Didn't read through everything to see if this is mentioned before. Here's my feature request: Please give us the option to speed up animation. Like in the latest Space Hulk games or Warhammer Quest. I'm holding off playing till that feature hopefully makes it in. I've enjoyed what I've seen so far though. Another great strategy game by you guys. Also... More Warhammer Quest content please
All you have to do is tap on a buff or debuff icon and it'll actually bring up a tooltip about what it is. Also the effort that went into describing the 101 of space marines for people new to them was a great effort.
Sorry, i didn't notice the text. If each pack should give at least a T2 card, something's seems not to be working as intended :/ I don't think this can be retroactively fixed with a patch, since I don't think the game keeps track of where the cards come from and should you happen to level up a marine you got from an all-T1 cards pack, how could that be fixed? Taking away your marine, the two other gears and giving you a new pack?
HAHAHA!!! D This discussion has been going on for about 50 pages!! Don't hold your breath: this feature may never come, the devs said that animation speed is deeply interwoven with game mechanics, so it's a bit tricky to add a speed-up feature. They're still discussing it, but if they finally manage to add this, it won't be soon.
Sorry, I've added that now. You can tap and hold on your abilities to get more info, like in warhammer quest, and you can also tap on buffs and debuffs to get info about them. This works for buffs and debuffs on you and tyranids.
Just to confirm, I came across this bug, too. I think for me it was level 4.4 (the level with the big dude that wastes your face). I moved my marine to a new square (I think it may have been the first move of the level, and there was a cut scene) and then *pooof* he was gone. Moving another unit to check it out also showed an enemy on the tile. I had already had my team wiped out so I just quit the level and started again.
As I've been stuck on A9M3 (I went for a grav gun setup that slowed everyone down but didn't kill quickly enough) I did some grinding yesterday and think I went over the top: 30 - 40K experience per marine over two missions. It took four hours but I wasn't just playing this game, mostly cooking/washing up, doing the washing, playing chess online etc and just kept overwatch set so there was a lot of gaps in actually playing. My chess suffered though ;-) Anyway, I think I went a bit too far to beat that mission as now a tactical marine can overcharge his plasma for 8k damage and my three assault marines can get 8-10k damage each in a turn if needed.
Just feared my question was skipped: is there any place to see what the different difficulty levels do? I did not see this information anywhere in the game for the moment, so if anybody knows...
I am a couple of acts into veteran difficulty. So far the mission objective and aliens stay the same, but the aliens get more HP, do more damage and have new special abilities ("where the heck did that termagaunt get that?!").
Thanks! On Veteran all enemies hit harder and have more health. Elite enemies spawn which gain access to active abilities, Like you have. On Heroic all enemies hit even harder, have even more health even more Elite enemies spawn. In addition they have combinations of abilities.
AMAZING info. All this time I was thinking those up arrows and ^ meant different forms of skillups that were available. This alone fixed my recognition issue!
Was watching few videos on youtube and game seems extremely slow. I´ll just wait until they ad faster combat option.
Not sure if this was mentioned but I found a rather annoying bug. If an Assault Marine has a plasma pistol equipped and it is overheated, they cannot use their melee attack either. That is rather annoying since it kind of defeats the whole purpose of an assault marine.
Glad it helped you, It was worth staying up for. Let me know if you need anything else. I wouldn't want to give the whole game away but I can point you in the right direction
Just to be sure I understood your mail correctly: the patch is planned to be released this week, so either friday, saturday or sunday, right? Wouldn't want to harass you, just want to be sure. Another thing I was wondering about: I'm stuck at the final mission of act II by the endless enemy turn bug, but how many acts are there? And do you plan to add more in the future if the game is a success? And thanks for taking the time to speak with us.
Not sure who mentionned Act 2 Mission 2 (bomb the bridge to the basilica)as an ideal XP grind... but thanks!!! I used to grind Act 1 Mission 4 (10 turns before evac) and usually would net somewhere between 1000 and 1300 XP per character for a 10 minute mission. But this... This is MUCH more efficient! Kept doing a few turns here and there throughout the day not even thinking about it... and cashed-in close to 14000 XP without breaking a sweat! Those 12000 and 20000 skills seem a whole lot more affordable now! I ran two Devastators covering the top left corner and bridge with mastercrafted Heavy Bolters (more accuracy than higher tiered heavies, yet plenty of damage for Hormagaunts and enough range to snipe across the bridge or even on the lower bridge!), two Assaults overwatching the lower bridge with mastercrafted Bolt Pistols and a lone Tactical overwatching the lower left corner with a mastercrafted Flamer. Worked like a charm! Could have kept this little setup going on forever. Oh! A little question before I get back to the game: I run a Space-Wolf-only kill team (all 5 guys), will the Wolf Pack skill grant my guys +25% damage (+5% per Space Wolf on the team, including the character who has the skill) or just +20% (+5% for every other Space Wolf on the team, excluding the character who has the skill)??? Thanks in advance!
@RodeoMatthew Thanks for being active on this forum; you must be really busy right now so appreciate you listening to and helping everyone. You guys have made a great game