn
Are you in the LT discord?
Just joined
Hey y’all with the map editor, is there a way to display a map on foundry?
You can export an image. Foundry loads images. The perspective isn’t ideal, it’s about 85 degrees vertical, but it’s a lot better than no map :)
You could also consider megamek or that lancer map kit tool thing, I suppose…
Lancer Tactics is not as good at making top down maps as a dedicated top down map maker (illwinter’s floorplan is pretty fast, has some fairly good natural tiles and elevation outlines).
Lancer Tactics maps make a lot better use of verticality and 3d structures than most, but they only really work well because you can rotate around them or swap to top down. Most of them are a lot harder to read height information from a purely top down viewpoint. I’ll try and post a sample here later this evening though so you can see what I mean
Gotcha gotcha. Thanks for the help!
would it be possible to get added to that?
oh yeah I got you!
thanks, this way people will know who to yell at
Congratulations on steam trailer, Olive!!
Yelling KAI every time an NPC structures me
Rebake NPCs are generally a bit weaker than CRB ones so
Higher tiers of Rebake NPCs are generally less scaled, I'm not sure I'd agree with the statement that Rebake NPCs are weaker in general.
Some of the power has shifted around, so the really strong things are generally less strong, and the weak stuff is usually a bit more consistently ok now? I think.
yeah, I think that if you're looking purely at certain elements like tier-scaling multiattackers or ultra passive immunities/condition clear, that rebake stuff is going to look "weaker," or how certain enemies have less innate accuracy etc, but I think it's hard to say the rebake is generally a "weakening"
is the rebake sentinel weaker than the CRB version? it's pretty arguably a bunch of upsides
etc
or things like the rebake barricade, is it a buff or a nerf to lose kinetic resistance in favor of the upgrades to the cube
It is more balanced, at least
generally comes off as "more consistent" to me, which means the ones with weird power spikes are less spike-y (operator) and the ones with weird Recharge core gimmicks are less feast-or-famine (hive, barricade)
from the top down, the goal with the rebake wasn't really like a "NPCs need to be weaker OR stronger," certain specific elements of NPCs are things I think deserved to be reined in, while a lot of the rest of the stuff is basically me looking at what I feel are rough spots, inconsistencies, and elements which perform in ways I don't care for and then adjusting them to taste
a good example of this imo is the Pyro's Firebreak, which I changed for several reasons, but one of them is that it is historically a WILDLY misinterpreted and unintuitive ability
Fair enough
tons of people get tripped up by firebreak not actually doing any fire stuff, you have to explain "no see the pyro has an energy shield, just run with it"
I believe that people should leave expectations at the door when approaching material, sure, but there's such a thing as being TOO unintuitive for your own good
yeah I would generally say rebake NPCs are more consistent, they just don't also get the ability to nuke people in one turn at tier 3 (unless they're like, snipers or bombards specifically)
and I would definitely... look oddly at anyone that argued the operator being able to blast you for 21 damage a turn at tier 3 was critically important for balance.
Yeah, the operator dealing more damage than the sniper at almost the same range with a Quick Action is silly.
this is true! makes me feel better when i throw more at my players
Rebake NPCs aren't generally weaker per se. Though it seems like it at first.
They have mostly been rebalanced and restructured to make them all generally consistent with their name and their preferred roles.
Still think that Bespoke Grunts are the funniest little guys Kai has ever made.
It at least nerfs some of the giga outliers in higher tiers like the Raptor Plasma Rifle, which is neat
this; Operators are no longer the Lancer equivalent of 'rocks fall' against most teams when they have certain optionals
like the free Boost
barrage
reminds me me when i unleashed a T2 pirate vet comm operator against my ll0 players
absolute bastard, lol
T2
LL0
well there ya go
did you not like them very much?
they won
there was also a t2 pirate cataphract
hi, might have a bug report !
we're attempting to test out a sitrep for a campaign we're writing, we'll give the details on the exact setup
There's a bug report form accessible from the main menu
oh yay !
https://discord.com/channels/1424887224805228596/1430250398312304671 would be the ideal location if you don’t mind joining another discord server.
there we go, submitted a bug report
ah. we may know why it's crashing
okay yeah this map has triggers that likely do not work after removing the npcs
Wow just found this project the other day and yeah this is an amazing port of Lancer so far! Is there a dedicated discord server for Tactics or is it just talked about here?
There's a dedicated discord server, should be in the pinned messages 👍
Ahh ty!
(it is also still talked about here)
It was set up but we just got a recent patch that changed some of the internals and thus broke all the mods.
It'll probably be set up again at some point
GMS first party frames that arrived after corebook (Sagarmatha and Chomolungma), Rebake Grunts, most of the IPSN non-corebook, and a few other frames here and there.
Ranger Swallowtail, Viceroy... maybe some I'm missing.
Oh, and a mecha dragon thing that uses a lot of fire.
Zheng and Caliban have also been modded in
I believe it has
what about pilot portrait modding?
I don't know, but probably not, making custom art assets is a lot harder than making custom code
what about replacing the final portrait of the pilot with a custom png of your own?
like...can we add a png to a folder and reference that instead of the character creator?
Not trivially, but you could set up a png of the right size (128px by 128px) as a pair of glasses and just overdraw them atop the character fairly easily.
Hey I may be a little stupid with this but I downloaded LT on windows and it keeps saying it can't find the .pck file it needs to launch? I got it to launch once but I might be missing exactly how to open this game
Pretty much keep getting this
Nevermind, found a way to make it run and I'm writing it down
My guess is that it looks like you may have not unzipped everything?
Wait there are mods now!?
Indeed there are. We can sort you out, hook you up. We’ve got old mechs, new mechs, little mechs, big mechs, and * conspiritorial whispering * someone even made a dragon mech. And cat girl ears.
… cat boy or other cat person ears too, really. Honestly they’re just general purpose ears.
(They preceded the official release of animalish ears by at least… a few days? It was amusing at the time)
What canon LCP mechs are there?
see above
Oh dang
Um, I just witnessed a witch dodge avenger silos, iirc those are meant to be automatic damage?
They should be, yes
If you have a save before it or the log from just after it please post that in:
Hmm. Weird.
It's a link to the Lancer Tactics discord. Join link is in the pins.
Like this maybe? https://discord.gg/FR79KJZt
That ought to be a link to server and a redirect to the right channel if discord isn't misrepresenting what that option does
ty
The demo is pretty unrepresentative of the current product at this point, yeah. The trailer makes that pretty clear though
(Unless the demo was updated away from the top down 2d advance wars look sometime and I didn’t notice.)
no it's stil Advance Wars
Anyone getting a weird interaction with the goblin's symbiosis where the goblin doesn't get a turn even on the mech its latched too?
Yep, symbiosis broke in the last update. Will be fixed in the next.
Goblin Symbiosis broken in Lancer Tactics? Must be a day that ends in Y
I find lockbreaker doesn't have an option to move before firing? it says so in the description so I assume I'm misunderstanding something or its a work in progress.
When you’re firing it, check the firing options panel at the bottom right
Same place ammo specials or crackshot choices go
There will be options to lock break forwards, backwards, left, right relative to the shot
Sadly there's no option for ordnal directions because you can't lock breaker before attacking when using Ordnance
(This is a joke, to be clear, that isn't the reason)
Hello, I just wanted to confirm if something is a bug? I did an escort mission and the payload was in the extraction zone but none of my mechs were in the extraction zone and the mission was marked as a failure. Is this intentional?
well, in the core rulebook, you win an extraction if a PC mech extracts with the payload. Which would require the mech to be in the extraction zone. So... I think that is intentional
extractions are also currently bugged
The game was harder than i thought it would be. But maybe the instant action is scaled with a full party in mind
It does scale with how many lancers you bring, but there’s no guarantee that the guideline is accurate, and it’s probably harder to fight 1-2 enemies with 1 lancer than it is to fight 5-8 enemies with 4
It works fine for 3 or 4 lancers in my experience. I tried a little with only 2, but not enough to tell if it works well, and just 1 did seem notably harder
Yeah i’ve been flying solo for testing reasons and i’ve kinda universally gotten dunked on
Also depends strongly on which enemy you’re facing. With only the first couple of enemies involved, the ones with a veteran or elite striker at the front of the pack will be -much- harder than those with a more defensive opening opponent
Also, some of the opposing forces are just agreed to be harder overall, since the balance guidelines just give you a vague idea of how many activations per player there should be at once
And you could face a squad of supports and defenders, or a squad of beserkers and artillery, for example
I’m also just rolling low on damage
That is another known sortof-issue with Lancer in general. Especially at low license levels it’s very swingy, because of how much weight is on a d20. If you’re only making, say, 10 dice rolls in a fight, and the first few of those are 4, 8, 7, 3, and 11, you’re pretty much guaranteed to have a bad time even if everything else has gone well. Again, having more units mitigates that because there’s more rolls happening total, but it’s an issue with any d20 system, really
LL0 is also probably the mathematically most difficult level to play, if you started there. LL3 is fairly easy, since enemies have not tiered up yet but your lancer(s) have higher stats, more options, etc
As in all ttrpgs. Starting at level 1 is the wooooorst
With a (good or adequate) GM on tabletop they’ll smooth all that out, maybe play easier if the group is struggling, certainly not include quite so many enemies or less tough ones against LL0 pilots if they want things to start easier, and probably start blending in just a few higher tiers at LL3 and 4 (which the book does suggest), wheras Lancer Tactics can’t really adjust - it just takes the same number of same tier enemies and throws them all at you with a limited but very focussed intent to kill all your stuff
Soon there will be player created modules which should at least have a difficulty curve with easier first missions though :)
I like starting at level 1 but speedrunning my players to whatever level their class becomes relevant (level up every 1-2 sessions for the first 3-5 levels depending on the system)
Starting at level 1 is for new games
But playing another game of D&D or something? Probably start at level 3
Pathfinder 2E is probably one of the only games I know of where level one is actually not that bad to start at even for experienced players
But then again, I'm also not the biggest advocate of pf2e being a fun game to play so, your mileage may vary
It looks very fun to build characters in and more playable than, say, D&D 3.5
But I can't speak for the rest
oh absolutely
but tbf that is a statement that could be said for many, many systems
I like PF2e, but it is a very crunch heavy and simulationist system
You really have to enjoy the sort of game where you can run out of arrows after a couple of combats, and having a bag full of half a dozen type of consumables
That said, I have hopes and mild, carefully controlled anticipation for Crucible, which is Foundry’s bespoke system, which vaguely seems like they tried to blend the better parts of PF2e with a few other fantasy systems.
It seems like the kind of game that would be well served by a video game adaptation (definitely trying that upcoming one when it comes out)
It has one but, in my humble opinion it plays like a buff/debugf simulator
Need an assist and 3 buff spells to reliably enable your dps
Is there any way to see what I put in for my pilot name and callsign? It was so long ago when I filled it out on backerkit that I have NO memory of it lol
DM me the email you used for the kickstarter and I can look it up!
Thank ya so much!
has this version been crashing a lot for anyone else or is it just me?
(it's been happening on both my macbook and my PC, though more frequently on the former)
Has anyone added Legionare talents yet
I really wanna run a very specific team comp
(Gorgon w/ Data Dart, Tortuga, Iskander, and Calendulla for maximum control)
I don't believe anybody had modded in any additional talents as yet
Are there specific actions that cause crashes, or is it just at random? Odd that it affects both your mac and pc 🤔
It's at random as far as I can tell. There was one time when it crashed after I used False Idol while there were a lot of enemies on screen (meaning they all had to make Systems saves at once), but otherwise no.
Just now, for example, it crashed after my Pegasus used Autogun and ended their turn; it had already done so without issue three times in the combat thus far, and there wasn't anything I could tell that was notably different about this instance.
Why do they all need to make saves at once? Don't they only need to do so if they try to target the user?
I think LT does that on the spot so the AI can work out what it's doing
I know folks have experienced crashes if they are using mods created for older versions, are you using any mods?
False idol specifically has also had a few reports of crashing sometimes but not always.
Kingmaker and Wrath of the Righteous. They are both 1E though
Is there a pointer to help with mods? i recently redownloaded the game and wanted to try out the modded alt frames.
The pins have a link to the Lancer Tactics server.
Thanks so much
In short the modloader is probably broken for now though and the Caliban mod is definitely broken and crashes
Apologies for the belated response, but no, haven't used any mods
So what has changed from Lancer to accomodate Tactics being a video game?
I heard stuff like brace's effects
Thank you!
The action point thing does slightly nerf the asura NHP, but it does buff some overcharge looping shenanigans
It just means there's like... One build that doesn't work in LT that does in tabletop
Which is not a compliant, to be clear
Only a teensy bit. You can’t get two of the same heavy weapon out of Asura any more, but you can fire all three mounts instead, and a fourth beside if you happen to have one (engineer talent maybe). On frames without a heavy it’s probably not significantly worse.
Yeah, there's fun builds you can do with it, they're just not the hyper-efficient build that my players default to on the tabletop
ASURA Big Gun is one of the most straightforwardly good builds in the game, I'm okay with it losing some juice
Same, it wasn't intentional but I will shed no tears
nooooooooo how will i ever summon john everest noooo
John Lancer decanonized
Is John Lancer related to John Prodman?
Trash 1 program.
