Year 3 Kickstarter changelog
The report card took up all the available airtime for this month’s update, here’s the changelog broken out into its own post:
Highlights
- module editor enabled, experimentally. This basically a mini visual novel maker that can stitch combats together with downtimes & narrative beats.

- can upload and download modules to and from mod.io
- placeholder portraits for the new stock pilots, from the kickstarter backer rewards
- added distance ruler tool (holding shift, same as the editor)

Content
- a bunch new ability FX
- another batch of new portrait assets: skin colors, tattoos & face smudges, hats, jewelry
- added cataphract and engineer NPC tokens
- new sound fx & music mixes
- Added “eject pod” fx for downed lancers and certain NPCs.
Character Sheet / Roster
- automatically remove unaffordable licenses/talents/cbs/frames
- buttons to randomize callsign/name
- increase character limit for barks (from 64 to 128)
- fix npc character sheets not having name/callsign
- pilot roster entries are collapsible (we still might go back to list view, but this should make it less noisy)
- fix creating duplicate “custom pilots” sections when creating pilots from the category + button
Mechanics
- soft-cover setpieces grant soft cover when you fire through them instead of only when the target is standing within them
- fix symbiosis switch control situational action not showing up
- remove arcing from siege cannon direct fire
- vlad using crack shot no longer shreds itself
- minotaur correctly loses all its speed when entering engagement with other characters; it doesn’t count as larger when it’s initiating the engagement
- minotaur can pick up the payload (previously, it was not able to enter the minotaur’s space due to its frame trait)
- annihilation nexus centered on a drone doesn’t trigger your own turrets & correctly enables the followup protocol attack
- can apply Leadership dice to attacks you make from drones
- predator/prey concepts can use variant actions like thrown (but so can predatory logic now)
- can puppet systems allies through other allies
- held image only triggers at the start of other mech turns, not drones
- fix dusk wing explosions not catching nearby units/playing the explosion fx
- fix teleporting while going in a straight line causing you to teleport individually for each step
- fix: hunter lunge fails to trigger drag down damage
- fix weapon type restrictions (and lack thereof, respectively) for seeking payload and avenger silos
- invading allies no longer clears hidden since it doesn’t count as an attack
- fix cable winch drag only working when starting adjacent
- grease monkey III charge no longer resets whenever you spend any repairs
- prototype weapon charges are only rerolled on full repairs
- multiple Open Channels no longer can affect the same character
- can move payloads when dazed, but no longer stunned
- don’t autoconsume all lockons when attacking with a launcher from a monarch
- a bunch of fixes having to do with the ghoul nexus; it now overwatches from where it is instead of trying to do so from the unit & can recall it
- lockbreaker doesn’t lock out UNCLE weapons
- not locked out of lockbreaker movement forever if you ever decline it
- post-attack lockbreaker happens after followup aux attacks
- can lockbreaker a skirmish from an overcharge action
- Jericho cover no longer gives hard cover to itself
- Rider units (latch drone, mule harness) do not take fall damage when their host carefully climbs down a cliff.
- correctly reapply buffs when a kit is repaired (e.g. ultra siege armor resistance)
- oasis wall doesn’t deploy on tiles you’re currently occupying for size 2+ units
- Can try to break grapples from harpoon cannon & lasso
- assassins mark is no longer shared between all assassins
- engineer turrets aren’t affected by engineer’s impaired status
- fix deep well heat sink priority so it affects type 1 flight system
- hard AI round cap on mobile printer being used multiple times per round
- fixed berserker doing fall damage to itself when harpooning a larger character
- fix witch’s Blur never applying
- Hive’s Razor swarm is no longer a character (again? I stg I’ve fixed this before)
- charged slash should no longer be used on allies ++ have the AI make the choice if the AI gets targeted in some other way (eg player-controlled ronin)
- fix escort+extraction not extracting the payload // triggering victory.
UI/Graphics
-
new combat start/new round/combat resolution banners
-

- don’t offer to consume leadership dice for bonus damage when you can’t deal bonus damage with the attack
- fix stabilize heal option desc when at full hp
- fix meltdown causing the game to hang out for like 10 seconds afterwards. punched up/fixed meltdown camera shaking
- fix “immune to knockback!” spam when targeting grav gun
- numerous positioning fixes for stationary fx like shields
- aoe lines and cones can target spaces outside of their elevation range, but the AOE tiles themselves get filtered out later. warn if doing an AOE attack with no targets.
- heavy gunner rank 3 shows laser pointer at both of its targets
- duck the music when in the pause menu
- fixed NPC cloaking field aura size
- brought default mech colors into new color systems
- remove duplicate confirmation for eye of horus
- show Action = NONE actions in the gearbar, for informational purposes (autogun, autopod)
- show limited charges in glossary tooltips again (asura)
- fix sentinel drone warning showing at too many tiles
- only ask to confirm canceling portrait maker if no changes were made
- can retry failed battles
- fix water block being too tall in map previews
- setting input keys no longer fails if it would clear another control
- fixed bug where zooming out sometimes made hologram units totally disappear
- can cancel/zoom in/zoom out while mouse is over the void
- fix Control score sometimes not updating correctly
- change cursor shape when hovering over texture buttons like Back
- fix overcharge icon resetting to start after the fourth
- full repair clears “melted down” state and lets your mech start showing up in the UI again
- maybe(?) fixed errant black squares on crt-filter UI elements
- can advance through dialogues by pressing space in addition to clicking screen
Editors
-
added a “handshake” stage direction for conversations alt text
- add “rename unit” event
- “Use” zone event: flag to make “use” zone actions reusable, can specify what units are permitted to take the action
- Can add and remove lancers via trigger.
- add module trigger that modifies a unit’s sitrep tags
- Added extraction event to just remove a unit from the map, with flags to skip fx/logging
- combat start is now the default trigger event, sorted the list alphabetically
- Add terrain-damage trigger hook
- added 5-person conversation layouts
- add summary text entry to combat tool, which can be used for the intro banner playing
- re-enable unit save-as button in combat editor
- resizing map no longer fills in the lowest elevation with blocks
- unit palette has a search bar, bigger sprite buttons, and lists deployables/markers with their name instead of a blank image
- be able to add conversation lines after the selected one, and playtest from the last selected line
- Added missing localizations for the new setpieces+doodads (crate, crates, consoles, etc)
- removed “my_first_map” as the default map when you open the editor for the first time; instead, highlight the “new” button
- add “downloads” list to the editor file lists (alongside “user” and “stock”)
- don’t fit the beat dropdown to longest beat name
- dialogue moments can stay available after being run
- Fix crash on pasting line breaks into a conversation line
- fix landscape item previews not having their edge decorations
- fix behind-choice word bubbles blocking choices
- change faction unit counter to skip drones (so restock drones don’t prevent elimination victories)
Internals
- instead of making a ton of “_savefile” combats and littering the user directory, added an option to the pause menu that explicitly saves combats that we don’t already have (so, given a only an Instant Action/editor savefile, you can still extract the map into your own editor)
- refactored how mechs are assigned available sprites/meshes internally to set us up for easy modding-in of new graphics in the future

