#The NPC Rebake Project and NPC Tinkering Power Zone (NO MULTIATTACKERS ALLOWED)
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And then there's a site where you can just download the LCP for PWYW.
Field Guide: Liminal Space is a third-party supplement compatible with the incredible LANCER RPG published by Massif Press. It concerns itself with organizations and people that are between - that are trying to start a new life, who are trying to change because they cannot continue as they are, who live on frontiers and border-places, the fo...
Ah there it is I couldn't find it in any of the pinned thread pages for the longest time
this is a generalized NPC tinkering space, right?
✅
hmmm.... we may have to Tinker....
specifcally for like, the existing ones yeah not for just hb'ing new ones, as far as Im aware
Yeah, tinkering with pre-existing ones namely the CRB and 1st Party Stuff.
Maaaaybe even to the popular 3rd Party stuff if we are stretching it like Enhanced Combat but it is mostly for 1st Party stuff.
Yeah if people want to use this as a space to discuss ideas for NPC rebakes of their own or even just general NPC design theory I'm fine for it to be used as such, making brand new NPCs should PROBABLY go in homebrew or their own spinoff channel here
I'm kind of a hypocrite and have posted a couple of Suldan rebakes, I don't really care if people do that with other third party stuff BUT I do strongly advise asking the person in question first "hey is it cool for me to do this?"
I feel there's a distinction between messing with Tom's stuff and someone else's and I'm not sure I can properly articulate why I feel that way because I don't feel like Tom is on some higher level than any other game designer or his work is somehow set apart from the rest, it just feels (to me) like I wouldn't want to do something like rebakes of SSMR units like the Tempest or Leech without getting Shaka's approval first as otherwise I feel like it could be construed as me going "hey I want to show you how I'd do your own stuff but better"
But in general yeah
it's weird to do it to people who are on the 'same level' as you and also doing it to tom's stuff. they're already like, remixing his work.
not because he's on a 'higher level of design' than anyone doing that but, like,
I don't think there's a way to phrase this that doesn't implicitly elevate tom somehow but like, taking someone's essay, making your own adjustments, and turning that in. which still isn't quite right but anyway.
Yeah, it's a weird thing to try and adequately explain, but I think a lot of people kinda get the vibe of it
I think the distinction is "you asked Tom and he said he's cool with it"
And that rebaking the core NPCs is probably more fine not because they're necessarily better designed, but because they inherently set a precedent in NPC design and are somewhat foundational in that sense. People tend to have an easier time remixing foundational rules as opposed to tweaking add on rules, such as with 3rd party- messing with the foundations tends to have less of a cascading iterative effect and probably doesn't rub folks the wrong way either for the above reasons as well
If you're remixing core NPCs, there's a strong set of assumptions on the original design you can keep consistent across designers and use to jump off of. But if you're rebaking a 3rd party NPC for example, you have to assume their intent with their design based on their assumptions + thoughts on the precedented design. After a certain point it stops being constructive and starts being a really weird game of telephone
I'll put out there that I don't mind if anyone ever wants to do rebakes of my own stuff provided they're chill about it and not a weirdo
The Rule is apparently too simple that President He has to make an announcement.
"Don't be a Dick!"
I think explicitly giving permission goes a long way tbh, besides your design philosophy has been made extremely clear via the rebakes and as such any rebakes with your NPCs can gain an added level of care
But yeah I think it's mostly the permission thing
90% that
Most definitely a permission thing
It's worth noting that I did start doing rebake stuff before asking tom "hey is this cool," I did ask him if it was okay for me to pursue it PROFESSIONALLY which is ALSO something I think you should do
like it's sort of a...idk, nobody ever bats an eye if you go "I'm gonna lower the HMG's damage by 2"
there's clearly a level of making changes to stuff that's just commonly accepted and nobody ever goes "hey did you get permission for that"
Plenty of folks make their own home changes- I don't think most designers will balk at that. It's when the discussion goes public that it starts ramping up to a more "official" status
Yeaaaaah, kinda doing the same but I suppose I should send a formal email instead of sending Tom a DM. (Cause I got no reply on that end.)
I think that doing a rebake-esque project goes a bit further beyond just houserules and into a more formalized statement of intent, if that makes sense
Really does.
like if someone does some houserules that's just whatever, someone revising 30 NPCs feels more like a thesis
also taking it public, yeah
There's a sort of gradient of commitment/publicity when it comes to this kinda thing
it doesn't help that there have historically been a lot of (not just talking about Lancer here) similar sorts of projects that kind of exist as someone going "take THAT!"
I personally really wanna rebake some NPCs from a 3rd party book, but the problem is I feel like taking those ideas public would be kinda... insulting, in a way I have a hard time describing- as mentioned earlier it's hard to describe why
yeah, exactly right?
it feels weird to be like "I'm gonna redo your stuff" UNLESS it's Tom and then it feels more acceptable
I feel no shame making rebakes for myself in private, but the catch22 is if I keep the ideas to myself I'm never gonna be satisfied with just the feedback in my own circle
i think its probably inherently tied to homebrewing itself, in a way. tom certainly isn't offended by someone making lancer homebrew, but someone else might find it odd/strange if say, I decided i was going to make alt frames of someone else's work because of X/Y/Z type deal
its also a much more direct/personal thing interacting with, say, the base TTRPG game, and interacting with some community member's personal fan work of that game,
The best way I can describe an element of it, if not the whole of it, is it's the difference between redesigning a product vs a passion project
With a product, it's more distanced from the creator and they are, overall, having material gain from it, and because of your transaction you now own the product and can do what you wish with it. RIght to repair and all.
But with a passion project, you don't really "own" it, and the creator isn't really getting anything apart from gratification for releasing it. Reworking and redesigning it feels more like vandalism because it doesn't feel like it's yours so to speak
One big difference is that lancer has a codified 3rd party license, where it's explicitly "yes, build off this, I encourage you to use this game as a framework." While 3rd party works do not have that, and are not defaulted to being built for building off of.
It's really messy to enforce copyright claims on fanart for a reason
oh it's like graffitiing over someone else's graffiti.
Actually that's really apt
Kinda touches on my thing about "adding onto and messing with the foundational elements is more manageable than adding onto add ons"
Like the rebakes of the Wallflower NPCs seem like they're gonna come with a few extra logistical hurdles for that reason
But yeah that hits the nail on the head.
like, sure, you can, but you probably shouldn't
Circumstantially it can be okay, but they gotta be a specific set of circumstances
Oh wait a bigger point popped up- plagiarism of fan works is a lot harder to police so rebaking fan works just kinda makes that whole thing messy when it comes to determining who contributed what
that too yeah
Much easier to draw that line with 1st party due to both familiarity and also being foundational
Also, again, there is an actual license that grants permission.
Yeah okay there we go
Yeah. 1st Party Stuff has the actual license for making 3rd Party as a good gate.
thanks
There is, but funnily enough, the rebake project doesn't fall under it
That’s probably more important- what I mean is generally speaking giving a 3rd party NPC Siege Armor isn’t really plagiarism the same way giving a 3rd party NPC a Gladiator Trait is
not entirely anyway
it rips huge chunks of existing first-party text in a way that is very specifically not covered and requires special dispensation
I suppose it's fair to say the license existing at all lends precedent to more extensive remixes
Ah, yeah, sorry, I was speaking in general here, with why certain stuff has different feelings.
also not having the blanket 'you have permission' doesn't necessarily, well, prevent it from happening anyway. which isn't relevant to lancer but more in general
Nah I get it
Not necessarily regarding the NPC stuff in particular. 😅
it does explain some of the more "open door" feelings of hacking tom's stuff versus Shaka's or Kat's etc
Also I want to self-aggrandizingly say I think it's neat that more people have started doing the Veteran class-specific trait thing
Yeah, things happen. I had someone take one of my mechs and rework it, despite me explicitly asking them to not.
yeah.
I did want to ask if you were all right with other works having sort of a 'compatibility' document that adds Veteran traits to make our NPCs work with your stuff. Because I do think that it's a very clever idea.
Yeah 100%
Valk's doing it with his Prototype Pattern Groups and I believe Vex is doing some stuff with IGF NPCs
My big rule for this is basically I like attribution somewhere, and please don't be a dick
It's something that's been floating around in my head to do for Iridia NPCs, just have a document to say "hey, if you're doing Kai vets, you can use these traits," but I've never actually gotten around to really looking into it.
Aw man, well there goes my plan to steal the idea for myself and then trash talk you at every opportunity. /s
I do think it’s a generic enough idea that it’s not necessarily a rebake compatible only idea or something but it cannot be denied that the Rebake acted as direct inspiration for many of those traits + the recent trend as a whole
I've seen other NPC types that have done stuff like Ultra-specific traits, but when you're doing something specifically for compatibility...
Yeah I don't think I necessarily stumbled upon some super incredibly unthought of before idea, but I do think there's been at least a bit of an uptick in "I should do this" post project
Yeah I've seen some Ultra class traits before but imo I found the concept to be sort of high-ceiling and more daunting than I felt like working with
my thing is that I want the Ultra template to be a big toybox, while the existing Veteran template IS a big toybox but it's all stuff that sucks and I wanted to pare it down
You’re more likely to see a Veteran Class trait than an Ultra Class trait too, so it probably crops up more often as an optional rule thing too
doing Ultra class traits would be, imo, more limiting than I want, while the Veteran template is TOO open in a way that demands a lot of system mastery to navigate through a jungle of duds
(I will say, I definitely think part of it is people feel a lot more comfortable in doing something like this once a reasonably notable person does it, just because homebrew discussions can sometimes get a bit... adversarial about messing with the standard game formula.)
Yeah, CRB NPC stuff to mess around with is less... Well, risky is the best word here.
As compared to wanting to mess around with NPC stuff of things like Dustgrave Templates, Wallflower NPCs, SSMR NPCs, and Winter Scar NPCs and Templates.
I mean I'm personally gonna mess with them, but I won't be doing things like Kai's Rebake post on itch until I get express permission from them. (Best thing for now is that it stays here in the bowels of this server and only in my games.)
Yeah I will admit that it is cheating a bit on my part that I'm sometimes able to talk to tom over a discord call and just say "hey can I do this?"
Psh, if you have the tools, use 'em.
In fairness, he's usually the one who needs to talk to me about something else first
ive consider the ultra-traits per class mode versus veteran, and i think that, in a sense part of my decision for choosing ot do it the way im going about it is to kind of Elevate the status of the ultra, into something more notably daunting, siloed off, and iconic for the "feel" of each npc, but also as a way to kind of sit there and have the ultra use things typically otherwise associated with Player mechs
All that being said, im also rather experienced in maknig custom bespoke ultra traits and have done so a lot so a lot of this is me just digging through my old bag of tricks to formalize them
granted i am planning on giving the operator a modified version of the Short Cycle lance
Damn, talk about home field advantage. XD
I legit started making Ultra features because I came up with a cool veteran feature (Evergaol, a Mordekaiser-like shadow duel effect) that was WAY too flashy and impactful to be a veteran feature, so I upgraded it lol
It was absolutely for stuff that I did NOT want to manage multiple times per fight
Didn’t the ultra features predate Evergaol and it just so happened to be a happy accident that the previous Ultra Knight feature wasn’t really something anyone was attached to?
I’m pretty sure I had Evergaol as a vet trait at one point, even if it was a draft
Yeah I had Evergaol as veteran as of v1.3 but changed it with the ultra introduction in v1.4 (current version is v1.11)
Oh yeah I know that, but I thought Ultra traits were written up prior to Evergaol. Guess I was wrong tho.
But yeah I don’t have a monopoly on the concept of “extend the ultra template covered by the third party license” or any template for that matter, I just extend ‘em
If other folks wanna do Ultra traits then go off fam (and I believe Maria already has, even long before I did, as mentioned upthread)
Fascinating conversation to read back on 🙂↕️
We think we can summarize the root of our rebake ambitions with a message we sent a little bit ago
I mean technically the assault has a grenade launcher in its optionals
It's not the same but it is true
i think possibly because of like either a layer of seperation - (ie modifying lancer does not really feel like modifying toms work, your modifying LANCER)
meanwhile modifying someones homebrew or other thing feels more directly connected
or perhaps its something wheres its like.. because its out there officially, its.. different. its been placed out there for the world to pick apart, modify, critise, etc... while homebrew isnt the same vibe
... i think its more of the first, but these are just theories.
That social worry layer exists for the freelanced 1st party stuff yeah, agreed, even if it falls under the Lancer Third Party License as a result
Coming back to this after a busy day, I suppose my broad-strokes advice would be to figure out what it is you want out of something like this, why it is you want to give it this thing and what you hope to achieve with it, etc
My own personal design philosophy isn't the One True Way, it's just one potential avenue, but it gives me a lens to look through when I'm putting stuff together
So through THAT lens, I would say "a cover-check striker doesn't really need a grenade that's just a splash damage tool because that's somewhat disconnected from everything else, but something that could knock people out of cover would work nicely," hence why the rebake's Underslung Grenade Launcher now has Knockback 2 when it previously didn't, etc
But you need to decide what your specific aim is with your implementation and use that as the foundation
ye
we think with a rebake on our end it'd be more like
Take the vibes of the NPC and make a functionally new NPC out of it
than refining the original identities
and, wdk
generic fps protagonist with an assault rifle, knife, and frag grenade seems like, fun
it's largely a vibes thing
Hmm, it is pretty clear what Kai's Rebaked philosophy is when regarding the NPC tinkering.
