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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
Am I missing something about servo-skulls or is their pathing just ridiculously finicky/buggy? Several times now I've wanted to use a medicae servo-skull on a Knight who is well within range according to the overlay, yet the ability refuses to work.



There's just no way that Knight at the bottom there is not a valid target.

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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 in doubt, burn and purge.

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
Oh boy, the fight against the Dolorus strain Reaper sure was a thing. :gonk:

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:

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
Yeah, mission objectives lack variety for the most part. "Go to one/two/three spots on the map and murder what's there" seems to sum up virtually everything there is to do outside of the handful of story missions. There is a little wiggle room in terms of squad compositions, at least on the lower difficulty levels where min-maxing everything isn't required, but I'm not sure if that's enough to carry an entire separate run or two.

That said, it looks like I'm about to finish the campaign at about 55 hours played and generally had a good time, so there's certainly a fair bit of game to be had.

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
The AI in this game can be quite a thing. Many a times was I given a break when an enemy pointed his overwatch cone in a direction where absolutely no one was ever going to be coming from, and yet other times…

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
Filthy Grey Knightses!

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
The armour-wrights of Titan have clearly succumbed to typo-heresy and are in dire need of a visit from the Ordo Orthographicus. :ohdear:



TheWeedNumber posted:

Starting a game, what are my upgrade priorities for the ship throughout the game? And what type of knight classes should I favor in my team. I gather going no apothecary, melee heavy (Hammers best?) is best.
The Augmentation Chamber upgrades should probably be gotten out of the way fairly early – servitors are a surprisingly limited resource in my experience, and the sooner you start producing additional ones the better. The first Meditation Chamber upgrade, at least, is also worth prioritising as it is a considerable early game benefit to have your Knights ranking up faster.

I always had an Apothecary on my squad and, honestly, never really felt that I was wasting a slot. Granted, most of the healing he dished out came from his medicae servo-skulls, which could have been used almost as well by any other class, but his Warp Speed and Iron Arm biomancy abilities both are pretty handy for supercharging an aggressive melee class like the Interceptor. (However, last I checked, equipping the Apothecarion servo-skull rendered the upgrades of these biomancy abilities inactive, which is probably a bug.) Then again I did only play on Standard difficulty, which is rather forgiving all in all.

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
Unlocking the ability to upgrade items in general requires a particular bit of research, which in turn is tied to plot progress.

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

limp_cheese posted:

It should be mentioned that when you are under Overwatch or Suppression you can use Aegis, servo skulls, teleport, or reload without triggering it. I'm pretty anything else ends with your guy getting shot.
More specifically, any ability whose description includes "immune (autos)" won't trigger overwatch and the like.

MMAgCh fucked around with this message at 22:21 on May 21, 2022

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

Popete posted:

It would be nice if the game explained this anywhere.
If you examine an enemy's abilities during a mission, the game does list the Auto tag if they have it. Not that I am denying there's a lot of stuff the game just assumes you know or can figure out on your own.

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

Furism posted:

Quick question : isn't the best solution, when you can't clear a tight overwatch spot (ie: 3 dudes are focus on one bro), to just pop Aegis shield and run out?
Depends on how much damage you'd actually take in the process; look at the unit's HP bar when preparing to take an action that would trigger overwatch to see how much health he'd lose. In general I'd advise against taking much more damage than you absolutely have to – remember that knocking an enemy out of position will cancel their overwatch (frag grenades are great for this), as will engaging them in melee combat.

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

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

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

KPC_Mammon posted:

Are there any hangups or mistakes that make the jump to ruthless particularly challenging? I'm considering restarting so I can fully upgrade the engines pre-craftworld but might want to bump up the difficulty, haven't decided.
I haven't found it much more difficult, to be honest. The increase to enemy HP can make the early game a little trickier until your Knights have a few ranks and better equipment; if you intend on executing enemies a lot, I could also see the increased stun counter being annoying until you're able to dish out stuns more reliably. But as I said, I went full ranged pretty much right from the beginning and it really was more doable than I'd expected.

Now Legendary difficulty does look like a handful, and outside of a cursory shits-and-giggles attempt at most I shan't be bothering. :v:

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 sure would be a shame if someone were to accidentally fire at that most unfortunately placed ammunition pile. :getin:

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

Double Bill posted:

Day 600+, I've yet to see a single Paladin.

(Except the first grandmaster choice where you get to pick any advanced class, but I had no idea what the classes were at that point so I picked Chaplain... which was a mistake)
I have some 1,400 days played across my two runs and still haven't seen a Librarian. :v:

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
The "don't use servo-skulls/grenades" oaths likewise required you to actually un-equip them last time I checked, rather than just disabling them for the duration of the mission. As much as I generally like this game, there are some questionable design decisions in it for sure.

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
A pretty sizeable patch went live today. There are too many changes for me to bother pasting the whole thing here, so I will settle for pointing out that the Gate of Infinity stratagem has been nerfed and now deducts 1 AP from all units when used.

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
Reinforcements are supposed to show up at a rate of one Knight at the beginning of each round. Not sure what happens if they're all away on missions or otherwise unavailable – it could be that you're just screwed in that case.

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
How heavy-handed were the later changes/nerfs that made it harder to skip ahead to a mission's objective and essentially insta-complete it without ever really fighting anybody? I finished the game shortly before those were implemented, but given how samey the non-story missions tended to be I think I really wouldn't have liked the idea of having to spend more time on them.

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
The Dreadnought looks nice, but presumably it will require a "dead" Astartes to use? I never once had a Knight go down often enough to get him killed (and so never got to see the respec system in use either).

Edit: or I could just read the announcement on Steam. :downs:

quote:

Fallen Grey Knights can take up the mantle of Dreadnought pilot and fight on in the name of the Emperor.

MMAgCh fucked around with this message at 21:24 on Nov 22, 2022

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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

END CHEMTRAILS NOW posted:

Paladin and Chaplain were also great, but I thought the Purifier was disappointing. Grenades + melee crits seemed like the best trees for Purifiers, but I still found them lackluster. Did other people have different opinions about them?
They are pretty fun when fully specced for flamer use. Probably not an optimal choice, but fun to run. BURN AND PURGE :black101:

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