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

  • Finished implementing the IPS-N catalog. ipsn ring of mechs

  • 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

  • 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
  • Omit the unit’s name in the battle log if it’s a repeat from the previous line battle log ellipses

  • 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
  • Show sentinel acc in attack preview during overwatch

  • Current-action bar has a dark toggable back window instead of stacking them and eating up so much play area current action backed by a shadowed 'why is this happening' tooltip

  • 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
  • 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”
  • 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
  • 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. been really getting into boxes recently discord quote

Olive

Take your Balor to work day