Address Twilight's Fall improvements from issue #10 - #11
Conversation
Faction units: - Starlancer II: repair-threshold select (any / half+ / all damaged, measured against living mechs) - Starlancer XI: mechs join only while a ship is fielded; combat continues while ships or space-area mechs hold the space area; a "Mechs on ground" count plus a strategy select (win in space / save ground with or without sustains) decides casualty attribution and sustain use - Colada: auto-targets the strongest unit with a capacity value - Enigma: ignores the nebula's defender bonus (anomaly "effects", not just movement) - A Strangled Whisper: FREE_CARGO stat — infantry and fighters ride free while the flagship lives, mechs still pay the printed capacity Action cards: - Feint (new): the retreat resolves at the announcement, skipping the final combat round - Divinity: per-mode "units worth saving" gate on both save paths - Lash: trigger list + drag-ordered destroy priority per combat mode - Spark: Direct Hit-style target checkbox list per combat mode - Meld: one-shot toggle melding a single own die (kernel singleDie CUSTOM_ROLL; scope select for combat vs unit-ability rolls) Shared decks: - Planesplitter and Valkyrie Vanguard added to the Abilities deck - Artemiris Ascendant and Dimensional Reflection paradigms (reuse Overwing Zeta / Fragment Reality); Overwing Zeta now defaults to flagship + 2 cruisers - Temporal Command Suite: per-genome command-token counts; Clever Genome keeps its own row (a second trigger in the same window) - Valiant Genome: Courageous-style trigger and spend-gate lists - Justiciar Rail: restricts only its own Space Cannon hits via a hit-pool transform, so Lightrail dock hits assign normally - TF fighter upgrades: Fighter II model — capacity first, excess to the fleet pool (1/2 each for Hybrid Crystal Fighter) Engine: - TF unit-upgrade cards register ahead of the base slots so their stats settle before Capacity/Fleet Pool enforce at PREPARE - Fighter II fleet-pool excess is measured against printed ship capacity (regardless of the enforcement toggle), and capacity enforcement no longer evicts other cargo for fleet-pool-backed overflow - New: singleDie CUSTOM_ROLL kernel mode, SideApi.getCombatMode(), FREE_CARGO honored by both capacity and fleet pool, Infinity*0 NaN guard in capacity totals - New invariants recorded in docs/engine-gotchas.md
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Thanks for the great feedback, I didn't understand your comment on meld until I saw how the AI decided to tackle that 🙃. Unresolved issues: Ssruu + TCS implementation (currently Ssruu allows for only one agent behavior in combat) |
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For TCS I was thinking about different approach: to have a total usage amount & checkboxes for genomes. But, to be honest, I like your approach even more. With that one, you can check is it better to spend CCs on Genome A or save it for Genome B. |
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For Colada. Current implementation, adds additional dice group, not extra die for the unit itself. |
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I was also realizing there's a few other cases, which I think I'll just add to this
For the Colada question depends how much you like to gamble 😆 5.952 0 2/2/2/2, safe only If there are multiple ships that are best damage (dreads), split the mechs between 2 of them. However, easiest to implement (all dice on best damage) is basically the same odds, so I'd lean towards implementing that, since the logic is very straightforward. |
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Nice catches. I know the main game pretty well, but haven't played TF, so most of those interactions are unknown to me. I was just trying to find them from ability texts. Probably there are a bunch of other ones that we didn't think :) |
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Colada changes should now be applied (got reverted in a merge conflict). I forgot that crown adds +1 on re-rolls, but it seems like it's still best to have it on the highest damage ship. |
Faction units:
Action cards:
Shared decks:
Engine: