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(+1)

Hi there! Glad you’re having a good time :)

There should already be a “retry” option that pops up on a combat loss that replays the mission from the Lancers’ starting values. Are you seeing that // is it not currently working? It sounds like the difference between it and what you have in mind is it popping you back out of combat to the beat instead of just the start of combat. Am I understanding correctly?

If that doesn’t fit your needs, I can see if I can add a trigger that sets a unit’s values from something stashed in Combat/Module State so you can do it manually.

(+1)

Whoooops I completely forgot about the retry button that appears when you fail a mission. I'll definitely test that out, I assume it works totally fine.

I may be trying to gamify it a bit too much, as I was supplying an option to return to a previous mission (ie: fail mission three, return to mission two to attempt to beat it "better" so that when you re-enter mission three you have more repair resources or less destroyed systems, for example). In that scenario, which I admit is pretty specific, currently it wouldn't be returning the lancers to the state they were at when they first entered mission two, but rather their current state after failing mission three.

It's totally not important, and way easier for me to rework what I've done then to add a whole trigger, but I do appreciate the support!

Hi!

Did some testing, it seems that the retry button that's available after a mission failure does restart the mission, but the mechs are in whatever state they were when the mission failed (Damaged, missing structure/stress, destroyed outright).

Now I'm not sure if that's specific to modules, but at least with the combats in the module I'm working on it's the case.

Video included (to note, I initially entered the mission with full health and 1 repair missing from each mech).

Hopefully this is useful :)
(+1)

Oop! Bug logged, thanks for letting me know 👍