Search found 117 matches

by tosx
Sun May 26, 2019 3:17 pm
Forum: Working Mods
Topic: [Pilots] Lost Pilots - Now with Fancy Suits™
Replies: 13
Views: 25250

Re: [Pilots] Lost Pilots - Big update! <3

Noticed what appear to be some bugs with Victoria, in Biohazard's latest video.
- Gives move to stationary player units like the Overdriver.
- Appears to malfunction on mechs with an innate 1 move; no matter how many upgrades they're given, they're completely unable to move.
by tosx
Fri May 17, 2019 1:18 am
Forum: Working Mods
Topic: [Mission] kartoFlane's Mission Pack v0.7
Replies: 16
Views: 25994

Re: [Mission] kartoFlane's Mission Pack v0.6.1

Have you thought about giving the overcharger and its weapon unique sprites? And I feel like the fire environment hazard would make a fitting mod icon (and be more impressive than the mystery box!).
by tosx
Tue May 14, 2019 1:56 am
Forum: Working Mods
Topic: [Pilots] Cauldron Pilots v1.13
Replies: 34
Views: 39426

Re: [Pilots] Cauldron Pilots v0.05

Added a new pilot and (thanks to Lemonymous and Mezzelo) fixed a repair tip image bug.
by tosx
Sat May 11, 2019 3:39 pm
Forum: Working Mods
Topic: [Pilots] Cauldron Pilots v1.13
Replies: 34
Views: 39426

Re: [Pilots] Cauldron Pilots v0.04

Added a new pilot and some custom skill dialogues!
by tosx
Fri May 10, 2019 4:56 pm
Forum: Discussion
Topic: [Off topic] ItB-inspired tabletop Nanogame
Replies: 2
Views: 6327

[Off topic] ItB-inspired tabletop Nanogame

Shared this on reddit a while back, since I imagine there's at least a bit of overlap between ItB fans and board gamers. Forumites over on Boardgamegeek run a bunch of small game design contests. One is the 9-card nanogame (make a game using at most 9 cards and 18 bits). My entry this year is basica...
by tosx
Thu May 09, 2019 1:12 am
Forum: Working Mods
Topic: [Island] Into The Wild v1.1.6 (NOT updated for ITB 1.2)
Replies: 30
Views: 29271

Re: [Island] Into The Wild v.1.0.1

Woah! --- Just opened it up to take a peek, was wondering: Are you interested in typo reports? - Island CEO intro: "Your #squadname is certainly impressive..." should that be phrased a little different? "are" impressive? Or no "your"? - Lahar Field CEO text: "...Ve...
by tosx
Wed May 08, 2019 2:28 am
Forum: Working Mods
Topic: [Squad] Zero Dawn v0.12
Replies: 8
Views: 11245

Re: [Squad] Zero Dawn v0.02

I've gone ahead and uploaded v0.02, with some tweaks (almost all to their upgrades). They do make them stronger overall (I had a rather crushing game). The most likely ones to revert would probably be Earth Mech's attack pattern, and maybe further changes to Coolant Rupture if this proves too strong...
by tosx
Mon May 06, 2019 11:16 pm
Forum: Working Mods
Topic: [Squad] Eclipse v0.13
Replies: 22
Views: 22266

Re: [Squad] Eclipse v0.06

Decided to make the WIP v0.06 into an official version. Made 1 minor sprite spacing adjustment too, so you may want to redownload if you had the old v0.06. The old v0.05 is still there in an archive folder, if you find the new Force Mech too strong, but I had a lot of fun with it. I could see eventu...
by tosx
Mon May 06, 2019 3:05 am
Forum: Working Mods
Topic: [Squad] Zero Dawn v0.12
Replies: 8
Views: 11245

[Squad] Zero Dawn v0.12

These semi-sentient Mechs exist in a strange balance with each other. https://i.imgur.com/K8j9YzW.png Thunder Mech Zeta Cannon: Fires a piercing barrage that damages all targets in its path, and pushes behind the shooter. (1 damage.) - 1 core: +1 damage to last tile. - 3 cores: +1 damage to all til...
by tosx
Mon Apr 29, 2019 6:19 pm
Forum: Working Mods
Topic: [Squad] Disposal Mechs v1.1.3 (NOT updated for ITB 1.2)
Replies: 6
Views: 13611

Re: [Squad] Disposal Mechs v1.1.3

Wanted to say I (finally) played these guys this past weekend. Did a 4-island hard run with Bots/Bugs (and, if I recall, Hi-Tech Weapons). They were a lot of fun! They're almost cripplingly short-ranged in the early game, and I went for move upgrades for everyone as soon as I could. I also started o...