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Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

grobbo posted:

Looks like auto-pause is no longer an issue for windowed mode, which is good.

Endgame woes: Mucificus / the regenerating Chaos Spawn with 50+HP that you need to take down by repeat-stunning and then laboriously reducing his health -2 HP at a time is a seriously unfun time, unless there's another method of taking him out that I haven't spotted. At least I can laugh when he kicks my little dudes into the abyss and they just exhaustedly clamber back out again to have another go at him.

Do the other crits

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Alamoduh
Sep 12, 2011

bamhand posted:

My ship construction is stuck on one day remaining and swapping to a new project won't do anything. Any suggestions on fix? Googling didn't give me much.

If a save and relaunch of the game doesn’t fix it, you might be stuck with the game ending bug that affected my run. There’s an event that pops up that makes you go to a dry dock on a specific planet, and if you get that event (or maybe choose certain options), your manufactorum will be stuck on infinite time to complete forever and you can’t repair your ship, so your game is effectively over if you’re not about to win.

I was going to do another play through, but the changes and balancing they added with today’s patch seem unfun and make things more of a slog. Might come back after a DLC though- I thought the story was pretty good for this type of game.

Legendary Ptarmigan
Sep 21, 2007

Need a light?
To those who have finished the game, about how many in-game days or real world hours did it take you?

I'm at about 250 days, just got a new specialist class marine, chose a librarian and have completed one unique story mission so far.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
If the story mission in question is the raid on the Craftworld, I'd say you're about halfway through at most? Probably a bit less, there's still quite a bit of stuff to come.

On an unrelated note, one QoL feature I'd love is the ability to check your Knights' equipment and stats while picking mission rewards and the like. Don't expect me to just remember all the gear my dudes are currently using, I'm not that committed to the game. :colbert:

BadLlama
Jan 13, 2006

MMAgCh posted:

I'm not that committed to the game. :colbert:

Anything short of unwavering dedication to the emperor and his pursuits is on the road to heresy.

Collapsing Farts
Jun 29, 2018

💀

Alamoduh posted:

If a save and relaunch of the game doesn’t fix it, you might be stuck with the game ending bug that affected my run. There’s an event that pops up that makes you go to a dry dock on a specific planet, and if you get that event (or maybe choose certain options), your manufactorum will be stuck on infinite time to complete forever and you can’t repair your ship, so your game is effectively over if you’re not about to win.

I was going to do another play through, but the changes and balancing they added with today’s patch seem unfun and make things more of a slog. Might come back after a DLC though- I thought the story was pretty good for this type of game.

what were the updates?

NihilCredo
Jun 6, 2011

iram omni possibili modo preme:
plus una illa te diffamabit, quam multæ virtutes commendabunt

MMAgCh posted:

If the story mission in question is the raid on the Craftworld, I'd say you're about halfway through at most? Probably a bit less, there's still quite a bit of stuff to come.

On an unrelated note, one QoL feature I'd love is the ability to check your Knights' equipment and stats while picking mission rewards and the like. Don't expect me to just remember all the gear my dudes are currently using, I'm not that committed to the game. :colbert:

Make it a habit of taking a pre-deployment screenshot. Not disagreeing, just suggesting a workaround.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
Lots of updates!

Twitch Drop items will now be available for all players, regardless of whether they watched the livestreams or not lol

Campaign Bug Fixes:

- Corrected a number of in-game text and grammar mistakes.
- Fixed an issue where players would be unable to perform any upgrades or repairs after the second mission.
- Fixed a softlock where hidden UI during the Stratagem tutorial could lock the game.

Grey Knight Fixes

- Fixed an issue where Grey Knights could get stuck into a no action state after certain nearby obstacles were destroyed.
- Fixed an issue where Grey Knights would be notified on an XP gain for limb dismemberment but received no XP.
- Fixed an issue where Fortitude and Iron Will would interfere with each other, preventing the appropriate Willpower Point (WP) gain.

Weapon Fixes

- Fixed an issue where the Incinerator’s primary fire did not trigger explosive batteries.
- Fixed an issue with Flames of Purity so that it no longer targets Grey Knights or hits interactive objects.
- Fixed an issue with the Incinerator and Psilencer where the firing arc was 0.
- Fixed issue with Fury of the Ancients that prevented it from working as intended.
- Fixed issue with Promethium Spray Arc that prevented it from working as intended

Performance Improvements:

- Fixed an issue where the FPS would spike when units would make simultaneous movements.
- Fixed a drop in performance in the tutorial when promoting a Grey Knight.
- Fixed a drop in performance when numerous limbs and corpses littered the map. You can now continue to cut down heretics with gleeful abandon!
- Improved performance when using the Incinerator firing template.
- Improved performance when using the Scattershot firing template.
- Fixed an issue in Fullscreen mode where the game would continue to draw on CPU/GPU resources.

