ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,529
Yeah, at the non trivial cost of profit factor.Challenge accepted, I will be playing with a full team of psykers
Wait can you even make mercs in this game
Yeah, at the non trivial cost of profit factor.Challenge accepted, I will be playing with a full team of psykers
Wait can you even make mercs in this game
Oh well who cares I will just use a respec mod anywayYeah, at the non trivial cost of profit factor.Challenge accepted, I will be playing with a full team of psykers
Wait can you even make mercs in this game
Well your character + Indira + Cassia + Inquisitor = 4 and you just need two mercs.Challenge accepted, I will be playing with a full team of psykers
Wait can you even make mercs in this game
I will be playing with a full team of psykers
Wait can you even make mercs in this game
Cassia
Maybe you should go and get your sanctions too then.Her abilities never trigger perils of the warp as she is a navigator.
I know they do not, her powers are still from the warp and that makes her a psykerI will be playing with a full team of psykers
Wait can you even make mercs in this game
Make all possible unsanctioned
Cassia
Her abilities never trigger perils of the warp as she is a navigator.
Just call him a Rune Priest.Space Wolf unsanctioned psyker lmao
Why don't you use Idira @Cryomancer, she was king of dmg output as unsactioned.
I want to play as my self insert psyker, also, having too much psykers in your party is asking for veil degradation mainly unsanctioned ones. Major powers like Molten Beam causes 3 points of veil degradation. 5 casts of Molten Beam and the veil degradation reaches 15, meaning the risk of any peril of the warp being triggered is quadrupled. With a PR = 3, that is a about a third chance of triggering phenomenons. And with PR = 6(maximum allowed in P&P), that is roughly 50%.
Is better to have one psyker per party at most. Maybe two if both are sanctioned and one is a "hybrid" that will engage more in melee and only use it for emergency heal and some buffs.
Warp stuff is just annoying at the start when Idira can kill herself or summon a daemon.... by chapter II it's basically "who cares about dat daemonette", even with a 5 party psykers. You never do enough damage to kill anyone anymore.
The only effect that stays annoying the whole game is the explosion that knocks people around you unconscious, that makes people lose their turns not because of the damage... but that's pretty rare.
I ran with Idira plus another psyker whole game and I think I reloaded less than 10 times, most at the start of the game.
Rune Priests are hardly unsanctioned though are theyJust call him a Rune Priest.Space Wolf unsanctioned psyker lmao
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
At this point, what bothers me most is the lack of polish and the overall feel of the game experience. The map, for instance, is almost useless, save for tracking uncollected loot and available exits. Some jankiness takes me right out of the experience, such as characters clipping on each other or getting stuck pathing. Also, the soundscape feels very barren. Compared to WotR, where we can hear the interlocking armor plates, horse hooves on the ground, and rustling grass while moving around, it's much quieter here. Lastly, the fact that most combat actions are depicted with the acting character vaguely pointing somewhere looks downright lazy.For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
Cool, thanks!For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
The game is miles better after 1.2, but I would :
Psyker :
Ranged :
- - Add Blood Boil, Hemorrhage and bio lightning to biomancy. Make Hemorrhage similar to Blood Wound from Dragon Age Origins and Blood boil, similar to VtMB blood boil
- - Add Telekinesis as an mini DLC and make it as accurate to Dark Heresy P&P as possible.
- - Make control take control over the enemy, not only force him to waste MP.
- - Perils of the warp more deadly, they almost stop being a problem in late chapter 2.
- - Nerf the talents to reduce the peril of the warp, I'm able to spam Molten Beam 24/7.
- - Nerf + PR late game items(din't reached there yet, just assuming is the same)
- - Add special ammo types to Bolters, similar to how special arrows can be used in WoTR.
- - Make viable to dual wield pistols for characters with crazy high stats
Melee :
Note : Despite I suggesting a more melee stuff, I think that melee > ranged > psyker in cool factor in this game.
- - More talents to quick close distance for melee guys
- - Buff force swords
- - Implement "decapitate" talent, that is a save or die talent, non usable against non humans/humanoid xenos
- - Allow characters to "throw" in map stuff and other characters into the enemy.
- - Ability to use implants to buff melee capability
- - Ability to try to knock down enemies on melee
- - Animations for killing enemies like impaling them.
Officer/Vanguard/etc abilities
- - Possibility to auto trigger this abilities so you don't need to manually activate one by one, like "buff bot" in PF:WoTR but after the combat starts
- - Cap everything that stacks to like +20
- - Diminishing returns on attributes above 100, eg - +2 becomes +1.
Gameplay :
- - A combat servitor companion
- - Stuff that you build in your colonies should be more integrated with gameplay
Got it, thank youAt this point, what bothers me most is the lack of polish and the overall feel of the game experience. The map, for instance, is almost useless, save for tracking uncollected loot and available exits. Some jankiness takes me right out of the experience, such as characters clipping on each other or getting stuck pathing. Also, the soundscape feels very barren. Compared to WotR, where we can hear the interlocking armor plates, horse hooves on the ground, and rustling grass while moving around, it's much quieter here. Lastly, the fact that most combat actions are depicted with the acting character vaguely pointing somewhere looks downright lazy.For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
Of note (you're probably aware of this already, but just in case), after this patch vendors started restocking their whole inventory immediately, which breaks the balance given how profit factor works.
