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habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.

Aramoro posted:

One thing holding this game back is Owlcat's obsession with bloat. The whole map just screams making the game longer. A large number of the systems have nothing in them coupled with the busy work of fighting incursions onto the ship.

What's annoying about this is that the map of the Koronus Expanse only seems half filled. I'm at the end of Act IV and other than companion quest systems I haven't found any new ones. I was expecting a bunch more exploration, it's left Act IV feeling a lot shorter. Or do I just have a weird bug?

At least with the incursions you can generally give your subordinates gear and send them to the random encounter in your stead.

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FurtherReading
Sep 4, 2007

alex314 posted:

I must have screwed some skill check or dialogue path to lose that recruitable character..

Same. I would throw him to the Henrix, but ACAB and stuff. If I get a throne decision he gets beheaded though. No spiky rear end in a top hat crashes my home, sits in my chair and lives to tell the tale.

I almost missed it as it's easy to miss that you can even talk to the guy.

You gotta talk to him in the cage, then spend a harvested organ to ask the hamonculus to let you use him in the arena, then go back and ask him to join you with a specific dialogue line. Can't recall which one.

Grand Strategist supporting Cassia can really break the game too. The backline can be buffed to make her nuke cost 0AP which can be spammed if an officer uses her ult on her. She has bonuses per enemy hit/killed or something that ends up with that attack sometimes doing like 600+ damage, along with her buff spell adding 200 willpower and toughness.

Lassitude
Oct 21, 2003

FuzzySlippers posted:

I think the main rogue trader in the 'rogue trader' book series was 500-ish years old, but I'm not sure if that's age with warp fuckery or actual age. He mentions having a bunch of rejuv treatments. He is very focused on his successor, but I don't recall if that was because the rejuv treatments wouldn't work anymore or he was just getting run down psychologically. I had the impression in 40k that rejuv treatments could make you last potentially indefinite, but if you didn't die from the innumerable deadly things in the universe most people just struggled to even want to continue going on after a certain point.

I am enjoying the Sea of Souls book recommended earlier. It starts off with fun naval action and I like how much the author is dealing with the absurd size of 40k vessels. The author mentions how it can take hours for a proper capital ship to be destroyed even with concentrated fire just from their sheer density so it's not always advisable to even try. With the way the ships are gigantic and thousands of years old I always disliked when other authors would just make just explode after a couple of hits past the shield with all hands lost. It feels more proper that you can mission kill a ship and have it drifting with weapons disabled and out of the fight without a big explosion that incinerates everything, and it better explains how ships survive thousands of years of combat if they can usually be fixed and recovered if the battle is won.

What's a good article/video/book to read on the universe developments they keep mentioning in this book about a primarch coming back and grand crusade launched?

Rejuvenat treatments can extend lifespans into the centuries for normal humans but it only goes so far and normally after a few centuries old age catches up and they die anyway, unless they're extensively augmented like Cawl or someone.

The novel series Watchers of the Throne most directly deals with the transition from Old 40k to New 40k. It has several PoV characters, including a custodian, Sister of Silence, and the chancellor of the High Lords of Terra. The novels cover the lead-up to the Fall of Cadia, the opening of the Great Rift, the Days of Blindness, and then the beginnings of the Indomitus Crusade. The Dawn of Fire novels sort of pick up after there but as you saw with Sea of Souls they're kind of all over the place and not necessarily so central to the Indomitus Crusade plot. For example the Chaos characters at the end of that novel would come out of nowhere if you haven't read Avenging Son or The Gate of Bones.

the panacea
May 10, 2008

:10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux:
Did they fix the bug on unfair difficulty that made some check requirement increase exponentially and thus impassable?


Edit: if anyone wants some background theme/lore on sanctioned psykers in a guard unit, then the recently released Witchbringer will tickle your fancy.

the panacea fucked around with this message at 15:14 on Dec 28, 2023

alex314
Nov 22, 2007

Further Reading posted:

I almost missed it as it's easy to miss that you can even talk to the guy.

