Tactical Breach Wizards

Tactical Breach Wizards

Tactical Breach Wizards Workshop
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DemoCorn 4 2024 年 9 月 1 日 下午 6:28
A Bunch of Level Editor Issues and Feedback
So I tried to make a skill challenge type level today and ran into several issues and submitted enough bug reports/feedback that I thought it would be a better idea to just make a community post cataloguing everything for the devs as well as showing anyone in the community wanting to make a level what issues they might run into and what is and isn’t possible. This is just what I ran into over a few hours of testing so if you’ve found any other issues (or if I’m wrong on any of these issues) post them in the comments with steps to recreate the issue if necessary and I’ll update this post crediting you, I’ll also update as issues are fixed.

I also want to clarify, this isn’t a post to hate on the devs or to slag the game. The game is absolutely amazing and the fact we even got an inbuilt level editor (and we can see every level which was crucial for cataloguing some of these things) at launch is awesome even if it does have some growing pains.


Major Issues:

These are all the issues that seriously hinder level creation for the average person.

No Skill Swapping/Wizard Choice: I’m guessing this comes from all levels by default being marked as incomplete so you can’t choose what wizards to bring/swap skills at the beginning of the level. Skill swapping isn’t as important unless you’re like me and want to make hyper specific challenges that require otherwise niche skills but wizard choice feels like a fun way to potentially give a standard level a lot of variability and player choice. It would probably take a bit to implement and test but it would be cool to see the ability to toggle these features on and off independently in the level settings menu. (Edit: Skill swapping is somewhat fixed by the change to allow for infinite skill swapping after the campaign however it's still inconvenient to do)

Hard Mode Intel Despawns in Level Editor: For those curious, hard mode intel checks two difficulty settings to decide if it spawns or not, starting mana and mana from objectives, both need to be set to none in order to have the intel spawn. The bad part is when these options are not set to none the intel will also despawn in the level editor itself if you press escape twice. The intel is still there as setting the difficulty back to hard or exiting and reentering the editor will respawn it however for anyone that does not play on that difficulty or is just playing around with the difficulty settings for their level it can be incredibly confusing.


Moderate Issues:

These are all issues that would be annoying for some people if they dived pretty deeply into level creation and really wanted to do more with it.

Missing placeable features:
here is a list of various items that cannot be found in the level editor but can still be seen in the various levels as placeable features that are deleted if you try to make a copy. I’ll avoid anything that is clearly not in the level editor for good reason like the dialog tools or story props but anything that is just a missing gameplay element is fair game here. Going from least understandable in terms of their removal to most understandable. (Edit: This used to be in major issues but with the addition of danger walls and reactor shield drone operators I think the rest of these not being in won't affect the majority of players)
  • Danger Wall: The wall you see in a bunch of levels that deal damage and stuns enemies knocked into them (also blocks banks deaths door ability). This one makes the least sense why it’s not in the editor to me because it’s so frequently in levels.
  • Reactor Shield Drone Operator: Just a normal (if a bit underutilized) reactor enemy that we don’t have access to at all.
  • Mafia Enemy Variants: Only appear on one non tutorial/story level and I’m pretty sure just act as variants of other enemies but still it would be nice to have them for aesthetics or at least to fill the mafia category. (Edit: We got Mafia Heavy! I'd still like the standard variants but that's a big deal)
  • Proximity Mines: The mines that go off when you walk within 1 tile of them. Literally only placed in a single level but it is a placeable element that would be nice to have the ability to put down.
  • Both Liv Kennedy Variants: This ones understandable but I thought I should point it out as there is some potential for cool boss fight maps if we were given a chance to use her.
  • Train Gangway: Not a particularly useful element in most situations but would act as a door type with slightly different properties.
  • Starting Position: seems to be a way to set where you can redeploy a wizard at the start of a level and looks like the reason that some levels in the game allow you to deploy a character at a non breaching side of the door while the breaching side is unoccupied.
  • Helicopter: I don’t think anyone would ever actually use this in a level but it would be useful to have its property as a spawning element that could target anywhere on the map without adding collision.

Mission Editor Issues: While you can delete levels, deleting missions is completely impossible within the editor and mission categories or subcategories are impossible to create they all just go in the “player” category. If someone wanted to make a lot of missions they would quickly run into issues with this and in general it would just be nice to be able to organize things.

Weird or Useless Categories: Why is mana dust in the scripting category? Why do we have two whole categories that are just empty? Why are literally half the level elements in this long list in the interactive category? A lot of the categories while sensable could really do with either being subcategorized, deleted, or having some of their elements moved to other/new categories to make for a more streamlined experience when making a level.


Minor Issues:

These are small issues that will only ever affect the tiniest group of players and can probably be ignored.

Black Screens on certain levels: Certain premade levels will just put the game in an infinite black screen when you try to play them through the level editor.


Wishlist items:

These aren’t issues so much as features that I think would make the level editor better. Obviously these are things I’d want once most or all of the above issues are resolved but a man can dream. Feel free to comment the things you would want in the level editor too.

Set character skills: In a similar vein to letting level creators choose if the player should be able to respec their skills at the start it would be cool to allow level creators to individually go through each character they place and toggle their various skills on and off. Not only would this make usually impossible all skill levels possible (I loved the Dall dream and wanna do it with everyone now lol) but it would also allow for making some actually difficult levels without having to avoid putting Dall and Zan in the same level considering the various ways those two can get infinite kills/damage/knockback/movement with some very specific skills. As a bonus wishlist item maybe even allow us to specify what skills can be used if they respec or even how many skill points they have.

