First of all mega thanks for playing it
Second zeal and fury is a used expression in Dawn of war 2
i will try to answer all , hope you don´t take any answer in the wrong way, i love feedback and knowing someone is playing the mod
POSSIBLE BUGS
1 )When research 'Master Crafting' is finished you get some recipes but not for a master crafted laser pistol.
1) A: there is no MC laser pistol i have image but i haven´t done yet , dunno if worth it
2) No 'pilots' required for 'stormraven'? That can be good as it can be stationed at a new base, but please see my suggestion below under 'requests' about living quarters.
2) there is no map for it , and i´m currently making it so it will be resolved soon
3)On a soldier's stat screen, used to be able to click/right click on the pic in the top right corner and change it, now I can't. Wondering what that was for originally, cosmetic only?
3) The flag was comestic now it correspond to the kill´s so higher the count the more "kool flag you receive"
4)Using 'chapter banner' gives a morale hit to the using character.
4) why not , also i cannot control that , if the target becomes the user theres no way around it
5) The 'chapter banner' sfx overlay each other when it's used (actually, that may be fixed now).
5) the overlapse of fire sound i dunno how to solve
6) Is 'Apothecary Bay' facility working as intended as I can't see it doing anything. I don't see the number of days a wounded marine takes to recover getting reduced; is a wounded marine meant to be allocated to that facility somehow? Update: I peeked in a save file and so looks like it's working as it should, but going to leave this entry here because maybe I'm not the only one who doubted it was working
6) improves wound recovery like hospital
7)The 'Orbital Communications Centre' adds 10 workshop, yet 'Orbital Beacon' and 'Orbital Nova Charge' each require 25 space, meaning a workshop is still required. (But fuuuuuuck, is that thing fun to use! Especially for the first time! Before you know the splash radius! FUN!
) Little surprised it didn't change any radar ranges/detection tho.
7) its to comunicate to orbital ship no to detect but i see whay you mean, the point is to make the Beacon Dificult to get since a OP weapon
8)On a terror mission, I received a bounty of four adamantium, but it only happened once and I've done several terror missions since. (btw, I really like seeing an entry like that in the mission report screen.)
8)some tile is made of adamantiun
9)I've picked up some items 'Power Core', 'Fuel Core', 'CPU Core' that can't be researched, any use?
9)Cosmetic and money
10)The 'Librarium' base facility adds ten psi training slots.
10) yes shine add other 10 so you can only have 20 per base
11)It's possible to research 'Plasma Cannon' after researching Plasma Gun without researching Heavy Plasma.
11)using old vannila tech tree, i can correct it
12)The 'Terminator Assault Armor' doesn't give flight like the 'MK7 Assault Armor'. Am I reading too much into the 'assault' part of the name?
12) terminator assualt have more TU. Canon is teleport still wainting script for that, i´m thinking of adding some sprint abilitiy or something
13)The 'MK7 Chaplain Armor' weapon, 'Crozius Arcanum' can be dropped/unequipped.
13) on porpuse still only sprecial caracters can use it due being 90 energy or something like that
14)The 'Master Crafted Heavy Bolter' ammo inventory size is 2x3, normal ammo for that weapon is 2x2.
14) true master crafted is on backpack format, the other is small format ( i made into backpack to add use to devastator class
15)The 'multimelta' weapon and 'multimelta charge' ammo that can be researched and manufactured, only 'ammo rounds: 1'. It getting mixed up with grenades or something? Or is it more of a missile launcher style deal? A little puzzling how the 'meltagun' has ammo clip 10 in comparison.
15)vanilla mechanics for blaster launcher and balance issues
16)I found some assault cannon ammo in my stores, but I can't find 'assault cannon' to buy/research.
16) you need chaos assualt cannon resarch (only apears on chaos Lord , chaos undived commander), you got ammo due to tzecnt assault cannon
17)Since the update (2018_06_11), are flames (esp from 'flamer' weapon) lasting as long as they did before? They seem to be going out quicker. This could totally be my imagination unless others have reported the same.