I should iron out mine as well. But I think mine is leaning towards making them mechanically interesting (if a bit harder to use for the new/average GM)
Which is kinda rough but I 've come this far already. With it.
I think, personally, everyone should have an idea of what their design intent is
a lot of people say "well I'm doing what I think is cool" and like yeah I don't wanna knock that, but EVERYONE is doing what they think is cool
I think it really helps to develop an understanding of what your particular "cool" is about, and then once you have a solid sort of framework for that, it really does make further design easier
or at least it does for me
Yeah what I find cool personally is finding unique niches in the 1st party roster and going as far as possible with filling it- mainly in a mechanical sense, and ideally keeping it as simple as possible to avoid deviating too much from the rest of the game’s design
If you can do something really unique with very basic and simple mechanics that’s probably the coolest thing I could imagine
Yeah, I follow this unique niche supremacy. Except my bois are not simple. XD
I wish I could simplify them, but I'd outta flesh them out first before thinking of cleaning up the wording just in case anything major changes with them.
I have a problem: I can no longer give my engineers Shepard field for cinematic hydra reasons —-
Even if I cross classed it, it wouldn’t do anything unless the turrets were more durable
Hmm
What do
make it give them Armor?
Allies that give overshield
A Grunt with Overshield and Resistance becomes a full blown character
idk really how to say this, but I will say one thing I think lost some depth was the fact that priests lost the fact they apply 2 resistance.. thingies, on average
before it sort of.. forced teamplay, kinda? Ynless you overcharge or something you cannot get past 2 shield layers all on your own
Overshield being built in compensates i think but, mildly sad. It’s mechanically easier to run, I think, by a bit.
Then again also I don’t has much priest experience
I don't like the weird 1d3 randomness out of nowhere and don't think it actually contributes very much to the experience
making it one use of resistance plus overshield is pretty strong if you're using damage against it
and if you use heat to pop the resistance, well, you still have a big untouched chunk of overshield to deal with now
also "unless you overcharge you can't get past two shield layers on your own" isn't true at all
anybody that can skirmish with an aux/aux or main/aux or integrated weapon or etc can very easily do it
Yeah you can full tech up to two Dispersal Shields off someone, though a double weapon skirmish is even more action efficient at it
anyway I'm kind of skeptical that the 1d3 applications actually promoted a lot of teamwork versus brute force
i've found it just meant people flat out ignored it or bypassed it really i don't see the point of the 1d3 either tbh beyondjust an extra gm action to perform
Had a pretty funny moment with rebaked Priests running up and giving Improved Investiture to a pet Goliath then grappling the Goliath to ride on it
I like the change to dispersal shield just for mental overhead purposes
(I think I forgot that heat pops the resistance though)
What are some good Rebake Ultra traits for “nerfing an Ultra” in heavy quotes? Like if you wanna use an Ultra but wanna make them slightly more fragile or something?
Siege Shield on a Bombard is one idea
frankly, the easiest way is probably giving them Evasive
That's what I was thinking
It's probably group dependent- a group with reliable damage would do trivially agaisnt an evasive silvershielded ultra, and a Shred Heavy group would do good against an Ultra w/ a resistance trait... and also evasive if the shredder in question is a swallowtail
I'd normally say Wolfhound Missiles but they're actually less likely to blow up in an Ultra's face now
Also, I swapped to Rebake Hound missiles and finally blew one up on a player after about 16 months of GMing
they passed the check, but still...
Question: how come the Archers kept their 15 sensors despite their weapon being range 10 and any abilities with range keying off of either LoS in general or the LMG range?
Checked the design notes and didn’t see anything on that so I’m curious, since the rebake’s goal was to consolidate range bands more
I didn't feel it overtly necessary
It's a difference but not one I really feel is pointless as something like 10 sensors and a range 8 weapon
I don't inherently think every sensor range needs to be bound up to every weapon range, the sniper doesn't have parity either in the opposite direction (sensors 15, weapon range 20)
but if there's a bunch of weird values for no real reason or benefit I can discern, like the Assault having a bunch of range 8 stuff and then a range 10 gun, I'm less likely to care about preserving that 2 space dynamic, or with the Hive where bringing the weapon range up both puts it in line with its sensors and makes up for a speed reduction on a unit that was previously notable (in part) for being very fast
There's an argument for hemming the Archer's sensor range in, but it's not something I feel particularly pulls it in a weird direction or is likely to cause a lot of weird mental friction when running one, I don't think it would harm it to have Sensors 10 but I also don't think it having Sensors 15 really creates any problems that I felt compelled to address
Yeah I can agree with that. It’s an oddity but not one that’s causing any harm- I suppose it makes it more cohesive with certain template features and that’s it
If I can be kinda. Dramatic for a bit. I feel like this project has acted as a small “renaissance” for the folks following it, since the open design discussion and fundamental reassessment of Lancer’s core design ideas has given folks a lot of new perspectives on Lancer design.
I just keep seeing the Rebakes mentioned as inspiration for a lot of things and while the Veteran traits are the main thing. Idk. It feels like the project has taught a lot of people a lot of things that are gonna have a positive impact on design.
It’s certainly impacted me that way
Mhm, I personally found the really enlightening
I don't agree with everything in it, but it made me realize "hey, Lancer is good but it's got some big issues"
yeah, I think it's important to recognize that there's always ways to refine a TTRPG and iterate on their design, and Kai's Rebake is all about that
no system is ever truly "done"
I do think there's a silent "I like this system" prefacing any houserule for that system
that is the hope
though, we don't think that's always the case among everyone
there are some TTRPG communities where that is not the standard assumption
But to stick to the positives, regardless of whether you agree or disagree with some of the takes, the project did take a crowbar and opened up the hood of the system to see how exactly it ticked while showing everyone following the project Kai’s takes on it. That kind of deep interrogation is gonna refamiliarize folks with the foundational elements of the system in a very positive way, while also leaving plenty of room for people to build on that with their own ideas
Question: Is Witch's Dark Cloud 7 heat when in DZ at the time the heat would pop or at the time Tear down was applied?
it's not changed in wording from core, which I believe is at the time the heat pops
Just to be clear, not that I think you meant it in that way but I prefer clarity of intent, my aim with the rebake wasn't to go "man lancer is full of issues, I'm gonna show you how it's done"
I don't really personally view it as a "fix project" so to speak
ah i see Kai hates Lancer (real) (true) (factual) (real)
kingdom hearts 2 Kai Tave has screwed us once again!
Should've voted for Nocturne
That's completely fair
I ended up prefacing my own changes with a "hey I made these changes to make the game more fun, if your fun is different, that's fine"
*Of course all of these changes are from my own personal opinion which has been influenced and changed by other peoples’ own opinions; this is by no means an objective or perfect solution to making Lancer’s NPCs more enjoyable to fight. This is my attempt to make the combat more enjoyable for the PCs and, hopefully by extension, the GM. If you want to run Lancer without any changes or with other changes, that is perfectly fine. I am not here to preach this is the one true way to run Lancer because it is not, this is merely one way to do it.
“Your fun is valid, you play however you want.” - DeficientMaster*
It’s a statement that I wish could go unsaid, but sometimes you gotta say it
Lynx’s Lancer Adjustments While Lancer is a fun game, it is not without major flaws that can potentially ruin the experience from players. This list of changes is my personal changes that take inspiration from attempts to rework Lancer’s gameplay without completely overhauling it. For instance, w...
A few of the Kai Rebake changes did find their way in because I personally think they were excellent ideas
The Barricade retooling, the Avenger's Vanguard Armor, and Seeder's mine overhaul are my personal favorites from Kai's Rebake
Overall my perspective on how to change Lancer is different, but you’ve done some amazing work Kai

Really did, some of Kai's Rebaked stuff and Maria's Alternate stuff slithered into my own changes. Hell, it is even directly influencing things I am changing that they haven't which is pretty neat tbh.
Howdy is there an lcp for this? It looks really cool
Ya know what’s something I like about the Rebake Artillery? They all live and die off of their supporting allies,
Snipers can barely get decent targets without help, Rainmakers can’t get their full benefits without some lock on help (it’s hard to get consistent Skyhammer Salvo Procs), Bombards are Bombards not many changes there, and Operators are vulnerable to damage and have a rougher time breaking armor.
The Rebake definitely highlighted this explicitly in the design notes, but I just like how all the other roles are capable of independent operation to a degree, whereas artillery has difficulty functioning without help. Still dangerous, still have some degree of self sufficiency, but they need more help to achieve peak performance.
The alternate multiattack scaling concept is neat, ngl
I didn’t know there was a reactor core ejection thing, I like that
Unfortunately no, I'm not good at LCP stuff
Though all of the changes can be manually done in Foundry
As a side note i do feel giving the stunned PC’s an action is good (it’s what I do)
But stunned NPCs.. I’m not sure about.
Mostly because A. I have more NPCs so one of the large reasons I give pc’s an action (it’s boring and unfun for them) is nullified
B. Pc ways to stun aren’t that strong already, in some ways
Tbh with the way stun is used in NPCs (yes even the wild ones like Drain Systems) it’s used wisely enough that the main cause of “people not liking stun” is almost exclusively structure rolls
Got stunned by a Demolisher? You fucked around and found out, this was pretty avoidable.
Got stunned by an Assassin or Specter? You played into their strengths by being alone with them but can undo this if a Buddy comes over
Are there any other ways CRB NPCs can stun?
its either the priest or the mirage i forget which which has the anti hit button
i did end up removing stunned from demo and using the Specter's stun specifically as a guideline for what i think i would aim for, as far as NPC's go
but i removed stunned from the demo hammer so i could make it more threatening
and more useful
oh, yeah, Priest has the Fractal Assault thing, right
giving the demo hammer reliable knockback is one of my favorite/proudest gestures
alongside making the hammer no longer inaccurate
or AP
i just enjoy the new hammer more because now you have to actually respect the demolisher
I dig it from a standpoint of shifting it from projected threat to direct deterrence
and it still keeps a projected threat because getting knocked prone after getting punted like a baseball and taking most of your hp in a single hit is still painful
exp since its no longer swinging at difficulty
reliable knockback is funny as hell, I'm here for it
2 speed and 2 threat superheavy, they deserve it
yeah especially if you keep em 2 speed, agreed
oh I love reliable knockback
I dig the abilities you made for the demolisher, but I feel that I must tell you. I have run different versions of this thing in multiple games.
Be careful with the knockback number, as in certain Sitreps. This knockback may cause the players to either not be able to do anything for two-three consecutive turns, or it can cause them to auto-fail the sitrep.
That's fine if they let the demolisher get close they deserve the hammer
They may need to be the ones approaching the Demolisher
True, boy is slow. But this makes Demolisher with ANY form of mobility assist, a very dangerous combo.
If they're in a sitrep that requires them to move and the demolisher is in the path sure yeah, I think in a control sitrep that's a lot more on players imo
Fair
its also knock back 6
also 6 knocback isn't crazy considering what drone barrage or ferroush lash give on a Quick Action
True, oh wait am I to assume that is 6 Knockback flat on all tiers?
yeah
Ah that's fair
genuinely considering making it 8 knockback, even, tbh i migt want to reun it a bit more
6 Knockback is enough I reckon
Yeah no stuff that requires full actions is good to add a “guarantee” on top
From barrages to full techs
The middle between inconveniencing fast-average speedy boys, and screwing over slower builds.
There’s a good reason pathfinder 2e puts degrees of success on all its 2-action spells
tbh if a slow build managed to get that close to be hammed by the demo that's really on them
True enough
I like reliable Knockback but the full Knockback on a Miss just kinda rubs me the wrong way tbh
they can take the full
I think you could make it 8 on a hit and 6 on a miss or something
that is something, yeah
ive used the 6 knockback version already and my conclusions were "Yeah this is kind of alright but there's room to make it scarier, imo
My brain says half knockback on miss but like, if full knockback works, it works
It is good to remember the Demolisher does have 2 speed, so its effective range is a bit bigger than 2. If a character gets knocked 4 spaces from a Demolisher (starting adjacent), the Demolisher can close the gap and hit them again if they don’t move
that is true but the purpse of the demo isnt to repeatedly hit someone
Ofc ofc
the demo can also just not choose knockback if it wanted to do that, i am building the demon firmly under the philosophy of "Get the fuck off of my spot" yeah
It just occurred to me that that would be a reason you would wanna keep full Knockback on a miss
Make it more all or nothing rather than best of both worlds
I love this idea
its basically this already in core im just kind of refocusing and making it consistent.
Yeah, leaning into the rearguard energy
You can always walk away from a Demolisher without punishment, so that is fair
Stunned enemies are still sitting on your control zone, contesting your points
A lot of ideas Kai and Maria had have weaseled their way into my own changes. (Albeit with personal alterations)
They are just that good.
