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Lancer Tactics

Created by Olive

Be gay // do giant robot crimes. A mecha tactics game adapted from the Lancer TTRPG (under its third-party license). The game is NOW AVAILABLE on itch.io!

Latest Updates from Our Project:

All IPS-N mechs implemented
9 months ago – Mon, Aug 25, 2025 at 09:39:16 PM

(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.

As always, you access these builds by claiming your itch.io download key via Backerkit's digital rewards page.

New Content

  • Finished implementing the IPS-N catalog. Only three PC mechs left to do... we're getting so close...
  • 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
  • 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
  • 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 
  • 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
  • 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”
  • 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.

— Olive

All SSC & HORUS mechs, pilot barks, visual landscape palette
10 months ago – Wed, Aug 06, 2025 at 05:41:40 PM

What’s up, Youtube? It’s ya girl Olive with another Lancer Tactics content update. This month, we’ve finished implementation of all SSC & HORUS mechs, almost all the core bonuses, and some big improvements to the map editor interface for painting blocks and setpieces.

As a reminder, Kickstarter backers should have a link to their download key on their Backerkit digital rewards page. If you’re having trouble accessing it, please lmk.

This last month, we’re happy to have brought on Mark Jorgensen, the creator of Interpoint’s Map Creation Tool, to handle QA and start working through our backlog of bug reports from the google form. Ty to everyone who’s submitted something through that — we’ll get to it if we haven’t already!

Carpenter, Josh, and myself will be attending PAX West (and SLICE) in Seattle at the end of the month. It’ll be my first time at PAX, and I think the first time I’ve gone to a large gaming convention since the start of the COVID pandemic! If anyone has any recommendations of events or wants to meet up while there, lmk!

After experimenting with Compatibility mode last update, I’ve moved back to Forward+. It ran fast and reliably, but on many machines (my own included), the shader compilation step could take upward a minute in the loading screen and still had consistent stutter when using abilities. So with a heavy heart we’re back to Forward+ by default. If you’ve got a computer that F+ doesn’t work on, you can still toggle it to Compat mode and I’ve also added a toggle in the options menu to disable ability & movement fx. Having a degraded visual experience is better than it not running at all, I hope. Frustrating that Godot doesn’t have a one-size-fits-all rendering solution that I can use for a game with this low a level of visual fidelity. That’s PC gaming for you, I guess.

Finally, I accidentally wrote a full second blog post about the process of implementing the Balor in Lancer Tactics. I was going to put it at the end of this update, but it would have tripled the length of this thing and even I thought it was excessive. If you’re the kind of sicko who likes reading how-the-sausage-is-made technical details, go check it out!

New Content

Finished Manticore, Balor, Gorgon, Swallowtail, Black Witch, finishing off the SSC and HORUS catalogs. Still using placeholder tokens for most of them, but Gen finished the new Monarch! What a beauty.

This update adds Nerveweave, Kai Bioplating, Fomorian Frame, Gyges Frame, Titanomachy, Briareos, Held Image, Thinking Tomorrow’s Thought, Transubstantiation, Adaptive Reactor, Stasis Shielding, and Universal Compatibility.

That’s everything besides that one Horus NHP guy! 29/30 hell yeah!!

And a few new basic things:

  • Self destruct action
  • Jump action
  • “Survive” sitrep. Can modify round limit in instant action.

Pilot Barks

I got a bee in my bonnet this week and sketched out a system for pilot “barks” in combat where they say a short line to comment on notable events like deploying or taking structure damage. There’s more styling to do to figure out how to keep them from taking up so much space and running into each other, but I think they’re quite neat.

Added a “Dossier” section to the character sheet where you can customize those barks. You can pick from an overall preset (“temperment”), pick individual preset lines, or write your own entirely new ones. These are SO fun to come up with for me.

Content Fixes

  • Standardized drone deploy/redeploy action across different systems
  • Snipers now prioritize shooting at their marks
  • Auras trigger correctly on combat start
  • Ability dice that don’t last between scenes now reset on combat start
  • Fix assassin drone triggering on allies
  • Saves now have the context for the action that forced them (so e.g. retracted profile can give difficulty to specifically search checks)
  • Added a Priority file to keep track of reaction priorities instead of having hardcoded numbers everywhere
  • Standardized at what point abilities can interface with and modify attack rolls
  • Fix line/cone attacks not being able to fire over cover due to LOS issues
  • Fix genghis CP cloud invisibility applying when only the attacker is inside the cloud
  • Stressing heat clear now triggers “on clear heat” effects e.g. mathur stop
  • Blackbeard grapple pull works correctly when blackbeard is flying (it pulls, then BB lands to match the fallen unit)
  • Grappled ends when either unit is exiled
  • Goblin symbiosis ends when goblin is exiled (changelog drinking game: every time there’s a symbiosis bugfix)
  • Fix shepherd drone movement using up orochi drone speed
  • Hydra can no longer take orochi drone reactions while grappled
  • Fix external batteries not triggering on all structure checks
  • Deployed drones are now lost when the gear that deployed them is destroyed
  • Can’t end movement on a drone
  • Fix spotter 3 not always consuming the placed lock
  • Annihilation nexus attack doesn’t hit originating drone
  • Fix suppress being able to be used against hidden targets
  • Can no longer overwatch against hidden targets
  • Fix losing hidden even when you decline to overwatch
  • Fix bristlecrown hitting self
  • Fix bristlecrown not ignoring engagement penalties
  • Burst attacks hit other units on the originating unit’s tiles
  • Can end sekhmet turn when stunned
  • Fix zero in crackshot damage
  • Fix stormbending lighting/thunder bug that resulted in duplicate actions getting run
  • Fix stormbending thunder radius: now correctly burst 2
  • Open door heat is now optional to apply
  • Fix Flank overwatch not doing half damage
  • Fix hyperspec fuel injector’s free boost circumnavigating the stunned prohibition on doing anything
  • Fix crash when last argument of kings kills its target
  • Fix apoc rail bug where if you started charging your rail but were exiled at/died before the end of a combat, you would not regain your CP.
  • Optimization of tile picking calculations for barb & apoc rail
  • Omnigun damage now correctly doubled from exposed

AI

  • Discovered that AI inordinately prefers targeting size 2+ units because they have more available target tiles. patched by having them prefer closer target tiles in the case of a tie
  • AI with melee weapons slightly prefers attacking targets who are not themselves equipped with a melee weapon invigorate calculates LOS from last target picked
  • AI will now sometimes try to take actions to clear effects (e.g. hack/slash) from themselves

UI / Graphics

  • Explicitly make the save game folder if it’s not there already (will fix autosaves not happening on some computers, I think)
  • Fix duplicate actions being shown in assault cannon tooltip
  • Fix mine trigger text
  • Stabilize won’t try to reload destroyed weapons
  • Stabilize heal logs how much HP was healed
  • Refactored stabilize action to use the variant action system instead of the choose-your-own adventure sequence
  • Zero In uses the variant action flow instead of an interrupt prompt
  • Log when units deploy.
  • Exposed singularity logs & show the die roll for range
  • Added automatically-generated dynamic aura effects to help delineate ability areas
  • Character sheet styling; make button/tooltip clickable areas larger
  • Add little counter numbers to hase/cbs/licenses/talents in the character sheet
  • “Add” buttons go away in character sheet when it’s full up. can clear individual talents. chill out all the Xs on the character sheet to keep them from being the dominant visual element.
  • Styling for fight setup to get it fitting on small screens better
  • The little on-map healthbar uses correct blue for overshield
  • Instant action warning/disable launch when lancer mechs are wrecked. full repair them all on choosing them
  • Color code instant action modifiers to make it more clear when they’re making it harder or easier (sorry red green colorblind folks!! 😬 it’s emphasis information, not exclusive)
  • Trigger tool styling (reduced edward tufte chartjunk lines) + added tooltips
  • Give playtesting a map some random lancers so the deploy lancers event works
  • Fix non-destroyable setpieces still hanging out when the blocks under them get wrecked (fumarole)
  • Better text for honorable challenge trigger
  • Fix fragile description to not specifically call out the goblin
  • Weapon tags stack correctly in tooltips (no more double-thrown tags)
  • Fix grapple lines not always clearing // supress laser pointer not always applying

