ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,896
Your shield ought to be hatred bruv.It just occurs to me that there is no shield in this game.
Hopefully they add them in when the DLC comes out.
Your shield ought to be hatred bruv.It just occurs to me that there is no shield in this game.
Hopefully they add them in when the DLC comes out.
I noticed that few weeks back when I played WK40K Inquisitor. Unless that game invented shields there should be a whole range of shields in WH40K world. And I am talking about Void shields, personal energy shields and such.It just occurs to me that there is no shield in this game.
Hopefully they add them in when the DLC comes out.
As far as physical shields, all Astartes chapters have access to Storm Shields, combat shields, and boarding shields. Even Arbites get riot shields.I noticed that few weeks back when I played WK40K Inquisitor. Unless that game invented shields there should be a whole range of shields in WH40K world. And I am talking about Void shields, personal energy shields and such.It just occurs to me that there is no shield in this game.
Hopefully they add them in when the DLC comes out.
Yea there is also no real shields. SMs use big shields in their tactics although maybe it would be out of character for our Space Wolf to use a shield.
It just occurs to me that there is no shield in this game.
Hopefully they add them in when the DLC comes out.
Did your version of the game not come with Abelard?no grenade launcher either.
Did your version of the game not come with Abelard?no grenade launcher either.
Patch 1.0.97 is live!
Lord Captain!
The scrap code resists, yet our tech brothers’ faith is stronger! With the help of the Holy Machine God, we present you with
Patch 1.0.97
!
Check https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ for up-to-date information on known issues and upcoming patches.
Highlights
- Fixed the issue that could prevent the player character from starting Act V if they allied with the
;- Some companions lost their convictions in new games - fixed;
- Another part of missing names was added to the Credits and Shrine of Remembrance;
- Added cargo sorting in the vendor interface;
- Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Please be aware of plot spoilers in the description below!
System and stability
- Fixed the possible crashes in Act V;
Narrative
- Now
will remember if player demonstrate their loyalty using the Dogmatic option during the dialog;- During his first quest,
could start
, even if he was told not to do so - fixed;- Fixed a bug due to which Heinrix was required to be taken when landing on
even if his mission there had already been completed
;- During the
quest, when passing an event in the
system through a space battle with a squadron of
, the task could not be completed - fixed. If you have it unfinished, you need to return to that system;- In the
players were not able to trigger the final script and couldn't finish the quest objective - fixed;- If all the guards died in the battle of the first
quest, the quest did not end - fixed;- During the
quest, an answer in the dialogue could cause the dialogue to glitch - fixed;- In
, it was possible to land on
without Heinrix during his personal quest - fixed;- With a small chance,
could transform into
because of
of his ally, preventing the quest from progressing - fixed;
- Fixed the issue that could prevent the player character from starting Act V if they allied with the
;- Fixed the bug when the plot flow stopped during the
quest. Players, who've encountered this problem, will have to return to the
system.- Fixed a rare bug that could prevent the player character from receiving an objective to land on
. Such players will be given the quest when they load after installing the patch or the next time they visit the
system;- The game could freeze during the first conversation with the
on Footfall - fixed;
Mechanics
- It is no longer possible to take items from the cargo while being in
;- The display of an attack preview when being in a full cover was corrected. Now the previews are shown from the exit position point and not from the position behind the cover;
- An explanatory conversation was held with the allies, now they will stop shooting you in the back with burst attacks;
- Now every companion has their own cost for respecialisation. Also, each of them will get three first respecialisations for free;
- Continuous Analysis talent now correctly applies stacks only on the Operative's turn;
- Assassin's Killing Edge ability now correctly increases the damage by Lethality% if hitting an opening;
- Warrior's Clenched Teeth talent now correctly gives Deflection against the attack of each enemy;
- Talent-like features granted by colony projects often did not work correctly - fixed;
- Emperor's Voice ability now always applies to companions;
- Flame weapon expert talent was reducing the firing cost of some abilities to zero - fixed;