UI

- Changed the save game menu to highlight campaign saves versus standard manual/autosaves.
- The Load Game menu will now automatically select whichever campaign was used last.

Feature Changes:

- Removed the auto pause feature when alt-tabbing in Windowed and Windowed Fullscreen mode. The game will now continue to run when you leave the game screen.
- Removed the heartbeat sound effect that played during the enemy turn. You will no longer hear the panicked heartbeats of enemies when you purge them of their heresy!

Balance Changes:

- The Willpower (WP) bonus for killing units is now capped to +1 WP per Grey Knight attack to remove excessive Willpower surplus at higher difficulty levels. Grey Knights can still gain additional bonus WP from triggering Autos.
- Reduced the Critical vulnerability values for enemies to reduce Critical strike chances from Grey Knight class builds that are not focused on increasing Critical strike chances. This will now provide more value to Grey Knights who have been designed to unleash more Critical strikes.
- Rebalanced a number of weapon skills that, when combined with certain abilities, were providing too great a bonus over their intended use.
- Fixed an issue where stun modifiers were not scaling correctly in Ruthless and Legendary difficulties.

Red Rox fucked around with this message at 08:36 on May 13, 2022

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The +1 WP per attack maximum cap is a huge nerf. :smith:

Collapsing Farts
Jun 29, 2018

💀
The game is starting to get too easy at endgame so that's fine. I'm really not trying very hard but I feel like I can dunk on just about any enemy combination right now with my justicars.

Related to that, not sure if I really prefer having a Paladin over another Justicar? They're only slightly more tanky but they don't get the +AP boost thing from what I could see. I guess they do get the +WP thing which might be more valuable now?

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Collapsing Farts posted:

The game is starting to get too easy at endgame so that's fine. I'm really not trying very hard but I feel like I can dunk on just about any enemy combination right now with my justicars.

Related to that, not sure if I really prefer having a Paladin over another Justicar? They're only slightly more tanky but they don't get the +AP boost thing from what I could see. I guess they do get the +WP thing which might be more valuable now?

I mean yesterday I killed basically an entire pod of enemies with the overcharged AoE psychic power so I'm a huge fan personally.

On another note, I see people saying the Chaplain with the extra AP from executions is mega good, how are people getting executions easily? I know how to get them it just seems like you guys are talking as if you're executing people all the time whereas I'm doing it maybe twice a mission on average.

Perestroika
Apr 8, 2010

Removing the autopause on tabbing out of borderless mode is a relief. It's a relatively small thing, but was a niggling annoyance pretty much every single mission that added up to weigh down on the experience by a surprising amount.

Kobal2
Apr 29, 2019
nvm

Kobal2 fucked around with this message at 10:49 on May 13, 2022

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
There patch also introduced some stealth nerfs, there are the ones I've noticed:

Justicar

Honour the Chapter. The base skill now costs 2 WP, and the upgrade for +1 AP also costs +1 WP, warp charge remains the same. Total cost for a full Honour the Chapter with warp change: 5 WP.

Librarian.

Schriek is now single target only.

Gate of Infinity. The basic skill now costs 2 WP. Warp charge cost +3 WP, for a total of 5 WP. Range has been buffed though, now base range is 15, and the upgrade adds +5, for a total of 20 (previously it was 14 range).

Not totally unexpected nerfs but they are still massive changes.

Maybe we have to learn to actually play the game now, or just use the paladin and chaplain's abilities to transfer WPs and treat them as batteries.

E: The apothecary iron arm biomancy ability used to cost 3 WP or this has been changed as well?

Angry Lobster fucked around with this message at 11:15 on May 13, 2022

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Honor the Chapter needed the nerf 100%, Shriek maybe less so but it was still stupid strong.

Legendary Ptarmigan posted:

To those who have finished the game, about how many in-game days or real world hours did it take you?

I'm at about 250 days, just got a new specialist class marine, chose a librarian and have completed one unique story mission so far.

Roughly 700 days ingame, 40 hours of real time. You can snowball very hard from where you're at and speed through the more endgame content despite there being quite a bit of game left for you (or at least you could before these balance changes)

Legendary Ptarmigan
Sep 21, 2007

Need a light?
I have definitely noticed the inverse difficulty curve. First few missions, I would usually have 3-4 marines wounded each mission and was having to deploy lightly wounded guys practically every time. Lots of critical wounds too, down to 1 resilience point on I believe two different marines. I currently have a 9-man barracks all fully healthy and have just finished two bloom missions without taking any wounds at all, wiping almost every pod on the turn it activated. Double justicar plus a teleporting melee guy practically renders the fourth slot superfluous. This is just after being locked out of the armory for 60 days or so. This was on normal difficulty.

