Drone Art
I’ve been mostly busy the last few weeks running the job searches for bugfixer & multiplayer, but have found the time to address a number of additional bugs & crashes. Here ya go:
Crash fixes
- Fix crash on creating a new module
- Fixed infinite loop of gaining/losing zero g aura from tesseract when you’re forced to land there (e.g. from a gravity gun)
- Fix crash when mods report having a dependency
- fix crash when using the combine_string fetcher
- Cleanup viewport warning in an attempt to fix “Consistent CTD when opening combat editor from module editor.”
UI / FX / Art
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Many new drone, mine, and turret tokens from Gentrigger

- Updated editor icons from Alicia
- fixed telegraphing turret drone attacks when they trigger
- Fix edits to character sheets not being reflected in instant action team lineup
- prevent scrolling the disambiguation unit picker from hitting the end and then causing the camera to zoom
- fix overtelegraphing of skyhammer salvo
- Fix initializing mod user config values; changing the settings should now both persist, be reported correctly in code, and changing them will active the “apply changes” button in the mod manager.
Editor
- BREAKING CHANGE: Broke the “mount/dismount” event into two separate effects. If you had a custom map that was playing with getting out of your mech, you’ll need to update it. The dismount event can now optionally give a sitrep tag to the dismounted pilot so you can unambiguously reference it in subsequent events.
- BREAKING CHANGE: Depricated “choices literal” option for conversations. I don’t think anyone was really using it.
- Dialogue block line type icons are buttons you can press to focus that line
- Disable adding Jump blocks to the end of a conversation (it gets confused with => END)
- Add ability to unlock visual tokens for any mech (like you could already do for NPCs and their systems)
- fix “reset to default” not always working for mech tokens
- Can import/export mech token png and jsons
- Fix dialogue layout dropdown always showing “monologue” when you change back to it, regardless of its real data
- Automatically select newly-created nodes in the module editor
- update camera bounds when resizing map
Misc
- Add manifest to export so the itch.io app can launch the game in either normal or compatibility mode.
- Automatically turn off background loading when running the game in verbose mode (to make debugging easier)
- Temporarily disable all text-to-speech until we get godot 4.8 to put this winRT
- Re-removed winRT libraries in the export — my bad, I forgot to use our custom export templates