- Using the Sword of Faith psychic power and then saving the game in the middle of combat, caused an error leading to a loss of equipped weapon - fixed;
- Steady Superiority (Upgrade III) now correctly provides one stack for each attack (previously applied for each bullet);
- Machine Spirit Scan Protocols no longer apply stacks of Exploit on allies;
- Blessing of the Data-Angels increased enemy armor instead of increasing armor penetration - fixed;
- Balance adjustments were made in the battle with
for the Story and Normal difficulties;- Balance adjustments were made in the battle with
for the Story and Normal difficulties;- Some adjustments were made to the Story difficulty to make it easier;
- Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Items
- Phantom Cloak did not reduce warp damage - fixed;
- Thunder Hammer and Mace animations were changed;
- Devastating Navigator staves allowed to use any navigator power twice, not just attacking powers - fixed;
- Expeditionary Footwear increased dodge until the end of combat instead of until the wearer's next turn - fixed;
- Laughing God's Pendant had technical id's in the description instead of the formulas - fixed;
- The Halo Device could not be unequipped even if the player didn't want to wear it or it was taken by
;- Vendors and Space Marines quest rewards were updated;
- Psyker's Breastplate now gains an additional +1 Psy Rating in case of any Perils of Warp or Psychic Phenomena;
Locations
- Units on the stairs now will move correctly between areas;
Visual
- When
, the camera could glitch and go to black - fixed;- Fixed the size of the Aeldari models;
- Fixed the background animations for epilogue slides;
User Interface
- Fixed display of discounts in the vendor interface;
- The visual effect could not disappear after using the Point of Curiosity ability - fixed;
debuff is now displayed only on character sheet;- Added cargo sorting in the vendor interface;
- Improved experience of interacting with the group interface on PC. Scrolling through a group and constantly jumping to the first member of the group - fixed;
Space
- Rewards of the Dark Sages and the Capella Biologis projects were swapped - fixed;
- The Capella Biologis project now requires Explorators' reputation instead of Kasballica's;
- The Dark Sages project now requires Kasballica's reputation instead of Explorators';
Miscellaneous
- Another part of missing names was added to the Credits and Shrine of Remembrance;
- Interchapter could fail to play when processing to Act V - fixed;
- Some companions lost their convictions in new games - fixed;
A good start but I do not see any of the meaningful Ulfar fixes here. Either for his one handed bolters, or charge, or movement issues or lack of items for his slots.https://store.steampowered.com/news/app/2186680/view/3975056740183814746
Patch 1.0.97 is live!
Lord Captain!
The scrap code resists, yet our tech brothers’ faith is stronger! With the help of the Holy Machine God, we present you with
Patch 1.0.97
!
Check https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ for up-to-date information on known issues and upcoming patches.
Highlights
- Fixed the issue that could prevent the player character from starting Act V if they allied with the
;- Some companions lost their convictions in new games - fixed;
- Another part of missing names was added to the Credits and Shrine of Remembrance;
- Added cargo sorting in the vendor interface;
- Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Please be aware of plot spoilers in the description below!
System and stability
- Fixed the possible crashes in Act V;
Narrative
- Now
will remember if player demonstrate their loyalty using the Dogmatic option during the dialog;- During his first quest,
could start
, even if he was told not to do so - fixed;- Fixed a bug due to which Heinrix was required to be taken when landing on
even if his mission there had already been completed
;- During the
quest, when passing an event in the
system through a space battle with a squadron of
, the task could not be completed - fixed. If you have it unfinished, you need to return to that system;- In the
players were not able to trigger the final script and couldn't finish the quest objective - fixed;- If all the guards died in the battle of the first
quest, the quest did not end - fixed;- During the
quest, an answer in the dialogue could cause the dialogue to glitch - fixed;- In
, it was possible to land on
without Heinrix during his personal quest - fixed;- With a small chance,
could transform into
because of
of his ally, preventing the quest from progressing - fixed;
- Fixed the issue that could prevent the player character from starting Act V if they allied with the
;- Fixed the bug when the plot flow stopped during the
quest. Players, who've encountered this problem, will have to return to the
system.- Fixed a rare bug that could prevent the player character from receiving an objective to land on
