Inquisitor - Martyr Patch v.0.2.2

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Updates to W40K: Inquisitor - Martyr have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted. 

It is also recommended to delete any launch parameters you previously had (you can re-add them if they help again, but it is safer to assume everything works best without them)

Please also note that the backend server might take up to 30 minutes to transfer to the newest update, during which time login will not be possible.

BUG FIXES

  • Fixed a bug where Co-Op was stuck on Reconnecting.
  • Fixed a bug where artifacts disappeared from players' inventory/loadout.
  • Fixed a bug where the game stalled when players opened the Skill tree en route to the Crafting NPC.
  • Fixed a bug where some items were not salvageable.
  • Fixed a bug where several Floating Platform maps did not show up on the Starmap. 
  • The Cabal Browser is now refreshing properly.
  • Fixed a bug where crafting was instantaneous.
  • Fixed a bug with Tarot missions' crafting material loot.
  • Fixed a typo in the Tier 5 skill of the Bloodlust attribute.

MISC CHANGES

  • On the Character screen, base stat points and stat points gained from items/enchants are now displayed separately.
  • When learning Blueprints, the player now receives a message acknowledging the deed.
  • The Assassin's base Suppression value got reduced to 4000.
  • Minor map setup changes



This post was edited 7 years 176 days ago by Megapull
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Inquisitor - Martyr Patch v.0.2.2
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7 years 180 days ago
lifefrag

I thought I was the only one that had experienced this. I found myself in a lead swapping contest with enemies in a large open area. Perhaps 20 - 30. The longer the fight continued the more my frames dropped. Once the fight had ended and all enemies were dead, the low frames continued for another 5 minutes, even after I had left the area and entered several corridors.

7 years 181 days ago
-1

So new to this game and i've got to say it has amazing potential. Few things i've noticed besides the normal early access fps grind.


1. My character and sometimes enemies falling off edges and sometimes being stuck under the map outside levels.  


2. Largely a camera issue with targeting enemies that are on turrets and instead targeting the turret and targeting the nurglings is somewhat hit or miss, literally. 


So the rest of this is just balancing issues i've personally had largely related to the assassin class. 


1. All of the armor abilities are not that useful, the clones don't draw away fire very often the distortion field possibly the best of the bunch when used as close quarters cc. the clock gets broken all the time, cant be used defensively and doesn't offer that much of a damage bonus though i commend you for giving it as a 6 second buff as apposed as first hit. 


2. survivability is pretty bad largely due to the fact that the enemy ranged units tear them to pieces as the assassin has no native defense capabilities besides the dodge roll, which while useful is only situationaly so.


3. The needler rifle is very weak and most DOTs are all but pointless. ark blade stuns don't work most of the time.


That's all i've got off the top of my head ill try to update when ive got more in depth information. If i posted this in the wrong place where should i post it? Just in case ill open a thread specifically for this. https://neocoregames.com/en/community/the-game-so-far

 

7 years 181 days ago
lifefrag

im almost certain they are aware of it.  just like pretty much who knows that this is a Alpha and FPs Optimisation is somethign for a Late Beta.

7 years 181 days ago

Unfortunately, a complex video showing the drawdown of FPS (from 60 to 12) on ultra settings at a resolution of 1920x1080 is not yet ready. But this situation is, and it is unpleasant

7 years 182 days ago
Posted by Peredur 7 years 193 days ago

"The thing is: If you make a new character and THEN visit the shop and just reroll it a few times for the right items, it is just super easy."

Which is not an available option for a new player as he don't know what to take in the shop to overcome his starting gear.



On another note - but still on the difficulty subject - is it intented to have some map where you can't really leave the starting room as two cannons are waiting for you in the next room, blocking all available path out?
I should have taken a screen of the room with a big hole in the center and a cannon plus an alarm on both side.

This in particular is an issue as I have not been able to locate any sort of community guide which would assist in overcoming some these early challenges. I see incredible promise in this title but it has been a brutal and bloody slugfest and I am furnishing most of the blood ha ha.

7 years 182 days ago

It seems that AA is not functioning. It does not matter the resolution, but engaging 2X, 4X, or 8X MSAA has no effect visually or on the FPS Counter from Steam. Because of this I am having to run the game in 4K with Shadows disabled which is still really tough on a GTX 980. This weekend I am moving to dual GTX 1080 tis but it would still be great to have the AA working. I verfieed all the files through Steam and everything else seems nominal.

