Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
The Huge Manatee
Mar 27, 2014

Popete posted:

Can I completely cover my dudes in scrolls? I mean entirely, like they can't even see out of their visor and they leave a literal paper trail behind them.



When is this guy getting modded in?

Adbot
ADBOT LOVES YOU

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Shaman Tank Spec posted:

Yeah but they're Orks. They don't need any lore reasons beyond "we herd dere wuz some propa scrappin' goin' on 'ere and wanted a go". Or Chaos opened a gate (huh, huh?) to a Tyranid hive fleet. Or a Necron tomb world.

sure they'd make a great Lost faction for a WotC style dlc. though my point was that you can't really be surprised that Chaos is the primary enemy in a game called Chaosgate

that'd be like being upset there's Skaven in Vermintide. hell they even added Chaos to Vermintide 2

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


I'm not surprised by chaos or grey knights, they're just kinda boring. This is a 40k game with really good mechanics even if it has balance and UI issues, so I want to see it expanded into other parts of the universe that are more fun. :shrug:

bamhand
Apr 15, 2010
Orks will fight anyone. It would be super easy to make an expansion about Orks vs Chaos.

Double Bill
Jan 29, 2006

NmareBfly posted:

I'm not surprised by chaos or grey knights, they're just kinda boring. This is a 40k game with really good mechanics even if it has balance and UI issues, so I want to see it expanded into other parts of the universe that are more fun. :shrug:

Seems to be a common problem with 40k games these days. I liked Mechanicus but holy hell was it monotonous. Nothing but Necrons and Necron tombs from start to finish. Also Battlesector, nothing but Space Marines vs Tyranids (though I think it got some new DLC recently)

Gladius has some nice variety though, making it one of the few 40k games with any replay value.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I honestly think that has to do with the way GW licenses out their games. limited factions to start and if it does well they allow more factions to be rolled in

Shaman Tank Spec
Dec 26, 2003

*blep*



I R SMART LIKE ROCK posted:

sure they'd make a great Lost faction for a WotC style dlc. though my point was that you can't really be surprised that Chaos is the primary enemy in a game called Chaosgate

Oh yeah 100% agreed on that.

CommunityEdition
May 1, 2009

I R SMART LIKE ROCK posted:

I honestly think that has to do with the way GW licenses out their games. limited factions to start and if it does well they allow more factions to be rolled in

Given the success ratio for those licensed games, this isn’t that bad of a policy

Twigand Berries
Sep 7, 2008

I'm downloading something they are describing as a "major update"

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
It is a big ol' update for sure.

Patch notes posted:

Ave Imperator, Force Commanders.

We have released a new update for Warhammer 40,000: Chaos Gate - Daemonhunters to resolve a number of issues raised since launch. If you continue to experience issues please do report them to us as soon as possible and include as much information as you can.

Here are the update notes:

Manufactorum Projects
  • Some events could cause projects in the Manufactorum to be unable to be completed. Saves with this issue will now be able to repair as normal. Saves in the middle of any of these events will have their timers set to 40 days instead of infinite.

Performance
  • Fixed an issue when trying to load a corrupted save.
  • Fixed an issue when trying to load an invalid save would freeze the game.
  • We have optimized a number of elements to improve performance, including:
    • Improvements to the ship HUD, which will improve performance overall when accessing ship menus.
    • Additional draw distances have been reduced to improve performance.
    • Optimizations have been done on all objects in rooms on the Baleful Edict.
    • Ship room elements have been optimised improve performance.
    • Some new optimisations to the Combat HUD to improve performance.
    • Updated debris pool loading which will improve performance.
  • Fixed issues with event holograms that caused drops in FPS.
  • Performance improvements during the tutorial when facing Ere’khul.

Balance Changes
  • Grey Knights are now more resilient to becoming wounded in the early stages of the game on all difficulties.
  • Grey Knights will now recover to full health after the Purgation Ritual is completed.
  • Grey Knights on assignment will have that status cleared.
    All ship statuses such as character morale statuses will also be cleared.
  • Critically Wounded Knights will not receive augmetics in this way.
  • Enemy reinforcement groups are now smaller for Standard and Merciful difficulties. This will not affect current saves in combat on these difficulties but will affect subsequent combats on these difficulties.
  • Battlefield Medicine base cost adjusted to 2WP.
  • Closed some exploits that could be used to circumvent game mechanics.