17)depends on tile you use, not the weapon ( on snow it wont last like in grass)
18)'Plague havoc' enemy drops 'Blight rocket' but not it's launcher?
18)All shoulder weapons can´t be picked, because there a sprite problem
19)Should the 'Tigrus' boltpistol also have aimed attack? (it can use standard bolter ammo, I assume that should be it's only perk)
19) it´s a rare weapon with some perks (if it haves a scope, it haves aimed , that´s the criteria)
20)On a relic mission4, retrieving the relic piece and aborting the mission shows the mission 'fails'.
20) theres no way i can go around that , engine limitation
21)A 'Slaanesh Devotes' 'Noise Havoc' had a 'Heavy Plasma Charge'in his backpack, even tho his main weapon was a 'Sonic Blaster'.
21)true, Solved
22)Some enemy naming doesn't match-up. Example: MCD shows a 'Nurgle Devotes' craft, battlescape mid-click shows 'Chaos Traitor', MCing shows 'Plague Havoc'. Remember, I don't recall much (any?) 40k lore, so for all I know that's 100% right.
22) geoscape is correct, battle incorrect. when you do preview on battle it shows the race name in the unit, not in the race of craft. still i´m correcting those but i may missed some, Nurgle havoc was incorrect. True, solved
23)Sometimes when using 'tome of speed' (and maybe 'tome of morale') it doesn't work. Energy is deducted as it should be, but the sfx doesn't play and the target doesn't get any boost. Doesn't happen often... Hmm. Don't think I've a save game that could demo this either. Oops.
23)it´s count as a miss , spell miscasted , it uses bravery to the hit --> damageBonus bravery: 1.0 and --->accuracyMultiplier: Melee: 0.0 Melee: 0.0
BUGS
1)After stunning 'Traitor Guardsman Sentinel' and 'Traitor Guardsman Turret', didn't get anything special as loot (ie no live guardsman, or a sentinel/turret to sell/research). Haven't tried many terrorist units like that to see as they can take awhile to stun.
1) it´s the same renegade guy just behind a turret/aparatus
2)The 'Chaos Havoc' monster can't be researched and seems like there's several more, I can get a longer list (next week or so) if it's not a known issue.
2) havoc are just regular chaos marines of the devastator squad, so they are regular traitors only with diferent weapons
3)The 'stormraven' craft refuel rate (sure hoping it's a bug at least
)
3)the more fuel i give more time to recharge , they all have the same refuel rate (only exeption stormhank at some request for that special role)
4)When under alien control (or w/e it's called), a character will use the 'tome of speed' as an attack on his allies (funny to see, but...).
4) the game view it as a weapon no way around that
5)When a female character uses things like 'Tome of Speed', a male sfx plays.
5) fire sound is by weapon not by soldier, no way around that
6)When a marine wearing 'MK7 Assault Armor' walks on the roof of the 'Landspeeder' craft, besides the usual correct flying noise, a weird sfx plays, sounds like bullet ricocheting I guess (scared the crap outta me first time I heard it, thought I'd cleared around the speeder and so the active character was taking opportunity fire from something lol).
6) bug on my part on tile walking sound, i have to check it
7)In a base defense missions, the 'Defensive Corridor' facility can sometimes have less than the four 'Tarantula Sentry' units.
7)engine limitations, i cant precise has to be civiliansByType: STR_T_BOLTER: 4 # with 2-4 guards
8)Using middle mouse button on 'multimelta charge' shows info for 'multi-melta grenade'.
8)bug , got to check it
9)MCing a 'Slaanesh Daemonette', you don't see the right hand claw (the attack does work tho, it's just the graphic isn't shown like it is when you mid click on her).
9)OCXE+ melee weapons script dont display then in hand on INV , but apears midclick
10)At the start of a month, the spawn for a 'Chaos Terminator' 'Mission 4' 'Zone: Pacific' disappeared.
