All IPS-N mechs implemented
This month’s update is somewhat truncated since I’ll be at PAX + associated meetups for the rest of this week. We’ve got the rest of the IPS-N done and dusted, rounding it out with the Raleigh, Lancaster, and Tortuga. Other than that, we’re maintaining our bug steady state with a buncha fixes to offset the ones I’m sure I introduced with specifically Lancaster and its cursed winches and harnesses.
Oh! On a bsky recommendation, I also made an account on mod.io to start investigating hosting user-made maps (and eventually, someday, mods) via that. So, um, yeah. Nothing more to say here besides watch this space.
New Content
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Finished implementing the IPS-N catalog.
- Pilot barks on structure/stress/destroy target/death/brace events
- New batch of community maps from celtarican, venator_iv, and markopolodev.
- Add AI and NHP tags, enforce their uniqueness. No cascading yet.
Content Fixes
- Fixed crash on arc projector attacking a size 2+ enemy
- Add missing briareos frame to IPSN catalog
- Player deploys first for extraction sitrep
- Fade cloak asks to confirm activation
- Mag parry only works against kinetic-damaging attacks
- Vijaya rockets correctly deal explosive damage
- Fix missing CPR accuracy
- Metahook breaks when linked unit is exiled/intangible
- Ghostweave invis into integrated cloak preserves hidden
- When lose assassin, hive, iceout, lotus, or sentinel drones, the gear is also destroyed
- Add concept of “mission critical entity” that can’t be stepped on and is not a deployable (term is from Interpoint’s Enhanced Combat supplement)
- Fixed Snow_Crash triggering on miss if energized swarm hits an npc
- Fixed metahook -> lesson of the held image not using extended metahooked sensor range
- Mines cannot be placed adjacent to each other
- Fix mag cannon not pulling
- Can no longer scylla with vorpal gun
- Fixed Mino CP not stunning
- Swarm body now only deactivates when YOU move, not when anybody moves
- Hive drone damage is now AP
- Ferrous lash save is now AGI
- Ferrous lash cannot move units uphill (could be talked out of this)
- Ferrous lash can move flying units over grounded units and vice versa
- Large units no longer collide with themselves during forced movement eg ferrous lash
- Increase neurolink targeting CB bonus from +2 to the correct +3
- Energy damage increases manticore CP charge die instead of only heat
- Fix double flank activation (cancelling the first) soft-locking the game
- Grapple cable range works for duelist 3 free grapple
- Fix stabilize clearing ALL conditions on the indicated character
- Fix stabilize clearing ALL conditions on the indicated character
- Can jump while slowed
- Centimane/tidal suppression is 1/round
- Fix being able to deploy multiple OROCHI drones of the same type
- Made a trait to make certain deployed effects (e.g. mag field) dissipate on their owner’s deaths. deployables shut down but remain in place.
- Can’t fold knife if slowed
- Fix fliers getting soft cover when above 10 elevation
- Fix accumulation of _savefile maps
- Specific-attack-roll bonus damage inherits damage type correctly
- Stabilize doesn’t force you to spend a repair if you’re at zero heat
AI
- Sentinel does not eye of midnight when it’s already applied
- Fix NPCs getting stuck in loop self-doubt about whether they can move
- Fix crash when the AI controls orochi deployment
UI / Graphics
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When starting with UI at 2x scale, double the min screen size as well
- Telegraph grunts not taking damage on saves
- Don’t ask for confirm rerolls on attacks where player is not controlling the attacker
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Omit the unit’s name in the battle log if it’s a repeat from the previous line
- Experimenting with using a decal for the tile cursor instead of a flat mesh – it’ll conform to whatever you’re hovering over, but also sometimes weirdly smear.
- Tile cursor highlight locks to LOS blocker height, not standable elevation height. Feels more natural for tall non-LOS-blocking setpieces like windmills and radio towers
- Fixed placing large deployables not showing the entire correct placeable area
- Add trigger text to mimic mesh tooltip
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Show sentinel acc in attack preview during overwatch
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Current-action bar has a dark toggable back window instead of stacking them and eating up so much play area
- New batch of icons for GMS gear and Balor
- Character sheet uses kit action icons instead of manufacturer icons
- Can clear integrated weapons from NPC mechs
- Unique tag enforced for weapons
- Fixed crash when a pilot roster folder is empty
- Give stock pilots barks
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Add olive color scheme to more clothing choices
- Show full rules text for sitreps in instant action screen
- Holdout zone doesn’t require entry/end zones (but can still use them)
- Fix being able to launch on maps with a required zone that exists but is empty.
- Actually full repair lancers on pressing “full repair”
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Fight setup doesn’t have a warning message about destroyed mechs when the roster is empty
- Camera needs things to be closer together before it’ll zoom in automatically (may cause it to zoom out too much… keeping an eye on this)
Map editor
- Fixed bug with painting/deleting multiple setpieces not always updating all of its component tiles
- Reduce instances of getting stuck in line-painting mode when holding shift and the window losing focus
- Change painting preview when changing brush size by hotkey
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Select a block/setpiece/doodad by default when changing to that tool
- New doodads! Landing pads, rail tracks, potted plants, wiring
- New setpieces! Modular buildings, shipping crates, elevation-changing pipes, radar dishes, greenhouse dome, gravel piles, new rock spire formations, statues.
Olive