Grey Knights
  • Chaplains
    • Fixed an issue where Chaplain litany bonuses would not stack correctly with two Chaplains.
    • Fixed an issue where litanies would not correctly apply to incapacitated Grey Knights, once they had been released or recovered.
    • Fixed an issue where litanies would not apply correctly after a save/load.
  • Apothecaries
    • Resolved an issue where reaction strikes from Apothecaries using Nartheciums in Terminator Armour would deal zero damage.
  • Castellan Garran Crowe
    • Resolved an issue where Castellan Crowe’s Titan trait didn't work as intended; Castellan Crowe will no longer receive Augmetics after being Critically Wounded.
  • Grey Knight Event Fixes
    • Grey Knights in the Suspended Wounded state due to Surgical Problems will now be able to heal as normal.
    • Events will no longer apply benefits or penalties to the wrong Grey Knight.
    • If a Grey Knight sent on a Paladin’s quest fails and dies, the pop up will now clear when confirming it.
  • Grey Knight Abilities
    • Enduring Reflexes will now allow Support Fire to trigger twice for the same enemy.
    • Blast abilities like Vortex of Doom targeted in doorways will no longer appear on the ceiling.
    • Sanctified Kill Zone Warp Charge will now ignore cover like the base ability.
    • Crushing charge will no longer cause the game to lock if you charge through an enemy that's in the process of dying.
  • Equipment and Augmetic Fixes
    • Fixed an issue where Autosanguine Augmetic has no icon.
    • Fixed an issue where the Psycannon's Psychic Onslaught range did not match weapon range. Psychic Onslaught will now take the weapon’s base range as it’s own range.
    • Fixed an issue where the Apothecarion Skull ignores Biomancy upgrades. The Apothecarion Skull will now add all unlocked upgrades to Biomancies it applies.
    • Fixed a graphical issue where Passive Wargear would overlap each other in the Grey Knight information view.
    • Fixed an issue where Defend Position’s armour bonus was expiring at end of turn. Defend Position’s armour bonus will now expire at the end of the enemy turn and will properly stack with the Aegis Shield and Fortress Armour bonuses.
    • Fixed an issue where Terminator Armour caused infinite loading.
    • Fixed an issue where Flames of Purity is affected by cover. Flames of Purity damage will no longer be affected by cover or distance as per normal Spread Attack rules.

Gameplay
  • Combat Fixes
    • The Take No More Than xx Damage Glorious Deed no longer counts damage to armour or damage dealt to Hailer Skulls.
    • Healthbar and armour will now drain more smoothly when a unit suffers multiple instances of damage at once.
    • Fixed an issue where Grey Knights could walk onto the same cell as a Critically Wounded Grey Knight.
    • Fixed an issue where enemy effects will no longer trigger a fail for No Willpower Glorious Deed.
    • Fixed an issue where enemies on timebombs and Bloom Roots could not be attacked in melee due to the camera angle.
    • Fixed an issue where an incorrect amount of action points would be displayed when performing an action in specific situations, such as a Grey Knight stepping out to make a ranged attack.
    • Newly created Hazard areas such as Ignited Oil, Flame Bowl fire and Prometheum Spray will now attribute any kills to the creator of the Hazard area, causing them to gain Willpower and Experience as normal.
  • Enemy Fixes
    • Helbrutes will no longer do an ungraceful slide when performing a rush attack after a stun.
    • Enemies who have had limbs removed will no longer regenerate said limbs if you load a save file.
    • Enraged enemies will now try to get as close to their target as possible to melee attack them.
    • Fixed an issue where the Foetid Bloat Drone's Saturation Bombing ability could cause infinite looping.
  • Event Fixes
    • Some Events have been updated to be clearer when your ship will be in danger.
    • Fixed an issue where some SFX and VFX for some Events were not playing when the ship took damage.
    • Fixed an issue that could cause the Damage Spreading Event to be impossible to resolve if you saved and loaded after it had started.
  • Ship UI
    • Using the 'i' button or middle mouse-click to inspect a mission will now properly calculate how many days are left on the mission
    • New Current Project displays have been added to the Manufactorum and Libris Malleus that display the current project in progress and the number of days to complete it.
    • The description of the Stasis Chamber has been updated to more accurately represent its benefits.
    • The numbering of Apothecarion and Libris upgrades have been updated to make more sense.
    • Fixed an issue where some ability Bane/Boons were not displaying correctly in the active/passive/auto menu in the Barracks.
  • Tutorial Fixes
    • Fixed an issue that could cause a softlock during the tutorial.
    • Fixed an issue where if the Prognosticar Tutorial and any event that triggers a cinematic occur at the same time, it resulted in a black screen.
    • Fixed an issue that could cause multiple and incorrect popups during the Seed Extraction tutorial.
    • Fixed an issue where a lock could occur if player attacks during stratagem tutorial.
  • Cinematic Fixes
    • Story Cinematics and Combat Cinematics will properly adjust and display borders correctly in large display resolutions.
    • The black screen period after the Ritual Interrupted Cinematic is now shorter.
    • Fixed an issue where tabbing out would cause the loss of music during cinematics, if watched through the Cinematics Menu in Windowed Fullscreen mode.