10) it will apear every month until you get mission 5, also some missions have limited time then disapear , also can be on retreating, also it have limited to 1 per world i think , so lot´s of variables going on
TYPOS
1) Codex entry for 'Power Source' item is x-com default; 'Mind Shield' facility too probably. 'Laboratory' for sure. 'MultiMelta Defenses' too.
1) true i´m to correct that since relase
2)Codex entry for 'Cultist High Priest' is listed as just 'Cultist'.
2) i will check it
3)On a craft's 'equipment' screen, at the top with 'Space Available / Space Used / Space Marines', the 'Space Marines' value is cut off.
3)got to change the name since now there are senoritas e guard on the mix
4)On a soldier's stat screen the 'missions' value isn't shown ('Kills' are, and the 'missions' value itself is being tracked correctly as I can sort on it).
4)got to check it
5)When in places like selling/transferring, the 'Apothecary Armor' isn't prefixed 'MK7' (other armors are, so...).
5) ok
6)In the descriptions for armors that provide flight, that should be mentioned, along with other perks that armor gives. It took me a loooong time before I realised the 'Mk7 Assault Armor' could fly and would've affected certain manufacturing/ loadout decisions early game. Also, things like 'terminator assault armor' should have their abilities explained explicitly (yeah, I was equipping them with powerfists until I went and checked it out
)
6) i will see what i can do, but now all MK7 units can punch , its more a RPG cannonic element
7)Similarly, please mention any extra costs for using a skill/item; ie: the banner takes energy... and I'm always forgetting
(note to self: '90')
7) in UFOPEDIA spells its says of cost to use
8)The naming of 'assault bike' for both an armor a HWP has caught me out once or twice.
8)true mistake on my part
9)On the battlescape, the eagle that's used to decorate the left hand item can make the ammo counter hard to read for that hand (white text on a yellow background).
9)Engine limitation, space is limited i made one with more space but it cut´s top
10)The order of some equipment is a little off. For example: 'missile launcher' ammo appears right after 'sniper ammo'; terminator armors appear much lower than the other armors. I'm not sure about having 'master crafted' items lumped at the start is best, but I guess that's a judgement call.
10) listorder is always changing due to making new itens , i do revision from time to time still need some work
REQUESTS
1)More marine names.
1)possible
2)To have the codex so complete, every mob and item has an entry. I'm a real bear for that stuff.
2) you want more or less?
3)To change the facing of dropship crew so they each face out. Looks a little weird how they all face in one direction.
3)droppods? ok i will see to it
4)A landspeeder, singular, ala dropship. (Landspeeder: Best CRAFT ever! First time rolling up to a landed enemy ship in this thing was great fun, a real highlight of the mod
)
4)a singular landspeed craft can be made with a diferent role
5)More 'master crafted' gear. Be great if most/all gear had a master crafted version. I'd be happy even if the differences over standard marine gear aren't that great... I just like the whole deal with it.
5)dunno if i clogue up the mod with too many itens
6)As some crafts require pilots now, it slightly complicates the setting up of new interdiction bases . Perhaps new bases could come with a few 'free' living quarters.
6)i want to force players to build bases and use tiles, making game harder with more decisions , that the main reason for the 3x3 refinery
7) A simple corridor base facility. Think 'defense corridor' without tarantulas and much cheaper cost (cheaper than a 'general stores' even).
7) i was planning but no one resquested , i will put in to do list
8)A '1x2' melee weapon that can fit in a belt (combat pocketknife? lol).
i will make it , it´s second time request
9)I really like the different symbols you can use in the marine's names and the way it adds them automatically to the end of the name, but I would like a way to turn that off sometimes.
9) i think you can desible stat string´s on the mod´s menu dunno if i enforced it
10)The camera tracking speed of bolter shots is usually great as it makes things like reaction fire appear fast and frantic. Fun. But, sometimes I find it moves so fast it's hard to keep track of the shot (did that snap-shot miss? Hit? Hit the ground?). I've no real suggestion on this point, but am I missing a game option or something I can experiment with by editing files to change this?
