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KaiTave

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A member registered Oct 13, 2019 · View creator page →

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Thanks for bringing that to my attention, I wasn't aware that this was the case (Imgur being a casualty of the Online Safety Act). I'll see about migrating the images to a different host, though at the moment I'm currently going through an emergency apartment move so it might be a little while before I get around to it. When I do, I'll post an update and a devlog.

Hound and Wolfhound Missiles, to my understanding, do not get to choose to arbitrarily move vertically in the way you're describing, their default movement is ground level as they deploy adjacent to the Rainmaker and then only move directly towards their designated target in as straight a line as possible. No "I want to loiter out of melee range" type stuff.

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Asking around in the PilotNET server's compcon homebrew channel, it's been suggested that the reason this happens sometimes and happens inconsistently is that it might be a case where some ID tag between Suldan and another lcp are getting confused and resulting in this error. Someone else who was encountering the same error installed Suldan on a blank comp/con account and no longer had this issue, so it might be one where several lcps are butting heads.

The other possibility being proposed is that if you have too many lcps installed, comp/con can sometimes "run out of space" when trying to load everything and this comes up as a missing/incompatible ID issue.

There's a Comp/Con FAQ with an entry that covers this particular error, though what it appears to boil down to is:

This error simply means COMP/CON couldn’t find whatever item you were referencing. Sometimes it’s an invalid tag, sometimes it’s an ID that’s not found. 
COMP/CON can’t tell you anything more specific than “something is missing”, so you’ll have to start retracing your steps until you have a functioning LCP, and figuring out exactly which part you misspelled.

It's unclear to me what in the lcp specifically could be causing this issue given that the latest version has been around since December 2023. It hasn't been causing regular, repeated errors of this type, so I apologize for not being able to give any more help, but I'm afraid I don't know what could specifically be causing this issue for you.

Yes, the Mine tag means Seeder mines work exactly as they do in the description of that tag in the gear section in all respects, including the necessary arming time. Seeder mines arm at the end of the Seeder's turn, so you can't immediately deploy one and knock someone into it, same as a PC can't do that. One of the main goals for the Seeder rebake in particular is that mines should work the same on both sides of the screen rather than having a bunch of weird exceptions that everyone has to juggle in their heads.

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So to answer a long comment with a long reply, touching on two main points:

1). Yes, the damage on the Goliath is lower. I'm not a fan of tier-scaling multiattacks as noted throughout the supplement, and more to the point, my personal view of the Goliath is I don't really want it to be a high damage threat in that way. Lancer isn't a game where Defender = Low Damage, many of the Defender-type NPCs defend through punishment or threat of reprisal, like Demolishers, Pyros, and Sentinels.

But those NPCs already exist, and I don't think the Goliath needs to also be another Defender whose primary threat comes from dealing high damage in the same way. I was personally more interested in exploring the Goliath as a lockdown bruiser off-Controller sort of unit.

2). Yes, the Goliath is objectively more fragile. This is a concern that was brought up during testing by people who initially saw the change and had the same reaction you did, but during testing the overall consensus across multiple reports was that it WAS more fragile, but not in a way that really made it a completely irrelevant unit, if that makes sense. Yes, if you start a Goliath all the way across the map and have it trundle towards the players, it can get killed by long-range artillery before it can get into the fight, but that's a thing that can already happen via Seeking Payloads, Paracausal Mods, Swallowtails locking on to people to shred them, the Kidd's FABI mods, etc.

I considered adding more HP to compensate for the loss of Siege Armor as I did with other NPCs like the Barricade or Demolisher, but I felt that at a certain point simply adding more HP to an already big pool could start to get frustrating to deal with in an unenjoyable way, and testing with the HP unchanged didn't prompt any major "this isn't working" type issues, so I elected to leave it as is.

In exchange for the lower damage and lower overall toughness via Siege Armor, the Goliath rebake gains additional maneuverability via Towering Stride, and more importantly gains additional effective map presence via its various tech actions. Crush Targeting is now no longer on a recharge, but it also has optionals such as Mag Gauntlet and Coercive Force which allow it to extend its reach and pull people out of position and into its grasp. I tend to view Siege Armor as something the Goliath was given in order to let it weather fire while trundling into the fray. With an easier ability to both get to the fight and start affecting people at greater range, I no longer saw Siege Armor as a necessary part of its kit.

As always, I recommend trying things at the table for yourself, because first impressions can be deceptive, but that's the overall gist of it. My recommendation for those that want tougher rebake Goliaths is to apply the Veteran template and consider using the revised NPC structure/stress tables.

Just to spread the love a bit more, I went ahead and posted a page of designer notes not from the Assault but from another NPC (the Breacher) to give an idea of what those look like, and how much there tends to be. The Assault's design notes are, I think, a bit less of a "sizzle screenshot" as it were since they're so extensive that it's basically just a screenshot of nothing but text, but it's a good suggestion to showcase exactly what the notes entail in general.

It only touches on the core rulebook mech NPCs, so not counting things like Squads or Monstrosities, BUT however I am currently in the process of playtesting and feedback for rebaked versions of Wallflower NPCs. When those are in a satisfactory state, I plan to upload them to this page as a separate standalone document, and if you've purchased NPCs Rebaked you'll be able to download it as well. That's the current plan anyway. This won't include Eidolons, to be clear.

I also have no idea why itch decided to format that reply so weirdly, oh well.