7 years 182 days ago
Morzan

Alright, thanks for the fast reply guess i'll just have to wait till then XD

7 years 182 days ago
+2
D1ppy
That's already fixed on our end. Fix coming with the next patch.
7 years 182 days ago

I didn't play for about maybe 4-5months, came back to the 2.2 update to try the assassin however none of my characters (including freshly made) are capable of 'completing' missions. That is when i complete an objective and leave the map I get 0xp items or currency, is this a known issue? If so how do I fix it?


Completely re installed the game and still have the same issue

7 years 182 days ago
+1
Zyme

Hello everyone

Thats great.i like it and thanks for share.

best regards

steve smith

7 years 191 days ago

                                        

Yeah that counts for me too! Great Improvements. Except the middle mousebutton to move camera (aweful...) to play properly i had to  switch movement on WASD and rolling up and down to QE to fast evade grenade and rolling back to my cover to be able to play properly on my sniper. To move Camera angle with mouse middle button hinders more then it helps to play it needs a little bit fixing.


A well done crafting system that implies to build weapons as good as possible to find etc. would be wonderfull. If i may ask for me and some other guys it would be cool if it where possible to upgrade the weapons and equipment. With this improvement we could be better prepared for some sort of missions/investigations.

For Example:

Lets say another scope that gives a player more accuarcy for short/long range combat, 

different magazines for more ammo in the magazine / magazines with half ammo as normal but shorter reload times,

Armor upgrading with armorplates for more physical def / upgrading with holy text´s for more Warp/Poison/Fire etc. resistence. 

Gun barrels to be able to do more damage / less damage but higher range, Armors/Weapons with more or less different slots. 

In the best szenario i could find better improvements directly when looting an enemy like the Chaos Marine maybe they have a little inventory of their own that i can search and look into. Me and my fellows would like to give dead/caught enemies a bigger importance to look at them more closely. Otherwise Martyr could end up like dead Diablo3 (hanging on Blizzards lifeline to not get forgotten) with running throw the map and only stopping if something epic colored looking thing drops from a dead minion...


The only hard negative thing i have encountered so far in the missions are the cover´s. I am playing Sniper and love this class, but have a harder time to play against massive amounts of minions. When i enter a room most times the following situation occur: Going behind the next cover i find, start to fire on the enemy, then the whole Room of lets say 15-50  Monsters is running/shooting to my location and my cover is destroyed in 5 seconds + they bomb me out of cover with grenades or storm my position with a lot of melees. In the end i have to run back to the room before and take a new cover + need to kite the massive storming minions. The enemies at least the most of them simply ignore to use cover and the fact that they would live longer and give me a harder time to kill them... 

Bzw. there are some defence platforms like heavy bolter towers that can 2shot me when i come too near but have to do cause of too short range of my Sniper Rifle, and in the same place packs of minions that i can one blast with explosive shots/poison Dart Aoe. Thats a little bit too unrealistic for me and i dont like this. In my opinion Martyr not neccesarily needs mass of enemies but interesting and maybe tricky to kill enemies.

                                    


7 years 191 days ago
Verusius

"I understand the issue there. You do however start with some cash to buy a few new items before starting even as a new player."

You don't understand.

The new player has money but it's of no use as he doesn't know what to buy.

7 years 191 days ago
SgtHerbie

Diablo 3 did a similar thing for internet connection and it raised a lot of eyebrows - many players were unhappy. Their justification was in part due to fraud prevention but also because players can interact within game an many of the games components revolve around playing with others. The ability to change game files etc and "hack" I think was deemed to be too higher risk with offline play, not that it did much to prevent hacking.... But i'm presuming it'll be a similar justification here too. 


As for controls have you considered looking at the keybindings in game - you could screen dump and print them, it's not truly easy to digest all at once but might be a nice reference point to start with. I'd also advise re binding some keys to your own suiting, its currently far from optimal in terms of hand placement.