I big change I noticed in my own game play is implementing a sort of a modified overwatch creep from XCOM:EU; moving forward with the whole squad 1ap worth of movement at a time so that when a pod is uncovered, all four marines are as close as possible so their refreshed action points can be at least 2/3rds used for shooting or combat instead of running towards the action. Towards the beginning of the campaign while still getting a hang of things, activating a pod with one marine while the other 2-3 were still 2 aps worth of movement away from his position resulted in lots of enemies being left active for a turn and some of my worst performances.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
That Justicar nerf alone is going to completely change the game flow.

vaginite
Feb 8, 2006

I'm comin' for you, colonel.



Kitchner posted:

I mean yesterday I killed basically an entire pod of enemies with the overcharged AoE psychic power so I'm a huge fan personally.

On another note, I see people saying the Chaplain with the extra AP from executions is mega good, how are people getting executions easily? I know how to get them it just seems like you guys are talking as if you're executing people all the time whereas I'm doing it maybe twice a mission on average.

Keep an eye out for +crit and +stun weapons in requisition, everyone has hammer hand or astral aim, etc. Later in the game smaller pods of harder enemies show up so that makes it easier too, executions aren’t common early because stuff dies before you can stun them.

For reference I have a +1 stun +2 more stun on psi bolt bolter that I throw on a chaplain, so can do 4 stun a shot, and a paladin with a 30% base crit and another +50 warp charged, interceptor with similar, purgator with a +stun, and all of them but the chaplain have astral aim/hammerhand.

It’s execution city.

Ghislaine of YOSPOS
Apr 19, 2020

is any weapon that's not basic considered master crafted? I got a warning about starting a mission with Mastercrafted weapons but was just using level 1 poo poo.

Pierson
Oct 31, 2004



College Slice

Ghislaine of YOSPOS posted:

is any weapon that's not basic considered master crafted? I got a warning about starting a mission with Mastercrafted weapons but was just using level 1 poo poo.
Yep.

Count me in as someone else basically fine with the nerfs but I sympathise for people on high difficulties who had their builds broken. It kind of feels like there are some obvious "take this you fool" skill paths for all classes, whereas in WOTC/Gears Tactics it felt like the same class could be built in different directions.

MJ12
Apr 8, 2009

Angry Lobster posted:

There patch also introduced some stealth nerfs, there are the ones I've noticed:

Justicar

Honour the Chapter. The base skill now costs 2 WP, and the upgrade for +1 AP also costs +1 WP, warp charge remains the same. Total cost for a full Honour the Chapter with warp change: 5 WP.

Librarian.

Schriek is now single target only.

Gate of Infinity. The basic skill now costs 2 WP. Warp charge cost +3 WP, for a total of 5 WP. Range has been buffed though, now base range is 15, and the upgrade adds +5, for a total of 20 (previously it was 14 range).

Not totally unexpected nerfs but they are still massive changes.

Maybe we have to learn to actually play the game now, or just use the paladin and chaplain's abilities to transfer WPs and treat them as batteries.

E: The apothecary iron arm biomancy ability used to cost 3 WP or this has been changed as well?

The neural mine (the stun grenade) now no longer has Mk II and Mk III versions and got an area nerf too.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I haven't had a chance to play since the update but the changes seem fine. I wasn't even using those strats to begin with and still doing fine on the next to last difficulty

neonchameleon
Nov 14, 2012



The only thing I wish (and it might have happened) is that after updates like that the nerfed characters got a free respec. I mean Honour the Chapter is still good even after the nerf, but is no longer a no-brainer and there's more reasonable build variety in the class.

Kobal2
Apr 29, 2019
I mean, 2AP for 3WP is still kind of a no-brainer (or at least something you can use often, especially if you have the "Prognosticators = +1 WP per Warp Overload" research thingy). 3AP for 5WP is a harder sell but sometimes you gotta do what you gotta do.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
They absolutely should provide respecs when they do big ol' balance tweaks. It's not the end of the world, but it would be nice.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
More stealth nerfs:

*Apothecary:

-Heal skill now costs 3 WP (previously 2).
-Warp speed biomancy now costs 2 WP.
-Iron arm biomancy now costs 3 WP (previously 1).

*Psycannon psychic onslaught ability now uses 2 ammo per shot.

*Enemies on higher difficulties are now more difficult to stun (allegedly, I haven't been able to test this one).