Map editor

  • Landscape tool uses a visual palette instead of a text list.
  • Tooltips for setpieces in the palette to explicitly list their dimensions, health, and terrain properties.
  • Better previews for placing blocks; see the shape and rotation of ramps before you place them.
  • Can only put down ramps in “blocks” paint mode. “paint” and “fill” paint modes do not change geometry.
  • Better “texture dappling” for ramps; they’ll integrate better with their surroundings. There’s still a few bugs left in this but it’s way better now.
  • Setpieces store what variation they are, so you can hypothetically delete them and re-place if you want a specific one.
  • Started work enabling hallway/corridor/room maps by painting “forbidden interior” setpieces. We still don’t Officially™ support interior maps, but I wanted to make sure the engine could handle it for the future.
  • Added eyedropper tool for terrain editor
  • Added “Line” painting tool by holding shift
  • Can ctrl+scroll wheel hotkey to change editor implement size
  • A new batch of setpieces, including windmills with animated blades:

Take your Balor to work day

{Excessive notes about the technical process of implementing the Balor has been removed from this location ‘cause it was too long. You can go read it here instead.}

That’s all for now. Have a nice… August? Already? Wow. Don’t like that. Hm.

Olive

Compatibility rendering mode, eight new mechs
11 months ago – Wed, Jul 02, 2025 at 01:38:06 PM

Version 0.3.0 is live & available via itch.io! My planned contract work is unexpectedly somewhat on ice (😬), but that means I had about two weeks to sink into just doing content which has been incredibly gratifying. I was able to hit an average rate of one mech per ~two days, which bodes well for the still-waiting mountain of content to get through.

Rendering mode

First off, I could use some help: I'm experimenting with downgrading Godot's rendering mode from Forward+ (modern graphics e.g. Vulkan) to Compatibility (OpenGL). This sort of rendering technology is *extremely* hardware
and system-dependent, so there's only so much testing I can do on my end.

Downshifting to Compatibility has given an extreme increase in resting performance (can now easily get 60FPS on a huge monitor & my laptop no longer feels like it's a jet taking off), but I'm seeing a lot more shader stutter (brief hangs when new effects are added to the map). I've added an up-front "compile shaders" step that can take up to 60s on the first game load, but should be fast after that.

So I'm looking for feedback for anyone playing the early access builds: on your machine, how is the performance feeling?

  • Are you getting a good framerate (visible in the lower-left corner)?
  • Does the shader compilation step mostly go away after the first time you wait through it?
  • Are you seeing a noticeable amount of shader stutter as you use abilities & attacks?
  • If a previous build crashed with some sort of weird Vulkan error, does this one work for you?

(if you send me feedback on these, please include your OS)

You can upshift back to Forward+ via the graphics options, if you need a point of comparison or want to see if any stutter issues go away there.

New content

With that out of the way, here's the list that I know y'all came here for :p We got 8 new mechs implemented, with placeholder graphics:

  • Metalmark
  • Duskwing (sans OASIS wall)
  • Hydra
  • Pegasus
  • Genghis
  • Blackbeard
  • Sherman
  • Monarch

I look forward to hearing the new batch of bugs that I'm sure I missed with them :)

We've also added Escort & Extraction sitreps. The payload's token is also still a placeholder; until we get a final version, Perfect Form Minotaur gets to make a reappearance:

Mechanics changes & fixes

  • Fix Ace I triggering when you miss an attack.
  • Fix panopticon not triggering because the lock-on usage record was cleared before the check happened
  • Losing hidden now happens *after* the triggering event instead of immediately when you use something. Mastermind now using this as the timing in order to correctly be hidden while executing.
  • Don't try to overwatch guys while you're intangible.
  • Flying/landing provokes overwatch.
  • Fix integrated weapon CB being able to fire off-turn
  • Fix turret attack being limited to 1/round no matter how many turrets you had out
  • Unstoppable can only target the originally hit unit
  • Can no longer move diagonally to a tile if there are two kitty-corner obstructions between you and it
  • Better "must move maximum" pathfinder calculation
  • Puppet systems now lets you yeet your target off an edge instead of letting them try to climb down safely
  • Fix archers' moving target triggering on involuntary movement
  • Fix limit break bonus damage being applied to tech attacks.
  • Fix Jager triggering on misses
  • Fix not being able to use ordnance weapons for the heavy gunner attack
  • Goblin CP can't start sharing turn until the next round
  • Goblin CP ends if either unit goes intangible/is exiled
  • Correctly lose/gain engaged when start flying/become intangible
  • Fix AOE options being given to prototype weapons with different configurations
  • Fix inability to attack with melee prototype weapons & not using the right attack effect for the chosen weapon type
  • Overwatching with sharanga missiles lets you pick a second alternate target after fulfilling the mandatory target on the moving unit

