Just added a temporary dev build via my phone from one version back that should have instant action not crashing: you can try the LancerTactics_0_04_10 file until I get back to my computers.
Olive
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Hello! Yes, the core engine (for things like pathfinding) is still 2D because that’s how the game started out, so 3D overhangs were a significant complication that we decided to not tackle. Even if we did add technical support for them, they present a number of really intense camera/ui challenges – how do we let you pick one layer vs another, or show what’s going on underneath? We can’t zoom in and out as freely as XCOM because we have pixel art. It was easier to simplify out lives by writing them off.
For NWES camera views, I’ve gone back and forth on them. Generally, they get the worst of both worlds where they look awkward since the blocks lose a lot of depth information plus they aren’t quite as useful as full top-down. The next thing on my list to try is free draggable rotation with the mouse that snaps back to a diagonal once you release, so you can examine things but not live in a weird angle.
Thanks for the questions lol sorry for such long answers :)
Could you email me a save file with this pilot? I’m having trouble reproducing this glitch.
You can find your saves by going to options -> Data and pressing the yellow button, then all your saves are in the saves/ folder. If save during a combat where you’re seeing the manticore do this, that .json file will show up in that folder. You can email me the save at olive@wick.works
Fair question! Skirmisher and Siege Spec are the two remaining talents on the to-do list. We’ll definitely have them by the end of the Kickstarter delivery date of next March, but they’ve both proven to be uniquely squirrelly so I keep waiting to see if working on other things solves them.
Specifically for Skirm 2: since LT has dropped the concept of declaring Skirmish vs Barrage in favor of an action points system, there’s no clean way to tell if your first attack on a turn should be eligible for the movement. Plus it needs to stack with Hunter 1’s lunge which is difficult for technical reasons.
Both are theoretically possible to overcome but we’ve been prioritizing lower hanging fruit first.
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which line are you referring to? Magnetic cannon?
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Having dynamic zones be able to block/interact with attacks that pass through them (e.g. not being able to shoot over the top of a blinkshield) is one of the few remaining engine to-dos I have. Entering or shooting at targets within the zone should have an effect now, however.
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Is the inside of a bunker a free space, do we think? Like should a hive drone be able to plop its razor swarm down into it?
Downloaded Instant Action maps are unzipped into Roaming\LancerTactics\custom\instant_action, so you should be able to manually put the combat_xxxxxxx.json files there and have them show up in the list.
I was also able to reproduce your crash – it looks like it happens when you don’t have that above folder before trying to download a map. You can create it manually or save a single custom map in the map editor and the game will create the folder. This feels like a high priority bug so I’ll try to make a new build with the crash fixed ASAP.
In testing this, I noticed that it looks like the list in Instant Action doesn’t update with the new maps until you close and re-open Instant Action, as well. Logged that as an additional bug.
Thank you for the report! Please lmk if you run into any more problems.
Carpenter, my collaborator, has made a bet with me that the first major mod for LT (as soon as it becomes possible) is that someone’ll do a backport to vanilla NPCs (followed shortly by someone doing a forward port for the Rebake’s grunts, which is part of the rebake we’re not picking up).
It’s not realistic for us to provide a toggle between the two, so our decision to move forward with them was not taken lightly. After intense discussion with backers, community members, and other creators, I wrote a novella of a post about this discussion and our thoughts about it here: kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409
If, after reading it, you have thoughts or concerns that weren’t addressed in the post, I’d still welcome reading them!
PSA: Itch has been getting swamped with links to malware. I’ve been deleting topics as soon as I see them pop up (posted by users with names like “support@itch.io” or “Developer”) but they usually are up for a few hours before I catch & ban them.
If you see a post with a link for an updated build, do not click it. Builds for Lancer Tactics are only available through the main project page.
Even if it crosses its heart and promises that it’s legit and that you should only download from verified & trustworthy links like the one it has. That said, THIS is a real link with a free version of the game that is updated and has a whole bunch of cool new features: Download the update here
From here:
Currently, only the content in the core rule book is on the production schedule as we aim to fulfill the Kickstarter obligations. After that we’ll be spending some number of months tightening things up for a steam release. Any expansions/modules past that will depend on how well the launch goes ++ conversations with the authors in question.
So: not yet, but maybe someday.
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Having sloppy significant digit hygiene makes me less likely to listen to what you’re saying here - you can’t be pulling percentages out of thin air (“15.5% of 15.5%”) and still be including decimal places as a way to sound authoritative.
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It’s not about player preference for the TTRPG. I use hexes in my own game too. They’re fun. Nobody is arguing they’re not. It’s about what is feasible to do for a indie video game adaptation.
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Are you suggesting use near-circles for range but 1:1 for movement? So like diagonally 10 spaces is out of range of an assault rifle but within range for a speed 5 move+boost? I don’t think that’s a game that would be good. And if we tried doing circular square movement, we’d have to start answering questions like “what if they do it as a series of 1-step moves?” The edge cases are not trivial. The only other realistic alternative is no-diagonals like in the original web demo or Icon. I’m more open to that but I would need a UX reason eg making it easier to learn for me players.