While I agree with the justicar and librarian changes, I think hitting the apothecary with the nerf bat so much is uncalled for, he wasn't exactly a top tier class. Also it would have been nice if the less powerful classes received some kind of minor buff.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
What the hell? If anything, the apothecary heal needed to be dropped down to 1 WP from 2. A range 1 heal that requires you to equip a very lovely weapon is already terrible, especially since medicae skulls exist.

VoLaTiLe
Oct 21, 2010

He's Behind you
Played through the game on grandmaster mode on standard difficulty. I really enjoyed it especially the ironman aspect on having to just keep rolling if you were unlucky with debuffs or enemy placements.

I will do the same on a higher difficulty.

Not sure about why they would nerf classes especially apothecary surely buffing up lackluster classes would have been better

Bardeh
Dec 2, 2004

Fun Shoe
I started unlocking some AP granting skills and the game has gotten a whole lot easier. I can teleport next to the giant flowers, then grant a shitload of AP to that dude and kill it in one turn.

Collapsing Farts
Jun 29, 2018

💀
Yeah ok, the Paladin force lightning blast AoE is ridiculously good. it does so much dmg :psyduck:

I now have 3 paladins just nuking anything on screen down in 1 round

Kobal2
Apr 29, 2019

Collapsing Farts posted:

Yeah ok, the Paladin force lightning blast AoE is ridiculously good. it does so much dmg :psyduck:

I now have 3 paladins just nuking anything on screen down in 1 round

Fun fact : the libarian has the same power.
Except it's not range limited.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.

Kobal2 posted:

Fun fact : the libarian has the same power.
Except it's not range limited.

He's talking about Fury of the Ancients, not Smite.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yeah Librarians are real loving good but Paladins are king poo poo of damage mountain if you can get enough enemies in the blast zone

I only had one Paladin on my run and he solved so many problems entirely on his own with that skill

Alamoduh
Sep 12, 2011

Angry Lobster posted:

More stealth nerfs:

*Psycannon psychic onslaught ability now uses 2 ammo per shot.


This one is especially hilarious because some psycannons only have a one round mag and you cannot use this skill at all unless you have two ammo. Yes, +ammo skills, but whatever.

I did a grandmaster run before the nerf patch by alt-f4ing if I got the game breaking manufactorum event and thought the boss design was pretty good, excerpt maybe the final one, where I would suggest you bring an apothecary or a few servo skulls and a psilencer because the specific design means you’re moving a specific character most of the time and not attacking , and you can’t use +AP skills on that character to speed things up (it just eats the ap used with no effect). The boss loves to target that character and if he does, it’s game over. The boss can also use a skill to permakill, but he can be interrupted out of it.

Had fun with it!

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
Seems like the changes are all oriented to not use WP regularly, as skills now cost more *and* you can't recover more than one at a time from AoE skills. I'm tempted to start a new game and spec into grenades and +crit to see how that does.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I got those tier 2 falchions with +crit% I was hoping for and that interceptor is now a death machine. I went ranged skills first with my purgators but am pretty close to extra grenades

game still good fam

Bardeh
Dec 2, 2004

Fun Shoe
I've ditched healing entirely in favor of 2x interceptors and 2x justicars (or whoever it is that grants AP to teammates) the justicars basically do nothing except turn all their WP into AP for the interceptors, who kill most enemy groups within 1 turn.

Sipher
Jan 14, 2008
Cryptic

I R SMART LIKE ROCK posted:

I got those tier 2 falchions with +crit% I was hoping for and that interceptor is now a death machine. I went ranged skills first with my purgators but am pretty close to extra grenades

game still good fam

Yeah my teleport strike crit interceptor with t2 falchions does like 90% of the work of my squad, it's amazing.

bamhand
Apr 15, 2010
So I'm 500+ days in and killed the first reaper and still now Crowe. Is there a specific requirement to get him?

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Bardeh
Dec 2, 2004

Fun Shoe
The stratagem that warps your entire squad to one place completely trivialises bloomspawn missions. Quickly take out the first bloomspawn, not caring that you're blowing through all your WP, then send an interceptor ahead with teleport to quickly reach the second, warp your entire squad there with the stratagem, instantly kill it, win.

Also, I see a lot of Steam reviews complaining about a timer. My current main objective is to research the Codex Toxicorum, and all I need to start it is one purple seed. I've got plenty of every other type of seed, but have yet to get a mission I can reach in time that gives me a purple one. Does the game warn you if you're approaching a gameover state? I've been on this mission for quite a long time now, just waiting for missions to spawn that let me get a purple seed.

Bardeh fucked around with this message at 10:04 on May 15, 2022

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