Graphical changes & fixes

  • Fix broken interdiction field effect
  • Laser pointer lines for suppress, snipers mark, covering fire, assassin drone, DH mark for death.
  • Line effect for grapples
  • Anime line effect for To The Death

UI changes & fixes

Added some tweening of the targeting UI; here's the before & after:

  • Intangible/invisible units looks like our token holograms, just to have some kind of effect on them.
  • Pilot token 3rd color channel no longer says "glow"
  • Fix prototype weapon choices being shown for CB-added flex mounts
  • Warn if ending turn would cause you to stop flying because you didn't move
  • Added prompt + confirm to skip dialogues.
  • Don't say "doubled" in log for heat or burn damage when exposed
  • Fix broken meltdown status text
  • Make right-click the primary cancel button that shows up in prompts.
  • Confirm boost via the action bar, adjust its description.
  • Fix the camera "untwisting" when moving to overhead mode
  • Fix blademaster deflect ability text
  • Now have to confirm before hiding.
  • Don't show "clear" buttons for integrated mounts
  • Rearrange instant action screen to make it clearer where to edit the reinforcement modifiers


Combat editor

  • New fetchers to get closest/furthest/center/random tiles.
  • Fix setpieces being cleared at 0,0 while clearing elsewhere. Better "is cursor active" detection when off-map.
  • Can place props (non-deployable units) in the unit picker modal. Yes Mark I'm sorry I was still using the word "prop" somewhere in the codebase. I'm not proud.
  • Improved trigger descriptions for array props (there it is again)
  • Fix warning lighting not showing up in dialogues
  • Speaking NPCs without portraits no longer show up as narrators
  • Don't clear what we're painting in the landscape editor on undo/redo

Campaigns

  • Optimized the module editor; it's still not perfect, but should be MUCH faster when loading modules with many moments
  • Beat rest types are saved correctly
  • Moment autoplays
  • "End" moment for modules (there's just one; it's now automatically added on load)
  • Stubbed out Combat 2 map, still need to do dialogue and custom triggers

Stay cool, northern hemisphere friends.

Olive

Keeping the fire lit, more talents
about 1 year ago – Thu, Jun 05, 2025 at 11:52:47 AM

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 of 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

Rebaked NPCs Pt. 2 (+ linux build!)
about 1 year ago – Fri, May 09, 2025 at 01:35:35 PM

Hey there! Surprise bonus post 'cause the discussion about incorporating Kai's NPC Rebake last week unexpectedly popped off — y'all shared a lot of perspectives we both had and hadn't considered. Thank you to everyone for your input!

We all want the best possible Lancer Tactics and there are a lot of mutually incompatible ideas for what that means. This is complicated, and the discussion revealed some expectations & taut threads leading into the heart of this project. I'm glad this gave us the opportunity to unpack them. That means we have a long post ahead of us here!

First, just to get everyone on the same page about Kai's NPC Rebake: it's not a rules overhaul; it performs a relatively conservative rework of existing NPCs to address problems that have made themselves clear in the six years of play since Lancer was released. A lot of you were excited about LT fixing these issues by using the Rebake, and there were others with genuine concerns about deviating from a near-1:1 port.

We've had a week to chew through your commands, and I wanted to write this post to regurgitate and further digest the discussion [ew, olive, that's really the metaphor we picked?] and share our process. Each section starts with quotes we pulled that exemplify the topic, sourced (sans attributions) from last week's comment section, Discord, and itch.io.

The TL; DR: after reading everyone's feedback and talking it through with Carpenter and Josh, our plan is to implement most of the Rebake's changes for individual NPC classes + veterans/ultras, but skipping its alternate rules for NPC structure/stress + grunts. Additionally, we're leaving open the possibility ofpulling from other supplements and our own designs to further patch non-PC-option mechanics as-needed.

Let's go!

(oh also I got a Linux build up and running! Hot tip it works surprisingly well in desktop mode on the Steam Deck. I recommend also installing the itch.io launcher app for easy updates.)

Impact statement; Change is scary; Let's get on the same page

The biggest change from the Rebake is the blanket removal of tier 2 and 3 multiattacks. There's a reason no homebrew supplements in the community use these; they make high-level Lancer extremely rocket tag-y. More broadly, it removes or adds loopholes to things that inflict the ever-unpopular Stunned. It also reduces Accuracy inflation to make Evasion builds more viable & cover more impactful.

