Posted April 14, 2026 by Olive
Another month, another build. Also we’ll be doing a livestream this Wednesday (the 15th) at 3-5pm on youtube to celebrate the 3-year anniversary of the Kickstarter. Come hang!
Changelog:
can siege ram setpieces
vlad doesn’t don’t dismember self when using crack shot or grappling
fix symbiosis switch control situational action not showing up
remove arcing from siege cannon direct fire
minotaur correctly loses all its speed when entering engagement with other characters; it doesn’t count as larger when it’s initiating the engagement
minotaur can pick up the payload (previously, it was not able to enter the minotaur’s space due to localized maze lol)
annihilation nexus centered on a drone doesn’t trigger your own turrets & correctly enables the followup protocol attack
can apply Leadership dice to attacks you make from drones
predator/prey concepts can use variant actions like thrown (but so can predatory logic now)
can puppet systems allies through other allies
held image only triggers at the start of other mech turns, not drones
fix dusk wing explosions not catching nearby units/playing the explosion fx
fix: hunter lunge fails to trigger drag down damage
fix weapon type restrictions (and lack thereof, respectively) for seeking payload and avenger silos
don’t autoconsume all lockons when attacking with a launcher from a monarch
fix cable winch drag only working when starting adjacent
grease monkey III charge no longer resets whenever you spend any repairs
prototype weapon charges are only rerolled on full repairs
multiple Open Channels no longer can affect the same character
a bunch of fixes having to do with the ghoul nexus; it now overwatches from where it is instead of trying to do so from the unit & can recall it
lockbreaker doesn’t lock out UNCLE weapons
not locked out of lockbreaker movement forever if you ever decline it
post-attack lockbreaker happens after followup aux attacks
can lockbreaker a skirmish from an overcharge action
fix deep well heat sink priority so it affects type 1 flight system
balor self perpetuating repairs during downtimes; not just at combat starts. Full repair beats actually full repair.
drake fortress CP provides knockback immunity to all sources + correctly ignores brace restrictions
fix combat drill overkill heat not corresponding with its bonus damage
fix infinite range attack glitch when you have to disambiguate targets for a melee attack
fix teleporting while going in a straight line causing you to teleport individually for each step
soft-cover setpieces grant soft cover when you fire through them instead of only when the target is standing within them
invading allies no longer clears hidden since it doesn’t count as an attack
can move payloads when dazed, but no longer stunned
Jericho cover no longer gives hard cover to itself
Rider units (latch drone, mule harness) do not take fall damage when their host carefully climbs down a cliff.
correctly reapply buffs when a kit is repaired (e.g. ultra siege armor resistance)
oasis wall doesn’t deploy on tiles you’re currently occupying for size 2+ units
fix escort+extraction not extracting the payload // triggering victory.
Can try to break grapples from harpoon cannon & lasso
assassins mark is no longer shared between all assassins
engineer turrets aren’t affected by engineer’s impaired status
hard AI round cap on mobile printer being used multiple times per round
fixed berserker doing fall damage to itself when harpooning a larger character
fix witch’s Blur never applying
Hive’s Razor swarm is no longer a character (again? I stg I’ve fixed this before)
charged slash should no longer be used on allies ++ have the AI make the choice if the AI gets targeted in some other way (eg player-controlled ronin)
fix breacher thermal charge sometimes not moving because it tries to either target the line on the way there or some unreachable final target
scout rebound scan correctly auto-hits allies
scout pathfinder boost correctly consumes rxn
add “rename unit” event
“Use” zone event: flag to make “use” zone actions reusable, can specify what units are permitted to take the action
Can add and remove lancers to modules via trigger.
add module trigger that modifies a unit’s sitrep tags
Added extraction event to just remove a unit from the map, with flags to skip fx/logging
combat start is now the default trigger event, sorted the list alphabetically
Terrain getting damaged can trigger triggers
change faction unit counter to skip drones (so restock drones don’t prevent elimination victories)
added 5-person conversation layouts
be able to add conversation lines after the selected one, and playtest from the last selected line
Fix crash on pasting line breaks into a conversation line
fix behind-choice word bubbles blocking choices
added a “handshake” stage direction for conversations
add summary text entry to combat tool, which can be used for the intro banner playing
re-enable unit save-as button in combat editor
resizing map no longer fills in the lowest elevation with blocks
unit palette has a search bar, bigger sprite buttons, and lists deployables/markers with their name instead of a blank image
Added missing localizations for the new setpieces+doodads (crate, crates, consoles, etc)
removed “my_first_map” as the default map when you open the editor for the first time; instead, highlight the “new” button
add “downloads” list to the editor file lists (alongside “user” and “stock”)
don’t fit the beat dropdown to longest beat name
dialogue blocks can stay available after being run
fix landscape block previews not having their side textures shown
No longer able to level up freely during full repairs within a module; show warning mark when there are unallocated choices for a pilot.
Beat dioramas will fall back to camera start zones // center of map if there’s no mech slots
image media can be webp/jpg in addition to png