You gotta talk to him in the cage, then spend a harvested organ to ask the hamonculus to let you use him in the arena, then go back and ask him to join you with a specific dialogue line. Can't recall which one.


Thanks, now I know what I've screwed up. I think I took equipment instead just by clicking randomly. Or maybe "bodyguard".

I also wish I could do 2 other things at the end of Act 3 Commissar and Malice were left in cages. I guess Malice is ok in "well, he isn't any worse than others" but Commisar should have been commisar'ed for all the poo poo he did.

I wish I've tried to shoot him outside of dialogue too...

Aramoro
Jun 1, 2012




Jack Trades posted:

They should've just made it a visual novel.

The narrative book things are actually really great. Love that as part of the genre.

Jump - > Chart new route - > scan some planets with nothing on or maybe a resource - > Spend navigator points - > repeat.

Is just a time sink in a game. Maybe it's just because I'm old with limited game time but there are just mechanics in the game that seem to be designed to extend the game time. You could half the number of star systems and not lose anything.

Magni
Apr 29, 2009

pentyne posted:

Speaking of colonies, I somehow got the the NPC ally ship, no idea where or from what. Maybe it was an event that was supposed to trigger, because when I click on the events that demand RT attention it just autoclears with no information.

It's one of the level 2 projects on Dargonus. Shield of the Emperor or Filth of the Expanse - one blocks the other, but either gives you the escort ship.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Magni posted:

It's one of the level 2 projects on Dargonus. Shield of the Emperor or Filth of the Expanse - one blocks the other, but either gives you the escort ship.

It's shield yea
Honestly I dunno how I'd have done a lot of the dark eldar ship fights without it because they shoot so much, they move so fast.

FurtherReading
Sep 4, 2007

I'm getting the sexy time invisibility bug with the secret heretic character whenever I start a dungeon. I guess chaos space marines gently caress.

Zodium
Jun 19, 2004

Taear posted:

And this has been said but I loving absolutely hate the archetype system. It's boring poo poo. I have four arch militants because the other classes just seem so lacking in comparison, but also I just feel like they're "extras" and everyone should be like a Psyker where you're picking a class that directly gives you a bunch of stuff.
The archetypes (especially when it comes to your Navigator) just feel OFF and I'm not sure how else to describe it. Like in Wrath even though I'm absolutely poo poo at pathfinder I at least am curious about what to do with all the different classes and I played through 3 times to see what it's like. Here they seem really samey. And Operative is so unbelievably faffy that I really hate it. This also goes for the Strategist one.

everything is basically built up around a weird one guy for everything principle. having just finished the game on unfair, my party was RT (officer/master tactician), Argenta (soldier/arch militant), Cassia (officer/grand strategist doing psyker stuff), Pasqal (operate/grand strategist doing combat area stuff), Yrliet (assassin) and Ulfar (arch-militant), but in practice the last two basically never got to do anything after act 2. every fight pasqal would open with dropping machine spirit communication and the rear combat area on Argenta with a bolter, positioned for LOS on as many enemies as possible, with the combat locus stratagem and rapid reload stratagems, maybe a frontline area if there was a boss and i felt like it. my RT would usually go next for some reason and drop voice of command/air of authority/bring it down on Argenta, who would immediately use the warcry and start alternating bursts on hp sponges and single shots on weaker enemies until her steady superiority was powered up, then more firing to max momentum again, back to RT for finest hour on Argenta, then cassia rounding up enemies with point of interest/notch of purpose/zone of fear before giving Argenta a final round of bring it down/finest hour. no battles laster longer than that through the final boss and took maybe 1-5 minutes a piece.

pentyne
Nov 7, 2012
Major Patch is up.
https://store.steampowered.com/news/app/2186680?emclan=103582791472743429&emgid=3890611710925726311
Highlights, I'm omitting the Narrative section because it's like 50% spoiler text.

quote:

Fixed a vast majority of broken quests and cutscenes that blocked progression or worked only for specific choices;
Fixed many items and abilities that worked incorrectly;
Fixed several desync cases for co-op;
Updated conviction, reputation and skill check values;
Improved optimization and fixed a lot of crash cases on console;
Added the missing names of our founders to the Shrine of Remembrance and Credits. Sorry for taking so long!


quote:

Difficulty modifiers for skill checks changed:
Story 20 —> 40
Normal 10 —> 30
Core 0 —> 20
Hard -10 —> 10
Unfair -20 —> 0

Skillcheck modifier range for Custom difficulty is changed from -30/+30 to -50/+50.