I wrote up an NPC-specific summary of the current version of the Rebake here; I was gonna put it inline here but even listing the classes made this too long. If you want detailed design notes for the mentioned changes, I encourage you to read Kai’s design notes inside the NPC Rebake itself.

Will it make Lancer Tactics better?

> "I think if the Rebakes make for a better game then that is the way to go even if it makes them not 1:1 with the core rules."
> "do whichever you feel is best for the game. Use the rebake, or don't. Or hell, cherry-pick the best bits of each if that's what you feel creates the best experience"
> '"the physical game it was based on" is a bad excuse for poor user experience - if including those updates makes for a better experience for players of your game, then you should go for it.'

The most common sentiment expressed was that if it makes the experience of playing Lancer Tactics better, go for it.

At a minimum, dropping tier 2 and 3 multi-attacks allows high level play to not be games of rocket tag. Needing to survive casually-structuring Quick Actions flattens the diversity of possible player builds.

Getting granular, almost all of the changes I see in the Rebake will smooth over both experiential and implementation difficulties with the core NPCs. To pick some examples:

  • The core Breacher's Painmaker delays its turn until after a target. Nothing else in core plays with initiative ordering like that. The Rebake simplifies this to "the next attack the Breacher makes".
  • The Sniper's Moving Target has always been an optional that drastically changes the threat it poses: the difference between firing its rifle every turn and every other turn. The Rebake fixes this by making it a cheap way to apply Sniper's Mark instead.
  • The Rebake's Goliath's Towering Stride allows it to comfortably straddle uneven terrain; the core version's movement would be severely hampered by lack of available standing room on most maps.
  • Linking different conditions is hard for the engine; the Scout's Marker Rifle now applies Shredded like a decent mech instead of the weird exploitable "as long as it's locked on" thing.

On the other hand, there are a few changes the Rebake makes that are designed for giving the GM or players more options that would be more difficult or unnecessary to implement:

  • The Bombard gets different shell types that cause the cannon to need to be reloaded for specific tactical uses. The AI is just going to be worse at making those judgements.
  • The Witch's Predatory Logic has a "can't brace against this" condition; joke's on you Witch, we've already changed Brace so it can't be used against most attacks.

Luckily, I'm not an automaton, and when I run into a situation where implementing a mechanic from the Rebake doesn't make sense I can just skip it and leave things as core (note that even without the Rebake this would apply, so there's no "purity" that's being lost). What these will end up being is impossible for me to predict ahead of time; what I can say is that NPC implementation will end up being a bit of a Lancer Tactics-specific patchwork.

The effects of human GM moderation; AI is bad at picking fun gameplay options

> "in-person DMs have the luxury of tilting the scales a bit to keep things feeling fun and fair - the AI in a videogame has much less provisioning for that sort of thing"
> "i feel that core lancer does have some flaws that require a human gm to moderate. With a gm playing full send optimally, it can be somewhat miserable. As such, a sidegrade might be a good idea."
> "Personally I don't particularly care about the NPC rebake and don't use it at my table, but I also know that what works for a group of friends with a live GM is not necessarily what works for a single-player experience run by a program, and what works on a physical (or virtual) tabletop is not necessarily the best thing for a computer game."

The core rulebook is designed for tabletop play with a GM and players. GMs can adapt to situations at-will, even bending or breaking rules if they need to. A computer opponent has no such judgement, and runs a greater risk of falling into nonsensical play.

An example: I was playtesting the Linux build on the Steam deck and a Demolisher spawned on the other side of the Riparian Zone rivers. It couldn't figure out how to cross, so it spent the entire holdout just handing out lockons and basic frag sigs. A human GM would have:

  • 1. not spawned a demo on the other side of a river in the first place, and
  • 2. been better equipped to find a creative solution for what to do with a demo in that situation (have it build a rock bridge? spawn an emergency Mirage? simply retreat and not take up an NPC activation?).

As quoted in last week's post, the Rebake would have helped here by giving the demo a few more interesting things to do (ie golf clubbing a piece of terrain) when it's at range, while keeping its core identity as a slow area-denial slugger.

Tabletop compatibility; New player onboarding

> "One phenomenon I've noticed in my D&D groups is the 5th edition rules are constantly being compared to Baldur's Gate 3, or worse even confused between the two. Its not a huge deal, but it creates some dissonance I've found can mess with new player expectations."
> "it's for sure going to be confusing when new players who've arrived at the game via the LT pipeline encounter the regular NPCs"
> "To be exact, what I'm particularly worried about is that the homebrew rules will 'replace' the original CRB rules, as then I can't really help out the people I'm introducing to the game."