Infinite Turn problem is fixed? You mean like when my Officer gives 3 AP to someone that does enough damage to get his heroic, does a rampage around, then turn reverts back to Officer who spends rest of her AP (Jae with a sniper rifle in my case) that gets her heroic now and gives someone 6 AP with all attacks, that other person also gets to activate its own heroic during that turn and combat ends after that..
Warp stuff is just annoying at the start when Idira can kill herself or summon a daemon.... by chapter II it's basically "who cares about dat daemonette", even with a 5 party psykers. You never do enough damage to kill anyone anymore.
The only effect that stays annoying the whole game is the explosion that knocks people around you unconscious, that makes people lose their turns not because of the damage... but that's pretty rare.
I ran with Idira plus another psyker whole game and I think I reloaded less than 10 times, most at the start of the game.
Yep. Playing a bit more, I also found much more talent to "repair" the veil. You can make Molten Beam only damage the veil by one point. And the navigator-officer combo can repair the veil quickly. IMO, "fixing" the veil should be harder and riskier, e.g., putting the psyker in a trance-like state where any hit against him is a critical hit. And the perils of the warp much more dangerous.
But back to other stuff.
I'm really enjoying this game after this path. Now that the infinite stack of buffs and debuffs and the infinite turn problem are solved and at least one psyker discipline is fixed, I'm really loving this game. I honestly didn't like ship combat when I first played this game. Now, with 5x animation speed, I don't find it tedious and like it. Sure, it is not as great as UnderRail Expedition naval combat (the best in any turn-based game, imo), but this game is much better now.
If someone drops this game, I urge them to try again after this patch. Improved a lot.
____________________
Did anyone here played Heretic? I'm curious if how the companions react cuz most companions aren't heretic.
Hotfix 1.2.0.30 is out!
Lord Captains!
A minor hotfix has arrived. Blessed be the Tech-Priests who tirelessly eliminate the vile scrap code!
Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.
Please be aware of the plot spoilers below!
If you play with mods, use them at your own risk. Mods can change your save unpredictably and we won't be able to restore it.
The list of changes:
Narrative
Items
- Sometimes the entire party would visit the date night of
and Lord Capitan. Due to this violation of privacy, the date wouldn't happen - fixed;
Locations
- Saving and loading the game after trading restored the vendor's assortment - fixed;
Animations
did not approach the edge of the platform in
which made it impossible to start a dialogue with them - fixed;
User Interface
- Ulfar had troubles with his animations - fixed;
- Enemies preferred to roll into the cover after attack instead of stepping there - fixed;
Audio
- The Hide Non-Wearable option worked alternatively - fixed;
- Scrolling failed to work in the trading interface - fixed;
Localization
- Sound stuttered on Kiava Gamma - fixed;
- Russian texts have been updated in accordance with the balance changes. Also, the talents descriptions were updated;
Infinite Turn problem is fixed? You mean like when my Officer gives 3 AP to someone that does enough damage to get his heroic, does a rampage around, then turn reverts back to Officer who spends hers of her AP (Jae with a sniper rifle in my case) that gets her heroic now and gives someone 6 AP with all attacks, that other person also gets to activate its own heroic during that turn and combat ends after that..
I see zero fixes for problems I ran into. Like the eldar companion animation breaking down while trying to move her with a controller as leader of the party (or when controlling solo).https://store.steampowered.com/news/app/2186680/view/4248664999239245825
Hotfix 1.2.0.30 is out!
Lord Captains!
A minor hotfix has arrived. Blessed be the Tech-Priests who tirelessly eliminate the vile scrap code!
Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.
Please be aware of the plot spoilers below!
If you play with mods, use them at your own risk. Mods can change your save unpredictably and we won't be able to restore it.
The list of changes:
Narrative
Items
- Sometimes the entire party would visit the date night of
and Lord Capitan. Due to this violation of privacy, the date wouldn't happen - fixed;
Locations
- Saving and loading the game after trading restored the vendor's assortment - fixed;
Animations
did not approach the edge of the platform in
which made it impossible to start a dialogue with them - fixed;
User Interface
- Ulfar had troubles with his animations - fixed;
- Enemies preferred to roll into the cover after attack instead of stepping there - fixed;
Audio
- The Hide Non-Wearable option worked alternatively - fixed;
- Scrolling failed to work in the trading interface - fixed;
Localization
- Sound stuttered on Kiava Gamma - fixed;
- Russian texts have been updated in accordance with the balance changes. Also, the talents descriptions were updated;
On launch going to Ch. 3 removed all bonuses when you started Ch 4.I usually just happened on one of my planets. Now it is happening on most.. also it should have been fixed by now.
BTW, it is not a bug. Project Build speed is reduced by colony stat so at 10 Complacency it is -100% to building time.
Also, Colony Management has a one huge pro comparing to Pathfinders mini-games - it gives a ton of perma-buffs to stats and skills, with half of them being party-wide, on top of assortment of unique items.
waiting to be properly announced
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.