GameCenter in iOS9 really killed our multiplayer push. We wanted it out at least 2 weeks, now we're stuck in limbo, just waiting.
Eh... Did you happen to test in iOS 9.1 beta? Apparently solves everything. Can't wait for your announcement. Let me remember you have free cakes when near Venice.
I'll set the guys on it so they can check it out. But we never make plans based on betas, because they're always subject to change.
I just ran into the same bug I had 2 versions ago, I was running through 3-4 and at one point it gets to the enemies turn and the enemy doesn't move forcing me to quit map and lose all my xp. This happened to me shortly after launch in 2-3 and 3-1 as well. On a separate note I also play a lot at work where I take a turn and walk away and my phone goes to sleep and when I wake it up the game drops me to my home screen and I have to load it anew again, is there a fix coming for this?
1.3 contains the fixes for the hangs, its going to be out this week regardless of the state of multiplayer. The issue where you put the device to sleep and the game reloads is something thats caused by unreal, we tried to fix it but it was out of our engagement. We are waiting on them.
Well thank you for the super speedy response, looking forward to the update and while it's a pain to reload it at times I can understand your not at fault.
Almost all unreal engine 3 had this behavior too initially (even Epic Infinity Blade). It's a given with the unreal engine. it was later patched...I guess the same will happen with UE4. If instead of just turning off the screen you press home and then turn off the screen...if you later reload the game it won't reload from scratch more often than not.
Ah, 'cool'. I remember IB 1 and 2 had the same initial problem...and if my memory doesn't fail XCOM (the first) and Horn too. Maybe not necessarily same problem, but same super annoying behavior. I already know the answer....but I ask anyway. Is the announcement today?
I just got caught up on the forum after my post yesterday. If my comments came across as an attack, I'm sorry, that wasn't my intention at all. I'm in awe of the fact that you have created such an amazing game with only 6 people. I completely understand that it's time consuming to create new units and I know that you went from 3 that you had promised to actually delivering 12. The point I was making was not that you should have delivered more units, but that he 12 should have been all from the same faction. I just think it would have been much better received that way since it would have been complete and playable from the start of the game to the end across all three difficulty levels. But I hear what you're saying that it's harder to create higher Tier units and would have taken more time. I just don't get what the rush was to get the game on PC. But I'm not in your shoes. I'm wondering if you have plans to eventually fill out the three new factions with higher Tier units. I imagine it depends on how the game does on PC.
Good Morning Matthew, Huge fan of all Rodeo makes. I recently purchased the PC version because I can't get enough of these strategy games. Is this the best place to field questions regarding the PC version? If so, are there any plans to allow changes to the brightness of the game? Most of the missions are so dark, I feel as if I'm wading into black pools of darkness. I wasn't able to see the bridges at all on the missions that involved them. The only way to see obstacles was to hope my marines had enough movement to highlight paths. (I know sound options was mentioned earlier as well) Are there any plans to update the inventory/space marine UI for PC? It definitely feels a lil big and unwieldy with the transition from ios. (Not entirely necessary, just curious if this was discussed) Lastly, are there plans for expansions/DLC for this title either in ios or PC? If so, please take my moneys. Keep up the awesome work.
Well we had all the veterans for the new Chapters because they were going to be a bonus pre order only piece of content. Once Steam told us we couldn't do a preorder (which was very late in the day) it was faster and a better option to downgrade each of those into 3 tier 1's, so we could provide more content. The game is quite dark but nothing like your describing, are you using something like nvidia or amd suite? Can you control the gamma in that? Re-doing the inventory was discussed but ultimately not possible in the time frame we had. At this point, I couldn't say whats coming in the future of Deathwatch, there are people above me who make those decisions
I'd just like to say you rock Matthew, as does rodeo in general in spite of your hype bombs (or maybe because of them? I haven't decided yet lol). We look forward to your upcoming announcement, and I'm very please to hear 1.3 is coming even though we have to wait on the multiplayer (dam Apple...). I hope guys at rodeo (especially your overworked modeler) get a chance to take a decent breather at some point now that the PC version has been released and your in limbo on the multiplayer. While I haven't had a chance to get a hold of the PC version yet, I do intend to in the near future. My question is this: is the PC version available through any platform outside of steam?
The game is beautiful. People are being very hateful on steam. I believe they don't know it's a 6 man team. Although the RP rate isn't that great and it takes awhile to get packs. Bugs & all it def is more or less the same wonderful game.
And yet they even don't know anything about card system, unfriendly drop rates, grinding, inability to get suitable weapons, slow pace of the game. Imagine how happy they will be when they learn this.
We were in contact with GoG but they went quiet and stopped replying. The drop rates are more generous on PC and 3 of your points are moo. the PC versions also has the fast forward button like WHQ.
Will there ever be a fast forward or skip function to stop watching enemy movement during their turn?
Besides the fact that now that I have completed everything the game could sport and no way I'll grind to get more tier 4 marines (I have just 2 after over 120 hours, and just one developed) I thought a lot about this mechanic in one of my favorite games ever. I actually like the fact that loot is random, but I'm not a fan about the fact marines are. I think it was an error, even from a commercial point of view. (easy to say now, and mind you this is my actual GOTY, they nailed down everything imho), unless people bought TONS and TONS of iaps (but as much as I wish Rodeo makes tons of money, I think it's unlikely, especially after one see that buying doesn't really gives you any advantage, it's just a shortcut to grinding...and many buyers do not like neither things). Making the art for all those tier 4 was time consuming and expensive as evidenced by comments on the PC version, and we all know that very few people will ever see them (this forum is full of pretty hardcore people that have no problems grinding 50 hours for a single marine or spending money hoping to get one, but it's not the majority). That is a huge pity imho and very frustrating for the devs, especially the graphic guy who created them. If Marines acquirement and progression was more linear and more player controlled, I think people would have appreciated better the variability and above all had an incentive to play and try many more combinations. I have no problems with the game as it is now because despite that I had a ton of fun, but it's something to keep in mind imho for their next products. The CCG mechanics doesn't suit that well this kind of game imho and now even hinders possibilities of new chapters iaps (because you won't acquire them, just the possibility of getting them). One way to turn this to advantage to devs and players is imho creating something similar to white quests in WHQ or daily missions in Hunters 2....difficult 'random' missions with a fixed marine prize in the end...tier depending on the difficulty you play that mission. IE....this week you have to clean an alien hulk full of nasty creatures....and in the end you get a Space Wolf Assault marine (veteran if you play veteran till tier 4 if you play heroic). And XP should be upped a lot to...to let develop those new marines in a feasible timeframe (which should be hours, not tens of hours per marine...game is feature packed already...no point in diluite things further). I know that would get me back to the game immediately, besides multiplayer and new acts. The hand crafted missions in Deathwatch are one the key major plus of the game (they are really tactically awesome and varied) but I miss a bit the randomizations of their previous titles. Actually that mechanic is the only downfall in a almost perfect game for me. I coped with it because Rodeo is so good to create these kind of games and I have the most fun trying to 'crack' missions with what I have (this includes random marines, not chosen ones)....but the game is so good I wish I could create my squad RPG style.