LaSossis - Lancer Automation 4.0.3 patch notes
infoAbout This Title
Hello, welcome to all new Patreon, and the donation.So now that the big release is out, we're back at tiny little update.
What's next ? for now NOTHING. I need to chill, which is hard to do. For now no big plan, just fixing bug and I'll do little polish and tweaking here and there.btw i hoe you having fun with all the new stuff, i'd love to see some battle log recap, even if it not very accurate
(battle log was the first Patreon request, and i think i went a little too hard,. it was really fun, but i can't tackle an other feature right now.)Lancer Style Library
Little tweak that has been bothering me in the new style.If multiple dialogs were to stack because of their color, it could be difficult to click the top header , when two are colliding. thus i added a little dark border.
Lancer Automation
Line of sight improvement.
well i found a weird case where the 3 line cast, would not work. So if those 3 fail, it would cast some more vertices, just to be sure.
These edge case also effect my edge vision system, at 4 point you can see some inaccuracy. Adaptative mode was using 4 point for small token and 8 for bigger, turn out for better accuracy i need 8. but it cost more.
and still it's not the most accurate. It cover most cases, but what i though was a smart idea, has its limit.
I have added 16 point mode, to be even more accurate, but most cost.Remember there 2 Performance option for light in vision settings.You can for exemple keep the update of light while moving , keep it under 30 fps.a middle ground between having it or not.
Range Preview
New little option, you an now change the thickness of the pulse range preview.
some visual change on the maker, in various targeting situation, to be less cluttering.
A bit of fun improvement on damage FX, wanted to make it a bit different depending on the amount dealt.So effect trigger multiple time per step of 3 damage.
Little improvement on the Status Tab in the TAH, to have a quicker access to effectswith duration. Also what you typed in the search bar is maintained.
anyway, too lazy to continue...here's the rest:
Interactive target selection (`chooseToken`) now supports `urgent`, `autoConfirm`, and `allowEmptyConfirm` options for streamlined workflows
Improved line-of-sight accuracy with a dense vertex-pair fallback when the initial rays miss a clear gap
Added a Range Pulse line-width slider to the Colors settings menu
Switched unlimited vision range from hardcoded 999 to Foundry's native unlimited value
Fixed canvas text readability in isometric mode
Renamed the "MOVER" battle log award to "TURBO"
Added migrations to preserve Overwatch notification defaults for existing worlds and re-apply vision-range setup on upgrade
Added a one-time advisory dialog warning GMs that Lancer QoL is redundant when Lancer Automations is active
Improved damage impact FX and sounds to scale with damage amount, playing multiple staggered hits for heavier damage
Fixes
Fixed token stat bars shrinking to unreadable sizes in isometric mode when zoomed out, and changed the default minimum-zoom to 1
Fixed token stat hint positioning on high-DPI displays
Fixed reactor explosion failing when no tokens are caught in the blast area
Fixed legacy range-0 detection modes that silently broke detection in v13
Fixed compatibility issue with csm-lancer-qol where flag-only combat updates duplicated effects reports and over-ticked timed effects
Hello, welcome to all new Patreon, and the donation.So now that the big release is out, we're back at tiny little update.
What's next ? for now NOTHING. I need to chill, which is hard to do. For now no big plan, just fixing bug and I'll do little polish and tweaking here and there.btw i hoe you having fun with all the new stuff, i'd love to see some battle log recap, even if it not very accurate
(battle log was the first Patreon request, and i think i went a little too hard,. it was really fun, but i can't tackle an other feature right now.)Lancer Style Library
Little tweak that has been bothering me in the new style.If multiple dialogs were to stack because of their color, it could be difficult to click the top header , when two are colliding. thus i added a little dark border.
Lancer Automation
Line of sight improvement.
well i found a weird case where the 3 line cast, would not work. So if those 3 fail, it would cast some more vertices, just to be sure.
These edge case also effect my edge vision system, at 4 point you can see some inaccuracy. Adaptative mode was using 4 point for small token and 8 for bigger, turn out for better accuracy i need 8. but it cost more.
and still it's not the most accurate. It cover most cases, but what i though was a smart idea, has its limit.
I have added 16 point mode, to be even more accurate, but most cost.Remember there 2 Performance option for light in vision settings.You can for exemple keep the update of light while moving , keep it under 30 fps.a middle ground between having it or not.
Range Preview
New little option, you an now change the thickness of the pulse range preview.
some visual change on the maker, in various targeting situation, to be less cluttering.
A bit of fun improvement on damage FX, wanted to make it a bit different depending on the amount dealt.So effect trigger multiple time per step of 3 damage.
Little improvement on the Status Tab in the TAH, to have a quicker access to effectswith duration. Also what you typed in the search bar is maintained.
anyway, too lazy to continue...here's the rest:
Interactive target selection (`chooseToken`) now supports `urgent`, `autoConfirm`, and `allowEmptyConfirm` options for streamlined workflows
Improved line-of-sight accuracy with a dense vertex-pair fallback when the initial rays miss a clear gap
Added a Range Pulse line-width slider to the Colors settings menu
Switched unlimited vision range from hardcoded 999 to Foundry's native unlimited value
Fixed canvas text readability in isometric mode
Renamed the "MOVER" battle log award to "TURBO"
Added migrations to preserve Overwatch notification defaults for existing worlds and re-apply vision-range setup on upgrade
Added a one-time advisory dialog warning GMs that Lancer QoL is redundant when Lancer Automations is active
Improved damage impact FX and sounds to scale with damage amount, playing multiple staggered hits for heavier damage
Fixes
Fixed token stat bars shrinking to unreadable sizes in isometric mode when zoomed out, and changed the default minimum-zoom to 1
Fixed token stat hint positioning on high-DPI displays
Fixed reactor explosion failing when no tokens are caught in the blast area
Fixed legacy range-0 detection modes that silently broke detection in v13
Fixed compatibility issue with csm-lancer-qol where flag-only combat updates duplicated effects reports and over-ticked timed effects
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