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Olive

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A member registered Mar 09, 2016 · View creator page →

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Agree, good points! But we’ve made the decision to not implement pilots dismounting mid-combat. In my experience, pilot combat in Lancer starts relying much more on theatre of the mind and human flexibility of what’s allowed. My understanding is that it was added as a release-hatch for giving players something to do if their mech is destroyed. Since LT is a lot snappier than tabletop & single-player to boot, pilots on the battlefield ended up being too many edge cases and pitfalls for too little gain. I know skipping it makes the titanfall fantasy impossible, but Lancer wasn’t ever really set up well to do that anyway.

Re Technophile+BT, it’s possible for Black Thumb to figure out how to adapt its rank 1 on its own without requiring the rest of the game to include dismounting for it. I believe the modded version of BT does something like a custom action that adds the pilot as riding on top of the mech + being able to shoot a custom small weapon. They could also implement or enable “hand over control” as appropriate for that specific case as well.

Hi, thanks for the feedback!

So: the only reason we included the “hand over control to an AI” action is to give a cute in-universe method of not having to control as many mechs, to reduce player mental load. Both here and in the TTRPG it’s totally disconnected from anything else mechanically (Sehkmet doesn’t require you having handed it over); handing over control doesn’t do anything except let the AI run things.

I’ve actually been considering removing the action because it’s such a niche utility and is confusing, but that would make the COMP/CON GMS system completely useless. Would love to hear what you’re trying to do / what you’re picturing handing over control does if not computer-control of characters.

Does this happen with all combats or just this module?

The first thing to try if no combats are playable is running the game in compatibility mode (there’s a LancerTactics_Compatibility.exe next to the main game in the folder).

Oh neat! I didn’t know the itch client let you do that. Thanks :)

I’ll take a look at the skin palette ordering issue — I’m seeing that too on my machine. However, that should be a purely UI issue and not affect pilot imports (I’m currently able to export/import portraits without issue). If you get a chance, could you also include the profile you’re trying to import to that same email?

I also didn’t see anything alarming in the system logs you sent over — it looks like it was a quick session where only the pilot roster was opened. They’re more helpful after a session where you saw an issue after e.g. trying to download a map/module and it failing.

Thank you for helping me troubleshoot this!

There is an executable in the downloaded zip. Decompress the folder to the location of your choice, then run LancerTactics.exe.

You can also use the itch.io client if you want a more Steam-like experience.

Aiyiyi, that is a mean host of issues. Thanks for the report, and I’m sorry it’s having that many problems.

It’s odd that something change between the 1.1 and 1.2 builds — we didn’t upgrade the Godot nor make any engine-wide rendering changes which is usually what triggers widespread system incompatibilities like this. (the image you mentioned didn’t appear to make it into your post)

I would love to see some logs of the game to see if they have a hint of what might be going on. After running the game and seeing some issues, would you mind submitting some to either the google form or emailing them to me at olive@wick.works? You can find them in the logs/ folder in the user data directory.

Out of curiosity, how are you testing various versions of the game? Did you just have them saved? I’ve been wishing itch.io provided a way for people to download prev versions for a long time — have I just miss it?

Finally, to get a 100% clean install, you can delete the entire user data directory which it looks like you’re familiar with in the custom assets bug post. LT doesn’t store or change any files outside of that “LancerTactics” folder. Rerunning the game will cause it to regenerate that folder from scratch.

That definitely sounds like a bug with the game. Logged, ty!

custom mech assets, but so far they have not saved properly

Hm, I’m not able to reproduce this. The coloring features shouldn’t be necessary for them to show up. I know I sound like a broken record but I did some work last week on the mech sprite system and maybe that fixed an outstanding bug?

Does this setup look like what you have?

pilot portraits so it only shows a custom image There isn’t currently a way to add a complete pilot portrait & skip the ingame system. This is on our to-do list, but somewhat low priority — we have a dynamic expression/animation system in the pipeline and at the very earliest I want to finish that first.

Thank you for your notes! Always appreciate them :)

Olive

Hi! Thanks for the suggestion. The NHP/pilot decider was also bugged to always play the NHP voice line if the baseline “temperament” of the pilot was set to “unknown” (even if it had all of its lines filled out). Now that that is fixed, the next version should be correctly 50/50

There’s a button next to the NHP portrait that opens their dossier & bark lines, but it’s currently bugged and disabled. Will be fixed in the next release. ✅

Interesting. I just made a test and it seems to be possible — I uploaded it here as an example. Maybe try downloading and looking at that to see what you might be doing differently?

Two little possible gotchas:

  • Make sure the trigger node that rolls doesn’t have a limit set on it.
  • Make sure the encounters on the various branches aren’t set to auto-hide after you go through them.

