Final talents, shield fx, more NPC optionals
Hey! There’s a US national shutdown/strike today. From Josh: “If you’re able, today’s a great day to disconnect from the system: stopping/leaving work, not engaging in commerce, staying offline, etc.” I’m going to keep this post to the basics to just get it done & then go log off. The policing of borders is a pillar of colonial power, and ICE’s brutal murders in Minneapolis are examples of its violence being turned inwards towards the imperial core. It needs to be abolished.
New Stuff
- Added final PC-side talents: Siege Specialist, Skirmisher, and Leader.
- Added NPC optionals for: Demolisher, Assault, Ronin, Support, Cataphract, Priest, and Operator.
- Added several new maps designed by backers.
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More icons from Alicia! All licensed gear now has a unique icon.
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Added support for persistent shield fx

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Added support for “line” fx such as lasers and lightning bolts

- New teleport fx

Misc
- Through some experimentation, discovered that the exported game was +160mb biggger than it needed to be because the exclude filter isn’t working for raw audio assets, so can now start deleting that before exporting
- Added new setting for skipping fx delays; no longer have to wait and watch ability animations complete.
- Added “autozoom enabled” setting to stop the game from zooming in on the action
- Lancaster cable winch no longer allows you to climb freely; rules text is ambiguous if it was ever intended to give you infinite free climbs, or was a sort of simulationist appendix where you could lower your cables for other people/use them as a grappling hook. In any case, it was redundant with Death Head’s magnetic clamps so I’m making the call to drop it.
Bugs
- Fixed infinite spawns of the final enemy in a sitrep.
- Fix not being able to move the payload if you have any drones deployed
- Indicate when the payload is contested with the pointer text
- Moving payloads can be done regardless of height differences. It feels funny but helps prevent softlocks.
- Fix control sitrep not ending in defeat if you don’t have a higher score
- Fix holdout never ending in defeat
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Fixup pass on tutorial – a fair amount of details had broken or needed to be changed
- Can only take triggered free actions (e.g. disdainful blade) on your own turn
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Fix burst AOE not taking elevation into account (other AOE types still don’t… and I think it’ll likely stay that way to allow for airburst flexibility)
- Refactored how units are classified under the hood; should now have better rules adherence to the Characters vs Objects dichotomy and drones will stop being hit by abilities that hit objects.
- Also refactored how characters stack up e.g. mule harness, symbiosis, or moving a payload. Should be less likely to get snarled up when there’s also other attachements like grapples in the mix.
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Can climb off of mule harness as free action
- Orochi drones can fly if their hydra can
- Fix Agni protocol double-activation when you have deployables.
- Can’t give self overshield via invigorate
- Fix a number of missing ability triggers from displaying in tooltips
- Can overwatch with mjolnir
- Can hide within hive drone cover
- Intercede triggers before Brace
- Fix crash when a vorpal gun kills its target
- Take overshield into account when asking if you want to brace
- Technophile actually pays attention to you declining the reroll
- Walking armory is a normal system that you can destroy
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Fix Osiris not showing up as an AI system
- Orbital strikes don’t cancel on scout death
- Commander “press the attack” can’t be used on self
- Fix witch & rainmaker statblock typos
- Remove core-book accuracy from operator rifle
- Hound missile doesn’t roll saves against its own explosion
- Ultra does not ask player for permission to reroll structure/stress checks
- Veterans stop overcharging when they only have one stress left
- Fix size 2+ reinforcements from spawning on top of each other
- Don’t trigger sniper’s moving target if they already have a mark on another character
- Fix Ronin’s counter ballistic suite triggering multiplicatively for AOE attacks
- Seeder AI is better at hunkering down and just laying a buncha mines wherever it is; correctly limited to 3 mines deployed at a time
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Fix bombard cluster munitions bonus damage carrying over from one attack to the next
- Better nanobot placeholder fx; old one was mostly invisible
- Show “~100%” for near-certain hits instead of “100%”
- Talent title text for rank 3 nuc cav correctly displays “Here, catch!”
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Correctly show kits in recursive tooltips
- Filter for invalid lancers on campaign load (if you, say, broke them by loading and then unloading a mod)
- Automatically convert legacy color schemes forward when picking a new color/ramp
- Characters stand on top of exploding barrels instead of inside of them
- Better protections against hidden “marker” units from taking damage in odd situations (e.g. caltrops taking damage from dangerous terrain).
Editor
- Potentially breaking change for custom maps: For “
is within " trigger conditions, swapped their order so it actually checks that string A is within string B (previously reversed). - Fix triggers failing if the conditions were set to “any” but no conditions were set
- Allow custom dialogues etc to work when launched via instant action.
- Did some cleanup to the conversation editor’s UI; made everything besides the speaker and the line more background-colored and reduced excess borders.

- Duplicate button works for conversations and characters
- Added button to view sitrep rules mid-battle
- Log the change in Control sitrep score each round
- Fix dialogue indents being lost when switching between code and blocks mode
- Can refer to lancers in dialogue text dynamically
- Drop the “no deploying within 8 tiles of the center” trigger from holdout; it’s up to the mapmaker to redirect zones
- add a “magic strings” list to the bottom of the trigger list that you can click to copy to clipboard
- Maps can now be played on sitreps even if they don’t have all the required zone IDs, if the required zone ID has been specified to point to a different zone.
- When capping NPC spawns due to activation, it looks at max lancer count on your side, not current (making it so enemies can spawn before the player deploys).
- When a trigger prematurely ends a unit’s turn, have their phase controller recognize that and not require an extra step to end their turn
- Toggled a setting to hopefully help with prematurely cut-off crash logs.
- Added ability for ai behaviors to modify their score against weaponless enemies
- Made event_unit_save available in the trigger system; can force a unit to make a save, and then check the result in a key stashed to the combat state
In solidarity, Olive