Gamepad Fixes
  • The cursor position will now auto update to where the camera pans while using a gamepad.
  • Fixed an issue where the gamepad can become unresponsive after tabbing out during XP allocation.
  • Fixed an issue where the Stratagem Tutorial could show the wrong button for the gamepad.
  • Fixed an issue where, in some situations, the movement area would disappear when using a gamepad.

Misc Fixes
  • Resolved some typos and incorrect wording for localised text.
  • Fixed an issue where player could not select anything on the main menu.

We continue to review reports and feedback so do please continue to share your comments and issues with us.

MMAgCh fucked around with this message at 17:59 on May 24, 2022

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
looks like the dev team has their poo poo together. lots of fixes for failure states people in this thread were hitting and performance issues

quote:

Fixed an issue where the Psycannon's Psychic Onslaught range did not match weapon range. Psychic Onslaught will now take the weapon’s base range as it’s own range.

they even resolved a pet peeve of mine

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
This game is pretty great, my favourite xcom style game in a while.

While I had some trouble early on and lost a few missions (probably would have helped if I remembered strategems existed), I think I'm now getting to the point where my knights are unstoppable gods. I just killed the red reaper on turn 1.

Interceptors have been my MVPs, their amazing mobility with teleports, plus the auto that lets them shoot for free, makes them amazing. Purgators are coming up second though, I have one specced for Psilencer use that has been amazing, and just got a guy levelled up to use grenades who has 3 frags and 3 psychotrokes per mission, it's honestly unfair. The Justicar ability to give a teammate a bunch of AP has been clutch too.

I really like the variety of classes here, it feels cool. There's a bunch of different ways to tackle enemies. I've solved overwatch by teleporting through it, tossing frags, or just having a Justicar power up their Aegis and charge straight through.

I could still lose this game because I'm at 4/5 chaos gates with 2 reapers to go, but I think I might make it.

Also I laughed out loud the first time I threw a grenade and it had a giant gold "WRATH" label on it. I love the dumb overwrought designs of the Grey Knights.

Blisster fucked around with this message at 21:59 on May 24, 2022

Fuligin
Oct 27, 2010

wait what the fuck??

I R SMART LIKE ROCK posted:

I honestly think that has to do with the way GW licenses out their games. limited factions to start and if it does well they allow more factions to be rolled in

sometimes it doesn't quite work out... bfg2... :smith:

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!

Fuligin posted:

sometimes it doesn't quite work out... bfg2... :smith:

Wait, was BFG2 bad?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

The Bee posted:

Wait, was BFG2 bad?

Not in the slightest so I dunno what that was about.

The devs just took off after they made the mandatory chaos campaign DLC but some folks had this wild idea there'd be full campaigns for every race (despite only like five of them being present narratively)

quote:

Helbrutes will no longer do an ungraceful slide when performing a rush attack after a stun.

Lame

TheWeedNumber
Apr 20, 2020

by sebmojo
first chaos gate yeah yeah!