Re the difficulty - It's a known issue that the starting gear is quite weak and the in game tutorials are / have not been added yet to get players started. Gotta keep in mind our current purpose is to test game features so some things like this might feel odd till more features are included, but as i'm aware the starting gear tweaks should fix a lot of issues, keep an eye on youtube, i'll have some stuff out this week to help you manage the difficulty in particular :)

and welcome to the inquisition!

7 years 191 days ago
Airsick Hydra

Airsick Hydra, thank you for the detailed reply... I think I understand what you are saying about the power level and choosing levels lower than my rating... the problem is that doesn't help if I'm at power level 1 & getting massacred on a mission which is difficulty level 1... maybe it's because I've never played an Action RPG, but most games allow you to start gradually with early missions which are easy to complete so you can level up for the more difficult ones later.


My second comment on difficulty was more to do with the lack of labels on the "rating" section which appears at the end of a mission... It is not clear which way we have to vote to give the feedback we want to give, hence my suggestion of non-ambigious labels to ensure we are giving the feedback we feel we want to give.


Thanks for the "Force Fire" tip, I'll try it.


I look forward to a PDF of controls, it's just so much easier with a printed sheet when you're trying to learn & need a quick reference card in combat!


Thanks for the explanation ref armour... again, not being used to Alpha-Builds I had assumed that was the starting armour... fully understand principle of "upgrading to cooler stuff", although I had assumed that was more about getting more powerful stuff than just nicer looking armour... I guess I have a target to work towards...


Ref Internet Connection - I fully understand that Steam requires an occasional internet connection for copy protection, and of course allows tracking of in game achievements & multi-player using internet... however I've never come across a game which wouldn't allow me to play single player without a constant connection... My issue with this is that I have to travel a lot for work, and therefore I'm not always at home, and like to relax & unwind by playing a game before bed (as other than work there's little else to do in a cheap hotel... and sadly my employer doesn't have the budget to send me to hotels with internet access every time I'm away...) hence I'm into single player gaming as usually all I need is my laptop, now that Steam means I don't need to carry a ton of discs!

I'm not objecting to using Steam & occasional internet connection for copy-protection, I fully support it, however IMHO it'd be nice to have an ability to play solo without an internet connection.

7 years 191 days ago
SgtHerbie

Re difficulty - This is essentially the power level system that is currently included. Granted its a little confusing to grasp but if you want an easy mission you select something lower than your level, if you want harder you select something above your level. This has the exact same effect as +/- some health % that a difficulty setting does. I appreciate The game feels fairly hard at first but feel free to message one of the (Ordo hydra) players on discord and they will be happy to help set you up and get you started. 


Re difficulty+ - There is more a problem of balance right now, some things in the game just aren't as viable as others and therefore when running with some of these weaker kits you can feel like the game isn't fair, likewise when using something more powerful you can think it's a cakewalk. Rest assured it'll get easier :D

2 - Press the shift key while shooting to "force fire" - it stops you moving.

3 - Controls - Good idea regarding a PDF! - If the devs havn't got something i'll consider making one and see if they will sticky it.

4 - Re armour - Remember we are currently playing the first 2% of a game, it would make no sense for them to give us the most badass looking gear straight away, you have to work for these things in RPG/ARPG games :D have patience. (This was a dev response to a similar question in the past)

6 - The game is / will be released via steam so as far as I understand an internet connection is required. While inconvenient for many I think it's just the way games are going these days to help counter piracy issues. 

7 years 191 days ago
+1

Hi, Firstly can I just say how great a concept Inquisitor Martyr is as a game, and how awesome it is that you're releasing it in a way which gets feedback from those who will play the game for hopefully years to come after the final retail version is released. I've never used Alpha-test software before so it's interesting to see the development of the game.


I've also never played an "Action RPG" before so please accept my apologies if my comments sound a bit silly, it's based on my inexperience of the game type. The prime reason I bought the game is because I'm a WH40k fan, however normally I prefer to play RTS games although I'm beginning to play some 1st/3rd person shooters as well.


There's a couple of comments I'd like to make which I hope will be take in the constructive manner they are intended.