. Such players will be given the quest when they load after installing the patch or the next time they visit the
system;- The game could freeze during the first conversation with the
on Footfall - fixed;
Mechanics
- It is no longer possible to take items from the cargo while being in
;- The display of an attack preview when being in a full cover was corrected. Now the previews are shown from the exit position point and not from the position behind the cover;
- An explanatory conversation was held with the allies, now they will stop shooting you in the back with burst attacks;
- Now every companion has their own cost for respecialisation. Also, each of them will get three first respecialisations for free;
- Continuous Analysis talent now correctly applies stacks only on the Operative's turn;
- Assassin's Killing Edge ability now correctly increases the damage by Lethality% if hitting an opening;
- Warrior's Clenched Teeth talent now correctly gives Deflection against the attack of each enemy;
- Talent-like features granted by colony projects often did not work correctly - fixed;
- Emperor's Voice ability now always applies to companions;
- Flame weapon expert talent was reducing the firing cost of some abilities to zero - fixed;
- Using the Sword of Faith psychic power and then saving the game in the middle of combat, caused an error leading to a loss of equipped weapon - fixed;
- Steady Superiority (Upgrade III) now correctly provides one stack for each attack (previously applied for each bullet);
- Machine Spirit Scan Protocols no longer apply stacks of Exploit on allies;
- Blessing of the Data-Angels increased enemy armor instead of increasing armor penetration - fixed;
- Balance adjustments were made in the battle with
for the Story and Normal difficulties;- Balance adjustments were made in the battle with
for the Story and Normal difficulties;- Some adjustments were made to the Story difficulty to make it easier;
- Death World's Survival Instinct feature now correctly applies its 20% armor and Dodge bonus, while you have temporary wounds. Note: as the bonus is situational, the 20% armor will stay invisible on the character screen, but will be correctly applied to the attacks;
Items
- Phantom Cloak did not reduce warp damage - fixed;
- Thunder Hammer and Mace animations were changed;
- Devastating Navigator staves allowed to use any navigator power twice, not just attacking powers - fixed;
- Expeditionary Footwear increased dodge until the end of combat instead of until the wearer's next turn - fixed;
- Laughing God's Pendant had technical id's in the description instead of the formulas - fixed;
- The Halo Device could not be unequipped even if the player didn't want to wear it or it was taken by
;- Vendors and Space Marines quest rewards were updated;
- Psyker's Breastplate now gains an additional +1 Psy Rating in case of any Perils of Warp or Psychic Phenomena;
Locations
- Units on the stairs now will move correctly between areas;
Visual
- When
, the camera could glitch and go to black - fixed;- Fixed the size of the Aeldari models;
- Fixed the background animations for epilogue slides;
User Interface
- Fixed display of discounts in the vendor interface;
- The visual effect could not disappear after using the Point of Curiosity ability - fixed;
debuff is now displayed only on character sheet;- Added cargo sorting in the vendor interface;
- Improved experience of interacting with the group interface on PC. Scrolling through a group and constantly jumping to the first member of the group - fixed;
Space
- Rewards of the Dark Sages and the Capella Biologis projects were swapped - fixed;
- The Capella Biologis project now requires Explorators' reputation instead of Kasballica's;
- The Dark Sages project now requires Kasballica's reputation instead of Explorators';
Miscellaneous
- Another part of missing names was added to the Credits and Shrine of Remembrance;
- Interchapter could fail to play when processing to Act V - fixed;
- Some companions lost their convictions in new games - fixed;
LoooL!I think the new patch broke the killing edge ability.
It is suppose to deal extra damage no matter what, and if you hit a weakness point it gain extra percentage of damage.
But I tested it a bit, and now if you hit a weakness, the extra damage is over the roof(I just hit a 50000 damage and one shot the final boss) but there is no extra percentage damage, but if you haven't hit a weakness, you deal very little extra damage.
I think it's stronger if you actually hit a weakness, but weaker when you are not.LoooL!I think the new patch broke the killing edge ability.
It is suppose to deal extra damage no matter what, and if you hit a weakness point it gain extra percentage of damage.
But I tested it a bit, and now if you hit a weakness, the extra damage is over the roof(I just hit a 50000 damage and one shot the final boss) but there is no extra percentage damage, but if you haven't hit a weakness, you deal very little extra damage.
Funny thing where I first read patch notes I thought there is a chance them made it stronger not weaker and now I see I was not wrong... maybe all their men went to war and all they got left is dangerhairs to do the coding?
No ability one shotting boss in any kind of improvement.I think it's stronger if you actually hit a weakness, but weaker when you are not.LoooL!I think the new patch broke the killing edge ability.
It is suppose to deal extra damage no matter what, and if you hit a weakness point it gain extra percentage of damage.
But I tested it a bit, and now if you hit a weakness, the extra damage is over the roof(I just hit a 50000 damage and one shot the final boss) but there is no extra percentage damage, but if you haven't hit a weakness, you deal very little extra damage.
Funny thing where I first read patch notes I thought there is a chance them made it stronger not weaker and now I see I was not wrong... maybe all their men went to war and all they got left is dangerhairs to do the coding?
Still its damage is enough to one shot every enemy in the game if you hit a weakness, you will have a hard time to kill several elite enemies with 1000+ health because you won't be able to hit all of their weakness points.
Bascially it's harder to kill everyone with just one assassin, you need someone to take care of the others while they deal with the boss. It's a improvement if you ask me.
It can still one shot boss before the patch anyway.No ability one shotting boss in any kind of improvement.I think it's stronger if you actually hit a weakness, but weaker when you are not.LoooL!I think the new patch broke the killing edge ability.
It is suppose to deal extra damage no matter what, and if you hit a weakness point it gain extra percentage of damage.
But I tested it a bit, and now if you hit a weakness, the extra damage is over the roof(I just hit a 50000 damage and one shot the final boss) but there is no extra percentage damage, but if you haven't hit a weakness, you deal very little extra damage.
Funny thing where I first read patch notes I thought there is a chance them made it stronger not weaker and now I see I was not wrong... maybe all their men went to war and all they got left is dangerhairs to do the coding?
Still its damage is enough to one shot every enemy in the game if you hit a weakness, you will have a hard time to kill several elite enemies with 1000+ health because you won't be able to hit all of their weakness points.
Bascially it's harder to kill everyone with just one assassin, you need someone to take care of the others while they deal with the boss. It's a improvement if you ask me.
My comment works for any version of the game. Unless this one shot takes setup that lasts more than one turn and needs actions of multiple characters.It can still one shot boss before the patch anyway.No ability one shotting boss in any kind of improvement.I think it's stronger if you actually hit a weakness, but weaker when you are not.LoooL!I think the new patch broke the killing edge ability.
It is suppose to deal extra damage no matter what, and if you hit a weakness point it gain extra percentage of damage.
But I tested it a bit, and now if you hit a weakness, the extra damage is over the roof(I just hit a 50000 damage and one shot the final boss) but there is no extra percentage damage, but if you haven't hit a weakness, you deal very little extra damage.
Funny thing where I first read patch notes I thought there is a chance them made it stronger not weaker and now I see I was not wrong... maybe all their men went to war and all they got left is dangerhairs to do the coding?
Still its damage is enough to one shot every enemy in the game if you hit a weakness, you will have a hard time to kill several elite enemies with 1000+ health because you won't be able to hit all of their weakness points.
Bascially it's harder to kill everyone with just one assassin, you need someone to take care of the others while they deal with the boss. It's a improvement if you ask me.
When she offered herself first time to my dogmatic character I looked at her hands and fingers and said "Get away from me you mutant."Yay, I somehow managed to get Cassia's final romance event and do the in-out in-out.
How lewd.
Objective achieved, the Rogue CHADer moves on to Salis Prime!
Black Templar does not approve!!!When she offered herself first time to my dogmatic character I looked at her hands and fingers and said "Get away from me you mutant."Yay, I somehow managed to get Cassia's final romance event and do the in-out in-out.
How lewd.
Objective achieved, the Rogue CHADer moves on to Salis Prime!
Think of the backscratches.When she offered herself first time to my dogmatic character I looked at her hands and fingers and said "Get away from me you mutant."
I got servitors for that.Think of the backscratches.When she offered herself first time to my dogmatic character I looked at her hands and fingers and said "Get away from me you mutant."