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Olive

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

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🙏 thanks for your patience

Following up, I found the issue: there’s a “can fire ordnance” flag that gets set and unset at the start of a unit’s turn that prevents firing ordnance-tagged weapons outside of it. I’ve modified things so more generally ordnance actions triggered as rxns skips this check, which also fixes a kludge I implemented that let Sniper’s Moving Target fire its ordnance rifle off-turn.

Yikes, that sounds like a pretty serious error. Thank you for reporting. I’ll take a look.

I wasn’t able to repro reactive weave + armor lock conflicting; they both triggered in this quick test. If you find another situation where they have problems / don’t trigger / trigger at strange times, could you submit a bug report through the form?

I’m also not able to repro the Shock Wreathe issue. I’m not seeing it available for overwatch attacks (unless it’s on your turn & you have the spare quick, which gets used), and I’m not able to make a second quick action attack on turns where I use it (though followup aux attacks still go through, as intended). If you keep seeing it on future builds, please submit a bug report through the ingame link with a save.

Hey there! I’m also having trouble reproducing the Athena bug. From my reading, it’s a blast 3 area so centering it next to a ledge that’s larger than that won’t catch tiles that are further away elevation-wise. Could you post a screenshot here next time you run into a situation that seems wrong to you?

No, the bug is still in the backlog. This was supposed to be a fun little bonus rather than core functionality, so other fixes have taken priority.

All good! :)

Hi! Thanks for the questions.

Rxns: the sequence you describe should definitely be possible in-game. If you run into a scenario where it’s not, could you submit a bug report with a save through the google form in the main menu?

Thinking about it — we could probably do more to telegraph what rxns will potentially trigger on a given attack in that percentage preview window. I’ll make a note to try out some designs for that.

Re: rebake, this has been a subject of pretty intense debate back and forth. Here’s the initial round-up of the discussion, and here’s a later bsky conversation where someone had a similar question about a toggle.

The TLDR is that it’s not realistic for us to implement the NPCs twice, but that we expect it to be an early major mod once we support mods (alongside other people implementing more of the rebake’s optional rules).

This is something I only recently learned – by the book drones are considered characters, not objects/deployables. Confusing considering the fact that you deploy them.

Yes, I accidentally left the “dev mode” enabled for this last Linux build 😅 enjoy the inadvertent backstage preview

I’ll log the stacking issue – theoretically they should both trigger.

The idea has been raised before but I’m reluctant to add a slider specifically for brace to avoid having to add specialized UI and manage tracking its data, if there are other design solutions that might solve things. It’s a possibility though.

Sick, I’ve just unchecked unique for the stake. Lmk after the next build if you run into any bugs with multistake life :)

Hey, turns out there was a small bug with DW’s Harelquin Cloak after all! It was applying at the start of combat in addition to at the start of turns. Only mattered for pre-placed Dusk Wings, though.

100%. I love itch.io as a platform and am somewhat resentful of Steam’s corporate monopoly so I’m very motivated to keep the versions at parity. The decision to host player content on mod.io instead of Steam workshop was borne of a similar impulse.

Plus, as noted below, we’ll be sure to make Steam keys available to anyone who got a copy here pre-Steam.

Thanks for catching these! Lancer is a sprawling game so the only way I can know to fix this stuff is through player reports. Logged; I’ll take a look after I finish out the NPC classes.

For that last one – I’ve not seen the Dusk Wing do that in my testing; could you submit a save game where you see that happening? Either through the google form or by emailing me with an attachment at olive@wick.works. Instructions for finding your save are found in that google form link.

We’ll get you a Steam key – not sure yet if it’ll be through the same Backerkit channel that we distributed itch keys, or here through itch & linked to that key. But you’ll get one for sure!

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My current understanding is that if you’re selling the game for less than it is on Steam on a different storefront, you’re not supposed to provide Steam keys. I really like the idea of being able to pay less to skip getting a key – I just haven’t every seen anyone do it or talk about it.

I have been advised to not play too many games with schemes like that because you want to stay on Steam’s good side, but who knows how much of that is hearsay.