Being a good neighbor to the tabletop and functioning as an introduction to Lancer for new players is the strongest argument I heard for sticking with core. Here's my one thought about this, plus two categories of quotes from other folks (none of them a definitive answer to this):

These changes are GM-facing, not player facing

> "This is from someone who has only played and not GM'd lancer, but I think that the stats of the NPCs aren't a huge impact on how the player interacts with the game. We would still have the same mechs available as players, with NPCs rebalanced for a single player experience. I could still do all the cool mech things I had wanted to do (like blasting someone into swiss cheese with a Raleigh)"
> "I’ve run games for a lot of (newish) players that would probably not be able to tell even if they meet two Assassins in the same encounter using Core vs Rebake other than that they have different abilities)"
> "While i feel the PC mechanics / mech features should be pretty faithful, I really think the specific NPC stats are not that integral to the identity (there are many and you interact with each individual NPC a bit rarely)"

Lancer Tactics is already off-core due to adaptations

> "The core rulebook is already not a reliable guideline for playing the video game just by virtue of existing changes necessary for a video game adaptation. And that’s the free version that more of the Lancer Tactics player base will have access to than the paid crb the npcs are in"
> "but I don't know how much LT aims to be an entry point to teach you how to play and run the game at your own table, you'd still have to learn the pdf and brush up on the rules if you wanna run Lancer anyway"

We've already had to make some unavoidable changes as part of the change in format that dwarf the Rebake in terms of players learning LT and then switching to tabletop:

  • The distinction between quick and full actions, like Skirmish, Barrage, and Full Tech, have been dropped in favor of "action points". This has some knock-on effects like being able to move between firing weapons and the awkwardness of not being able to repeat weapon attacks but repeating Invades as much as you want.
  • Flight in tabletop is granular: you can move up and down as many spaces as you want. This would be a nightmare to make UI for so we simplified this to a simple status that puts you 3 spaces above whatever ground you're over.
  • Brace can normally trigger any time you take damage, but it is very rarely the correct decision. We obviously don't want to spam players, so we changed it to only proc on taking 50% of your health in one hit or getting structured/stressed (and I still think it's too much).

And that's not to mention our changes to line-of-sight to be more computer-friendly and completely dropping downtime + pilot combat rules. This is to say: the fact of whether or not the enemy Ace's missile launcher has Seeking is a less impactful concern when talking about what new players will be learning.

Expected a 1:1 port; Perceived authenticity

> "what I wanted was a translation of Lancer the tabletop game, warts and all"
> "i am simply of the opinion that authenticity to core Lancer is important in making what is likely going to be the only Lancer video game to exist"
> 'A lot of it is just that it feels a bit weird to go from "lancer with some changes to account for the medium" to "lancer with published homebrew and QoL changes to account for the medium"'
> "I also backed the project under the thought it was going to be the base rules and maybe some neat olive exclusives."

I take my Kickstarter promises very seriously (and have gotten increasingly conservative with them over my previous campaigns due to occasional trip-ups), and the idea that you might be getting something significantly different than what you were expecting is something that gets my attention.

We ran this campaign on "we're making a Lancer video game!" Specific mechanical adaptation requirements — the Flying status, dropping Barrage/Full Tech, curtailing Brace's trigger — have been well-received even though they're substantial and player-facing. 

Conversely, the switch from 2D to 3D was not in original Kickstarter plans, but the change has been well-received and has made for a more polished & stronger game.

This underlines that not all changes in expectations are created equal, so it's interesting to see that the idea of us willfully changing any mechanics elicited a strong reaction for some.

So, even though I understand hesitation about implementing mechanical patches like the Rebake, I can't operate as a game developer without the elbow room to make changes. But I also want to make everybody happy (something that's both normal to want and possible to achieve). Kickstarter tries to make it clear that projects aren't pre-orders & changes happen, but leaning on that legalese leaves a bad taste in my mouth. I think if you absolutely need LT to be literally core rules, then that's not something we can accommodate & I'm happy to send you a refund — though I hope you can instead trust us that you're still going to get the Lancer video game experience that you were hoping for.

> "As an intellectual exercise, pure 1:1 core rules would be interesting to play. Given the choice between Core and Rebaked, I'd prefer the latter."
> "All I can do is say, fellow backers, we backed because we are excited about Lancer AND we believed in the ability for this team to bring it to reality. I ask that we trust those in the trenches on how to make a Lancer game, no matter how different it may be from expectation"
> "...what we'd be losing here is something that every GM of every game alters, willingly or not, every time they sit down at the table. NPCs never use the full range of their abilities, never act in the same way from table to table despite having the same statistics, and don't necessarily have the same statistics anyway because everyone tweaks stuff all the time, even if it's just accidental. Preserving their exact implementation in perpetuity represents misunderstanding their purpose; they're a tool for narrative and tactical tension, and they should be freely adjusted by any and every gamemaster to make them a better tool. That includes Olive."

Dev workload

> "But ultimately whatever makes Olive happier and more satisfied with the project wins here, and whatever doesn't make it stuck in development hell."
> "I think it's fine, just please don't go and add a huge amount of workload."
> "In the end I just want a finished product that won't become abandonware"

We'll do our best! I continue to be paranoid about overscoping. The biggest advantage to the Rebake is how much of a drop-in replacement it is.

Modding

> "If people really want the original core NPCs, they can be modded in 🤷‍♀️"
> "The Rebaked npcs sounds like a great mod/supplement to let people make after release, but i'd rather have the option for them down the line, instead of HAVING to use them :)"

We currently have no timeline for mod support. I dearly hope that we're able to get it working someday, but there are enough unknowns that I'm not comfortable making plans that rely on it. I mentioned this in the original post but saw this suggested enough I thought it was worth reiterating.

Just make a new set of custom-designed NPCs!

> "I personally think the best method is to tailor make an npc roster for the game itself, in a way that makes coding easy and make the game fun and interesting."
> "I don't see why it wouldn't be possible to just do quality of life things that are commonly discussed amongst the community like making Juggernaut more interactive. Seeing how those changes play out in the game, which this will be primarily for anyway and not for tabletop use, shouldn't make that much of a ruckus in terms of playtesting." 

So: the biggest reason we've been able to move so fast with so few resources is because the game's already designed, i.e. balance and playtesting are done; we don't have to implement anything only to throw it out later because it no longer fit. Even putting our Kickstarter promises aside, inventing entirely fresh custom-built mechanics would be a relative tarpit. There's a reason the homebrew mech Xiong Xiaoli tier was limited to one person.

However, this brings up: having dipped our toes into opting into any improvements to core, we've opened up the door to the question "if you're making changes, why not fix X?" We've signaled that we're now making limited game design choices, which means we're no longer a 100% neutral translator of the one Holy Text. Uh oh! How do we start making those calls?

The soul of this: what are we making? Lancer MegaMek or Lancer Tactics? A virtual tabletop?

> "As absolutely killer of a CRPG as I think it'd make, this isn't a CRPG, and comparing it to CRPGs is a bit messy due to the narrative focus of that genre compared to the tactical wargamey focus of LT"

An admission: we've been having our cake and eating it too. Lancer Tactics has been riding the line between "a Lancer wargame simulator" and "a CRPG that tells a story". Here's two pages from our internal lookbook that Carpenter made at the beginning of the project to get everyone oriented:

We're trying to thread the needle of giving people action figures they can set up and smack against each other AND having a specific voice with stories that we think are worth telling & using Lancer as the vehicle to deliver them. The former is what people are going to be excited and show up for; the latter is how I sleep at night spending so much energy on making a video game in the face of the Horrors.

Battletech has an unofficial straight port from tabletop to video game called MegaMek. It's all toy box; an automated virtual tabletop for playing that one wargame. As satisfying as making cool robots go boom is, spending three+ years making a Lancer version of MegaMek sounds so so boring to me! That's not how I wanna spend my life!

So the plan has been to make a toy box that equips folks to tell their own stories in the Lancer system & universe (which is what y'all showed up for), and then use those same tools to make some campaigns that'll follow through with voices and characters and settings that I think are important. We stitch the whole thing together in a loose modular anthology structure and we've made a platform for people to tell their own stories while setting the political tone with our entries.

