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.
  • More icons from Alicia! All licensed gear now has a unique icon.

  • Added support for persistent shield fx A shield growing and shrinking

  • Added support for “line” fx such as lasers and lightning bolts Arc projector firing

  • New teleport fx Teleporting back and forth

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
  • 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
  • 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.
  • 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
  • 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
  • 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!”
  • 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. Cleaned up conversation editor
  • 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

Pixel art recoloring, ultras, cat ears