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Olive

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

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Thanks for the report, I’ll log it. The intended way is that a text button shows up in your action bar.

Thanks for the report! This one should also be fixed in the most recent build (0.5.2); multitarget ability selection was having some problems. Lmk if you’re still seeing it.

(Sorry for the slow reply – your post got caught by the spam filter.)

I think this should be fixed in the most recent build (0.5.2); it was incorrectly using your Tech Attack bonus when using smart weapons.

(Sorry for the slow reply – your post got caught by the spam filter.)

Not annoying at all! :) Let me know if you have any more questions.

We’re deviating from core slightly for the NPC statblocks by using the NPC Rebake project. The thought process and discussion about for doing so can be found here.

Thanks – that makes me think it is indeed a problem I can address. Something about the Lancers/Opfor/Map/Sitrep that you’re playing with… not sure how to narrow that down more. Maybe like zip up the entire LancerTactics data folder and email that to me when you get a chance maybe? Email is olive@wick.works

Thanks for helping me fix it 🙏

Hi there, sorry to hear it’s stopped working! Could you give me any more details so I can narrow down what might be going on? I just did a quick test of 0.5.2 (Compatibility) on my mac and didn’t see an obvious issue.

  • At what point does it crash?
  • Is your mac an Intel GPU? For reasons I don’t understand, Godot’s recent engine updates have broken on Intel macs (which is the one I have, as well, frustratingly). If this is the case, you may be stuck with the Compatibility Mode mac build until (possibly) that gets sorted out.
  • What was the last previous update that worked for you?
  • Is it only Instant Action that is broken or can you make a test map in the map editor and playtest that ok?
  • Could you send me any log files in your logs/ data folder? (found through options -> data)

Best, Olive

Sick, I’m glad! As always, let me know if you run into any other issues.

Just pushed a hotfix; v0.5.2. It was a issue with doing that experimental emergency build with my steamdeck last update.

Thanks for the reports! The pilot customization thing I think came from using the steam deck for the build, I’ll do another hotfix once I’m home.

The war pike thrown issue I didn’t know about — it should definitely be getting returned as well. Logged 👍

ok couldnt leave well enough alone and i think i figured it out – an issue when loading from a fresh install. just made a build on my steam deck, 0.5.1. fingers crossed that fixes it

Just added a temporary dev build via my phone from one version back that should have instant action not crashing: you can try the LancerTactics_0_04_10 file until I get back to my computers.

Oh noooo 😭 who could have predicted that deploying right before holiday was a bad idea. Wild, I specifically checked that this morning.

Thanks for the report; I won’t be able to look into it until I’m back home in a few days. Sorry for the issue until then!

TO YOU AS WELL

:) :) ty! I hope this time of Celebrations and Commemorations is good for you as well!

Hello! Yes, the core engine (for things like pathfinding) is still 2D because that’s how the game started out, so 3D overhangs were a significant complication that we decided to not tackle. Even if we did add technical support for them, they present a number of really intense camera/ui challenges – how do we let you pick one layer vs another, or show what’s going on underneath? We can’t zoom in and out as freely as XCOM because we have pixel art. It was easier to simplify out lives by writing them off.

For NWES camera views, I’ve gone back and forth on them. Generally, they get the worst of both worlds where they look awkward since the blocks lose a lot of depth information plus they aren’t quite as useful as full top-down. The next thing on my list to try is free draggable rotation with the mouse that snaps back to a diagonal once you release, so you can examine things but not live in a weird angle.

Thanks for the questions lol sorry for such long answers :)

I don’t usually play tower defense but I’ve found myself coming back to this for the last few evenings. It’s such a treat to see new things added every day! You’ve done a fantastic job with this but make sure you’re also taking care of yourself! :)

Oh sorry I got it but haven’t had a chance to reply there! Thanks for the save.

Could you email me a save file with this pilot? I’m having trouble reproducing this glitch.