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Blisster posted:

Purgators are coming up second though, I have one specced for Psilencer use that has been amazing, and just got a guy levelled up to use grenades who has 3 frags and 3 psychotrokes per mission, it's honestly unfair. The Justicar ability to give a teammate a bunch of AP has been clutch too.
Purgator is great. Grenade purgator with the 0.5 radius stun grenade and +1 blast radius is killer, just stun entire pods.

Psilencer purgators are insane too, their AoE weakness power plus 7 base damage weapon + crit on a 14 range psilencer that ignores low cover is ludicrous. You just drop 14 + crit damage on anyone you want.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


This game looks cool but I wish it wasn't grey knights because I think they are lame. I'll probably play it anyway.

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.
I thought so too until I played this game.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Anarcho-Commissar posted:

I thought so too until I played this game.

:hai:

it's a solid game, and does more things right than it fucks up. which is pretty good all things considered

Fuligin
Oct 27, 2010

wait what the fuck??

The Bee posted:

Wait, was BFG2 bad?

not at all, it just never reached its ~~full potential~~

bamhand
Apr 15, 2010
I've been playing the gently caress out of Dawn of War 1 with the Apocalypse mod. And boy howdy is that an example of a game reaching its full potential.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Grey Knights are like one of maybe two good Space Marine Chapters (the other is Salamanders) and this game, surprisingly, has a likeable cast of characters and a competently told story. Unheard of things in 40k media.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

I wish there was a way to get augmetics that didn't involve critically wounding a knight then praying. My go to Interceptor was critically wounded and wound up with an augment that gives him a base +1 armor, and even though that isn't broken its nice to have and I would like to add things to my other knights. I would like to choose as well since some are useless, like +25% xp.

It seems like the mechanics around dead or critically wounded knights are not well thought out. Hell, trying to kill a knight for real on Normal is hard, although I haven't tried blowing them off the map with a grenade. Whenever an enemy did that my guy just climbed out after taking damage. Without doing that it takes at least 6 maps with them going down twice and then more time to allow them to heal enough to go on another mission.

Edit: On Normal at least knocking your guy off a cliff with a grenade only critically wounds them so you still need to wait a long rear end time and actively try to kill one of your knights. Critical wounds still isn't good early game since they are out of commission for a long time and you probably don't have the augmetics upgrade.

limp_cheese fucked around with this message at 00:10 on May 26, 2022

Red Rox
Aug 24, 2004

Motel Midnight off the hook

Blisster posted:

I could still lose this game because I'm at 4/5 chaos gates with 2 reapers to go, but I think I might make it.

Man I was at this same point and the game screwed me. I was on 2/5 and I thought I was fine, but I didn't realize two gates could open at once, and I couldn't get to either of them cause some event had destroyed my engines. So all of a sudden I was on 4/5. Then a short while later another gate began to open, and I got hit with another event on the way there that slowed me down enough to only JUST miss getting there in time. I guess I should have upgraded my engines more? To top it off, the game over cutscene bugged out.

Oh well I'm having a blast with this game and I was kinda happy to start over with all the things I've learned. Some abilities like Crushing Charge are not as fun as they sound!

And does anyone else think terminator armor is maybe not worth it? With normal power armor you can pretty much take any route around the map, but with terminator armor you sometimes have to take the long way. I don't really get hit that often so the extra armor blips aren't a huge help.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
Terminator armor isn't worth it because it means taking a class that isn't an interceptor

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Red Rox posted:

Man I was at this same point and the game screwed me. I was on 2/5 and I thought I was fine, but I didn't realize two gates could open at once, and I couldn't get to either of them cause some event had destroyed my engines. So all of a sudden I was on 4/5. Then a short while later another gate began to open, and I got hit with another event on the way there that slowed me down enough to only JUST miss getting there in time. I guess I should have upgraded my engines more?

IMO engines and prognosticars are the most important upgrades in the game. Pretty sure it’s balanced around you hitting 1/3 of the bloom events - if you can reliably hit 2/3, you have double the mission rewards and XP you should for a given date, *and* you’re clearing bloom as fast as it’s spawning so the map stays clean.

I got an event that let me choose the type of all mission rewards for a month just after one that gave +100% construction speed, so picked Servitors and pimped the ship out. Worked ludicrously well.