This is a temporary change while we investigate the reports about incorrect or overtuned check values across the game - we intend to tune these values further.

quote:

Astra Militarum Commander talent Shoulder to Shoulder did not work - fixed;
"Better to Die for the Emperor" now correctly works on all archetype levels;
is now reluctant to use single target attacks, giving preference to burst fire;
Arch-Militant no longer receives 2 stacks of "Versatility" after every burst shot regardless of the previous attack;
Argenta could pick Aeldari Weapon Proficiency and Drukhari Weapon Proficiency when leveling up - fixed, no filthy xenos weaponry should be touched by the hands of Adepta Sororitas!

Astra Militarum Commander talent Suppression Fire! reduced the amount of wounds of the character that took it - fixed;
Blurred Locus strategist talent was available to be taken even without Combat Locus ability - fixed;
Desolation talent did not always work correctly - fixed;
Expert Finesse bounty hunter talent did not work - fixed;
Fixed incorrect calculations and damage prediction for Lidless Stare, Held in My Gaze and Immolate the Soul Navigator abilities. Tooltips were updated accordingly;
Fixed some incorrect checks in Ulfar's quest;
In a particular
encounter, the enemies are now grouped into squads to speed up the turns.
Inspire ability of Master Tactician did not properly add damage - fixed;
New Psychic Disciplines are now correctly filtered during level up process;
Overpenetration block of Stronghold Stratagem now fully blocks overpenetration;
Perilous Ways damage type was warp damage, instead of direct damage - fixed;
Psalms of Heroes sanctic psyker talent now works correctly;
Ready to Serve imperial world talent now works as intended;
Several talents could work even if the companion with the talent was not in the current party - fixed;
Some abilities could become locked after out-of-order turns from enemies - fixed;
Some Psychic Powers did not trigger items that should have been triggered with Psychic Powers - fixed.
Desperate Measure version of Inferno counted as an attack for the limit of attacks per round - fixed. It should be an extra attack as all other Desperate Measures."
Sometimes Heroic Acts and Desperate Measures could have an unintended AP cost - fixed;
Tactician's ability Finish the Job dealt incorrect amount of damage - fixed;
Using Charge with Fighter talent Rigorous Training still reduced the Fighter's MP to 0 - fixed;
Vigil Beyond Time ability no longer causes an error message under some circumstances;
Pyromancy talent Sparks of the Greater Flame could in rare cases lead to game freezing - fixed;

quote:

Added the missing names of our founders to the credits and to the Shrine of Remembrance. Sorry for taking so long! If for some reason your name is still not on the list, please check that you have put it into the Credits Name field on our website, and it doesn't contain any trademarked or offensive names. Then contact us.
Updated Conviction requirements and increased Conviction point gain for all branches;
Ulfar no longer has an unexpected twin brother in Act III;
The amount of reputation required for vendor higher levels items (End of Act II and Act IV) is decreased;
Companions that were sent away no longer stay on the bridge;
Fixed some cutscenes resulting in a black screen on skip;
Fixed the achievement "Uncover the Ice" to trigger correctly;
Fixed the achievement for exploring the whole Koronus Expanse triggering incorrectly;
Opticon-22 will no longer slowly walk back and forth multiple times during the cutscene;
Trying to get into the Imperium through the Maw now correctly awards an achievement;

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
Aww, shucks, if you try to make Argenta slightly less zealous she doesn't get her cool power armor. Also, the quest flags break there.