You can find your saves by going to options -> Data and pressing the yellow button, then all your saves are in the saves/ folder. If save during a combat where you’re seeing the manticore do this, that .json file will show up in that folder. You can email me the save at olive@wick.works

The autosave happens at the start of every round & player turn. The most useful possible save would be to get a snapshot before the bombard makes their too-beefy attack; if you can set up such a situation and get a save before it happens that’d be perfect. Thank you!

Hm, I’m having trouble reproducing this on the most updated version of the game. If you see this happen again, could you send me an autosave at olive@wick.works?

Adding support for player-supplied assets is high on the post-kickstarter list! I’d like to add a section for them on the mod.io page as well eventually. I don’t think it’ll be too difficult, but there’s a lot of other higher priority stuff atm.

That def sounds like a bug, thanks! Logged.

I’m getting a 404 on that link (sorry I didn’t realize you couldn’t attach files to posts here); try emailing it to me at olive@wick.works?

Thanks for the report – can you upload the autosave file for when this is happening? You can find the games save data folder by going to the options menu -> Data and pressing the big yellow button.

The Kickstarter only funded the content from the core book, so we’re focusing on getting everything from that locked down before we start thinking about expansion content. 2027 at the earliest tbh

👍 I’ll pass this along to Carpenter.

Sick, logged as a bug, ty.

Yep, this is a bug. Thanks for flagging it!

Fair question! Skirmisher and Siege Spec are the two remaining talents on the to-do list. We’ll definitely have them by the end of the Kickstarter delivery date of next March, but they’ve both proven to be uniquely squirrelly so I keep waiting to see if working on other things solves them.

Specifically for Skirm 2: since LT has dropped the concept of declaring Skirmish vs Barrage in favor of an action points system, there’s no clean way to tell if your first attack on a turn should be eligible for the movement. Plus it needs to stack with Hunter 1’s lunge which is difficult for technical reasons.

Both are theoretically possible to overcome but we’ve been prioritizing lower hanging fruit first.

Thanks for the report — logged, I’ll take a look.

OK, should be fixed: v0.4.9

It looks like my apple developer ID expired and the signing process broke (weird that apple is calling “unauthorized” “damaged”). Paid them their dues and trying to make an updated authorized build now.

(3 edits)
  1. which line are you referring to? Magnetic cannon?

  2. Having dynamic zones be able to block/interact with attacks that pass through them (e.g. not being able to shoot over the top of a blinkshield) is one of the few remaining engine to-dos I have. Entering or shooting at targets within the zone should have an effect now, however.

  3. Is the inside of a bunker a free space, do we think? Like should a hive drone be able to plop its razor swarm down into it?

Pilots are stored in a user folder outside of the game folder (you can find where by going to options->data and pressing the path’s button), so you can delete the old game and download the new and all your pilots and saved data will still be there automatically.

Hi, thanks for the reports! I’ll log and look into them.

Downloaded Instant Action maps are unzipped into Roaming\LancerTactics\custom\instant_action, so you should be able to manually put the combat_xxxxxxx.json files there and have them show up in the list.

I was also able to reproduce your crash – it looks like it happens when you don’t have that above folder before trying to download a map. You can create it manually or save a single custom map in the map editor and the game will create the folder. This feels like a high priority bug so I’ll try to make a new build with the crash fixed ASAP.

In testing this, I noticed that it looks like the list in Instant Action doesn’t update with the new maps until you close and re-open Instant Action, as well. Logged that as an additional bug.

Thank you for the report! Please lmk if you run into any more problems.

Carpenter, my collaborator, has made a bet with me that the first major mod for LT (as soon as it becomes possible) is that someone’ll do a backport to vanilla NPCs (followed shortly by someone doing a forward port for the Rebake’s grunts, which is part of the rebake we’re not picking up).

It’s not realistic for us to provide a toggle between the two, so our decision to move forward with them was not taken lightly. After intense discussion with backers, community members, and other creators, I wrote a novella of a post about this discussion and our thoughts about it here: kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409

If, after reading it, you have thoughts or concerns that weren’t addressed in the post, I’d still welcome reading them!

Thanks for the report! This should be fixed in the next build, coming in the next few days.