Posted November 21, 2025 by Olive
Hello! We’re making a video game! We’ve been doing so for quite some time! The madness is setting in! Ha ha ha!
All NPC classes & base kits: I finished a first pass on implementing all NPCs in their rebaked form, not including their optionals. I bet there’s gonna be hella bugs from these since there’s so much new content implemented, and AI-controlled systems are a bit harder to confirm that they’re working correctly than PC ones.
Mod.io support: As of this update, you can upload and download maps via mod.io, replacing the community maps list that I’ve been having to manually collect and include in builds. Now y’all can just make and share maps directly. Very neat!
100% core rules port: We knew this was a lot to bite off, and it’s looking like some NPC options will fall to the wayside. Specifically, I’ve put the Squad, Ship, and Vehicle templates into a “someday future bin” due to their higher than average mechanical and artistic difficulties. Counting the remaining class and template optionals, I have about 250 more abilities to implement for NPCs. At an average rate of about 4 abilities per day (not counting bug fixing) that’s two very focused months of implementation. With only four months left until the end of March 2026, I think it’s very likely a few more things might slip off the plate by the end of the stretch goal period. That said…
Steam plans: Reaching the March Kickstarter-funded period is not the end. We’ve been hashing out our plan for ~~getting paid~~ bringing LT to Steam after we wrap things up here. Our current goal is to be able to release under Early Access mid-2026, with a healthy intervening period to clean up UX, fix bugs, and make the Lancer Tactics EA experience excellent for people who aren’t already Lancer-pilled. Under Early Access, we’ll get an influx of sales that’ll allow us to pick up the second campaign and any NPC features we didn’t get to by March.
As part of the import of Rebaked NPC text, I set up an automatic parser and most of their ability texts are “glossed” with inline tooltips. I’ll do the same kind of reimport for PC mechs at some point, but it’s complicated by the fact that we’ve made a lot of edits over the last two years so I can’t do a fresh re-import. I’ll have to set up something that goes over all the existing text to figure out what to gloss.
Since the Sentinel is now size 2, the officer in the tutorial now pilots a Ronin.
Added exploding barrel deployable
Fix npcs doing lots of little hops around
Berserker aggression triggers on omnigun
Each sniper needs to individually mark their target rather than sharing
RPV correctly impaired and vulnerable to tech attacks
Fix NPCs not being able to crit, ever
Add passives to mines to hint AI to knock units into them
Added a bunch of new stock Opfors, taken from PilotNET volunteers o7
Loading screen does a side-wipe instead of a fade
Reorganized how content is stored so we don’t have to do a scan at the beginning of every game start. Should pretty dramatically improve initial load times for some computers.
Added slight delay and tween in/out for tooltips
Fix glossary tooltips getting stuck on mouse
Gave the battle log tooltips for actions and glossary terms
Fix hovering over a color scheme locking those colors in
Can no longer pinnochio-into-real-bodies NHPs by loading a saved human pilot json in their portrait editor
Cycling NHPs persists the reset of their portrait
Add a warning before deleting a pilot.
Fix scifiknighthelmet messing with your portrait’s body size
Fix npc tooltip closing whenever you changed the displayed tier
Better target disambiguation when units are stacked up; should no longer accidentally target wrecks instead of the unit flying over them.
When asking to destroy a mount, groups all the weapons on that mount together visually
Fix duplicates of 3D lines sometimes all condensing into one (e.g. only the last Archer Surpress would show)
Add confirm prompts for initiative/overcharge
Show hostile effects in status bars as red
Show pill in tooltip for unloaded weapons
Can no longer add fuel rod gun as an extra weapon
Repair both weapons on a mount when repairing them
AI resets camera to isometric mode when starting turn
Autorotate the camera to get clear views of things when possible
Don’t show savefile maps in editor or mod lists
All zone labels to the hovering pointer style
Fix crash when zone was placed within a forbidden interior setpiece.
New “set unit’s current stat” event for the trigger editor
Add missing Lesson of Shaping
I forgot to add “redundant systems” trait to lancaster; should now be able to share repairs in battle and during downtimes.
Iskander CP no longer damages allies.
Napoleon CP no longer prevents standing up from prone.
Juggernaut 2 limited to 1/round
AGNI is limited to 1/scene
Limit vanguard 3 to CQB weapons
Javelin rockets correctly expires
Flash grenade correctly expires
Can Project Shield against allies (for if you just want a little heat)
Limit these actions to only targeting characters: Arc Projector followup attacks, omni harpoon, invigorate, scan, stormbending’s thunder.
Everest power up applies to tech attacks correctly
Automatically retrieve thrown weapons on short repair instead of losing them to the void forever
Reset uses of prob cannibalism when you bend probability so you can immediately re-use the reactions
Titanomachy mesh only gives bonus knockback to attacks that already have some amount of knockback
Replace brace buff restrictions with new “dazed” condition, taken from Valkyrion’s Prototype Pattern Groups.
Payload is invulnerable; can no longer accidentally walk it through lava and lose the mission.
Can shift payload after bracing
Fix dying at the start of turn not counting as your side’s activation
Fix knockback for weapon blasts coming from targeted tile
Stunned auto-fails hull and agi checks/saves
Normal deployables don’t roll saves/checks; they auto-fail
Shunting to nearest valid space more reliable for large units
Can no longer push large units partially off the map
Fix ophidian trek pull distance
Fix broken Annihilator
Fix broken redeploy action
Fix blackbeard being able to continually grapple at range
Stasis generator doesn’t require a roll from allies
Diluvian Arc ends when it’s supposed to, isn’t infinite range, cannot be used when grappling, and can now be re-upped.
Flash Lock doesn’t trigger on takeoff/landing.
Dusk wing holographic imprint doesn’t leave a new hologram at every step of non-standard movement
Did a halfway fix of the Combat Drill to make it less likely to go infinite-ish. Not sure I entirely resolved it but it should be better.
Exiled/intangible units have their terrain effects (such as Blinkshield) disabled
Hardlight barrier doesn’t do burn to intangible units when they leave
Cannot overcharge when symbiosis’d
Cable winch ends on intangible/exile/death/gear destruction
Better calculation of allowed draggable tiles for cable winch
Don’t trigger flank (or other post-attack choose-and-use attacks) if original target died
Thinking tomorrows thought applies earlier so it can be used to overwatch a puppet systems
Fix roland chamber’s damage being dependent on targets failing the prone hull save
Fix Watch This’s hull save triggering multiple times per round (without effect) and being able to work without zeroing in
Puppet systems is involuntary movement but still triggers rxns (goblin continues to be my bug nemesis)
Infiltrator 3 still gives you movement event if there’s not target to flashbang, and moves more than 1 space.
Losing hidden from boosting only happens after you finish the corresponding movement
Disdainful blade has lower resolution priority so you can do your integrated weapon aux first
Fold knife teleport happens after damage
Disable exposed singularity while riding mule harness (RAW you should be able to but I don’t know how to make it happen cleanly yet)
Activating asura no longer immediately triggers sehkmet
Disable sekhmet if you get stunned or the gear gets destroyed
Hacker 2 clears are checks instead of saves
Fix shock wreath triggering when any modified weapon in your loadout hits
Fix characters not being able to target other characters only partially within their hardlight bubble
Making video games is hard. I know it’s a cliché to say that “I know it’s a cliché to say this couldn’t exist without your support”, but it’s true. Both the face that it’s a cliché and the statement itself. Tysm for continuing to read these and play the game and cheer us on.
<3 Olive