Also having bugs with the big pirate battle, I've blown up the ship twice in two different places and not received anything about it other than scrap and trophies.

doingitwrong
Jul 27, 2013

quote:

The Lord Captain no longer gains invisibility, becoming a pile of levitating weaponry and accessories after romantic events;
The Rogue Trader no longer rides an invisible chair;
The Rogue Trader will no longer get stuck on their knees after Cassia romance event;

Jack Trades
Nov 30, 2010

I thought Jae stealing my corporeal body after loving me was intentional. Just like she does with everything else.

Jack Trades
Nov 30, 2010

Incidentally, can someone who's beaten the game tell me how much of the game I've got left? I ended right after beating what I'm pretty sure is the Chapter 3 boss.

FurtherReading
Sep 4, 2007

Jack Trades posted:

Incidentally, can someone who's beaten the game tell me how much of the game I've got left? I ended right after beating what I'm pretty sure is the Chapter 3 boss.

Act 4 is a lot shorter depending on how much side quest stuff you did in Act 2, I'd say it could be as long as Act 1 or slightly shorter. Act 5 is very sparse - slightly longer than the prologue I feel.

Act 5 spoilers: Which sucks as I love Necrons. I'm just getting to the final dungeon now, but I'm guessing that it'll be revealed that the Dark Eldar stole the sun at the start at Calcazar's instruction to feed whatever C'Tan stuff is going on there.

FurtherReading fucked around with this message at 20:16 on Dec 28, 2023

srypher
Jun 3, 2011

Really?
Curious how much longer I have in Act 4 if I’m at eufrates iv, the planet w/ the word bearers

Preechr
May 19, 2009

Proud member of the Pony-Brony Alliance for Obama as President

srypher posted:

Curious how much longer I have in Act 4 if I’m at eufrates iv, the planet w/ the word bearers

The remainder of ch4 after eufrates is whatever side quests you haven’t done yet and then checking in with the inquisitor. The point of no return is explicitly and repeatedly labeled as such.

pentyne
Nov 7, 2012
Is it correct that by Act 2 you're able to visit literally all the systems in the entire game, and only 2-3 more systems will appear Act 4-endgame?

I hope their DLC plans are about filling in the completely empty 1/2 of the map.

t3isukone
Dec 18, 2020

13km away

Warmachine posted:

Lmao that Iconoclast lets you perfectly clearly understand what Nocturne is telling you in Act 3. Apparently the nice guys get +9000 IQ in 40k.

Yeah, I have no clue why some Iconoclast options in A3 were Iconoclast but they were great and I took them all despite playing Heretic mostly. Nocturne of Oblivion :allears:.

Also as soon as I opened the game after the recent bugfix I immediately got a trade offer from Winterscale offering me Promethium in a save where I'd just completed Hunting Grounds by killing him. Which: lol.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

pentyne posted:

Is it correct that by Act 2 you're able to visit literally all the systems in the entire game, and only 2-3 more systems will appear Act 4-endgame?

I hope their DLC plans are about filling in the completely empty 1/2 of the map.

Considering the first DLC is focused on space combat and space-related accessories, I'd say it's very likely.

t3isukone posted:

Yeah, I have no clue why some Iconoclast options in A3 were Iconoclast but they were great and I took them all despite playing Heretic mostly. Nocturne of Oblivion :allears:.

I took it as an Iconoclast being familiar enough with the thinking of nonhumans to properly parse Nocturne's speech.

Sloober
Apr 1, 2011
lol at 'investigate possibly overtuned skillchecks' like its a huge mystery if thats the case. i think the chapter 3 ones alone would be a pretty good 'maybe we overdid it'

Sloober fucked around with this message at 21:40 on Dec 28, 2023

FurtherReading
Sep 4, 2007

So the new patch has apparently broken psykers - psy rating upgrades can't be selected on level up.

Also the secret heretic character's pistol stopped existing, even though he's holding it in his model.

srypher
Jun 3, 2011

Really?
When is the trigger to get the secret dogmatic companion? did I need to be at least votary before talking to incendia on footfall?