I’m not sure I understand the question — what are you trying to do? Are you working with the “set module state” trigger in some way?

Gavstar uploaded a fix — if you update the mod it may be working correctly now.

Hi! I think this is likely an issue with the Zheng mod; I’ll forward this report to Gavstar in their thread on Discord.

Definitely a bug! What’s your system information & linux distro? I’ve tested on my dual-boot Mint install & steam deck and both have sound. It could be we need to bundle an additional library or something for other setups.

:3

Hm, I’d be surprised if it was straight up broken given how common doing knockback via WA is. Could you give more context? Does itch let you upload a screenshot? Perhaps the cataphract was up against the wall or something that made it so there were no available spaces to knockback?

Thanks for writing that all out & the kind words! :) I’ll make a note to look at adding better NPC roster support/access, but it may be a somewhat low priority so will be a while before we get to it.

Thanks! We’d be crazy not to support mods as best we can — Lancer players love making things ;)

The instant action import is the only way that it opens, currently, since that’s the only place where it’s really used. The lack of ability to delete from it was a bug that’ll be fixed in the next update.

I hadn’t really considered being able to access it from other places/just to look at it. Do you think that’d be generally useful? When/where would you look for a button to do so, if it existed?

Don’t think so, beyond the fact that making frames isn’t trivial and modders just haven’t gotten to all of them yet.

I haven’t been able to reproduce this, unfortunately. If it happens to you again, could you upload the most recent autosave (so it has the setup immediately pre-scan) on the bug report form here?

To follow up on this, the error log indicates a problem with the graphics driver, which I don’t have a whole lot of control over, so running the game in Compatibility mode remains the best solution for this.

Hi, thanks for the report!

It’s terribly named and due me getting it switched around early on and now hard to change without breaking the stuff built on it, but the “unit” input is where you put the unit getting damaged, and the optional “target unit” here is the character that dealt the damage:

I’ll update the effect description to make that more clear. This also means that it doesn’t provide an easy way to damage multiple units at once. You could rig something up with the “Emit trigger signal” effect that puts out an array of units… but you’re right that there really should be a “Damage multiple units” helper since it’s a common thing to want to do. I’ll also make a note to add one.

Let me know if you run into anything else!

Good idea — I have a list of like 80 possible steam achievements I’ve been harvesting over the years. Just added this one to that list ;)

Yes, we started enforcing licenses because otherwise you could level up, add stuff, and then level back down and still have everything. Reserves for unlicensed gear are available to add for specific modules but there’s not a way to add them to a pilot in the general roster. I’ll make a note to see how we can support it, but since reserves are somewhat niche it’s not going to be high priority.

If you want a quicker-but-more-labor-intensive solution, you could join the discord and pick up the modkit to mod in your desired stuff yourself.

Huh, I’m not sure how a module might have done that; there’s currently no mechanism that the game supports to manually adjust mech sizes. They might have snuck a formorian frame on one somehow, but iirc the NPC kit picker in the current build doesn’t let you pick PC kits. Possibly they manually edited some json files?

I can put this on the request list, but until then you might have to open those modules in the editors and figure out how they did it.

Nice! That’s really an accomplishment, I’ve only heard of someone managing to pull that off once or twice before.

Weird that you can’t upload images 🤔 I wonder if itch is broken, some googling says that happens sometimes.

If you have a screenshot of that situation, I’d love to see it!

This sounds like this is likely a bug with the pathfinding. There’s an “NPC Zone Guides” button in the zones tab that might help:

But dangerous terrain is already marked “try to avoid” internally by default. I’ve noticed that sometimes the NPCs can still end up walking through zones marked as “avoid” while trying to get to places past those zones. I’ll make a note in the bug log to look at this and try to improve the pathfinding.

Thanks for the report 👍

Thanks for the report, logged ✍️

Added a search filter today for the next build. 👍 It can search on name/callsign/mech name/frame/equipped systems+weapons/LL/talents.

Also, have you discovered the folder system for pilots? It’s the button above duplicate on a roster entry. You can put pilots in whatever folders you want and collapse the folders.

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.

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.)

Noted! ✍️

:( 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.

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Oh that might be it! You could try one of these to force use of one or the other:

.\LancerTactics.console.exe --gpu-index 0

.\LancerTactics.console.exe --gpu-index 1

maybe?

Oop! Bug logged, thanks for letting me know 👍

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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:

  1. Press Windows + R
  2. Type dxdiag and press Enter
  3. Click the Display tab

Oh wait I for sure went down that rabbit hole before asking the standard question: does it work when run in compatibility mode by running it from the LancerTactics_Compatibility.exe shortcut?