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Lancer Automation 3.4.0 Heatwave update

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Lancer Automation 3.4.0 Heatwave update
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DESCRIPTION

Hi There It's been a little while. A bit more time than my usual update, trying to find a slower pace of work.I've been focused on little thing i wanted to do for my own games before going back to the Battle Log.(also summer is here, for better and worse, so dev will probably be slower too) So we have a lot of bug fixes, and 2 new features, and a full rewrite of the feature documentation.

Token Faction Advanced

Just a new Api function for LA : GetFactionColor

Lancer NPC Import

A bit of an update on the readme, I'll see what NPC import does to V3 LCP features when it imports them

So I fixed a number of issues and missing feature import for the V3 LCP import

Lancer Automations 3.4.0

All right BIG jump so what's new:

Extra Stat bar

Narrative TAH

Interact Tool show to other users (like cursor)

Advanced Attack Targeting

New Documentation

NEW Documentation

A full rewrite of the github readme, took a bit of time , but in addition to the API function, every feature in LA has its documentation files.

Next I'll rework the tour and tutorial in VTT , but this will be another time.

Narrative TAH

The Token Action HUD can work with no token selected, link it to a pilot instead (chain button → pick a pilot card → Link).

You get Pilot / Skills / Resources / Utility (Glossary, Vote, Downtime, Reserve) / Macros, and it remembers your pilot and re-binds on scene load.

Range Highlights change

the HUD range/aura preview is now the same pulsing wave, used in attack rolls and Interface tools

Per-scene usage limits

Alongside per-round and per-turn; reads N/scene / encounter frequencies, enforced even out of combat, resets at combat start.

Extra stat bars

It is now possible to add Extra Bar to the stats bar system of LA.

These bars can be linked to variable on actor or just be manual values.

Options exist to make them hidden, visible or tied to being scanned

Any Extra Resources added will be available in the TAH "Resource" tab

An option exist to auto inject resources from player mech , such as things like talent dice.

Legacy Scan Flow

LA scan UI flow has been fixed and improved

LA Legacy Scan sheet has been improved to player MECH scan. (yeah because in my game it's useful, so yeah with legacy sheet mode you can scan players MECHs)

TAH Resource tab

The resource Tab has been moved away from the action TAB into its own place. containing Talent resources , extra one , and Ammo.

Action Lock removed

Now you can fire a locked action anyway, and the detail popup shows a "Locked by:"

Advanced Targeting

So I've been cooking this for a time, but essentially this is a more advanced targeting system hooked into ChoseToken APIand attack roll. (Optional feature). (explained in the doc).

Shapes like Cone , Burst , Line and Blast are now available.

As an option you can replace the default targeting from the LANCER system by these.

It is its own system drawn manually through PIXI ( So no measurement template)

The system handles Elevation, terrain obstacle and propagationThis means you can draw a line and stops at the first obstacleYou can also tilt Line pattern to orient up or down.(As of yet Shooting burst downward or upward is not available)

Additional you can toggle a setting so that other users can see you targeting cursor while using it. (Not if the token is hidden).

Audio Cue has been added too (i tuned the volume down a bit)

When it comes to rules, i decide to go simplier and avoid too much trigonometry, like for blast. here's the reference i'm using : Link

default controls are:

Q/E for elevation

W/S for tilt

MAJ to place multiples ones

Ctrl + Mouse wheel for rotation

Fixes and Adjustments

Barrage: fixed issue where you couldn't take only one non-super heavy weapon

TAH fixed action detection for multi profile weapons

Core Power: Added little toggle badge + Fixed status appliance

Picker: tokens caught by an area no longer briefly draw their own single-target marker

Half-size Token : Token HUD button row is positioned correctly on scenes with grid sizes other than 100

Reaction popups can be closed remotely (with loop suppression).

Removed a bad guard that blocked Boost while Slowed.

Grapple : clearing the status by hand tears down the whole grapple, movement gating checks the real Immobilized status, and HULL contests are real contested checks now (ties go to the grappler; multi-grappler fixed).

Damage bonuses: fixed a race that leaked a phantom 1d6 Kinetic row.

Detection modes read the raw token data and stop coercing infinite range to 0 (the old force-darkvision hack is gone).

Status-icon sizing Fixed (i think)

stuck HUD range previews Fixed

elevation badge floating mid-animation Fixed

Improved infection robustness to Lancer load order

Sequencer, isometric skew on non-iso scenes

Improved performance on some TokenFX , like Danger Zone.Also fixed issue where this effect would be added twice. these should improve performance.

I also added a Low-quality status-FX mode (outline-only Danger Zone / Core Power / Jammed for performance)

AND that is all for me !!

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POSTEDJul 1, 2026
ARCHIVEDJul 1, 2026