NewMars
Mar 10, 2013
About the warrant of trade discussion from a while back: most warrants of trade are not from the emperor. They're actually issued by the high lords of terra, the oligarchs in charge of the imperium, whenever they feel like it. Ones straight from the hands of the emperor are very rare in comparison.

pentyne
Nov 7, 2012

Sloober posted:

lol at 'investigate possibly overtuned skillchecks' like its a huge mystery if thats the case. i think the chapter 3 ones alone would be a pretty good 'maybe we overdid it'

There's this extremely weird mindset of building the game out trying to outsmart the min-maxers but they end up creating certain things that scale horribly to impact even normal or story difficulty in a bad way. But also some things probably get assigned very low priority, like the raw numbers on skill checks, and the intern entering the data doesn't know or care why something is a +10 or a -50 and just sets the flags to the value they are given.

How they end up never noticing is beyond me. The progression of ship combat from the alpha to now has been a sequence of drastic debuffs to enemies and they still ended up with some pretty unbalanced fights. They have to be aware of this as a recurring problem with their games.

FurtherReading
Sep 4, 2007

I assume they don't do an end to end run of the game so don't have a handle on what skills levels, etc a normal person has in each act. Like my pascal has been putting intelligence and tech/use + logic up every time and still needs a bunch of items to get higher than 10% success on some checks.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Further Reading posted:

Act 4 is a lot shorter depending on how much side quest stuff you did in Act 2, I'd say it could be as long as Act 1 or slightly shorter. Act 5 is very sparse - slightly longer than the prologue I feel.

Act 5 spoilers: Which sucks as I love Necrons. I'm just getting to the final dungeon now, but I'm guessing that it'll be revealed that the Dark Eldar stole the sun at the start at Calcazar's instruction to feed whatever C'Tan stuff is going on there.

Presuming then that he was fairly radical if he would coordinate with Chaos to steal it. Though I am a bit confused as to why that had to be the one to steal since there's a plethora of them in the expanse.

pentyne
Nov 7, 2012

Further Reading posted:

I assume they don't do an end to end run of the game so don't have a handle on what skills levels, etc a normal person has in each act. Like my pascal has been putting intelligence and tech/use + logic up every time and still needs a bunch of items to get higher than 10% success on some checks.

You would think they have an internal team to run through and go "hey I'm failing every act 3 skill check this is too much" which makes me wonder if it's by design since they seem gobsmacked at the response to the skill difficulty complaints.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

pentyne posted:

You would think they have an internal team to run through and go "hey I'm failing every act 3 skill check this is too much" which makes me wonder if it's by design since they seem gobsmacked at the response to the skill difficulty complaints.

I'll be honest, I think some of the blame might also fall on those who had early access (and I'm one of them). Odds are, there might have been quite a few lazy buggers like me, who simply ToyBoxed ourselves past any checks we couldn't get past and thinking someone else would report them. After all, it was an alpha/a beta, these little issues are to be expected, and like I said someone would of course tell Owlcat about it in the surveys, right? :v:

deep dish peat moss
Jul 27, 2006

Act 3 skill check failures seem kind of intentional seeing as you're out of your element and not in good health, except then they stack injuries on you that you can't easily remove :argh:

doingitwrong
Jul 27, 2013

pentyne posted:

How they end up never noticing is beyond me. The progression of ship combat from the alpha to now has been a sequence of drastic debuffs to enemies and they still ended up with some pretty unbalanced fights. They have to be aware of this as a recurring problem with their games.

The challenge they have made for themselves is that the gap between the floor and ceiling of what kind of character you can build. They've made a system full of flat bonuses and multipliers that can result in extremely large numbers on the high end and middling numbers on the low end.

I played through Act 1 twice. The first time I had no idea what I was doing and the default difficulty felt like a challenge. Combat would last several rounds and the enemies would hurt my guys and I needed a lot of med packs. The second run through I had a slightly better idea of what the action economy meant and the kind of area of effect damage that was possible. Combat lasted one round and the NPCs rarely got to take an action. And I'm far from good at this game.

So they need to somehow balance combat etc for someone who made a bunch of bumbling jacks of all trades who shoot one a round for 2d6 damage with a 70% chance to hit and for someone who' worked out that if you stack these three talents and pick up this one bit of loot they do 1,000 damage per attack.

