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 Implementation Tier List