Oh yay! I’m so glad! Mods should be working; that error message is once again a new one to me. I’ll log it to see if we can reproduce before the next major build.
Olive
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OK, the folks on the Godot engine recommended exporting a build of the game with more Windows features turned off (text-to-speech and HDR colors). I got a friend to help me rebuild the export templates excluding winrt and just uploaded it as lancer-tactics-pc-no-winrt.zip — want to try that? I have a good feeling about this one.
(with the double-dash --verbose mode, if possible.)
:( Thanks for being down to try so many different things to troubleshoot.
I’m really officially out of my depth here so have a bug post on the Godot repo. In making it, I noticed that our attempt to run it in --verbose mode may have missed the double dash at the front of the keyword (I think itch’s autoformatting ate it so I’ve edited the post to put it in code tags). Wanted to double-check whether it was entered correctly to see if we can’t wring any more information out of this.
The last thing I can think to recommend is manually updating your graphics drivers (google “intel update drivers”) to see if that helps at all. I’ll let you know if I get any responses on the bug report.
Alright… two more possible things to try to narrow things down: figuring out if it’s something with the graphics system or audio system.
To disable all graphics, run this in the console instead, with two dashes in front of “headless”. This will run the game without any kind of graphical output (which doesn’t help much for playing the game I know, but’ll help with where to look for next):
.\LancerTactics.console.exe --headless
To test disabling audio, I just uploaded a build of the game with all the FMOD stuff jettisoned. There should be a new download available called “lancer-tactics-pc-no-audio.zip”; try that?
If neither of those yield results, I’m going to make a post in the Godot support forums to see if anyone else is running into this. Would you mind sharing your video driver info? I don’t have a windows computer on me since I’m traveling but found these steps to getting driver information:
- Press Windows + R
- Type dxdiag and press Enter
- Click the Display tab
Hi there — thanks for the report, sorry it’s broken.
This is a new one for me, and apparently for googling “winrt::hresult_error godot” as well. We upgraded to godot 4.7 between the two builds, which is where I bet such a low-level sounding error is coming from.
Looking at the engine’s changelog, it looks like that WinRT (some sort of generic windows driver error?) might have come from changes in accessibility or audio interfacing – if you have any hardware drivers like tablets, screen readers, screen overlays, or complex audio setups that might be the contributing factor.
From what I’m reading it sounds like we might be able to get more information from running that console version of the game in verbose mode (I should probably add a shortcut that lets you do it automatically). If you open up a terminal at the game’s folder (shift+right click an empty space in the folder and pick “open in terminal”), you can run it in verbose mode with this:
.\LancerTactics.console.exe --verbose
And we might get some more hints with that?
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.
Oh yikes! That’s a new & scary one. Godot is a lot less stable on various machines than I would like — I bet it’s some sort of video card issue.
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I’d be interested in seeing your crash logs, if you don’t mind sending them to me at olive@wickworks. They can be found in C:\Users%UserName%\AppData\LancerTactics\logs
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To get it working on your machine, have you tried running it in compatibility mode? There should be a second shortcut in the game’s folder that launches it in that mode, which turns off some graphical features but seems to be a lot more stable.
Let me know if that solves it!
Yes, though it’s a bit convoluted. If you use an “emit trigger signal” effect, you can put a list of units (in this case the one that gets all units in a zone) in its “array” field. If you have another trigger set up to catch signals, it will trigger once for each unit in the former’s list with each unit in its context.unit field.
I can try and break that down into more detailed steps if needed, but hopefully that’ll point you in the right direction.
Hello! Just did a quick check, it looks like RBJJ is working to me. There’s a separate action icon for using them as oppose to a normal boost:

As for Ace 2, iirc I temporarily skipped setting up the interaction between it and the jumpjets because it raises some thorny user-interaction questions about when to roll for the heat & ask for the movement target, but it’s on the to-do list to figure out.
Let me know if you have any more questions! Olive
All good, these are good questions & I don’t mind the opportunity to think/talk them out :)
Yes, any API I’d be able to hypothetically provide would likely have to change along with the game as more or less information becomes available for functions which would defeat the purpose of it. For standardized sorts of mods like simple texture packs I think keeping the way that they load stable is feasible & required… but for a game as complicated as Lancer I don’t think I can predict what features modders might need to pull off whatever they’re trying to do once they get their fingers into the scripts.
Figuring out how we’re handling mod loading & pck files this week; previously LT mods used the player-made modloader by Gavstar, but I think for the official support we’ll be using the Godot Mod Loader project.
I’m not planning on setting up a separate internal API for modders; they should be able to use the same general services & utils that the base content uses, e.g. there’s a big unit_conditions.gd file that any ability can call into by saying UnitCondition.apply_status(…) to apply Impaired.
The main way an ability can specify working differently than the general rules is by extending and overriding a function from the base class. For example, action_impact_lance.gd from the Vlad overrides func get_self_heat_dice(context:Context) to only gain heat if it’s catching more than one target in its attack.
The drawback to this is that mods will break as I change the internal implementations // function names. But since these usually represent changes in available context, I don’t see a way to maintain an unchanging API that would still work with the old contexts.
Yes, exactly! The benefit of StringNames is entirely for modder flexibility, and are much worse when it comes to typing and editor features. I figured out how to jump through some somewhat-cursed hoops in order to keep the dropdowns in the inspector & code autocomplete, seen here, but yeah lost the runtime type safety checks.
The only other marginal benefits I can think of are more readable JSON files when I serialize data, and ability to remove earlier entries without messing up the int -> meaning linkage.
That’s concerning. Two things to try:
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Does it work in Compatibility mode? If you’re on windows, there should be a second shortcut in the game folder that launches it with different graphics drivers settings.
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After a crash, could you send me your logs folder so I can see if they have any hints as to what might be going on? For windows, it should be in “C:\Users\USERNAME\AppData\Roaming\LancerTactics\logs”
Thanks for letting me know & sorry for the difficulty!
Logged! We’ve been dragging our feet on this for a while because I think the ideal version would be to have a modal that allows you to check/uncheck all maps and sitreps that you want it to pull from (in case you don’t like specific maps, etc) but haven’t had the time to design such a modal. Adding a simple “random from all” to the dropdown would make a good stopgap until we get to that ideal though.
Hi! Thanks for your post. Our objective with LT is to make a new-straight port of the TTRPG ruleset (which we did not design), and needing to be adjacent to the objective for moving it (as well as the equal-to-your-speed limit on spaces it can move per turn) is important for game balance.
Generally, the design of the TTRPG is “Lancer is not a simulationist game” ie a lot of things that might make intuitive sense don’t work for the somewhat frustrating reason “because of game balance”. I think you’ve correctly identified the one system in the game that most breaks from that philosophy; the Cable Winch is a pile of one-off rules to have it be a quasi-roleplaying human-judgement sort of system, which makes it a big headache to implement on the computer. If anything, we may in the future be forced to prune it back/simplify it for Lancer Tactics so it doesn’t raise these sorts of questions.
Hope that makes sense!
“Manual” means it doesn’t expire naturally, as you may have discovered, so you’ll likely need to add a second trigger to clear the status yourself… which I am surprised to see we don’t already have an event for. Just added it to my to-do list.
I’m also modifying the “until start of next turn” timing to work for Shutdown like it does Exiled (e.g. fold space), which shared the same problem.
I don’t see a good alternative solution until the next monthly update drops; thanks for your patience til then.
Oops, we meant to put the link up on the main itch page once the Kickstarter work wrapped. Here’s the discord invite link, I’ll try getting the front-facing signage in place after I get back from vacation next week.