1) DIFFICULTY - When the final game come out, PLEASE can you feature 3 difficulty settings (Easy, Medium, Hard or some kind of 40k-like equivalent)... As someone not used to the genre it is infuriating that I cannot complete a single level as I'm still trying to master the controls! IMHO this would make the game more accessible to those unused to the genre joining it as 40k fans, but still enjoyable to hardcore gamers who want a challenge. Additionally, it's not clear how the end of level ratings work as the scale goes from "-" to "+"... If it is too difficult are we supposed to rate as "-" as we don't like it  as it was too difficult? or "+" as it was too difficult... Perhaps the scale for difficulty should run from left to right "Far Too Easy", "A bit too easy", "About right", "Slightly too difficult", "Far too difficult" as this would at least make it clear that we were giving the feedback we want to give...

2) Is there a way to turn off the "click & move" feature? If not there should be as it's very frustrating when playing a ranged character to accidentally find yourself running towards your enemy when you wanted to stand-off & shoot from afar.

3) Controls & Understanding Game-play - I appreciate this is an Alpha-build so you haven't made a full manual yet, but a 1-2 side PDF which shows the basic controls & explains how different attack modes are used would be helpful for those of us newer to the genre (additionally basic info on weapon types & enemy types would be cool)... likewise if default controls are changed (e.g. when Assassin released, you changed moving from WASD to arrow keys) it would be helpful to have a warning as I didn't note that change and died 4 times before realising keyboard controls had been reassigned rather than turned off.

4) Graphics - I understand things evolve, however you had clearly done a lot of work on the original 3 Crusader Inquisitor models and it's a bit sad that you've changed to the new "faceless" and less ornate suits of Crusader armour... Perhaps you could include them as chose-able options for players when the full game is released.

5) If we bought in to the project at a higher level (e.g. Master Inquisitor) I understand that we have to wait a bit for the physical benefits (timetable for delivery of those was made clear), but when do we get in-game benefits e.g. servo-skulls etc. which come as part of our respective packages?

6) Have you considered that not everyone wants to play the game as multiplayer? Some of us (myself included) just enjoy playing a single-player story campaign, often when in locations with no internet? It'd be great if we could do that.


Additionally, thanks for fixing the crashing bug in some previous versions which had the game crashing as soon as I loaded a level. Sadly that meant I didn't get a chance to try the "Investigation" missions which I was very much looking forward to. I look forward to trying these when re-introduced.


Many thanks in advance for your consideration of the above

7 years 192 days ago

can some one help me out im having issue with cabal keep getting cabalinvalid popup when i get on cabal page

7 years 193 days ago
-1
Posted by Peredur 7 years 193 days ago

"The thing is: If you make a new character and THEN visit the shop and just reroll it a few times for the right items, it is just super easy."

Which is not an available option for a new player as he don't know what to take in the shop to overcome his starting gear.



On another note - but still on the difficulty subject - is it intented to have some map where you can't really leave the starting room as two cannons are waiting for you in the next room, blocking all available path out?
I should have taken a screen of the room with a big hole in the center and a cannon plus an alarm on both side.

I understand the issue there. You do however start with some cash to buy a few new items before starting even as a new player. Not saying it will make things easier on that one certain tile set, but it will help a little on others.


Key thing to note is that it's still Alpha. I know people get tired of hearing that line, but it'll get balanced over time. Don't fret over it to much. I just want to see it stay hardcore tactical and not Run 'N Gun/Hack 'N Slash like Diablo or something.

7 years 193 days ago
+1
Peredur

That's the one tile set I agree is nuts - the whole room shouldn't aggro. If you could fight 1/2 then 1/2 then sure... But that room has been the end of many melee assassin....

7 years 193 days ago
+1
FieserMoep

"The thing is: If you make a new character and THEN visit the shop and just reroll it a few times for the right items, it is just super easy."

Which is not an available option for a new player as he don't know what to take in the shop to overcome his starting gear.



On another note - but still on the difficulty subject - is it intented to have some map where you can't really leave the starting room as two cannons are waiting for you in the next room, blocking all available path out?
I should have taken a screen of the room with a big hole in the center and a cannon plus an alarm on both side.

7 years 194 days ago
+2
jatvarthur

Try using the shift key to hold ground and force fire - it'll solve a lot of your control issues :)

7 years 194 days ago
+2

Played the game for the first time yesterday and the day before, the game looks very promising, and what is the most important, I want to start it again and play more, which is not the case with the most games I played/bought. But there are some key problems I see after first mission.

1. Game visuals and representation (graphics, ui, etc) are quite unrepresentative (sorry for the pun). It is really difficult to understand what's going on, where enemies are, what enemies are, where interactable objects are, and so on. The root of the problem may be in the palette, it seems that everything is in the same color, level background, level objects, enemies and hero all seem to be some gray/yellow. I understand that W40K setting requires to be grim, dark and realistic, but I really hope that everything can be made more distinct and more clear.

2. The controls seem to be a bit unnatural, I played Diablo 3 for more than 1.5k hours in total and never had problems controlling my character. Using clicks to move/attack in D3 feel more natural than here. More than that I always use controls like a dedicated key to move (bound to E) and perform attacks by pressing holding ground (bound to Space) and I cannot configure controls as such here, but I haven't really tried, and may be it could be done here as well, I'll definitely check. For now, while kiting enemies I randomly click on some object or enemy and periodically got stuck.

3. Freshly created melee assassin dies momentarily from everything, I cannot complete a single mission with her. So I created assault inquisitor and played with him, completing my first mission, and that was tough )


I will be definitely playing more, keep up the good work guys.

7 years 195 days ago
+2
Posted by FieserMoep 7 years 195 days ago

The difficulty spike is there, those that argue against it propably don't play fresh characters that often anymore. A new melee Crusader that goes into battle with the very standard gear IS screwed over. If you don't think so feel free to make a video of that and compare it to the other loadouts. Those may have problems too but a fresh melee chars is bonked.


The thing is: If you make a new character and THEN visit the shop and just reroll it a few times for the right items, it is just super easy.


And that is my issue for the emphasize on gear is imho to big in regards to progression, making the characters aspect of the progression rather weak, especially in the early game where you need 3 level ups to get +3% crit chance total or just buy a single item for +3% crit chance.


And then there is the power level system that makes you switch out all this fancy gear you got on your current level because the arbitrary number on top got outdated. I must say I can see what the devs aimed for yet I still don't like it.

Think it's time for a new video #Airsick Hydra

7 years 195 days ago
+3

The difficulty spike is there, those that argue against it propably don't play fresh characters that often anymore. A new melee Crusader that goes into battle with the very standard gear IS screwed over. If you don't think so feel free to make a video of that and compare it to the other loadouts. Those may have problems too but a fresh melee chars is bonked.


The thing is: If you make a new character and THEN visit the shop and just reroll it a few times for the right items, it is just super easy.


And that is my issue for the emphasize on gear is imho to big in regards to progression, making the characters aspect of the progression rather weak, especially in the early game where you need 3 level ups to get +3% crit chance total or just buy a single item for +3% crit chance.


And then there is the power level system that makes you switch out all this fancy gear you got on your current level because the arbitrary number on top got outdated. I must say I can see what the devs aimed for yet I still don't like it.

7 years 195 days ago

The Craftig bug, where u cannot accept ur craftwork and have over 70.000mins Cooldown for the next accept.  

7 years 195 days ago
+3

Some of these accusations regarding difficulty are completely exaggerations of the actual state of the game.It is more than playable solo, it's just now remotely challenging and mistakes will be punished. Admittedly some tile sets are more difficult than others but to say the game is unplayable is so so far from the truth. For many players, including myself, the game is finally enjoyable and it's been a massive improvement. 

7 years 195 days ago
Posted by ElizLestrad 7 years 196 days ago

First off, as far as I am concerned the game looks beautiful.  Movement and combat animations do feel a tad clunky compared to the fluidity of similar games like Diablo or Viking: Wolves of Midgard, but the game is beautiful.


It is however waaaaaay over the acceptable limit of difficulty.  Especially considering many of the mission descriptions and all of the mission level ratings don't have any bearing on the actual missions.  This is, strictly speaking, only in terms of playing the game solo.  Yet it is obvious from the continues and now completely expected triple death at the very first encounter that solo play has not been considered at all when setting the difficulty of the missions.  Especially when you take away mob XP. 


So now, if you want to actually play test the game you can't.  Before the only way to make any sort of headway was off the combat XP because you couldn't actually complete the mission.  Now when you die, instead of at least getting something out of it and the hope that you actually leveled up this time making the possibility of mission failure less, there's no incentive.  You can die or fail missions as much as you want, but you'll never level up so you will be stuck in the same position as you were.