Unless the Demo has a mobility assist in some way shape or form
(Now, if you require a protocol or quick action to score a point, instead…)
I meant moreso in terms of stuff like Overwatch
I cast Mirage NPC
But who knows, maybe Maria’s Mirage has it’s mobility assist system modified
havent gotten to it yet
This is my personal alteration to Maria's demo hammer. Feels more fair, but perhaps I should take the gloves off as well.
but also even with the mirage helping, its still a 2 turn comba
i think that, realisticalyl speaking, that hammer has no threat to it anymore, imo,
I do have to agree there tbh
its much less likely to hit and being hit is less punishing so anyone with some kind of agi investment suddenly has even less to fear than usual
esp if you keep the demolisher's original save target scaling
To be pedantic it reads more like replacing core Demo’s rider with Maria’s rider that modding Maria’s hammer
True enough, making it a guaranteed knockback would make it more fearful still considering I'm keeping the difficulty.
Maybe 4/5/6 guaranteed knockback even on a miss would work then
With the knock back numbers on this one coupled with the lower damage + difficulty it could probably have the miss Knockback equal the regular Knockback
Lower damage yes, but this weapon is armor piercing still
Looking at Maria’s demo actually, if the difficulty got removed I do wonder if the damage needed to be so high? But I guess it has a +0 to hit at all tiers so… actually a +0 to hit at all tiers makes it scale kinda wonky
If the +0 to hit at all tiers is meant to be a way to permit it to have more power I’m not entirely sure if that’s gonna scale consistently- feels like it has the potential to become swingy depending on if the target it’s attacking has high evasion or not
yes thats the point
Fair, tho I meant moreso in the sense of… it’s strength increase doesn’t look consistent
The swinginess is part of the Threat, and its already made to be consistent by virtue of always having a high knockback to it on big slow, short ranged HP brick
Well if it’s intended no arguing with that
I like Maria's change to make the Demolisher absolutely obsessed with the concept of keeping its personal space safe for it.
It's strength is consistent because its always going to be doing a high amount of knockback to remake lost progress, and now it's carrying a generally higher chance to hit more evasive targets
Demolisher: "Get out of my comfort zone."
Player: "Get out of your comfort zone!"
At lower tiers it is higher, but at higher tiers it’ll drop off as pcs invest in agility and get more tools to apply difficulty to incoming attacks
considering that an average CRB demolisher's rolls are going to be looking like 7/8/9 at tiers 1 2 and 3, as far as scaling gos
changing it to just a flat raw d20 already improves the likelylyhood of hitting without suddenly making otherwise evasive targets have to consistently fear getting hit
Yes and even with more agility and more diffciulty
its still going to send them flying anyway
regardless of how much effort they put into not gfetting the shit knocked out of them its still going to move them away anyway
It is interesting, not bad, that this Demolisher looks at the usual ways of mitigating incoming attacks, and just says “those don’t work, stay out of my space.” Truly only a Sunzi or a Heavy Frame character can stand next to a demo with any security
The fear of the knockback is actually just as dangerous as just getting one-tap structured by the Demolisher
i dont think those would be "Secure" standing next to a demo either
As knockback could make or break future turns and plans
I said any security, not a lot of security
Idk, it seems like an NPC that very adamantly forces everyone to play by its rules with little wiggle room for avoiding that… unrelated but wait Orchis I forgot that was all missed attack effects
no there's plenty of room to avoid it
“That” being “playing by its rules” I mean
its 2 speed and 2 threat you can just kind of walk around the guy,
Unless the funny demolisher has its dash attack optional (but you won't know that until it happens. :] )
A Sentinel’s game can be disabled by shutting down its reactions, likely via grapple. A Bastion’s game can be shut down via AP or force moving Allies away from it. A Core Demolisher’s game can be shut down by making yourself harder to hit or making it have a harder time hitting- this one kinda just. Shuts that type of counterplay down.
increasing your evasion is not a counterplay
I meant impair
It really isn't yeah
From FragSig
also the CRB demo already has a hard time hitting things
I suppose that’s fair yeah
i can gaurantee you that "i take 6 knockback" is far preferable to "i take 6 knockback and also 12 to 20 damage and also im prone"
so increasing your evasion still works
you just have to actually respect the demolisher now when you eventually get close enough to it after 6 turns of watching itt fumble around
It might be worth looking back at all of my NPCs' abilities now to see if there are any minute things that I need to change and or have missed.
Why does it feel like NPCs with 'similar yet different in their own way' niches are sometimes more interesting than PC mech building?
Because NPCs are inherently containerized
You can play Legos with them, sure, but end of the day you really only care about the NPC’s own kit and maybe how it interacts with CRB templates
With NPCs, you don’t need to worry about how a piece of licensed gear is going to interact with Daisy Cutter or some PC option yet to be released
I think they might have meant like building not home brewing… uhh
Did you mean home brewing npc classes, or assembling them
I refer to this as "Bonsai Design"
Both
In terms of NPC design homebrew-wise and NPC assembling
re: the aegis' updated defense shield: is it intended that every missed piece of terrain/cover also contributes to heat? that seems like it would be excessive tbh
it is in the wording but, I suspect probably not intended in a similar way to how core bombards aren't actually supposed to get bonus damage from random rocks
though it is also fairly difficult to miss objects(5 evasion) even with 2 difficulty.
The wording is "characters and objects" so strictly speaking yeah it does work that way
as far as intent goes, frankly I don't think it's excessive in the sense that you're supposed to try and be able to force the Aegis into having to make choices beyond "stand there with the umbrella open for the whole fight"
specifically there has to actually be stuff there, you can't go "I miss this empty space"
I'll put it thusly: I don't immediately feel compelled to issue some sort of change to it, and it hasn't come back to me that it's been a huge issue so far
Can bombards even target rocks? I was wondering about unrelated template stuff the other day and it’s like
Template attacks can only target characters
That’s a rule I think j remember checking it, unless my memory is bad
by the book, no - but it's so extremely common to ignore that that even tom's answer about it doesn't bring it up. https://lancer-faq.netlify.app/#5e5ea5
Yeah fair enough
I really had no idea about the template thing until recently to be fair
(and often then ignore it again by not marking damage for objects unless it's relevant.)
Yeah strictly technically RAW, you can't drop a mortar on an Aegis surrounded by 6 objects and try to blow out it's shield
this sort of depends on whether you feel the "this affects characters" wording in the template attacks section is deliberate or simply an omission
I'm not particularly hard up to try and pin tom down about it
does it say characters when it means targets? dunno. it's not super important because like largely people assume the big explosions can damage terrain, and all.
yeah we have a pinaka user in our party now so i have to resolve questions around templated attacks that i've been able to elide thus far. i agree that it doesn't feel excessive from a tactical perspective, but the amount of overhead calculating that many extra attacks adds is kind of a pita tbh
but it is a fairly limited issue since a player figured out they could use pinakas and tlaloc to force-reroll a bunch of attacks to heatgun the aegis. which is clever and valid but kind of a pain to actually play through!
Sorry I'm on Team Pinaka here
My advice is to have the player shoulder as much of the mechanical burden as they can
honestly I think that's a very interesting maneuver on their part
just take advantage of all that heat build up and throw in a witch
btw, so glad that the rebake removed the acrobat trait
"yes please give me defenders with 5-6 fucking speed this is definitely going to make the game even more fun"
As a recap- are there any Wallflower Rebake aspects higher on the priority list for playtesting?
I’ve been wanting to run another Spite at least
Striders, mainly
Avengers and Spites seem in the most solid shape so far
Okay good, I’ve been inserting striders into upcoming fights
Are Lurkers close to being solid?
Just a matter of when we actually get to them. Surely no more than a year out
So far I haven't gotten a ton of feedback, but what I've gotten hasn't been too outrageous, I've made some recent adjustments to them in the latest update
So yeah primarily I'd like strider testing, it's still a lot of moving parts, lurkers can also get some more testing as well
I'm a little sad that acrobat would be gone, but also the only thing I used it for so far was an attempt to make the spite more interesting by giving it movement speed and a sentinel shotgun. it didn't really work because the spite promptly missed every imprison lmao
Acrobat, 99% of the time, was only ever used to turn Speed 2 NPCs into Speed 5 NPCs
Yeah, that was more of a silly setup anyways.
Fast
Really fking fast
He is The Fast
I was looking at striders... I assume it is known a vet strider with weathering can drop prone as a protocol and then run at full speed (but slowed)
Is it worth being perma-slowed for +1 difficulty on attacks? Also being perma-slowed means no additional sources of movement like Reposition, kit bonus movement, etc
Slowed means Standard Move Only
you go from "Slowed + Difficult Terrain" to "Slowed," which on a still somewhat fragile artillery/striker that wants to flexibly reposition, isn't super ideal
if someone really wants to do it that way I think at a glance it's probably fine and doesn't break anything because staying prone still makes several elements of the strider's kit harder to use```
I certainly don't mind this being stress-tested to see if it's an issue. I largely see it being, if someone really wants to exploit it, being part of a swap loop where the marksman goes prone while the skirmisher stands up and is mobile, so it would largely form a defense bonus for the marksman```
Sick
Since Monstrosity doesn’t have a Vet trait, I had an idea
Primal Exertion
Monstrosity Veteran Trait
1/round when the Monstrosity would take Heat, it may instead choose to be Jammed until the start of its next turn.
Specifically to interact w/ Limitless. Sure it can attack w/ Overcharge, but it’s gonna need to tank damage if it wants to do so. Otherwise, no reactions and non-weapon attacks only. Which for Monstrosity doesn’t really affect it outside Claws and Spittle (and reactions ofc). Kinda hard to Jam a monstrosity otherwise anyway so it’s a rare condition for it.
The Strider rebake has more incentives to remain in one kit than the wallflower version does, which almost always wants to be swapping back and forth every single time to recharge the long rifle, so doing this Ranger Training Weathering loop means you're going to be giving up one set of bonuses (Marksman Kit bonuses) for another (the prone defense bonus)
Do you mean skirmisher?
If you do this constant going prone thing, I assume you will want to keep swapping back from Marksman to Skirmisher rather than staying in Marksman. If you do this, you lose the opportunity to cash in on Marksman Kit Bonuses which only occur when you stay in the Marksman Kit. I mean, you CAN stay in Marksman, but you'll be permanently slowed while doing so, if that seems like a fair trade to you then go for it
Swapping kits will let you stand from prone and get Skirmisher SWAP bonuses
remember, the Strider has two sets of bonuses now
1). Swap bonuses (self-explanatory)
2). Kit bonuses (you have to stay in the kit and NOT swap)
As a small slightly separate note to anyone using the Strider for playtests- if you’re debating which kit to start with upon deployment. Have it be Skirmisher.
This is probably common knowledge to anyone whose used striders extensively before, but I learned the hard way that even if the Strider deploys upon entry in the perfect snipers post, Skirmisher Kit is just so much better to start with for a variety of reasons (deploy Smoke Bomb to setup for Sniping, swap kits to ignore Ordnance and Fire from a better position, protocol move, the swap bonus going into Skirmisher kit is near useless at range, etc).
thinking about doing a thing
Nice, I can dig it. Opfor comps are great for rapid drag and drop and I think more folks should consider them
The big thing to note about the Tom Special, IMO, is how much innate armor and resistance it has using CRB. The numbers are low, yeah, but the units are thick (especially Barricade with its always-on kinetic resist).
Your rebake removes the Barricade’s resistance, which imo is good for teaching new players damage expectations in this context
Would the Rebake Lurker go better in a control or escort in y’all’s opinion?
Lurker can rotate between positions quickly with shrouds
It can contest a zone and fall back when necessary
I’d say on paper I’d wanna run it on Control more so, but it has Vanguard applications on escort
I was debating whether I wanted to swap it to a different sitrep for this mission I'm building, but I think keeping the Lurker in the Control is for the best (paired with the Strider, PPG Anchor, and indeterminate other NPCs)
I've always seen the Lurker as this strange Defender/Striker hybrid
I personally classify it as a Controller/Striker tbh, the Shroud Zones share a lot of similarities w/ the Hive and with the Rebake it has a few force move effects.
It's not a defender in that it can hold zones for very long or protect allies very well in my exp
I classify it as a Vanguard/Assailant now
It can rotate easy and drive folks away from zones but isn’t necessarily great at holding zones like a rearguard
I mention in the notes that I think it could be made into a defender with some tweaking, similar to the demolisher and pyro, as a sort of "rearguard" in valk's parlance, but I think that's more a product of it's deceptively slow speed rather than any other quality it brings to the table. By default it's a bit of a feast or famine unit, tough until it isnt
this is a really good idea, i've seen a lot of new GMs ask about good NPC combos and I'm sure there are some interesting comps that even experienced GMs could learn from
anything that makes lancer more 'drag n drop' is really valuable imo
You forgot to mention a Chomolungma in terms of forced movement options. Every group should bring at least one at LL0, though not too many.