With that as the big picture, you might see why I'm not particularly biased towards being a strict Lancer literalist. I love playing Lancer (it's been my sicko hyperfixation for like five years now) but my lens for what I'm hoping to do with it is wider than making a totally neutral virtual tabletop (I spent so much space in the Kickstarter's description talking about the planet Viridian's colonial & ecological situation). This means I'm not afraid of improving player experience by making changes as needed, as long as they maintain the core fun of putting builds together and seeing the Raleigh go pop-pop-pop-pop-pop-pop-pop with its seven guns.

> "All in all, I think you have proven through each update and instance of the project that you are not only open and honest about these things, but you desire more than simply making a port. THAT is what I am most excited by now, and originally when I backed. It's not just LANCER, it is LANCER: Tactics."

So we're changing things now? Where does it end?

As discussed above, our biggest production advantage in this project is that we've known the shape of the game we're making from the start. I was able to go heads-down and work on the engine for a year before having anything playable. This would normally be a death sentence for a game's production, but since we already knew Lancer was fun we were able to get away with it.

With that in mind, it's only with extreme reluctance (note: it was my idea) that I'm opening the door to us explicitly taking on a limited role of game designers in choosing what Lancer patches to bring into LT. This whole discussion has generated a number of explicit constraints that I'm going to be looking for when considering divergences from the core rulebook:

  • We continue to do minimal design work. The change comes as a tested package that benefits player experience; I'm skeptical of one-off "hey I bet I know how to fix the balance on this specific thing" ideas without them being thoroughly vetted.
  • It does not increase scope. We're not adding completely new stuff. Having an associated LCP is also required since we're set up to consume those for names and descriptions.
  • It doesn't complicate compatibility with tabletop. The changes we're picking up from the Rebake are mostly GM-facing; NPCs with different systems are well within the core lancer experience from players' perspectives. Modifying a PC option is last-resort ONLY (e.g. Skirmisher II).
  • It's forward-compatibility-friendly. Mods are not on the roadmap, but I want to leave the door open to them. Any design updates we make should not change something that later work is likely to rely on being a certain way.

In this case, Kai's NPC Rebake checks all these boxes. Other sources we may look at to pull from are TK's Lancers in the Dark or the standardization of sitrep objectives as Payloads from Ralf's Enhanced Combat. I could also see someday finding an update for dangerous terrain & environmental effects that fit within these constraints.

This also means there won't ever be one definitive PDF/book source of truth for Lancer Tactics as a whole. That... seems fine? An NPC roster with the relevant info exists in-game in the places where it's needed. And someone who's played LT will continue to be better equipped to sit down at a Lancer table and play than someone who hasn't.

Outcome; so, what's the plan?

  • We are going to prioritize player-experience compatibility with the tabletop rules. This means we're not going to use the Rebake's alternate structure/stress tables nor alternate grunt classes. I personally think they're good solutions in themselves, but their changes-to-rules/things-they-fix ratio isn't enough to justify picking them up for LT.
  • We are going to pick up most of the rest of the Rebake's NPC class changes. Most of them reduce reliance on GM sandbagging, reduce my overall dev workload by letting me spend less time implementing abstruse minutiae, and are a light enough touch that I don't believe they compromise our Kickstarter goals of porting Lancer to a video game (especially in light of the larger player-facing changes we've already had to make). I'll skip the changes that don't make sense for LT on a case-by-case basis.
  • We also reserve the right to make further non-PC-option patches as gameplay demands. For example, even before all of this I was going to ignore the tabletop ruling and allow Berserkers get a last Aggression hit in before dying. These changes will follow the criteria listed above.
  • I don't think I'll get to starting the next batch of NPC implementations until like October, so there's plenty of time between now and then to sit on all this and let it ferment.

There has never been a flawless game of Lancer played; the quest for the holy 1:1 RAW grail is a fool's errand; tables out there right now are doing PvP (bleh) or have dropped the 1/round limit on overcharge (woah!); chaining your early access game to a beloved-but-unchanging set of rules means that it can't ever grow into something better.

Closing words

I love this process. I love getting the opportunity to hear folks voice their thoughts and feelings as we all orbit around this shared idea of what Lancer is and could be. Thank you again for spending your time sharing your perspectives, both in public and private. Our core team a lot of time talking this over and have done our best to chart a course through more political and charged waters than we were expecting. Even if you don't totally agree with a decision we made, don't think we made it lightly. I tried my best to listen and understand & I hope you felt heard. 

Alright, now for real I gotta switch over to my non-LT work to pay some bills. See you in July after the break!

🌺 Olive