Players should not be FORCED to co-op in order to play(test) a game.


Difficulty is currently the biggest problem with the game.  Its too absurdly difficult and there is not enough factual, honest information in the briefing to actually inform the player what they are getting into.  A mission level difficulty of 1 being selected by a level 1 player should NOT have a "chances of survival" rating of "very low".  A level 2 or 3 mission, yes, but there are no actual missions suitable for a level 1 character solo.


Every single mission needs to be reworked\re-balanced and the briefings redone to better reflect, in an honest manner, how difficult the mission actually is.  On top of this, given that this game has one fixed difficulty setting (instead of games like Diablo with easy, normal, hard, brutal, etc.), the difficulty needs to scale with the number of players in the game as seen in games like (Viking: Wolves of Midgard).  This should include enemy health, damage output, and defense, with 1 player being the default stats and enemies getting small buffs as the number of players increase.


Simply put, this game needs to make vast improvements to make itself playable in solo.  Because right now, it's not playable at all.


Oh, and the game consistently crashes on exit.  Might want to look into that.


To be fair it's not really that hard. True it's harder than it was pre patch, but I find it to be just perfect. It makes you think in a tactical way to get though rather than the boring super high speed hack n' slash like Diablo. I've made to level 2 and even completed level 2 and 3 mission from level 1 as a melee even.


The other issues I can agree to a point, but it is an Alpha so those things will get worked out at some point. Just post your issues in the Mantis Bug Tracker forum to make it easier for the devs to see in a timely manner.
7 years 196 days ago

First off, as far as I am concerned the game looks beautiful.  Movement and combat animations do feel a tad clunky compared to the fluidity of similar games like Diablo or Viking: Wolves of Midgard, but the game is beautiful.


It is however waaaaaay over the acceptable limit of difficulty.  Especially considering many of the mission descriptions and all of the mission level ratings don't have any bearing on the actual missions.  This is, strictly speaking, only in terms of playing the game solo.  Yet it is obvious from the continues and now completely expected triple death at the very first encounter that solo play has not been considered at all when setting the difficulty of the missions.  Especially when you take away mob XP. 


So now, if you want to actually play test the game you can't.  Before the only way to make any sort of headway was off the combat XP because you couldn't actually complete the mission.  Now when you die, instead of at least getting something out of it and the hope that you actually leveled up this time making the possibility of mission failure less, there's no incentive.  You can die or fail missions as much as you want, but you'll never level up so you will be stuck in the same position as you were.


Players should not be FORCED to co-op in order to play(test) a game.


Difficulty is currently the biggest problem with the game.  Its too absurdly difficult and there is not enough factual, honest information in the briefing to actually inform the player what they are getting into.  A mission level difficulty of 1 being selected by a level 1 player should NOT have a "chances of survival" rating of "very low".  A level 2 or 3 mission, yes, but there are no actual missions suitable for a level 1 character solo.


Every single mission needs to be reworked\re-balanced and the briefings redone to better reflect, in an honest manner, how difficult the mission actually is.  On top of this, given that this game has one fixed difficulty setting (instead of games like Diablo with easy, normal, hard, brutal, etc.), the difficulty needs to scale with the number of players in the game as seen in games like (Viking: Wolves of Midgard).  This should include enemy health, damage output, and defense, with 1 player being the default stats and enemies getting small buffs as the number of players increase.


Simply put, this game needs to make vast improvements to make itself playable in solo.  Because right now, it's not playable at all.


Oh, and the game consistently crashes on exit.  Might want to look into that.


7 years 196 days ago

Crafting and store not upgrading to power level 2. Crafting is showing Power level 2 stats but giving Power level 1 when finished crafting and store still selling power level 1 items.

7 years 196 days ago

bug with reconnecting server in coop does not resolved... sad

7 years 196 days ago
+1
Perturabo the lord of iron

Looks like this is fixed now

7 years 196 days ago

Well after updatin the "Fixed a bug where Co-Op was stuck on Reconnecting." is still a issue, that or it says "Request Server"

7 years 196 days ago

Awesome, thanks!