10) no we can´t have both , or it´s fast and have no hit sprite . or it´s a slog with hit sprite, i decided to remove hit sprite on all bolter´s for that effect, you can press middle mouse on unit if it bleed´s it´s a hit
11)If a 'chapter banner' is on the ground when the turn ends, all troops should get a small morale penalty (that could grow the more turns it's on the ground). Don't know if that's possible given the engine, and it's maybe a weird suggestion anyway, but it'd be fitting. Caution: this could end up being exploitable for bravery training.
11) i´m 0 at script, thats all script i dunno if its even possible
BALANCE FEEDBACK / REQUESTS
1)A little more utility for the Adepta Sorotitas. Pilots? (tho as imp guards already have that perk, maybe not). Flight? Going by their codex pic it looks like they're wearing a jump pack... kinda. Being dropship friendly would make me happy at least. Also, I renabled their backpack (that was removed 2018_05_31). I think I understand what you're generally trying to go for with them, but bear in mind they cost more than marines and have a higher monthly salary... having a set of reasonable starting armor only goes so far (seeing it can't be changed).
1)true adeptas should be affect by droppod´s but to be honest i dunno the canon on that aspect
2)The 'Sniper Rifle' knocks holes in ufos and buildings... that might make it a little toooo good. If that's changed, what'll the goto item for breaching be?
2)true, corrected
More variance in weapon ranges. There seems to be a decent amount of choices for upto medium range, but not much (anything?) between medium and sniper rifle.
3)'Chaos Traitors'... Holy fuck, they meant to be this tough? (They were easily MCing decent psiStr troops... it's GREAT!)
3) canon they have the same armos as space marines
4)Are 'Imperial Honor Badges' meant to be so rare?
4)yes, you can have captain armor and sargent terminator several times got to enforce limited use, and yes is random , some bases give 40 others give 0 but 15 is the average
5)Be nice if later in the game there was a better money maker than the 'Motion Scanner'. Perhaps there is and I haven't researched it yet.
5) all the times i play i get riched, so i want to limited it to have racional decisions
6)I really like the whole 'Master Crafted' weapon thing, but think the $122k (or w/e it is) payment too much on top of the corpses (it works out about $150k - $600k worth of corpses, depending on weapon).
6)again same issue , you can chose money or the weapon
7)Researched and manufactured an 'MK7 Sargent Armor' and not that impressed with stats compared to the basic 'MK7 Tactical Armor'.
7)you got 20 extra health , for no bagdes , again it´s a choice have 2 regular marines or one with extra health
8)I found the 'shotgun' weapon meh, along with it's master crafted version; tips for use? Ehh, ignore this entry, I forgot it's weight '10', so it has a role.
true
9)I used the starting imperial guardsmen for a couple of fights and found them useless. update: I see another mod that adds on stuff for guardsmen, maybe that'll fix my 'problem'
9)true
10)I'm a little leery of the way armor reduces inventory AND lowers certain stats (especially if that includes 'reactions') and starting to think certain armors aren't worth the badges AND the damage reduction/stat trade-off.
10) it depends the roles you want, and yes again choices
11)The idea of using energy as 'mana' could be a good one, but one I think needs tweaking. At the battle start it's not that much of an issue, but a few turns in... Please remember it's harder to manage energy points than TUs:
11) spells are OP i got to enforce it´s limited use.
if the unit dont move i wont expend energy, but the trick is have a apothcary neraby i will give energy like crazy if you want
12)I would suggest changing 'panic' to a low value (10? 15?), 'mind control' lower than it is now, but more than panic (15? 20?) and lowering or removing the cost entirely for the tech marine's armor repair. I have no comments on 'chapter banner' or tomes, those energy costs seem fine for what they do. I'm also thinking stun costs can stay the same.
12) mind trick´s are the ultimate op weapon , combine with the apothcary and its devastating
the apoth will resolve our energy issue