Bulletproof Windows: Several enemies need to be able to see a player character before they start doing things with their AI, however there is currently no way to do this without making those same enemies targetable for attacks/allowing them to attack the player characters. Specifically this is a problem with alarmists that could otherwise be used as timers for non elimination levels. It would be nice to have a way for enemies to see a target without necessarily immediately being able to interact with one another. Side note: This would be achieved in a kinda scuffed way by just adding the ability to place reactor drone operators. (Edit: With reactor drone operators we finally have the scuffed option!)

Friendly Enemies: This one’s probably the furthest fetched of all items as it would likely require a moderate rewrite to certain core code but it would be cool to be able to toggle AI alignment between allies and enemies. They already do this in a probably pretty hacky way in broadcast with a level element called the Allegiance Switcher but being able to do it ourselves would open up a lot of options for more interesting ally centric levels.

Enemy Editor: This is a big one and would probably be underutilized for the work it would take but having the ability to individually look at each enemy and change their damage, health, or even just make them start with certain status effects would be really nice.
最后由 DemoCorn 编辑于; 2024 年 9 月 14 日 下午 10:50
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Mobbstar 3 2024 年 9 月 3 日 上午 9:22 
+1 to pretty much everything.

I suspect Liv Kennedy isn't available for scripting reasons, as well as the fear of what'd happen if Banks resurrects her in-mission. I would love to see what happens.

The Mission deletion thing could easily be done by letting people open the folder in Explorer. We can literally throw it into the recycle bin, and that works.

Not listed wishlist: Blink Out (as implied by the "Survive And Blink Out" objective, which is currently identical to regular Survival objective)

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Hacky things that are already possible by editing the LVL files:
- change enemy doors to spawn any of: Liv Kennedy Boss (runner), Liv Kennedy Final Boss (swapper), Militia Bomber (moss), Hostage (lol lmao), Mafia Tracker Male, Mafia Tracker Female, Mafia Heavy, Mafia Treant (braindead), Liv Kennedy (braindead), Turret (you can do this in-editor too actually, and it's hilarious but breaks the game), DruidDog & DruidHuman (dream rions)
- set confidence goals - This was surely disabled for the simple reason that it gives you *actual* confidence points. Number go up.
- disable auto-generated walls
- set the initially selected wizard (whyever you'd care about that)
- set dialogue (but it won't adjust the camera or anything)

The big thing you simply cannot do, even with direct text editing, is inserting entities that aren't available in-editor. Any Livs and motherlodes and gangways you insert directly into the level, will vanish upon loading. In the case of Danger Walls, this leaves peculiar gaps in the walls, suggesting it *tried* to load but failed.
最后由 Mobbstar 编辑于; 2024 年 9 月 3 日 上午 11:23
DemoCorn 4 2024 年 9 月 3 日 下午 12:39 
引用自 Mobbstar
Not listed wishlist: Blink Out (as implied by the "Survive And Blink Out" objective, which is currently identical to regular Survival objective)

oooh do you mean the mines objective where you have to blink out one person at a time? That'd be really sweet to have!
Mobbstar 3 2024 年 9 月 3 日 下午 1:01 
引用自 DemoCorn
oooh do you mean the mines objective where you have to blink out one person at a time? That'd be really sweet to have!

Yes. There is also a Blink Out in The Recording (Act 3) - Test of Endurance (Level 4), but it lets everyone blink instantly once the turns are up, which is mechanically boring. The one in the mines (The Motherlode) is actually interesting and would enrich the workshop about as greatly as the helicopter imo.
LordTeague 2024 年 9 月 5 日 下午 6:51 
引用自 Mobbstar
I suspect Liv Kennedy isn't available for scripting reasons, as well as the fear of what'd happen if Banks resurrects her in-mission. I would love to see what happens.

I tried reviving Liv Kennedy in the final battle just to see what'd happen. The game actually specifically respawns that one as "Dead Liv Kennedy <insert its specific number string here>", so there's definitely code to handle it when Liv's treated as an enemy.
Padelboot 2 2024 年 12 月 14 日 下午 12:11 
Another thing I noticed: depending on how big your mission description is the mission can flatout break, causing the menu to be completely unresponsive, even after reloading it.
Also having the "keep allies alive" and "keep all wizards alive" at the same time seems to cause a crash as soon as all enemies are dealt with.
Rokk 1 月 6 日 上午 11:43 
+1 to all of these, particularly the ones about enemies not waking up until they're "activated" by a player unit's presence.

引用自 LordTeague
引用自 Mobbstar
I suspect Liv Kennedy isn't available for scripting reasons, as well as the fear of what'd happen if Banks resurrects her in-mission. I would love to see what happens.

I tried reviving Liv Kennedy in the final battle just to see what'd happen. The game actually specifically respawns that one as "Dead Liv Kennedy <insert its specific number string here>", so there's definitely code to handle it when Liv's treated as an enemy.

Liv Kennedy's clone buff has a special condition to activate some dialogue and activate all reinforcements when she's on 1 clone left. If you replay the first Liv Kennedy encounter in the vault, and use the Zan+Banks infinite to whittle down all her 50 clones, she does her "♥♥♥♥ it, bring out the big guns" speech and re-activates the enemy reinforcements early, which is meant for the rooftop level. I suspect that's the real reason.

Still a shame though, they used her in one of the proving ground dreams (for 1 turn) so we should be able to, too.
最后由 Rokk 编辑于; 1 月 6 日 上午 11:45
Rokk 1 月 6 日 上午 11:55 
Actually, I figured out that if you put a "Dead at start of level" friendly in the room, such as a Militia Tracker, the enemy will spawn awake. Not ideal but it works for things like enemy snipers/grenadiers.
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