FurtherReading
Sep 4, 2007

evilmiera posted:

Presuming then that he was fairly radical if he would coordinate with Chaos to steal it. Though I am a bit confused as to why that had to be the one to steal since there's a plethora of them in the expanse.

I haven't gotten to the end of act 5 yet, but it could be he knew chaos stuff was happening there but didn't know it was predicting the sun going away so figured stealing the sun would be one way to stop it, like a more complicated extermanatus. Alternatively if anyone noticed it they'd assume it was chaos who did it and wouldn't look too much further.

In my heretic run at least he's admitted to me that he's been working closely with the dark elder for years which he justifies as using them versus chaos or keeping them too distracted to be worse.


pentyne posted:

You would think they have an internal team to run through and go "hey I'm failing every act 3 skill check this is too much" which makes me wonder if it's by design since they seem gobsmacked at the response to the skill difficulty complaints.

I think the main issue is it takes like 60 hours or something to get there, so you need someone whose job it is to just play a video game for a week and a half while everyone else is crunching.

Janissary Hop
Sep 2, 2012

They have these betas but they don’t listen to complaints about difficultly unless the complaint is “marskmen make the lovely homm combat in wotr a breeze so at least you don’t have to deal with it” then they nerf marksmen and leave in five game breaking bugs

pentyne
Nov 7, 2012

Janissary Hop posted:

They have these betas but they don’t listen to complaints about difficultly unless the complaint is “marskmen make the lovely homm combat in wotr a breeze so at least you don’t have to deal with it” then they nerf marksmen and leave in five game breaking bugs

The genuine borderline shock to the owlcat reddit community manager over the DLC announcement was fitting, he tried to respond like Owlcat is listening to the community and everyone is like "loving since when?"

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

They did not fix ulfar charging across the room to shoot someone with his pistol? Or charging halfway across the universe because his not-shown landing point can't fit his fat rear end?

also apparently one of the delf destoyers was packing a frigate class weapon, which is why it did so much damage.

cuntman.net
Mar 1, 2013

fuckin finally. not referring to anything specific, just in general

CottonWolf
Jul 20, 2012

Good ideas generator

The bug I was waiting for is on that list, so I’ll start up my PS5 save again when it goes live on console.

Blockhouse
Sep 7, 2014

You Win!

Further Reading posted:

So the new patch has apparently broken psykers - psy rating upgrades can't be selected on level up.

Also the secret heretic character's pistol stopped existing, even though he's holding it in his model.

Was really hoping this would get hot fixed before I got home

E: hearing reports that you just have to take psy rating 1 at 11 now

Blockhouse fucked around with this message at 00:52 on Dec 29, 2023

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Runa
Feb 13, 2011

doingitwrong posted:

The challenge they have made for themselves is that the gap between the floor and ceiling of what kind of character you can build. They've made a system full of flat bonuses and multipliers that can result in extremely large numbers on the high end and middling numbers on the low end.

I played through Act 1 twice. The first time I had no idea what I was doing and the default difficulty felt like a challenge. Combat would last several rounds and the enemies would hurt my guys and I needed a lot of med packs. The second run through I had a slightly better idea of what the action economy meant and the kind of area of effect damage that was possible. Combat lasted one round and the NPCs rarely got to take an action. And I'm far from good at this game.

So they need to somehow balance combat etc for someone who made a bunch of bumbling jacks of all trades who shoot one a round for 2d6 damage with a 70% chance to hit and for someone who' worked out that if you stack these three talents and pick up this one bit of loot they do 1,000 damage per attack.

Part of their self-inflicted problem is that in a turn-based game, Action Economy is king. And they added a lot of different ways to break the game's action economy over the player's knee. So now they can either balance around the people who realize that and become wildly punishing for people who allow enemies to have more than a single turn at most or they balance around people who don't know how to break the game with the tools they're given and thus make the game too easy for the people who do know how to actually put together a coherent build out of the toolkit they let you play around with.

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