Might be more interesting (maybe hit or miss) to have it lean more into the gimmick of it's Umbral Shrouds. As in make more of them but also far easier to deal with.
Me personally, I'd make it Size 1/2 and have it function almost similarly to the Hecatoncheires (which is ironically what I could compare it the closest to) while also giving it some survivability outside of it's Umbral Shrouds. But not so much it renders the advantages of the Umbral Shrouds moot.
im letting my lurker take sit on the back burner for now as i continue marching onwards through my other npc plans, and the hornet alternative is turning out better than I expected
debating on if i'd keep supersonic or not,
Hornet is just the one annoying Impaired dealing machine.
hornet when tech attacker/smart weapon
I said annoying, never said unkillable
You know with the rebake Demolisher, you could give it the Marine Template to give it Battering Ram and pair with Earthshatter’s ability to make terrain. For most of the off turns it’s just boost+, sure, but if it ever does setup or first or has the right terrain around it, then it can boost and use Battering Ram to essentially double boost. It’s handy :D
Enemy Forces:
For 3 PCs:
1x Barricade (Hunger/Pursuit Limpets)
2x Cataphract
1x Ultra Seeder (FASCAM, Speed Deployer, Harbinger Rockets, Sidereal Realignment, Nova Missiles)
For 4 PCs:
+2x Controller-Type Grunts
+2x Defender-Type Grunts
For 5 PCs:
Seeder: Add Veteran template and Mag Mines trait.```
watching baseball
Did the baseball go badly?
it's just a thing people say online when something in a game gets weird
Huh, learn something new every day
I might also Veteranize the Barricade at 5 players to give the opfor a bit more durability outside of the ultra
Anyhow glad you recreated the feeling of fighting after an Iskander uses its core power
Wonder if Spike Barrier would perhaps be too much
I think if I make the Barricade a vet, I'll list Seismic Repulsor
though something I'm doing with these is only providing specific optionals when I feel it's something strongly integral to the comp as I'm envisioning it functioning
Hunger/Pursuit Limpets feels required since it fits into the theme
like the cataphracts up there have no listed optionals but that's not so much "don't give them any" as "I'm leaving this a blank canvas"
I'll be discussing potential optional choices in each section
Capacitor Discharge definitely isn’t necessary but it would be on theme
It is interesting how this hits multiple of the “difficult to conceptualize” notes of potential OpFors- an Ultra Seeder, a Controller Focused Ultra, and no additional full-fledged NPCs for higher PC counts
Yeah, I aspirationally want to include a section that talks about reinforcements in a broader sense rather than listing double budget opfors each time, so in theory this could have a full set of reinforcements to go along with it as well if you want to go that route
Wake the Furies from Solstice Rain functions similarly, all the NPCs are up front and you pretty much only get templates as the PC numbers advance plus a limited amount of grunt reinforcements
To be perfectly honest, I never would’ve come up with something like this on my own. I’d keep feeling like there’s not enough damage or be fixated on role diversity or worry about the movement shut down, but the fact there’s an Ultra and the specific class choices make that kinda a. Non issue so to speak. seeing it as an example gives me little bravery when it comes to “going too hard on a gimmick”
It's a comp I'd hope to see get run through its paces some to see if it has any real glaring issues, it might be a bit swingy in terms of damage output given it lives or dies based on how well you can rope people into the mines
It definitely feels like an OpFor that does the most punishment when it comes to completing a Sitrep rather than just being a straight up deathmatch
You sure about giving Veteran to the Seeder rather than any of the supporting NPCs? Feels a little like putting all the eggs in one basket but I’m admittedly still learning when it comes to building OpFors from scratch
Like I said, I think at 5x PCs I'll also give the Barricade Veteran
either that or I'll swing it in earlier
Ah right ofc
I'm in the middle of a truly infuriating apartment move at the moment so I have no idea when I'm going to have the time and mental energy to work on something consistently, but in the meantime here's what I've been chipping away at
Right after I'd just run the tom special for some folks this week, my timing is awful
I had called the rebake sitrep "Tom's Diner"
I think this wording is consistent but I'm confused on it within core as well, for the pyro's firebreak, does the line need to start from a point in range 3 but can extend out in any direction 5 units?
You read that as intended
Yes, a Line 5 wall within Range 3
Biological creatures by default don't have a heat cap. They take any and all heat as energy damage. There's no way for it to 'take heat' to proc this
well that's what the trait does.
Okay,, so rereading the rules on Heat:
If a character without a Heat Cap would take Heat, they instead take an equivalent amount of energy damage
So considering that the trait says “would take Heat” the effect kicks in simultaneously as the damage conversion, allowing the Monstrosity to choose between Jam and Energy Damage
For a veteran trait, that seems largely ineffectual
just comparing it to other vet traits
The thing is Veteran Monstrosities, if using the Kai Veteran, get Limitless
But without a Heat Cap, they pretty much have to take damage to use it, and they don’t really get more HP than other NPCs to compensate
That, and Monstrosities naturally get more optionals than other NPCs due to being required to take mutations, so having a less applicable vet trait sounds fine to me to prevent surplus complexity
Isn’t that in some ways also a benefit
They don’t have to worry about overstressing
Again, they don’t have more HP than the average NPC to compensate for that conversion, nor have any inherent resistance trait, meaning yes they don’t have to worry about overstressing, because they would die significantly faster
They also can’t stabilize to clear the consequences of taking heat or stressing
they quite literally have a heal as part of their optionals
Which taking heat shuts down since it deals energy damage. Also as an optional it’s kinda hard to generalize
Idk if jamming is as much of a threat as taking heat is though
What does it really stop them from doing*?* using some reactions*?*
It’s supposed to be less of a threat on purpose
Pretty much, and stop them from using attacks w/ their overcharge
Jamming prevents attacking aside from ramming, grappling and improvised attack, taking or benefitting from tech actions, (and can't use comms)
funny thing is that monstrosities come with base armor. if you increase that armor, it has a higher chance of not even getting damaged by the overcharge\
industrial monstrosities my favourites...
I still don't know, I reckon a better veteran trait is one that buffs the monstrosity's stuff directly or gives it an extra passive, in line with other veteran traits. Something random I'm thinking of would be something like... Beefy Resilience: If the Monstrosity would take structure, ignore a result that would destroy it, instead stunning it.
Or heck, make energy damage heal it! (nuc cav players crying)
Oh okay that does seem significant
14/16/18 HP and 1 armor for a frontline striker w/ 0 inherent defensive traits isn’t that good is the thing
Fair enough, this was just my pitch for a Monstrosity Vet Trait. I just made this trait because a. I saw that Limitless had negative synergy with Monstrosity due to its defensive stats + optionals doing near nothing to mitigate it, and b. Having ran a monstrosity against a NucCav player, the +2 damage is very significant.
Healing from energy damage would make overcharging as a veteran strictly a better form of the regeneration optional
Extra action, recover health, can’t be disabled through application of the correct damage type
There’s also that resistance optional, and if you made the resisted damage explosive and kinetic then the Monstrosity becomes excessively tanky
Trying to expand the monstrosities capabilities comes with the issue that it doesn’t really have a core identity beyond not being a mech, and literally only has 2 base traits- claws and using a unique structure damage table.
So implementing a feature targeting the fact it doesn’t have a heat cap yet has Limitless seems like the best way to compromise so to speak.
most of the monstrosity's identity is that it's stupid fast. it, uh, kind of doesn't have anything else. most of its optionals are either 'fuck over a guy who couldn't stop it from getting to melee(which it is very hard to stop from doing)', or 'a way to make it even easier to get into melee'
and acid spit. it also has acid spit
Acid spit is the best.
functionally speaking it's basically a bad assassin.
Last fight I ran was monstrosities (from wallflower), honestly I feel like the ideal "fix" for them is to just make more monstrosity classes that actually fill out some combat roles and have distinct identities. Templates can be weird because some npc classes have heat management loops. But at that point you are homebrewing entirely new things, not modifiying a base game thing
Monstrosity I like in theory because it does some funky stuff in its mutations, and in a mecha game having a single class catch a wide variety of NPC types (like MBT) is handy.
In practice I can see how it leaves a lot to be desired
(and, slightly larger in issue, it kind of doesn't model any real variety in Big Beafts. it's exclusively large, fast, and has claws.)
I ended up calling the claws "bites" a lot less out of any deliberate thought and more just habitually describing the creature how the art looks, but yeah it's primarily things that'll mix it up in melee
Yeah monstrosities for
- brute
- soldier
- skirmisher
- lurker
- artillery
- controller
Would be good
you can't even make a godzilla with it by default.
I’d also be in favor of doing a “Anomaly mixed with MBT” approach of just giving it a sheer massive amount of customizability options
If you do this I’d say “give em loadouts”
yeah, imo it should be something with that sort of... degree of variety
“Tricky monster” vs “smashy monster”
Ultimately Monstrosity is meant to be a niche Lancer thing rather than a focus of Lancer so the mechanics should, imo, be “peripheral” if that makes sense
Just Squad Kits again
Ding ding ding we have a winner
Anyway regardless of the opinions of “rebaking monstrosity” I still like my idea for a Veteran trait :P
the other issue slash niche is just 'biological enemies make anyone relying on dedicated tech effects very sad' which is sort of a niche(find and eat horus mechs) but I think flat immunity is a lot less interesting than effects that actually interact with and resist tech options
Honestly I think this is a fine dynamic for Monstrosities
I think the problem is that Monstrosities also often kinda want you to use a bunch of them, thematically
Which is where the problem tends to come from
Because it goes from "this one npc is immune to tech actions" to "this whole opfor is immune to it"
yeah. And even if you vary their monstrosity optionals, every enemy turn feels very similar
that is also very true, and why the lack of variety comes up. because if your opfor is all monstrosities it's basically just 'put six ronins on the battlefield'
There's a biological defender in Liminal Space called the Megafauna.
Yeah, it's the big problem with biological - it's very much a thematic tag, with major mechanical effects. (And is the reason why when I made a Controller!Monstrosity, I put in a trait saying it could be hacked anyways.)
NPC gimmicks that say "sucks to be you, should've focused on damage" tend to be awkward at best.
(Given that damage already is a hammer that solves the vast majority of problems.)
I will say that Bios encourage controllers to invest in non-tech control options, like Black Witch and Iskander
It’s still rough but I think that folks don’t give the non-hacker controllers enough credit sometimes
The clash between "Bio mechanically is fine if you have 1 or 2 per sitrep" vs "Bio thematically makes GMs make pure Bio Opfors"
I think if anyone made a mech NPC that was just flat out immune to tech anything except lock on, people would give it the side-eye and rightly so
As noted, one of the fundamental problems with monstrosities is nobody is looking to run 5 mechs and their one pet megafauna, they want to do the Tyrannid swarm or they want to do Pacific Rim, i.e. all monstrosities all the time
The more fundamental reason this is a problem is that monstrosities are immune to a major axis of player output
You can't really square the monstrosity without first addressing that tech immunity just isn't a very fun or engaging mechanic, and then if you say "well maybe monstrosities should just be affected by tech using magic space rays" then you might as well just reskin mech NPCs and say the Berserker is a giant alien crab monster
I'll be honest, even as a bespoke one per fight NPC, I would be dubious of the "tech immunity" dynamic in action as a fun challenge, because it really kind of isnt
I suppose it goes against the spirit of this thread, and I don't want this to discourage anyone ELSE from tinkering with it, but I suppose my personal monstrosity rebake is "I wouldnt put this in lancer actually"
At most I'd look at incorporating it along the lines of a template, but if "tech immunity or bust" is a sticking point for people then this loops back to "I wouldn't"
Tbh at this point I’m thinking of ways to add “tech resistance/immunity” in an interesting puzzle way rather than an outright shutdown
For example: “immune to tech attacks unless lock on is consumed”
Don’t nitpick that one too hard, it’s just a spitball
Yeah I like that stuff, like suldan has an NPC that can become intangible which is the ultimate "no sell," EXCEPT you can tech attack it still and overheating it breaks the effect
Or the MBT which has super directional armor and then like a dozen ways to work around it
Technically speaking Squads have the same mechanic, and while Squad Kits addresses Squad’s other issues it only slightly touches the tech issue, and even still it gets lauded as the one thing that makes Squads worth running.
Maybe it’s observation bias, but imo it indicates that the issue isn’t really the tech stuff, but the base NPC not really being very engaging when it comes to Lancer’s aesthetic + mechanics
I actually don't like it on squads either and I think it's notable that an extremely common squad hack is "make them subalterns and ditch the immunity"
Personally, I've started to lean more in the direction as "use Monstrosity optionals on other mechs to make them different monstrosity/biomechs"... so it's really just making it a template at that point.
The reason you run squads imo is they're a point control tar pit
Frankly, squads SHOULD be hackable, the lancer infantry guy is using powered hardsuits, integrated computer systems, and other tech stuff
"How can I hack this sci fi infantry unit?" is not a question I would think to ask
I don’t personally agree but I think that’s fair. IMO Squads already have a bunch of control resistance + the inability to gain structure while being a little frail, so I think the tech immunity is at the very least thoughtfully integrated into Squads, unlike monstrosities. However I do see how flavor wise not being able to hack the squad hardsuits or what have you is quite thematically dissonant, even if I think the tech immunity earns its place on the squad mechanically.
Yeah no I’m in the same boat. I’m currently in the state that if the idea is that “hardware is required to hack something” then there should be naturalistic ways to “insert” that hardware maybe
Lancer bending the lore to allow everything to fight to be hackable is probably a good design assumption to have, that is fair
I just personally think Squad at the very least earns the mantle of "immune to tech actions" since as a tar pit NPC it's already immune to a good portion of control effects- it could be argued that kinda "control immunity" is negative for the game too tho
Squad, unlike monstrosity, does seem to be used more sparingly in opfors it’s included in, so it could just be that the problem gets less exposure with them
Fighting all worms, there’s no alternate target to use your tech specialization on unless the gm adds something special to the encounter. Fighting some mechs and a squad, you can just leave the squad to less tech focused allies while you hack the enemy mechs
Not so much a difference in the mechanics of either work and more a result of how people engage with the thematics of them
Ya know if you wanted to make that Salt the Earth combat even more toxic you could put a Rainmaker w/ Atlas Missiles in it
I know I've got a template for 'make things biological' that steps down tech actions.
Neural Feedback
Trait
Despite being Biological, the Extra-terrestrial can be targeted by tech actions. When affected by a tech action that would not normally affect a biological character, the Extra-terrestrial is Slowed and Impaired until the end of its next turn instead of non-heat effects.
'All tech actions are Fragment Signal against me'.
Fragment Signal is still a great invade, after all.
This is legitimately what I did when I ran a fight against 'monsters'. Sure I kept a few pure Monstrosities on the field as 'natural' bio enemies, but the majority of the roster were reskinned mech NPCs. It took a single round of combat to realise: 'immunity to tech attack really sucks'.
Would this on top of the heat be redirected as energy damage?
The intent was the template doesn't remove the heat cap, so they'd still have a heat cap.
Hmm. I know you can't normally give Conscripts templates, but if you gave them a Veteran trait, what would it be?
The untrained soldiers being 'veterans' is a funny concept
this could work - it's not a complete 'stop tech attacking me' but it means if you don't have some way of throwing on or prepping lockon you're eating the action tax to actually hit them.
Parting Gift for sure
a template would also just work... better for what you want in, you know, kaiju. since you're not married directly to 'it's a speed 6 untechable melee guy' you can get away with, like, making a basic godzilla with a size 3 scourer that has a tail sweep or whatever.
I kind of want to have the same two guys show up each time, even if they've been supposedly destroyed, with a bigger template each time.
Falls back into the same logic as determining an NPCs 'role' based on the tag, like Artillery or Defender.
What is the 'Biological' tag representing? Immunity to tech actions? lmao
Why not just use two NPCs?
Returning enemies is a great story beat, but do they 'need' to be conscripts?
Hell that sounds like a Goliath lmao
I mean Conscript does hit certain mechanical notes
Do the Fire Emblem Route.
Conscript Survives Combat?
Promotes to a different Class
2 dudes shlorpfing into one
This is going into the Mirage/Demolisher/Ronin control/recon comp as the ranged component
Ooh fun
It's in this one
Either I'm blind or that Hammer and Tongs combat is new
Okay so I'm not blind- very cool!
I'm currently debating whether I should spin off a new thread devoted solely to the OPFOR files, if I do I'll probably wait until I've gotten some more down and in a solid place first
What about a "oops, all invisible" sitrep
A lot of invisible npcs in the sitrep also have teleporting powers, i just realise
Operator, Mirage and Specter
Could be a thread discussing just general OPFOR builds with reasonings of what are used and what they bring.
The issue here is it's very much "does the party have anti invisible tech or not" and swings wildly based on that
I’m of the opinion that you should keep it here on the basis that there are distinct differences between certain NPCs and how to budget them with the rebake vs the core versions. Ronin and Operator for one, but also NPCs like Barricade and Seeder become less chaotic, the optionals differ in key ways, Rainmaker and to a lesser degree Assault + Demolisher are fairly different on a functional level, and Specter has an invis counter that- for that all invis OpFor- is quite significant in leveling party preparedness vs OpFor gimmick
Not to mention the reliable damage shuffle around
With the rebake, you can make an OpFor w/ 3 Ronin operate somewhat equivalently at all tiers, but with CRB you absolutely cannot have that
Ultimately There are just things you can do with the OpFor files when using the rebake that you simply can’t if you’re using CRB NPCs
I think that having opfor files that key off the rebakes are a good addition to the rebake project in general tbh
That said: Not my project
There are absolutely merits to making the OpFor files general resource as opposed to just an add on to the rebake, so yeah agreed on the “not my project” thing
could fit better in like
#gm-corner potentially, even
Well since it’s more of a project than like. Vague musings. I think it definitely would warrant its own thread if that direction was desired, or even just stay here since it is very pertinent imo (eg. Acting as examples on how to use Rebake NPCs, something there aren’t really existing modules on)
by the by, previous monstrosity talk inspired us, and is spiraling out of control into its own project, wish us luck
On the biological tag discussion, I just took away the tech immunity, but kept the heat -> electric mechanic.
I'm running nonstandard lore anyways so my reasoning is that hacking in this world is as much magical as much as it is technical. If you can remotely hack a computer, you can probably hack a brain, though I might make it 1-2 difficulty at some point.
On one hand, monstrosities are more usable. On the other hand, don't get out of your mech when something with a nasty tech action can see you.
Ran two rebake striders in a sitrep, was a defennd the objective, with a QA to capture points. Enemies trying to take them, Ran with PPG stuff but otherwise they went fine... I had an Ultra support from PPG which was meant to do a lot of the NPC party movement similar to how a mirage can (PPG Zealot) but it got locked down, not many other folks of the opfor were speedy enough to make it up so the Striders really shines
Where previously, I played them as the swap on swap off style of them as only snipers, rebake striders are fun and I was genuinely debating on their turns whether to swap or nnot, they spent most their game in skirmisher kit running from the players being slippy bastards... Could say skirmishers, they didn't get many attacks off and their grenades weren't too useful ONLY because of an aggressive playstyle and how objective oriented they were
I really liked them, weathering came up once as they ran through a shortcut through difficult terrain. Reposition was used when one had LOS on a charged DD288 so SCRAMMED as a reaction, the protocol shimmy two was very useful for a tiny bit more speed. I think it went very well and I'm sad I couldn't have used them as snipers more
Sounds like a good run, thanks for the report
NP
Additionally, the health bump and armour is a very good change
Strong ennough they can hold their own but weak enough they'll fold to any dedicated damage
yeah honestly Striders out of wallflower are just weirdly fragile
There was an aux spammer who would have wiped them faster if they were CRB
Yeah exactly that
The 16 HP 1 armour at t2 feels like a healthy amount for someonen who can be in the frontline but wants to be further away
The blue path is the path the strider made in 2 rounds with access to the protocol shimmy 2 tiles and the reaction run away
Ending in the middle of the soft cover of the smoke grenade they dropped on themself
Hell yeah, look at'em go
They leaned into the objective play well yeah haha
I think right now the thing about the Strider I'm most questioning on (as in, I have no idea if it's good, bad, or indifferent) is the Survival Knife
It feels like most people who've been using it have had positive experiences, I'm willing to say it sounds like it's in a solid-ish place, but that particular optional is one I haven't had a whole lot of feedback on
The survival knife is seems to be an optional choice that depends on the playstyle the GM takes for the strider. With how flexible the rebake strider is. (I usually use it as a long ranger marksman that can engage in quick burst of speed with skrimisher kit when needed) its not strange as to why it doesn't really see much use. As the range of the knife is as long as the skirmisher kit weapon. I remember the last time i used the strider, my players really didn't engage it so i didn't need to use skirmisher kit
Maybe when i get back to it, i should try the strider with a more close range hit and run playstyle with a way to attack at long ranges.
I’m personally not accustomed to the Strider’s new added defenses so I’ve been keeping it as artillery and using Skirmisher Kit as a way to get between sniper posts. Probably something to take note of and try to do the inverse of (stay primarily in Skirmisher kit and swap to Marksman when the opportunity arises)
In my mind I had "yeah, stick to marksman"... But then I just didn't
Shmovement good
The versatility is probably most useful in sitreps like Gauntlet or Control where the Strider is basically waiting to be approached before defending a point
Unsure how exactly the knife plays into things now that I’m dwelling on it however. Yes the Strider gains barrage potential and it combos well with the Carbine Knockback, but the grenades + swap bonuses sorta serve that role well enough. I’m wondering if I should swap Spare Parts on my Playtest Striders w/ Survival Knife to see
(I just love me spare parts but it was more flavorful when Vultures were on the opfor, which they no longer are)
The strider's skirmisher kit having little to no defensive tools other than smoke grenades means that its very risky to have the strider approach the players to make use of their explosive carbine and survival knife. The players have to be the one to be close enough that its worth moving the skirmisher back and forth with hit and run.
If i am playing the strider to be more skirmisher than marksman, i'll probably spend his turns locking on in skirmisher kit to as many players as i can, before switching to marksmen kit. Using the explosive carbine, reposition reaction, swap kit bonus for skirmisher and knife when my players give chase.
I was imagining a combo of throw the knife then shoot the carbine to make the target slowed and now 8 spaces away if they were on the fringe
Knife woulda been pretty good in the combat I was in
cos of slow
How useful? IDK cos I didn't have it
The slow is the bigger incentive for sure, because if it’s for damage then it kinda loses the Strider has enough “barrage” options
Ok sure... It can barrage, but like... 2/3/4 damage aint much extra for a skirmish > Barrage-
Yeah so the knife is not the typical “extra weapon to barrage with” optional because it kinda sucks for that
It's a slowing ranged utility which is just coincidentally a weapon and functions as one
It’s just kinda hard to tell if the weapon a. Has room in the Strider’s action economy, and b. Is strong enough to justify its place there
I may as well put it on my playtest striders in that case- it seems to have gotten enough testing to show its core action loop is effective
Yet aggain, purely based off vibes but I feel like the knife is a good option mostly for skirmisher kit
Then again, it cann't target in range 5 so:
Skirmish throw knife at range 5 -> Swap kit -> Free action carbine from skirmisher kit bonus would be pretty neat
Like to me, it feels (purely off vibes) as a "I want to run somewhere and I don't want you to catch up"
Kiting tools fun
The slow would be very useful on the right targets, like atlas, nelson or other high speed mechs
That is if they haven't killed the strider after reaching their location lol
Five comps now, about 1/4th of the way through, aspirationally
hey quick question on melt
does count as being hit mean "they take damage as if hit" or is it just "count as being hit for the purpose of focus down"
For the purpose of focus down I'm pretty sure
It would have the damage in the trait I'm p sure
The latter
Fought against a lurker last night and a specter.
The specter is still very scary but now we have a decent amount of options to counter it, most importantly the QA to disable its invis.
The elite lurker was veeeey fun to fight against. What a puzzle! Im playing an orchis so every one of my turns ended revolving around how best to move the lurker out of its shrouds and into the loving arms or my blackbeard friend. Really cool stuff.
So I was thinking about Kai’s commentary earlier about how Invis OpFors tend to suffer from “the PCs need one system to trivialize them” and while I agree I do think focusing on a core trio of Pathfinder Scout/Mirage, Specter, and a Pyro could hit the notes well while also still being capable beyond just “invisibility.” With any extra units just augmenting the core trio further and not necessarily caring about leaning into Invis (artillery grunts or witches/operators perhaps?)
Pyro, technically speaking, is an invis NPC
Lightning Reflexes also helps as an “invis but not” if you either wanna give invis NPCs a safety net or make non-invis NPCs on theme
Awesome, glad to hear it went well. I'm pretty pleased with how the wallflower rebakes have been shaking out so far, seems like I've been hitting some consistent improvement
yea, we were discussing how corebook wf npcs are really complex but also just not fluid, and how your rebakes were able to keep the complexity but make them significantly more playable
I even like the threat of the Spite even when it misses Imprison constantly (just bad luck, no need to change numbers). The spite just existing makes me have to consider my heat management and proximity to it even without actions
Just to be clear, the rebake spite shouldn't be able to miss Imprison
That's an effect that simply happens
oop...
Might wanna double check the lcp for a “tech attack” flag haha
Yeah, it's a tech ACTION, but it's deterministic
my gm was using the 1.19.4 lcp which is a bit outdated. I'll double check everything
OG Imprison IS a tech attack
Or, well
It's a save
The new version costs a full action and simply infects someone with the virus, because I think one of the Spite's rough spots is that Imprison is a threat that takes a while to feel the squeeze, and so if it whiffs a couple of applications it increasingly feels like a pointless ability to keep trying to use
Slow, steady poison is one of those things that if it only lands by round 4 or something, it isn't really going to have the same impact as if you'd applied it at the start of the fight
And since Imprison is so central to the Spite's identity, it feels awkward that it can just fail to take hold
If a Witch beefs a Predatory Logic or something, like yeah that sucks, but the Witch is full of other tricks
But the Spite is basically The Imprison NPC
with a sideline of "and Enthrone I guess"
Man... I would have totally stressed the sherman then 
I 100% thought it was a roll, and then when enthrone was destroyed the poor lad had to crawl over to the objective and use fragment signals 
literally, entirely, my fault
I wanted to touch on this too now that I'm back at my desk: in theory, and broadly, I agree with this assessment in the sense that I think very few NPCs in lancer are DEFINED by "Invisibility," that is mainly just the Specter. If you asked people "what's the Scout's deal?" most of them would not say Invisibility first and foremost, same with the Mirage. Those are NPCs that just happen to have Invisibility as a side note or secondary element
That said, even these elements can prove to be frustrating, and I imagine it might only get worse if you stock lots of them together in one place. Someone in lancer general yesterday was bemoaning a fight where the Scout rolled three 6's to recharge Cloaking Field and their party had no tools on hand to disrupt the NPCs huddling on the objective underneath the umbrella. That's maybe a bit of an outlier case, but you can still see the issue, and then imagine if that OPFOR also had a guy who happened to be Invisible by themselves (Dataveil) and someone who could make a can't-believe-it's-not-invisible line (Firebreak) even if they DID overcome that
I don't really hate Invisibility the way some people really seem to loathe it, I think it's a neat inclusion in an OPFOR, but one of the problems with Invisibility is that it's not really something you can tactics your way out of
Like the MBT is an enemy, for example, where "how do we overcome this guy's thing?" is addressable by gear, but it can also be addressed by things like "well you flank them" or you can ram them to rotate the facing, or you can do X or Y
If someone is entrenched in cover, you can push up to where they no longer have that cover, difficulty penalties can be overcome with Lock On and Prone and etc
but Invisibility really is, at the end of the day, something you only bypass via gear check. Do you have Reliable weapons? Do you have saves? Do you have anti-invisibility systems?
Actually not entirely sure how to model Tech action vs Tech attack here or even tell the difference from this
Because if you don't, no amount of flanking or good tactics can do anything for this, you're stuck hoping you pass the 50/50 roll
and I think that, more than the coinflip itself, is what makes Invisibility so frustrating for people...it's not even the miss chance per se, it's the fact that there's really nothing else you could have done short of "been smart enough to equip the right thing"
I do think the Rebake does make it more accessible to tactics your way out of it when it comes to Specter specifically, and even to or even especially for the NPCs that got invis-likes such as Witch and Strider. But yeah it is harder to tactics out of luck.
I will say when it comes to NPCs that don't have accessible counters to their invis except good luck, that list is mainly just Scout, Specter due to the contested check (still less luck than CRB Specter), and Mirage (the strat of "change targets" does scare the Mirage a little but it doesn't exactly threaten it as desired)
this was a big part of why I baked direct engagement of the Invisibility into the Specter
The other guys I largely left alone because I don't feel it's as central to them, and for something like Firebreak specifically you CAN flank it
Yeah Firebreak in CRB was not that threatening in my exp so the invis wasn't really an issue for them
and the Witch can be dealt with by cooling your reactor or having someone else do the shooting
etc
there's ways to deal with those things, but there are still some elements in there which you kind of just have to hope someone brought the right tools or that you don't get unlucky
like, everyone always goes "GMS assault rifle!" but look man, if the book doesn't say "this weapon is mandatory and you should always have one," then that's not REALLY a "tactical solution," that's a gear tax
It also vibes different than stuff like Resistance because even with resistance you still see a healthbar ticking down. Meanwhile without an invis counter it really is just trying to run out luck and that's not at all tangible
How does the OG Imprison work code-wise, because it's not an attack either but a save
If you deployed an entire OpFor with resistance traits that would vibe completely different than an OpFor with Invis Gimmickss
it's like a Tech action grenade of sorts
- note to self, make a high resistance OpFor
Also a lot of resistance stuff has baked in counters or is limited use
like Point-Defense Shield is "position smart," Hunker Down is "1/round, and now it slows," Rebound is "ranged attacks only, 1/round", etc
To be fair, it really is those listed invis NPCs that lack direct counters. Other invis stuff can be countered
you CAN brute force it with Paracausal or FABI, but you kind of don't HAVE to
I'm not saying this shoudl be done, but it would be neat if Dataveil and Cloaking Field had niche but possible ways of being shut down. Like overheating a Mirage shuts down Dataveil for a bit and Cloaking Field breaks if the Scout moves.
ofc Dataveil and Cloaking Field already have counterbalances (if someone else benefits from Dataveil the Mirage is vulnerable, Cloaking Field Immobilizes and is Recharge), so that wouldn't really work
But it'd be neat
Yeah probably wouldn't be terrible, like if I had felt more strongly about it at the time I might have looked at that
Part of it is "Recharge 6" is strictly speaking a drawback, but it's one that's somewhat unpredictable
It's a luck drawback for a luck based ability
With Short-Cycle Lance I can look at that and go "yeah this probably deserves a pacer" because that's abundantly blatant, but Cloaking Field didn't strike me as a thing like "yeah this can be a huge problem if it runs rampant"
and on the WHOLE, I'm not sure it IS a "problem" per se
it's simply that when the unfortunate does happen, it's down to "gear or luck," which can be kind of a bummer
A little bit of swinginess here and there makes the game spicier, it just can't be overpowering
Yeah it doesn't matter how tactical you make the game's mechanics, if you involve dice rolls in the action resolution process you need to acknowledge that some people will never roll above a 10 for their whole life and that just sucks
og imprison and a bunch of other tech stuff are, iirc, just tech attacks when you do them in foundry, you have to ask for a save manually
ah yea effectively the same as im coding them now. I guess the lcps dont distinguish between tech attacks and tech actions??
as far as I can read this and combined with my experience, Witchdice "just knows" how Imprison works, probably hardcoded rule.
okay, so, to be fair, "tech attacks" are not an action type even for NPCs. tech actions can call for tech attacks, but don't have to.
whether or not a tech action calls for a roll of any type is defined by the description of the action.
could lcps be more descriptive by listing involved rolls for actions? probably.
the reason i mention it is that foundry automatically adds a tech attack macro to any "Tech" feature, which is why my DM thought Imprison was a tech attack
even for ones that are actually saves?
for npcs, as far as i can tell, yea. Otherwise it's categorized as a "System" not a "Tech"
the language of LCPs is sometimes really incongruent with how we understand the rules
I coulda swore Foundry doesn’t do that anymore
ah, well, then disclaimer, we're still in v11
Cause I swear I used Imprison in foundry without prompting a tech attack
It has however been several months so
clicking the icon prompts for an attack, so thats what i did 
i also found out i'm out of date but i don't think that changed
yea, that specific bit hasn't really changed since imprison was written as a Full Action
it probably says it in the description and i just missed it
or well, eleonor and i missed it
I think it's the fact that it doesn't say "make a tech attack against..." which is harder to naturally catch
yeah for sure, if i activate the ability and it tells me to roll that's what i'm going to do as a brainlet unless it specifically says otherwise
If there’s no attack bonus you’re probably fine
I’d compare/contrast to Witch Tear Down
I also know that some older versions of some foundry stuff/mods doesn’t tell the difference between attack and not attack
But latest stuff (alternative sheets and Lancer for foundry v12 itself) should play nice
It's fine, but I will say this does illustrate my point re: why I made Imprison not a save/attack anymore
But yeah, a number of rebake tech things don't have saves or attacks, they Just Happen
Sidereal Realignment and Orbital Eye from the Ultra rebake are in a similar boat
so however you did those two things, that's also how Imprison would work
if Foundry prompts an attack off of that, it's not really anything you can do about it on your end
Or hell, the Mirage's Glitch Scanners for that matter
Crush Targeting too, etc
absolutely, it was just me being unfamiliar with the spite
Several of these things got changes from simply Systems or Traits to Tech Actions for the purpose of greater interactivity: jammed can disable them, so can hack/slash off the Hacker talent, etc
no worries, thanks for bringing it up, now I know about foundry's weirdness with that if anyone else asks in the future
this too is valuable feedback
anyways love the changes to lurker, haven't updated to the most recent version but its so much smoother to play
updating devouring shard was really funny to see considering the insane damage it did last combat
placed 3 shrouds on the objective and began opening fire lol
Devouring Shard in the latest update got a damage bump for convoluted but essentially explicable reasons:
1). I initially lowered the damage and removed the AP tag from it when first doing the revision as a tradeoff for greater flexibility in use
2). It was brought up in later testing that the damage of Kinetic Transference, which I had set at 3/4/5 AP, was overperforming in conjunction with everything else, particularly given there's no save against it, it simply happens (the save is for being kidnapped)
3). So I removed AP from the Kinetic Transference effect to make it so armor is more valuable against it as an additional layer of mitigation
4). With this done, I decided to give Devouring Shard its original damage numbers back, BUT still sans the AP
Nanite stuff in lancer tends to get a lot of AP/burn for thematically associated reasons, but it's been pointed out that the Wallflower NPCs have a lot of floating AP/paracausal type stuff on average (the Avenger has it on their slug pistol and erupting shrapnel, the lurker has it on devouring shard and can shred people inside shroud zones and has ripper claws with AP, the strider's ranger long rifle can gain paracausal and the mag shotgun has AP, and spite enthrone and insidious prison both deal AP)
so I don't feel terrible about paring back on that a touch
ah didn't notice you removed the AP, nothing would have changed last combat damage wise then lol. but i like the choice because against some frames it would be better to just never use the whip if it can't move them and just constantly shard them
Removing devouring shard's AP isn't in the LATEST update to be clear, sorry
the latest update has it at 4/5/6 AP and Kinetic Transference at 3/4/5 no AP
OH i misunderstood. cool, i can keep blasting them :)
This is something I'm looking at folding into 1.5 for reasons you've outlined: it makes dragging someone into the shroud and shredding them more of an appealing element of play if you can't just pepper them with AP damage
its already not too hard to do assuming you're not fighting a drake or barb, and they should be rewarded by being safe from the pull
notably, if someone is INSIDE a shroud zone and therefore shredded, you can still use Devouring Shard on them from the interior of the zone (because "adjacent" has long since been clarified as counting the inside of spaces as well)
and at that point it'll bypass their armor etc
so this overall gives the Lurker more of a shape of "not as dangerous if you're on the outside of the zone, much more dangerous if you end up inside," which I think feels better than floating AP damage because of nanites
mhm, and if you don't have claws it can be a pseudo barrage
didn't mess with the claws yet, but i'll probably be doing that later in wallflower and it could be a whole different beast by then
the wallflower lurker is very awkward but also can output really dumb amounts of damage very easily
lots of NPCs have optional weapons that feel like headscratchers, but ripper claws are really up there in terms of "why does this exist?"
there's very little reason to not use them other than you're feeling generous
yeah, the "drawback" is basically that both the whip and claws are inaccurate and don't scale (both are set at +0 to hit across all tiers), though the whip gains accuracy against targets in the shroud zone
still, what this means is with some nominal setup, lock ons, a prone, whatever, that a lurker can do a barrage against someone at Tier 1 that pulls them into the shroud zone where they immediately become Shredded, take 8 damage, then get followed up with the claws for an additional 10
this is more than a Demolisher can output within a similar threat radius by nearly double, and it technically isn't even as inaccurate as a Demolisher whose to-hit ranges from +0 to -5 with an average of -2.5
i forget the changes to the claws, i need to take a look
i remember base it was absurd
the change to the claws is "get the fuck out of here"
the rebake lurker lost several of its original optionals and had one moved into its base kit
the whip with overwatch was mad annoying in a good way, it practically forces them to disengage or waste their movement and a boost and eat the damage
consume shroud and ripper claws no longer exist and have been replaced by Kinetic Transference and Umbral Clone, while Defensive Shroud got moved baseline and opened up room for Absolute Darkness
aaaaaahhhh i see, i was wondering what you could even do with ripper claws other than change it completely xD
I salvaged the "deals double damage in shroud zones" mechanic for the whip, which now has a much lower damage baseline (the OG lurker's whip is just 8/10/12 damage period)
i'm running an avenger next week or maybe the week after, will keep you informed on that as well 
though tbh the avenger was already pretty good imo, it just now has some sauce
and I also changed how the timing on it works, whereas before it was possible to attack someone, hit them, drag them, and THEN have damage apply (which would be while they're shredded), the way it works now is you only get the double damage if you make the attack WHILE someone is in the zone
so what this basically means is the initial attack on someone will probably be at lower damage, looking to drag them into the zone
then FURTHER attacks against that person are empowered, including things like overwatch
yeah i don't think i got a single attack in while someone was in the shroud, but i was facing an orchis that kept yeeting me
which good on her part tbh, seems like a fun way to engage with an 'invisible' unit
this does make the lurker much more of a "setup" striker than something that's more straightforward about it, it isn't just big damage on demand, but I'm okay with that because the lurker gets a good amount of defensive capability
and you can also use other allied units to push people into shroud zones as a setup
which sort of loops back to one of the rebake's broad foundational points which is that NPCs should have to cooperate
I do plan on running the same map + Sitrep with similar OpFor and a different team to see if KinTransfer’s AP loss was fully warranted, so hopefully that’ll be useful data
sure
I'll always take additional feedback even if it's "the same thing, different day"
that's useful stuff
I think, as I mentioned, I'm happy to move the Lurker further from having AP and putting that more on the shroud zone
Ye I’m hoping it’ll be a good compare/contrast… Devouring Shard is tempting me however but I am staying my hand because that’s just too many things
Tho I do wonder how Shard + Seeded Shadows combos together as an opener
Or just Seeded Shadows in general- haven’t seen much of it but it looks fun (and I will be testing it)
Probably decently, seeded shadows has deployment restrictions and devouring shard is still basically only on one zone of your choice per use, but it does create a lot of map coverage you can work through
I mean there’s a grand total of 2 out of 8 PC Nexi that deal AP damage, and one of them is Bolt Nexus, so it’s definitely far from a rule
yeah but nexus stuff isn't necessarily "nanite" stuff
Also true
the things that are more explicitly that are the Annihilation Nexus and the Swarm/Hive Nanites which deal burn
but the balor's own traits also don't deal AP, so it's not a HARD set rule either
And half of Swarm/Hive’s upfront damage is plain kinetic so armor does in fact impact it
consider just putting in the rules text (comp:con note - this is a tech action, not a tech attack, due to compcon restrictions)
or that, but written better
It’s not necessary to do that
If there’s a foundry limitation, it should be reported to lancer for foundry
This same issue will apply to official lancer NPC data, which does not have a notice
I don’t really see a.. great argument for not putting in the clarification anyway even just for clarification in actual sessions
For comp con
The argument is that once it gets fixed, it’ll be unnecessary and have to be revised
yeah
it's like, people put reminders about efficient core bonuses in the text for comp/con lcps because comp/con doesn't have an Efficient Tag to utilize, but that's a comp/con problem and should (no shade on beef, just speaking broadly) be a thing fixed on that end
Maybe
How long would that be, though— aren’t they putting all their effort into 3.0 or something?
So let’s get this straight: this confusion was due to a foundry issue
Foundry is not compcon, and will be fixed separately as a result
On latest version of Lancer for Foundry v12.343, techs that aren’t tech attacks already work properly without prompting for an attack
and, notably, two hits of 10 and 8 is usually better than one hit of 18. harder to brace, harder to deal with with field analyst and forced misses and things, and so on.
Better average odds of doing SOME amount of damage, and both chunks are themselves striker-worthy attacks
It's just truly unnecessary
I mean if they're in the shroud zone resistance don't matter but point taken on the forced miss stuff
I never figured this out… other then maybe 1 guess
Why is earthshatter a thrown weapon?
My only guess is like so it wouldn’t get difficulty in melee
Uhh
Which seems a equally messy way to do it
Throw a rock at someone
No engagement penalties, it interacts with certain things (like the Duelist talent) differently than if it was ranged, etc
Technically, though flavor doesn't matter, it's supposed to be the Demolisher using the hammer to smash pieces of the terrain at you
see, me personally, that feels.. ranged attack to me, i guess. .. probably depends on person to person
guess that makes sense... was it specifically for that reasons or just more vibes?
its similar either way, you have to add text saying something about engagement or throwing either way
I mean, mechanically what differentiates a thrown attack from a ranged attack is "do I want this to be tagged as Ranged or Melee"
that has mechanical difference
so picking one just to pick one would also make sense is what i mean
The Demolisher is a melee unit, and I felt like keeping it strictly melee because that way it's not a tossup each time it does something "wait, what effects do or don't work against this again?"
ah neat
Can I parry this or not? Does Gunslinger 2 work against it? Does the Black Witch's core power do anything to it or not? etc
I don't think a strict division is always necessary, assaults have a gun and a knife, so do sentinels, but earthshatter is also fairly abstract in terms of "what is this?"
"Combat Knife" is what it says on the tin
nobody's going to get that mixed up with a Heavy Assault Rifle
could have gone a third path and have it be vaguely similar to zhengs rock throw
go my hull save
probably even a fourth way somehiw
Lancer does "melee attack at a distance" in one of two ways:
1). high threat, which then means the weapon can be used for overwatch, which I don't want for this, and also Threat 5 is simply ungainly and doesn't exist anywhere in the material as written
2). the Thrown tag
the closest you get to 1). is the tokugawa stacking it via core/external batteries
would evil kai tave make it a ranged attack
like you probably COULD and it wouldn't substantially break anything, I just didn't see a real compelling reason not to just go with making it thrown
It makes sense to smack a nearby rock golf style at someone to also work in melee somewhat... so why not have a melee attack that abides by cover
Does it make sense that the demolisher picks the rock up and pelts it at someone then has to go pick up the terrain pelterer? No not really... But fixing that would be too wordy for essentially a secondary backup weapon of the big hammer guys role... Where their main thing is their defense and their other weapon
well they don't have to pick anything up anyway
This weapon does not need to be retrieved between uses.
Oh
I'm just silly annd miss that bit
I think I've just been too distracted by the create terrain and destroy terrain nearby that I've somehow missed that part every time
Real ones make throwing a rock at someone a tech attack😤 😤 😤
I did realize brace was slightly silly, but it is still important for napoleon/kutuzov
Rock
Smart, Seeking
From the beginning of human history, the development of warfare has been about throwing bigger and better rocks at the enemy.
spooky story of having an ultra lurker proc crit with whip claw barrage on the claw, doubled damage on deadly (d6 = 5), dies instantly for massive HP hemorrage, all at T1
Eugh
wait a sec,
lead wall on vet breacher specify that when breacher miss all attacks with shotgun on a target it make another attack
breach and clear on breacher makes it use shotgun attack any character in their path with the Dual Shotguns but only make a single attack against each character this way (rather than making two attacks at once).
It's still an attack with a shotgun.
So a vet+breach and clear breacher would...
on breach ram, shoot everyone in the path with the shotgun, if missed, shoot them again because leadwall?
Am I interpreting it right?
I think since it’s attacking multiple characters with a single action it’ll only get an extra attack if it misses all characters hit with the Ram
correct
Leadwall is "any time the breacher would make X attacks with the Dual Shotguns, if they miss all X attacks, they get 1 single consolation attack as a followup"
so make 2 attacks with a skirmish and miss both? 1 followup attack
make 5 Breach and Clear attacks and miss all 5? 1 followup attack
Make a Painmaker volley and miss all 4 attacks? Follow up attack. Miss only 3 attacks? Then no extra attack allowed
On that topic is this interaction correct?
a Breach and Clear + Painmaker Breacher w/ Limitless activates Painmaker one turn. Then their next turn around, they use Breach Ram and choose to make the Breach and Clear attacks, then Overcharge to Skirmish with the Dual Shotguns.
Painmaker applies to the next Dual Shotgun attack made on the Breacher’s next turn, and may allow them to make 4 attacks instead of 2. Breach and Clear allows the Breacher to optionally make Shotgun attacks as part of breach Ram, but they must only be singular attacks per target instead of the 2.
The Breach and Clear restriction would override the effect of Painmaker while also ending the effect of Painmaker since it only applies to the next Dual Shotgun attack, making it so that the Overcharge only makes 2 attacks.
Would that be an accurate flow of events?
On a more productive note, would it be possible to pin the Conscript and Gladiator rebake docs somewhere at any point? They’re not a focus but it’d be nice to have them easy to locate for folks who use Suldan NPCs
So that I'm understanding, you're asking "what happens if someone uses Painmaker, then on their next turn uses Breach Ram?"
w/breach and clear?
Pretty much actually- my assumption is Painmaker gets consumed but has no effect
Well, from first principles it's going to be hard to do so, because Painmaker causes the Breacher to be Slowed until the end of their next turn
so on their next turn, they can't use Breach Ram in the first place
… I’m blind then my b
this means this is an interaction I thankfully do not have to consider
Love it when that happens
what if the slowed is cleared via, say, remote reboot or the aegis's defense net?
Pretty sure as a self-applied condition it therefore can’t be cleared (and something like being able to suppress RPV’s impair is more a trait of RPV than a trait of immunity/condition clear)
Yeah my default is "if you did this to yourself, you don't get to have someone clear it"
that is a good base assumption, it's just not stated anywhere.
I'd like to note that the Ultra Railgun has yet again provided value in the "weapon choice as characterization" for an Ultra. Nothing quite establishes a character as when he's willing to include one of his own dudes in the line if it lets him set it up to hit four PCs at the same time.
I was actively disappointed that one base Ronin didn't succeed on his Rebound though.
It's a ""standard""
Oh huh, I also just noticed that each Ultra weapon has a unique attack profile. Ravager Cannon is basically Burst 10, Wraith Nexus is single target, Nova Missiles is blast, the flamethrower is cone, and the Railgun is line EDIT: Also the sword is a threat weapon. It's a nice circle the rebake completes.
So a minor (very minor) note, while discussing some rebake implementation with olive, she raised a question regarding Strike and Fade that prompted me to take a look at things, and I think I'm going to issue an actual piece of not-just-typo errata, ideally my one and only: the defense bonus on Strike and Fade currently lasts until the end of the Operator's next turn, it will instead last until the START of its next turn
The defense bonus lasting EoNT doesn't TRULY matter as much, but it raises some questions about "hey is this meant to carry over and can I stack it with itself so I have +2 defense on my turn" and while that is a very niche sort of thing to have to consider, I think it's probably clearer and more straightforward to just say that the Operator is a blank slate once its turn starts, neither striking nor fading until it commits to a gameplan
olive's going to proceed with that implementation in Lancer Tactics, and for myself I'm going to have Mina update the document (and eleanor update the lcp) when the Wallflower rebakes get finalized and ready for upload, so I'll only have to make one real update
As much as I dislike errata in the sense of "I do not want this to become an ongoing legacy project" and/or "I do not like opening the gates to people thinking X also needs changing," this feels like as minor a change as it's possible to make, and it's less for power adjustment and more for clarity and ease of handling
Considering the operator is a teleporter anyway this changes nothing for me lol
(Still do it but like)
(this is very reasonable)
Like it's SUCH a niche possible outcome but I can see someone trying to squeeze +2 difficulty out to standard move boost past some vanguard guy
I can see how a player would feel that is bullshit to deal with.
and in terms of implementation, it's easier for olive to deal with this way
Or Gorgon
Also let's talk wallflower rebakes: these are getting real close to feeling done
The doors are open for more feedback, but so far nobody's bringing me anything like "yeah this broke the game and it sucks shit and I hate you" so I'm at the point where I'm feeling like I might be closing in on this
if anybody wants to give me more feedback on these guys, I don't have an ETA on when I plan to hand things off to mina (I am actually moving apartments in five days, I hate my life and wish I was dead) but I would consider the window to be closing
maybe i need to accelerate the deployment of billy tomas the avenger
Hoping I can test the Lurkers and Striders within the next month
The only way how is to just not say "make a tech attack" for all i know. You could add another carity that no tech attack is needed i guess
running an avenger soon and i'll tell you what i think, but so far the only change i'm feeling with the lurker is making devouring shroud not AP to encourage the lurker to focus more on targets already within a shroud rather than just getting the benefit regardless
but other than that between strider, spite, and lurker, i think everything is pretty neatly done and flows really well with the gameplay
I think that's a considered change but not quite penned in yet
It's on the docket for 1.5, currently it's one of only two changes
-Avenger Erupting Shrapnel added clarification to forced movement, noting that it takes place "after rolling."
-Lurker Devouring Shard no longer has AP```
Noted, I’ll try to get some last minute testing in then, and wishing you the best with your move, that shit sucks
Btw I’m very grateful to have participated in the playtest cycles for this project as a whole, mainly because it taught me how to provide productive playtest feedback and that has served me surprisingly well beyond just Lancer stuff lol
for a holdout i was debating a comp of..
spectres with lure
seeders, crusaders, operators, some striker grunts
maybe hornets?
im not sure about this comp
hey, for the rebake ultra, with their ability to clear a condition in exchange for a debuff... if they're already Impaired, can they choose to become Impaired to clear a different condition?
yes! it just sets a new end timer for when it clears
okay, so if somebody invades an Ultra, gives it Impaired and Slowed, on the Ultra's turn it can turn that Slowed into a second, non-stacking, instance of Impaired
that's how I've been running it, but wanted to check I hadn't messed up
Yeah the design notes even go into this
It doesn't touch on the Fragment Signal thing specifically but, like, an Ultra RPV who's always Impaired can just negate conditions without really any cost in that way
But yeah, conditions don't stack, and you can choose to become impaired while impaired and it just doesn't do anything
Impair is still pretty devastating after all
Particularly after the rebake cut the floating accuracy down to size (Cataphract excluded, which is honestly kinda interesting gameplay wise since in a sense it has difficulty resistance in exchange for baseline to-hit modifiers)
my party are fighting a Monstrocity, which has accuracy on its Claws
so... similar situation to the cataphract
Been chewing on the wallflower rebake for a bit and really like it so far! I found Edict's wording to be a little clunky, so I thought I'd give a shot at rewording and clarifying without much affecting its functionality:
Edict
Trait, Free Action, 1/turn
Once per turn as a free action, the Spite may choose an Edict from the following list to inflict upon the target of Imprison. The Edict lasts until the end of the targeted character's next turn and they know which Edict is affecting them. The character must abide by the chosen Edict or they take 5/6/7 AP energy damage. This damage cannot be prevented or reduced in any way.
- [KNEEL]: At the end of the character's next turn, they must be Prone; they may drop Prone during their turn as a free action.
- [EXPOSE]: At the end of the character's next turn, they must not be adjacent to another character or piece of terrain Size 1 or greater.
- [EMBRACE]: At the end of the character's next turn, they must not have attacked any character other than the Spite.
The Edict is immediately cleared if Imprison is removed from the character, and characters can only be affected by one Edict at a time; if they are already affected by one, the Spite chooses which one takes precedence.
--
(Inspired by the wording of vanilla Sniper's Mark, Lay Mines, Skirmisher, and the additional systems that affect a Priest's Investiture)
Using a keyword command for the edict was particularly inspired by Sniper's Selective Loader, I think it's a great way to have a little bit of flair for the ability
Yeah maybe I'll add some names to those
I think having Edict be a 1/turn free action instead of a protocol that also happens to activate with imprison is nice, as it's less wordy but should accomplish the same intended functionality
That I'm not sure I'll be changing as much, as fundamentally I think floating free actions are a bit weird sometimes
Very few NPC things are just "a Free Action" in and of themselves
It's not necessarily a hard or fast rule, nothing forbids its implementation, but given the way that Edict works, I think it's more likely to be something that GMs find "signposted" for them as a protocol rather than a detached free action
For me personally, having it worded as a free action helps me understand its intended use more. Having it worded as a protocol+extra tripped me up and had me going "so I need to remember to use this at the beginning of the turn, but wait maybe I don't?" and I needed to re-read it to grasp it
Well I mean you do, that's how protocols work
You also get one for free by using Imprison
that sets the ball rolling
Ah you intended that adjusting an ongoing Imprison must happen at the beginning of the Spite's turn
Yeah, you get a free Edict whenever you use Imprison because that way it hits the ground running immediately, otherwise it would make both setting it up and also perhaps more importantly it would make switching Imprison targets feel too punitive. A floating free action would serve the same purpose mechanically, but I guarantee from practical experience that I would be trading any sort of confusion over "how does this protocol + freebie work" with "oh shoot I forgot to use Edict"
Being a protocol makes it stick out mechanically, even visually going off the layout's color-coding, and it means the Spite has to lay the Edict down at the start of their turn before they start fucking around with anything else
Kind of makes me wish Imprison could just say "Hey this also causes Edict" in its text, but that would be its own awkward situation of two features being dually linked to each other
I'd be more willing to do that if Edict came first in the listing, but it wouldn't read as well if it did
Perhaps something like this?
Edict
Trait, Protocol
As a protocol or when the Spite uses Imprison, they may choose an Edict from the following list to inflict upon the target of Imprison
I think it could be an eot free action.
Is that not how it already is?
Oh okay so mechanically the same just abbreviated gotcha
I think I'm probably not going to change the wording much, sorry
It's not something I'm overly concerned with and I prefer how it's handled presently
Yeah I understand, it just helps my brain to have the timing of it listed right at the beginning instead of halfway through the first paragraph and I thought I'd offer my input if it helps other peoples' brains too
Aight I ran more Spites tonight, will compile thoughts in a few minutes
since free actions dont follow the duplicate action restriction can uh
could you go prone to the snipers mark multiple times in a turn
actually let me ask this elsewhere idk why i asked this here
technically yes but this doesn't do anything
Go prone whilst prone so that the sniper can't shoot you twice
Wait, go prone and get up so space born you shimmy 3 tiles then go prone again
Barbarossa speed strats
it is exactly meaningful to the barbarossa, which has 2 speed and, with spaceborn 2, could go prone then stand up for 2 spaces of unreactable movement.
TACTICAL ROLL
mostly i was wondering if spaceborn 2 would give infinite movement
you only get one standard move.
ah wait im dumb yeh
Okay so, Spite:
- Ran untemplated Spites with Feedback Shield and 3 Speed (sorry, this is just my preference). Fielded 3 over the course of a 5 round + 1 turn escort; 2 were active at once for several rounds (the first one died "instantly" due to Sunzi Metafold Carver + Vlad Combat Drill shenanigans)
- There was a Kidd with PEBCAC, so I was incentivized to use Enthrone + Feedback Shield more than Imprison due to their ability to peel Imprison off
- Question for clarity: Is it intended for Enthrone to not end when the Enthroned ally dies? Right now it only ends if the Spite uses it again, ends it as a quick action, or is destroyed. I can understand if it's desirable for the Spite to "eat shit" if its Enthroned ally dies, but I was unclear if that was the desired effect.
- Players felt that Imprison + Edict were very wordy. Not saying you should change it, just stating an observation.
- "Prone Edict" and "Flaw Plus Edict" were read as covering similar ground (thus maybe being slightly redundant) by one player, though I personally don't agree.
- There was a note that it seemed odd that Imprison doesn't self-immobilize anymore while it still requires the target to become adjacent to end the effect (in one way). Basically, it reads that it may be possible for the Spite to "kite" an Imprisoned target if they never use Enthrone.
- I don't think this'll matter much in practice due to Spite's normally abysmal speed, and the fact that they'll likely be on the edges of maps so they won't have much space to withdraw towards
- That said, folks felt that something lighter-weight in actions like Enthrone maybe would be better without the Immobilize, so it could be the "flexible" option for the Spite? IDK, this is spitballing.
- On my side as GM: I was probably running the Spite's turns backwards, Enthroning first and then Imprisoning. Felt Feedback Shield Enthrone took priority over Imprison's soft control. Though this is probably largely due to the fight's specifics
I can provide more specifics upon request
Altogether I think Spite's still doing fine, its soft control/defense was neat to use and it's nice that Enthrone can still do stuff even when PEBCAC is in play
I understand what you mean now about the timing on Edict's effects, from our discussion a few months ago. Edict saw more immediate use because I remembered to use it upon Imprison this time around
that said I definitely felt pressured to use the Spite first in the round, to make sure it could get its stuff off before everyone else went
PEBCAC 🔥 🔥🔥🔥🔥
I tried using a single rebake Spite and it didn't really get to do anything with Imprison due to PEBCAC -- trading the Spite's full action for a Quick was often quite worth it
It's probably more effectual against parties with that if you have several other tech attacks worth worrying about so the players can't PEBCAC all of them at once
Yeah I was hoping that I could fire off multiple Imprisons from several Spites but ultimately gauged that the difficulty from Enthrone and Jammed risk from Feedback Shield were more immediately valuable than the risk of Edict damage
Couple notes:
- I'll check what wallflower'd wording is on Enthrone re: the ally dying, I'm not at my desk but offhand I don't really recall changing anything from that
- I also disagree that the prone edict is indistinguishable from the Flaw Plus edict, they have different effects and are designed to disrupt different things
- Re: kiting the Imprison target, if you can't run down a speed 2 NPC, that is distinctly a you problem
Not really interested in swapping the self immobilize around, as I'm not tremendously convinced that matters in any fashion
Re: PEBCAC there's not really much you can do against that short of silver bullet immunities, PEBCAC also peels off Witch Blind, Chain, Petrify, etc
That's just sort of how it goes
Yup, I frankly figured that’s how you’d feel about things, just figured I’d mention them
enthrone isn't targeted in wallflower core, it just defends the spite
so if it's supposed to stop being immobilized if the target dies in the rebake it might need slight wording adjustments?
which could probably just be 'lasts until ... it or the shielded character is destroyed'
Gotcha, I'll look at that
As far as the rest goes, yeah, I think that I'm not really convinced by some of this stuff, especially since you were nice enough to give the spite even more speed
Speed 2 is bad, but it's bad on purpose here
I guess you could do wacky Spite/Mirage keepaway stuff now, but I'm not really convinced that's a death sentence
and this rewards the "I want to move 50 spaces a round in my atlas/nelson" players so consider it enrichment
I also think, for the record, that "I should pivot into heavy Enthrone usage" is perfectly valid, and I'm glad to hear it worked reasonably well
Also before I forget, thanks for the additional feedback
It’s not like Wallflower Spite + Mirage can’t already do that too
Was just informed of all this good work over from the gm corner. And just wanted to say thanks to Kai for spending the time to work on and improve the baddies and their augments. Appreciate the effort and results
I'm pretty happy with how it's turned out and I'm glad people are enjoying it, if you use the rebakes let me know how it goes
Will do
Oh am I supposed to say things if i use the base rebakes
Because I’ve been doing a lot of that
You don’t have to but people appreciated positive affirmations regarding their works
I figured I wasn’t supposed to because reasons
Kai isn't making any more balance updates, but he would still like to hear about it.
I mean I've been running it since before it got officially released and I've had a lot more fun with npcs especially since now they have more cohesive identities and overall feel more fair.
Sentinels the most from this they be eating good.
I am technically making the smallest and most minor of balance updates as mentioned earlier, which will probably be The Last One
-Operator Strike and Fade defense bonus now lasts until the start of the Operator's next turn rather than the end of their next turn.
Wallflower Changelog:
-Avenger Erupting Shrapnel added clarification to forced movement, noting that it takes place "after rolling."
-Lurker Devouring Shard no longer has AP
-Spite Edict has been slightly reworded for better clarity, Edict effects now have specific names
-Spite Enthrone has been slightly adjusted to now end if either the Spite or its shielded ally is destroyed ("or if either character is destroyed.")
-Spite Crown of Thorns effect now has a specific name (see above)
-Spite Condemnation wording adjustment, new clause added for clarity ("regardless of whether they are infected by Imprison or not")``` this is what the state of the overall changelog looks like
ah, so a final line of tweaks to cover any ambiguity in the content or after many, many playtesting cases something might get bumped in value?
No, I'm making one (1) very slight adjustment to how Strike and Fade works, primarily for clarity less than functionally changing how it works
ah
This was prompted by olive's work on Lancer Tactics, and is designed to essentially make it easier to track the Operator's floating Strike and Fade bonus
I'm not really interested in "live service" updates
Wallflower stuff is still in playtesting but that window is closing, I am currently dealing with a truly insane month of bullshit but I would like, in an ideal world, to get stuff sent to Mina sometime in late November
I see
well I wish your month lets up sooner rather than later to give you proper time to rest and recover
I'll also echo the positive sentiment, running the rebake NPCs has been a lot of fun and I adore their improved identities. The new grunts were wonderful to use and the new veteran template is so much easier and interesting to field
Looking forward to the next ultra I run, too!
This the full list for the .lcp? :>
Well it's not final, sorry, I was just showing what's there for now
I'll see if I get any more feedback and then I'll ping you guys to let you know what's up
I had a question for anyone who's gotten to use the enemies rebaked baddies yet
do they still feel like normal lancer's enemies? Like from the GM/Player side, is the game feel the same or do the feel more robust or way different
I'm sure its kind of an odd question but any insight would be helpful, thanks
Yeah, they're pretty much the same, as this was the rebake's whole goal
To change things to be more fair and allow certain strategies to be more viable while preserving what made the npc its namesake
I can attest that players and I, the GM, feel the same way, the mechanics are the same as the base game to a certain extent. The numbers and durations of certain effects are probably the most different. But the assault is still gun guy, the cataphract is still the charging guy and the breacher is still the rapid shotgun guy
Its close enough in fact, nobody bats an eye if i pull a feature from the base npcs and slap it on the rebake
Like the engineer arsenal optional, putting it on the rebake has almost no consequences to the tactics used to fight engineers
That was the vibe I was getting, but I wanted to make sure since I haven't been able to test it yet. Thanks for the write up :)
the operator is fairly heavily changed, to be fair, but it's basically the only thing in that situation
I think the Shock and Sealant mines should have the same language as Petrify, where clearing a condition causes the next one to not proc.
(ie; because corebook operator is a fucking menace if played even halfway competently.)
It's not even because my goal was to "nerf' the operator so much as I don't feel the operator had a distinct identity beyond "guy with really high numbers"
It turns out that if you have a unit whose claim to fame is being dangerously over juiced that any sort of rebake is going to end up falling towards something like nerfs as a matter of course
"should I let this guy keep their 3x7 damage range 20 +2 accuracy gun?" probably not, no
the operator's identity was that it was, in basically every way, a better sniper. which really isn't tenable when the sniper exists
A lot of other rebake NPCs are really close to the same, by design, but a guy whose identity is "a big hole you dump all the high numbers into" needs something beyond that to justify its existence imo
And also yeah
All the other artillery NPCs are fairly distinct units with clear gameplay patterns and purposes, then the operator is just "what if a sniper was mobile and didn't have ordnance or loading"
The Operator is an example, to me, of vibes-based design