Oh sorry I got it but haven’t had a chance to reply there! Thanks for the save.
Olive
Creator of
Recent community posts
Could you email me a save file with this pilot? I’m having trouble reproducing this glitch.
You can find your saves by going to options -> Data and pressing the yellow button, then all your saves are in the saves/ folder. If save during a combat where you’re seeing the manticore do this, that .json file will show up in that folder. You can email me the save at olive@wick.works
Fair question! Skirmisher and Siege Spec are the two remaining talents on the to-do list. We’ll definitely have them by the end of the Kickstarter delivery date of next March, but they’ve both proven to be uniquely squirrelly so I keep waiting to see if working on other things solves them.
Specifically for Skirm 2: since LT has dropped the concept of declaring Skirmish vs Barrage in favor of an action points system, there’s no clean way to tell if your first attack on a turn should be eligible for the movement. Plus it needs to stack with Hunter 1’s lunge which is difficult for technical reasons.
Both are theoretically possible to overcome but we’ve been prioritizing lower hanging fruit first.
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which line are you referring to? Magnetic cannon?
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Having dynamic zones be able to block/interact with attacks that pass through them (e.g. not being able to shoot over the top of a blinkshield) is one of the few remaining engine to-dos I have. Entering or shooting at targets within the zone should have an effect now, however.
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Is the inside of a bunker a free space, do we think? Like should a hive drone be able to plop its razor swarm down into it?
Downloaded Instant Action maps are unzipped into Roaming\LancerTactics\custom\instant_action, so you should be able to manually put the combat_xxxxxxx.json files there and have them show up in the list.
I was also able to reproduce your crash – it looks like it happens when you don’t have that above folder before trying to download a map. You can create it manually or save a single custom map in the map editor and the game will create the folder. This feels like a high priority bug so I’ll try to make a new build with the crash fixed ASAP.
In testing this, I noticed that it looks like the list in Instant Action doesn’t update with the new maps until you close and re-open Instant Action, as well. Logged that as an additional bug.
Thank you for the report! Please lmk if you run into any more problems.
Carpenter, my collaborator, has made a bet with me that the first major mod for LT (as soon as it becomes possible) is that someone’ll do a backport to vanilla NPCs (followed shortly by someone doing a forward port for the Rebake’s grunts, which is part of the rebake we’re not picking up).
It’s not realistic for us to provide a toggle between the two, so our decision to move forward with them was not taken lightly. After intense discussion with backers, community members, and other creators, I wrote a novella of a post about this discussion and our thoughts about it here: kickstarter.com/projects/wickworks/lancer-tactics/posts/4379409
If, after reading it, you have thoughts or concerns that weren’t addressed in the post, I’d still welcome reading them!
PSA: Itch has been getting swamped with links to malware. I’ve been deleting topics as soon as I see them pop up (posted by users with names like “support@itch.io” or “Developer”) but they usually are up for a few hours before I catch & ban them.
If you see a post with a link for an updated build, do not click it. Builds for Lancer Tactics are only available through the main project page.
Even if it crosses its heart and promises that it’s legit and that you should only download from verified & trustworthy links like the one it has. That said, THIS is a real link with a free version of the game that is updated and has a whole bunch of cool new features: Download the update here
From here:
Currently, only the content in the core rule book is on the production schedule as we aim to fulfill the Kickstarter obligations. After that we’ll be spending some number of months tightening things up for a steam release. Any expansions/modules past that will depend on how well the launch goes ++ conversations with the authors in question.
So: not yet, but maybe someday.
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Having sloppy significant digit hygiene makes me less likely to listen to what you’re saying here - you can’t be pulling percentages out of thin air (“15.5% of 15.5%”) and still be including decimal places as a way to sound authoritative.
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It’s not about player preference for the TTRPG. I use hexes in my own game too. They’re fun. Nobody is arguing they’re not. It’s about what is feasible to do for a indie video game adaptation.
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Are you suggesting use near-circles for range but 1:1 for movement? So like diagonally 10 spaces is out of range of an assault rifle but within range for a speed 5 move+boost? I don’t think that’s a game that would be good. And if we tried doing circular square movement, we’d have to start answering questions like “what if they do it as a series of 1-step moves?” The edge cases are not trivial. The only other realistic alternative is no-diagonals like in the original web demo or Icon. I’m more open to that but I would need a UX reason eg making it easier to learn for me players.
Sorry, I’m having a lot of trouble parsing this. Is the overall goal trying to stack as many shock knife attacks before the wreath triggers as possible in order to have the maximum chance of having applied burn? So like having your aux/aux + integrated + hunter all resolve before the wreath prompt shows up?
I have “investigate letting the player order things manually” on my “someday” list, but have so far been able to give most reactions a good enough priority order to be as good as possible for players. Would be super down to try that here, but I want to understand what the goal is first.
(I’ve been putting off manual reordering as long as possible because it’s a UI nightmare – Magic Arena does it but they have a full team for implementing this kind of thing)
Hi! Thanks for the question. Going with squares instead of hexes for LT boils down to squares making programming many, many aspects of the game significantly easier. I did a serious dive into the possibility of doing a different grid system early on and came away with the conclusion that paying the Hex Tax would be a large enough drain on production time to not be worth it – we would have had to cut other features like destructible terrain, the user-facing map editor, or line of sight previews while choosing targets.
In particular, calculating line of sight is extremely non-trivial in a 3D voxel space, and all the best algorithms for doing so have been done with square grids. It would have also made calculating texture bleed between voxels (the effect where some grass can extend across a boundary into a dirt tile) extremely difficult for the engine we have.
I know that most tabletop Lancer games are played on hexes and squares makes diagonals a little funky, but like Airatome1 said, the game was designed to be grid-agnostic (see the Black Witch’s PCP for a fossil of it being originally designed for square grids). Lancer is explicitly not designed to be a simulation, so I’m comfortable letting the rules bend what’s geometrically sound.
All good! Currently, only the content in the core rule book is on the production schedule as we aim to fulfill the Kickstarter obligations. After that we’ll be spending some number of months tightening things up for a steam release. Any expansions/modules past that will depend on how well the launch goes ++ conversations with the authors in question.
So: not yet, but maybe someday.
Hello! We haven’t like officially officially confirmed it (we’re still working out our marketing strategy) but my current expectation is that once we start selling on Steam, there will be a price increase by some amount on both storefronts, but we’ll also give steam keys for all itch purchases past & future.
So: I can promise that updates to the game for Steam (such as adding controller support) will also be added here, but I still can’t 100% promise that there will be key transferability between the two stores (though I think it very likely).
Hi! Yes, colors changes only work on the final mech art. Anything with big chunky pixels are placeholders from Blobertson’s lancer token pack which, while excellent, aren’t the resolution and perspective the game needed. We’ll get more and more of the mechs with their final art over the coming months.
Yep, exactly, and I agree! Sometime post-Steam, if the launch there goes well enough to support additional development. If I had to make a guess for when we’d get the space to work on porting supplements, it’d be 2027 at the earliest.
We’ve also only gotten an explicit greenlight from Massif for doing the core book — I know that the supplements are probably also covered by the same third party license, but enough stuff will have changed between the initial thumbs up and that point that I’d want to have some more discussions with them before launching into anything beyond that.