Hey, coming back to this now that I've gathered some more info, it seems like in order for this to happen, this would have to be a modification made to the Lancer Foundry module itself, not the lcp. The author of the Foundry module, Eranziel, said that unless they specifically add separate default image handling for the rebake NPCs, that the only way this could be done on the lcp end is if the lcp somehow overwrote the core NPC IDs, which I don't want to happen. He did say he'd consider making that change, but ultimately it'll be up to him and whether he feels like it.

The math IS changed in a number of respects, though most official Lancer modules shouldn't feel it too hard given the levels they tend to hover around. The biggest change is that a lot of NPCs had levels of excessive accuracy/to-hit numbers pared down, which will have an effect in terms of things like Evasion, cover, the Impaired condition, and Lock On all being more important and impactful in various ways.

The bigger changes will occur at higher levels of play, most notably Tier 3. At this level, a number of dangerous strikers have had their attacks shifted from multiple attacks per tier to single attacks with conventional damage scaling. In other words, instead of a Tier 3 Operator making three attacks for 7 damage every time they pull they trigger, they make one attack that deals 11 damage.

A lot of GMs are accustomed to accounting for these sorts of enemies at higher levels and their players are accustomed to facing them and so a lot of "metas" have developed around this. Using the rebake NPCs, this no longer really exists. At higher levels of play when using rebakes, the general advice I give is for GMs to utilize more templated NPCs (Veterans, Elites, etc) and/or simply more actual NPCs.

Most of the pre-written Lancer modules are designed to take place at lower levels, usually starting at LL0 and going out to maybe LL4 or so, so none of them should really require any extensive overhauling if using rebake NPCs. People have been running Solstice Rain and Winter Scar and Wallflower using them and it's worked fine. At higher levels is where things may need to adjust some.

They should just work as normally as any other NPC lcp file, but be aware that they require the core rulebook NPCs in order to function.

If you're living somewhere where exchange rates make it difficult to justify spending that much money on one of my projects, get in touch with me via discord if you can (my username is, appropriately enough, kaitave) and we can work something out.

Sorry to hear that, but unfortunately I'm unfamiliar with this particular issue and don't know why it would be happening. The PilotNET discord server for Lancer has channels both for general compcon and compcon homebrew questions and discussions, and I might try inquiring there, as they have regular users that are more technically minded than myself.

A few points:
1. The alt-frames outside of the Reaper Dart don't display images because they don't have art. The Chimera has an illustration that I got after this latest document update was posted, but otherwise the lack of art is quite literally because there's no art for them.

2). The C&H logo not being colored is, or was at the time of uploading and I'm unsure if it's changed, entirely a limitation of Comp/Con. This is a thing I asked about (and other people asked about) and were told that the program wasn't capable of at that time. If there's a way to change that, it's been a recent development.

3). The version that's uploaded should have bookmarks, which serve as a table of contents of a sort.

4). I don't have anywhere to donate, thanks for the thought though. If you'd like to financially support me, you could grab a copy of Operation Winter Scar if you haven't already, as I'm still earning residuals on that, and I'm also working on another project I hope to have released later this year which will be up for sale.

Just a quick, possibly nitpicky, question. Revolvers state "As a consequence, you may need to reload your

revolver." Consequence is a term that doesn't really show up anywhere else, should this be taken to mean "as a cost" instead?

Which frames in particular are those, if I can ask?

The Chimera recently got art but it didn't get incorporated into the latest lcp update in time, but outside of that if there are art errors it may be something else. Do you know which ones aren't showing up?

Hey everyone, just a note to say that I've been informed there were some errors in the 2.2.6 lcp affecting the ability to use the new GMS weapons during mech building. I've uploaded a corrected version of that lcp, so if you download the 2.2.6 version now it should work properly.

A quick note, I caught a couple errors in the 2.2.5 lcp that have now been corrected, so you might want to delete and redownload the lcp file.

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If you're not on the specific pilotnet discord server but are on discord, you can DM them to me if you'd like (my ID is Kai Tave#1418) or you can also email me at kaitave AT gmail.com if you'd prefer.

Hey everyone, there was an error with the 2.2.4 lcp where the Charioteer's core passive wasn't displaying properly, that's been fixed now, sorry about that! If you delete and reinstall 2.2.4 that should show up now.

Thanks for letting me know! I actually just found out about this yesterday and yeah, the kind soul who had been hosting the images on a university student website informed me that since they graduated, their site has since been removed. I've had the images rehosted on Imgur, and I plan on releasing an updated lcp along with an updated pdf on the 15th of this month which should fix that issue (along with a bunch of other updates).

Hey all, quick update on 2.2.3, some errors were caught after going live and have been quickly patched. The Enhanced Systems Upgrade core bonus should be properly applying its additional SP now and an issue with the Myrmidon specialty license not properly displaying was fixed, so if you were experiencing those issues delete and redownload the lcp file and they should be working now.

Whoops, I made an error in the 2.2.1 devlog update and linked to the wrong changelog, the link should now be to the appropriate December 2021 changelog instead.

Yeah, I went through the lcp and hit various instances of the heat bug, that should be fixed when I roll out the next update. I'll take a look at the Sagittarius stuff, thanks for pointing it out.

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Huh! Well that is definitely not how that's supposed to be working so thank you for bringing that to my attention. I'll go ahead and get that looked at. It may be a little bit before the next lcp update but I've been doing some assorted housekeeping since the last one, extraneous typos and other errors, so this should fit right in. Thanks again.

The Weird Age discord server can be found here: https://discord.gg/8tFDGFfybg

That's a comp/con lcp error that Devi_8 is looking into. The Blackjacket Combat Bow used to have the Loading tag but does not anymore and has not for a few versions.