Another possible option if we want to keep the price low here is “grandfather in” everyone who’s already bought it on itch before it was available on Steam, but not provide more going forward. I think it is an important priority to make sure people don’t have to buy it twice if they got it early, whatever form that ends up taking.

Ah! I see — great, noted.

Yellow

Yep! Refining the available colors is high on our priority list.

Block Palettes

Not very final. We haven’t made updates to them in over a year, and I’ve also been vexed by the lack of options and a lot of their visuals. Fully custom ones (outside of, someday, mods) are fairly unlikely since there’s a surprising amount of tech complexity behind them (e.g. getting them to “bleed” into surrounding blocks). I do hope to be able to somehow allow custom color tinting someday, however.

Bracing

These are great thoughts & notes – I think I agree with everything you say here, and have had concerns along similar lines about the brace family of systems. We’ve added additional brace triggers in for the nelson’s armor (so you can brace against grapples) so it might be possible to give the Nap something similar. I’ll make a note to look at it when I finish the NPCs and come back around to polish up the PC systems.

I am actually one of the few Napolean Fans! After my last campaign, despite my best efforts, it became my favorite mech. I documented my journey here. So I’m motivated to help make it as good as it can be in LT.

Sick! I have someone helping me collect the Unspeakable Form reports into logged cards, so I’m going to trust that they’ll get into the bug pipeline that way. Like I said, Mule Harness & Cable Winch are two of the most implemenation-vexing abilities in the game, so thank you for stress testing them!

For the flight size thing, I believe that’s how it should work, from the core book:

I believe that the reason you can’t owerwatch with vorpals is because they have the rules text:

Gain the SNICKER-SNACK reaction, which is the only way you can attack with this weapon.

So if they’re able to overwatch normally, when you don’t have Stabilizer Mods on them, that’s actually a bug. Is that what you’re seeing?

Investigations from yesterday revealed that the music slider literally only affects the title music track, despite all music being in the same bus and ostensibly controlled as a group. I regret working with fmod every time I touch it. So: bug is logged, but I’ve hit a roadblock with it & have asked for help.

Thanks for the report, logged. I think I’ve heard other people having this issue but have never been able to repro. I’ll investigate further.

Yeah! We’ve been aiming for about a 1/month update schedule.

The MULE harness & other unit-attachment abilities is definitely a weakness in the engine – are there any bugs in particular that you’ve seen that I could add to the buglog?

This is the perfect place to ask questions!

Hm… I don’t think there’s currently a way in the editor to grant a temporary teleportation movement type, but now that you say it, there definitely should be. I’ll add it to the list for the next update.

Sick ty for the report!

I don’t have a strong preference for keeping posts condensed here or splitting them up; dealer’s choice. I make individual tickets for each issue over in trello either way.

ya that was my proof of concept before handing it off to Jude. It’ll inevitably get better once he does something with the new capabilities.

Thanks for the report! I see the issue – it’s being classified as an attack by an internal system so wasn’t being checked for the AI tag. Will be fixed in the next build.

It ended up being due to having a deployed drone; it does a virtual turn start for them so they take damage from hive drones or what have you, but since they have no speed the payload was saying “oh! I can only move 0 spaces this turn. :)”

Thank you for the report and save file! I’ll take a look and try to fix before the next release.

Oh no! That’s no good. Could you email me at olive@wick.works with some game data to help me see what’s going on?

You can reach your data folder ingame by going to Options -> Data and pressing the yellow button. There’s a “logs/” folder there – attach the files there to the email. If you could also attach any save game files (in “saves/”) you have it would be helpful.

Sorry it’s having trouble, and thanks for telling me!

It’s a bit tucked out of the way, but the charges are shown in Walking Armory tooltip within your “active effects” list:

It would probably be a good idea to surface that better somehow while you’re picking an option.

For the system trauma issue: good catch! I didn’t realize it should be a valid target. Logged :)

That’s our goal! There’s a tutorial that will introduce you to the rhythm of combat. The biggest differences we had to make for the adaptation is having a action “points” and flying being a status, but it functionally plays almost the same.