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) multi ramp directions

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 a mech next to a hologram of the same
  • added tooltip for trigger timings, describing when PRE/POST rxns are called trigger tooltips
  • 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

Rebaked NPCs Pt. 2 (+ linux build!)