Keeping the fire lit, more talents
Heya! As I mentioned in the last post, I’m mostly doing Crescent Loom work May & June, but I’ve been able to sneak in some Lancer days. I just posted an updated build, 0.2.9, with some new content and bugfixes.
The most notable change is most of the rest of the talents; we’re now up to 23/29! It’s now easier to list the ones we don’t have from the core rulebook, all of which are tricky in a way that I’m going to wait until I try tackling them:
- Bonded (when/how will we designate a bondmate?)
- Juggernaut (we don’t yet have “knocked into” concept in the engine)
- Leader (will have to do some game design in adapting the open-ended nature of what a “command” is)
- Siege Specialist (for jackhammer, what’s terrain and what’s the floor?)
- Skirmisher (we don’t have a “skirmish” concept, so will have to adapt the second rank)
- Technophile (we don’t have an AI tag yet… plus this one is SO roleplay-heavy. may ultimately skip since we’re not doing pilot combat, honestly.)
Changelog
Content
- Crack Shot I, II, III,
- Centimane I, II, III
- Duelist II, III
- Exemplar II, III
- Ace III
- Engineer I, II, III
- Grease Monkey I, II, III
- Heavy Gunner I, II, III,
- Infiltrator I, II, III,
-
Spotter I, II, III
- Added another community map from Titania: Big Dam Heroes
- Deployable bunker can now be placed on slightly uneven terrain, filling in gaps as needed.
- everest replaceable parts now actually reduces repair cost
- more weapon fx work & variations
- added other ramp shapes (thank you Clarity for making me these simple meshes in blender)
UI & Graphics
- deployables copy the color scheme of their owner
- Add modulo operation to combine-number trigger fetcher.
- false idols look like whoever they’re copying
- added tooltip for trigger timings, describing when PRE/POST rxns are called
- setup screen shows wreck if your mech is destroyed
Bugfixes
- Fixed Use Map Settings; no longer clears out all triggers.
- Refactered how instant action is serialized to help fix some data desyncs,
- better timing of when a parent action spends resources (action points, reactions) when it triggers a child action; e.g. Overwatch shows up in the log before the attack now instead of after.
- fix teleport + flight only costing one space of movement no matter how far travelled
- don’t spend actions for false idol until after picking the deployment position
- meltdown explosions respect intangible
- Don’t reset apoc rail if goblin CP attaches to it.
- Better prevention of spawning multiple units with the same ID (e.g. for tracking who you can target with Eject Power Cores)
- Don’t consume charges on using the Turret Attack reaction. Better UX for confirming a turret attack.
- AI correctly attacks webjaw snares even when standing on them
- Added validation steps to make sure maps are not too large or small
- stressing no longer double-applies exposed/impaired
- fix crash on killing a priest who has abjured you
- mark for death actually verifies attack targets are the ones we focused on ++ falls off when that unit dies
That’s all for now. Have fun! Olive