Double Bill
Jan 29, 2006

Are all the reapers as annoying as Munificus (damage immune when not stunned guy)? Because holy hell that difficulty spike compared to all the previous missions so far. Granted I went in blind with a suboptimal crew, if I was playing ironman that would've been almost impossible.

bamhand
Apr 15, 2010
I don't think so. The three I killed all died the first turn. I just hit then with hammers until they died.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
At which point should I bother with Batteries and Ship armour upgrades? I haven't seen a threat to the ship yet at day 114, I'm guessing something happens eventually.

Also, Kai is an rear end in a top hat.

Snidhog
Dec 31, 2007
There's plenty of events that will drop hull integrity, and it's a game over of it hits 0. Threats mostly come from enemy ships on the campaign map, but there are events that can ping points off that come out of nowhere.

Guns, on the other hand, generally let you engage enemy ships/ship scale threats with less risk. This means less/no hull damage taken along with free requisition. You can often take other approaches to encounters and there's times where you guns won't help you, but most of the time an upgrade battery is an I Win button.

I'd recommend getting at least one hull upgrade first. You can avoid encounters where you'll need guns for the most part, but hull damage can surprise you. After that I'd prioritise the guns; less damage taken means less time and servitors spent on repairs.

the_seventh_cohort
May 4, 2013
Am I collecting the seeds wrong? I've been killing the marked enemies in melee, but in the research panel it still shows me as having zero seeds to spend.

bamhand
Apr 15, 2010
You have to crit them with a melee attack then select the option with the little seed icon next to it (you will automatically get the seed if the crit kills them too). The Hammerhand skill for Justicars and Interceptors will guarantee a melee critical.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I regret completing the craft world mission before getting so the engine upgrades.

I went to comfortably completing two missions each month to sometimes needing to reload because none are with reach

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Yeah if you complete the Craftworld mission without at least one engine upgrade you have Seriously hosed Up unfortunately

Shaman Tank Spec
Dec 26, 2003

*blep*



How does the enemy scaling work? Most of my guys are level 2 or 3 (still very early), but I got a level 5 dude as a quest reward. Took them onto the field and suddenly the enemies are REAL MOTHERFUCKERS who are constantly popping 5+ shields and loving my poo poo up.

Did I mess up by bringing the level 5 and pushing the scaling to overdrive, without having the rest of my squad to back him up?

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Shaman Tank Spec posted:

How does the enemy scaling work? Most of my guys are level 2 or 3 (still very early), but I got a level 5 dude as a quest reward. Took them onto the field and suddenly the enemies are REAL MOTHERFUCKERS who are constantly popping 5+ shields and loving my poo poo up.

Did I mess up by bringing the level 5 and pushing the scaling to overdrive, without having the rest of my squad to back him up?

Time. New enemy types show up based on the day counter.

What day is it?

Shaman Tank Spec
Dec 26, 2003

*blep*



Captain Oblivious posted:

Time. New enemy types show up based on the day counter.

What day is it?

110-ish? The enemy types themselves weren't new but they seemed to have new abilities. Or maybe I just hadn't seen those before?

rocket_Magnet
Apr 5, 2005

:unsmith:
So I faceplanted near the end of my first playthrough and have galloped through a second I did not expect to face off against a corrupted chaos knight! I did green, yellow, blue first go Or expect the fight to go so quickly with an early gift of a librarian & paladin (didn't see either at all in my first game). Librarian, Paladin, Interceptor *2 feels like cheating.

Adbot
ADBOT LOVES YOU

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

Shaman Tank Spec posted:

110-ish? The enemy types themselves weren't new but they seemed to have new abilities. Or maybe I just hadn't seen those before?
Warp Surges can have effects such as granting 5 armour to all enemies for one turn. Mutations may grant similar buffs, and can be induced in enemies either by themselves or by others.

I'm doing a second playthrough on Ruthless difficulty using a ranged squad, and it's been going surprisingly well! It's nice not having to pay any attention at all to the stun counter pretty much. That said, the Magellus fight was an absolute shitshow between the bugs and its generally infuriating encounter design. Not sure I'd have stuck with the game if I'd had to deal with it on my first run.

MMAgCh fucked around with this message at 00:11 on May 28, 2022

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply