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This is excellent and definitely got me playing again, but there are quite a few bugs I've noticed.

It seems that Spotter II: Panopticon doesn't give you a Lock On free action at the end of your turn if you used Lock On and didn't move. I'm not sure what's wrong with it. I tried using Lock On and then not attacking, I tried using only Lock On once and twice, I tried not using Puppet Systems so it didn't register an enemy moving on my turn either... the only thing I can think of is that my Goblin either started her turn in Difficult Terrain or was prone at the time, even though she didn't stand up.

I noticed my Vlad also started her turn in difficult terrain in the same combat and then only got to make one move for some reason. Maybe it's related? It was on the map Urban Sprawl, and a Bombard blew up a large area and made it difficult terrain that my team pretty much has to start in.

Moving on, it seems Infiltrator is also incredibly difficult to use because there seem to be a lot of bugs involving what does and doesn't block Line of Sight. Sometimes huge, height 3 walls, floors, and ceilings don't count as blocking line of sight, so enemies can go underwater, see you perfectly from down there, and shoot you despite you being sandwiched between sight-blocking cover otherwise. Hilariously, it's easier to maintain Hidden while standing wide out in the open on a bridge than it is while swaddled around three walls bigger than your mech because bridge tiles are tagged as Vision Blockers.

Ace I: Acrobatics' move 2 reaction when an attack misses you seems to trigger when your mech misses with an attack. I haven't checked to see if it triggers when an attack misses you.

Either Fusion Hemorrhage or Limit Break also seems to erroneously trigger off of Tech Attacks. I've seen my Tokugawa trigger something that caused 3 damage to a Berserker while using Fragment Signal on a Berserker, and it was exposed at the time. It may have been resisted, or it may have not been resisted.

Speaking of Berserkers, though, it seems that hitting them with an attack that inflicts a status on them that disables their resistance doesn't cause that immobilizing attack to deal unresisted damage itself, even though Immobilize/Slow/Impaired/etc happens on hit before any damage is rolled, and players would normally get to choose the order things happen in on their turn to allow themselves to deal unresisted damage.

Anyway, thank you for all your hard work adding all these talents. They're still amazingly fun to play with. Hope life, work, and everyone is treating you well.

Thank you for these reports! They help a lot. I’ll log and investigate them.

Could you give me an example where you’re seeing the beserker resisting an attack it shouldn’t? I just did a quick test with the Burst Launcher and it looks like it’s working as it should – the only reduction in damage is the armor. I’d believe there’s some weirder cases somewhere that don’t work, but I can’t think of any offhand. Log of a beserker taking a crit burst launcher attack and not resisting it