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Olive

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

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Sick, ty for the details!

The best way to do that would be to add a condition on the trigger that receives the signal to check that the context.unit isn’t flying. There is a “Unit boolean” option with flying as a category to check the current flying status.

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.

Any other details you might be able to provide would be helpful – what were the sources that were skipped?

Noted, I’ll take a look. Thanks for the heads up!

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.

Thanks for the report! Logged & I’ll take a look — it definitely should be visible & not be restricted by changes in elevation.

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.

Oh right I always forget itch doesn’t let you upload stuff. You can email me the logs at olive@wick.works or submit a bug report with them attached here.

That’s concerning. Two things to try:

  1. 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.

  2. 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.

Thanks for the note, trueblack nap should be able to activate flight systems for sure! Logged as a bug.

Could you give me any more details? I just did a quick test and yeah it does look like you need at least one player-controlled unit on the field or it’ll wrap up after a round or two. Is that what you’re seeing?

Yep! You can change the side the mechs are on at the top of their details panel when you click one in the map editor (player/AI enemy/AI ally/none). The AI isn’t great at using all player systems, though.

Ty! 😄✨

Ah I see. Sorry, I don’t keep copies of old versions & since itch doesn’t either, I don’t have an easy way of making that available. And since mods are still unofficial & unsupported by us, I’m not going to start doing so yet.

Hi! I’m sorry, I don’t understand what you’re saying or asking for. Are you asking for something about version 0.6.0?

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.

Thanks for all the kind words! I’m glad you’re having fun with the game.

Non-humanoid NHP features are on the to-do list. 👍👍

Thanks for the note! Yes, honestly COMP/CON is probably the best possible source of such a dictionary – maybe we could add a link to it from an in-game “help” button. I’ll make a note to look into it.

Oops yes the sentence is backwards here, but the behavior in-game is as you describe.

Just a heads up that we posted a new update yesterday that should have them fixed :)

Hello Eric! Thanks for reaching out; localization is still more than a year off for us, so I’ve been putting people on a list to reach out to when the time comes. Unfortunately, we’ll likely have PT-BR covered by an org that translated the core rulebook into Brazilian Portuguese.

Yes! We haven’t made any agreements with Massif to adapt their first-party modules, but we have two in the works that should be ready later this year. Generally our approach is going to be a modular “anthology-style” where you can bring a pilot through various shorter modules, to allow for easy incorporation of player-made content.

Those sitreps are currently bugged; I have a fix ready in the next update. Ty for your patience 🙏

I was able to reproduce a crash by trying to run a blank module with no Beats (created in the module editor) & nothing set up & that’ll now be fixed in the next update. How to use the module editor is still a bit of a wild west; we should really write up a guide for it.

Hi! Sorry you’re having trouble. I don’t see “Stolen wind” on the list of online modules – is it one you made yourself? I’d love to try and reproduce the crash.

That’s the indicator for “I kill with my heart” being charged, from the gunslinger talent.

IIRC you should be able to use jumpjets to get over them, or go the slow way by going through the river. I don’t recall if attacking terrain was a thing in this prototype.

Got a preview update out early, so this should now be fixed in v0.6.3

Hi! I believe that form is actually broken in the current build; it’ll be fixed in the update scheduled for next week.

Once it is fixed, there’s an “export” button in the COMP/CON pilot menu, which will bring up a panel that says “copy pilot data to clipboard”. Press that, then paste that text into that textbox in Lancer Tactics.

Yeah, Atlas is from Long Rim. From the FAQ:

Are there plans to add Kobold/Lich/Orchis/Worldkiller/other non-corebook mechs?

We’re focusing on getting everything done from the core rulebook solid before looking at expansion content. We have about a year’s worth of gameplay features in the backlog first (e.g. local multiplayer, campaign modules, mod support) that we should do before tackling adding more mechanical content.

Once that’s done with, I think adding stuff from other Lancer modules would be a very very natural progression, but we’d have to clear it with Massif & see what makes sense at that point.

But lancers wait for no dev team, and unofficial mods have already made a lot of progress in hacking in new mechs. If you’re hungry for Long Rim mechs & aren’t afraid of a little technical work getting them set up, check them out!

We have, essentially, made a player-facing visual novel engine & editor.

Downtimes are essentially text-based scenes (though there can be “dioramas” with all your mechs and pilots in a static scene as a background) where you can go through conversations, narrative sections, and do repairs and build changes.

We don’t currently have dice rolls/pilot triggers because most of their juice in tabletop comes from human flexibility and ability to make them interesting — straight percentage-based choices with shallow mechanical juice to back them up isn’t a good addition to a visual novel engine, according to my game designer eyes. Especially with such a ready save/load system available.

But there is support for player choices ticking clocks, and triggering various Twine-y narrative tracks based on persistent module state. So narrative choices and stuff happening on the combat layer can be checked and reacted to by the module creator in whatever way they’d like. I’d like to also add easy support for discrete mechanical Reserves to gain and expend, but haven’t had the opportunity yet.

NPC capability is what you already see in the combat editor, which is to say there’s limited control the mapmaker has to tell them what to do (“stay in this zone”) but the AI controlling all the different abilities is too unwieldy to give predictable personalities beyond those defined by the gear they hold.

Hi! I think it’s very unlikely we’ll ever fully include pilot mechanics in the combat layer in LT. I know the Titanfall fantasy is strong, but Lancer as-written does not support it well (ie running it RAW with a computerized OPFOR would not be a good experience) & running it at the table requires a lot of human judgement calls and flexibility from the GM, which is why we decided to not take a swing at it.

As seen in the tutorial, there’s basic support for scripted interactions with pilots which map/mod makers can utilize on a case-by-case basis, but that’s the creator taking the player experience into their own hands.

Easy fix, just updated it from 64 to 128. Logged the preview idea in our suggestions backlog.

Ah, I missed that reply! Will respond there. :)