Ah, thanks for the heads up! I did a minor engine upgrade to Godot 4.7.2 and I think I forgot to get a WinRT-less custom export template for it. I’m putting another hotfix together for a few more issues this week and I’ll include this in that. Sorry for the trouble!
Olive
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Thanks for the heads up! I’ll take another look at seeing how I can verify/sign the downloads with microsoft.
(For the record, that exe.lnk just opens the game with some extra commands to show the console in an external window while running — if you’re concerned or if Defender keeps hassling you about it, you can leave it un-extracted or delete it and the game will still run fine normally.)
Thanks for the questions!
Massif Press infringement
Hm, you’re right that that section is a bit confusing. I think it’s meant to say “you have to still follow Massif’s third party license” but I don’t know how that bit about products unrelated to LT snuck in that bullet. I’ll raise it with the lawyer to rephrase and focus that point.
As for porting SR or other first party modules — I don’t have much more insight into whether porting them into LT falls under the third party license or not than you do. The “solstice rain” module currently up on mod.io was 1) made before we really had time to work any of this out and 2) already received a request from one of the creators to make it clearer that it was an adaptation, not the real thing. (with which I believe they complied, and haven’t heard anything since then)
If Massif or any of the creators request the takedown of such a port or prevention of further uploads of such, we’ll comply with them just like we would a third-party designer. So if I were a module-maker I probably wouldn’t try doing so without written permission from one of them.
Third-party IP
Honestly, we just didn’t think about the case of you owning your own IP & modding it in. That should 100% be allowed, and I’ll make a note to add something make that clear.
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.
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.
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
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.
Hi! I think this is likely an issue with the Zheng mod; I’ll forward this report to Gavstar in their thread on Discord.
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?
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?
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!
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.
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 👍
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.
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.)














