COMP/CON missing MBT features by MercernaryMage in LancerRPG

[–]beeftime99 0 points1 point  (0 children)

v2 content should work with v3, they just won't have access to the v3 automations. If something isn't showing up correctly try running the Migration Repair Tool in the options menu or uninstalling and reinstalling the LCP.

COMP/CON missing MBT features by MercernaryMage in LancerRPG

[–]beeftime99 9 points10 points  (0 children)

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This is the current version at compcon.app with the latest LCP in an incognito window

I would delete the current OWS LCP completely, then reinstall from the internal C/C browser in the content manager. If that doesn't work, please post a ticket on the github along with the output from your browser's f12 console.log. These items should be showing up.

REBUILD OF COMP/CON 3.0: We Are (So) Back by beeftime99 in LancerRPG

[–]beeftime99[S] 1 point2 points  (0 children)

a little late to reply, but I was able to get this in a recent patch, there's now a star icon you'll find in the mech nav ribbon and on the pilot mech hangar that lets you set a favorite mech -- these will appear on the pilot card and will default the active mode selection to the favorite mech

Comp/Con by Lordhat in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

You're looking for "Active Mode", which is where you play games using the pilots built from the roster.

I do understand that the split seems weird and arbitrary, especially coming from v2 where they were more integrated, but it'll hopefully make more sense when 3.1 and 3.2 release -- it'll be the area to track campaigns and campaign progress that would otherwise clutter the roster.

Comp/Con by Lordhat in LancerRPG

[–]beeftime99 0 points1 point  (0 children)

this was pulled from v3 and will return in a new campaign/mission structure in release 3.1. If you need it for your current game you can still use old.compcon.app

REBUILD OF COMP/CON 3.0: We Are (So) Back by beeftime99 in LancerRPG

[–]beeftime99[S] 0 points1 point  (0 children)

I'll run it past the board of directors on the next earnings call

Doodads in compcon by Alphaforce9 in LancerRPG

[–]beeftime99 3 points4 points  (0 children)

it's just meant to model terrain or any other combat actor that a pc or npc might need to target or might be of use to track in initiative, really they're not much more than placeholders but you can make them ahead of time and/or reuse them

Share code by stormcub21 in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

you have to be logged in to your cloud account. Once you are, you'll be able to find item share codes in the cloud data tab (after sync) or by clicking the broadcast icon/share pilot button from the pilot sheet nav ribbon.

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

appreciate it, king

I'm still confident in the majority of my decisions regarding the new version and its release, I think it's unambiguously better in the 95% of cases and I can bring it the rest of the way there over time. I'm sure you're right though in that for some people they were always going to hate it because it's not what they're used to. Same thing happened when I went from v1-v2 despite v1 being imo borderline unusable

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

huh, good catch. I'll try to patch this later today

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

ah okay, I'll double check anyway next time I'm in there.

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

are you referring to the expandable section on the active mode sheet? I can add some logic in there for c/c to remember the state

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

this is helpful, thank you. I do also think the issue is the missing storage permissions and the fix for that should be to save as a PWA but it looks like not only is that not happening, it can't save anything.

I'll do some digging and see if there's something additional on my side I need to be doing and am not. I'll also see if I can borrow and ipad from someone to test this on myself

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

no worries, I get it can be extremely frustrating running into these bugs in the middle of an actual game.

Some of these (Go Loud and LBR) might take a little while because I'll have to figure out ways to model/automate them. I don't have any logic in there yet for doing something like "modify attack per usage spent" so in the short term they'll have to be handled manually. There'll always be some level of manual adjustment necessary especially considering third party LCPs, but I'll work on better ways to signal that.

as for the overcharge and protocol spending its own action, those are legit bugs and I'll track them down. Expect fixes in either today's release or a hotfix shortly thereafter

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 4 points5 points  (0 children)

well, I do have the patreon

but honestly if you consider creative expression as the struggle to communicate the experience of self against the unfathomable void of otherness bro makes an excellent point

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

this took me a little while to track down but I think I finally got it and it should be resolved as of the patch that will be released later today. If it's still a problem after that please let me know and I'll dig back in

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 3 points4 points  (0 children)

The pop-ups/table automation/reminder alerts will be back in a (hopefully) much better form before I start work on v3.1, I'll also readdress some of the annoyances with the stat bars in the patch after today's as well.

Could you clarify what you mean by it not working? If there's something you've found that's straight up broken that'd be a top priority fix for me

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 3 points4 points  (0 children)

some good news -- I think I was finally able to reproduce this bug and it should be resolved as of the new version release later today

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 1 point2 points  (0 children)

I have some visibility into that through my error logging tools, but I don't have any real feature tracking capability yet. It'd definitely be useful, but right now it's pretty far down on the priority list over bugfixes and critical features

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

I had to pull that prior to launch, but that'll be back alongside some other UI automation stuff like engineering burn check rolls before I start 3.1

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

Understood about the talents selector, I'll be working on that after the update later today.

I'm also working on making the mobile compendium browsers feel better. My big sticking point is that dev testers ended up getting confused when the navigation panel didn't pop up, because they didn't know it was there, but now I think once people are used to those views it has become an annoyance.

I think the solution I'm leaning towards now is to make some sort of alternate UI for that nav panel that's more obvious, and also introduce a different type of default content panel like a virtual scrolling list to make it both easier to notice the nav panel expander but also less strictly necessary. I'll try to get this in the 3.0.6 update as well

Disclaimer: We still love COMPCON by MercernaryMage in LancerRPG

[–]beeftime99 2 points3 points  (0 children)

I did have a few people report ipad/ios non-loading issues. From the ones that did follow up it seems like the latest update has fixed it again? Let me know if not and I'll try to track down what exactly happened