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Olive
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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.)
:( 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.














