Act1 Missions Feedback
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Act1 Missions Feedback
Because there are an abundance of scenarios in the game, I feel it wouldn't be a good idea to give each individual scenario it's own thread, as we may have seen done in past Panzer Corps DLC. It would flood the forum very quickly, so instead I'll be using this thread to track and post changes and updates to all Act1 scenarios. This way, our testers can keep an eye on what to look out for when and if something changes. Feel free to contribute your feedback to this thread if you have comments about anything Act1 related!
Re: Act1 Missions Feedback
Act 1 Changelog November 10th
Across the board reduction in amount of Ork units in most Act 1 Scenarios
Across the board migration of ork infantry out of excellent defensive positions throughout Act 1
Remove all Grot Mega Tanks from early Act 1 scenarios
Improved pre set force for scenario 1a and 1b Opening Faults and Perimeter Patrol
Campscen1a Opening faults:
Removed several ork support teams
Allowed greater freedom of movement on the map
Campscen1b Perimeter patrol:
increased turn limit by 2
Campscen2A Desperate Rout:
Added proper flag control to maps locations
Added graphic for extraction location
Slowed down a few ork attackers from behind
Moved a few Orks out of well defended positions
Campscen2b Preemptive Strike:
All ork forces on the left side of the map forced to hold position until proper trigger sets them loose
Removed 1 gretchkin from the ridgeline area
Removed a few artillery units from the ridgeline area
Added markers to display exit hex location for 2nd phase of mission
Added a few Orks to the right side of the map for extra opposition
Campscen3A:
Thinned out Ork forces in front of the riverline and moved them out of entrenched areas
Reduced Grot Megatank to Grot tank
Campscen3b Shuttle Search:
Grot mega tanks reduced to grot tank
Zone 2 moved one hex left
Cleaned up mission pop up messages
Sgnificantly reduced ork map presence
campscen 4 Defending Minos Crossing:
Remove a few allied conscripts from entrenchment
Campscen5 Obedience to Orders:
removed one ork infantry who were blocking the titan from reaching the victory hex
removed several ork infantry
Campscen6A helping the helpless:
Cleaned up all instances of invisible cliffs
Removed significant numbers of Ork units
Added victory hex locations for escort destination
campscen6b Battle on the Diabolus:
removed a few heavy ork vehicles, reduced turn limit by 2
Campscen 7A Infernus Arrival:
Removed many orks from entrenched positions, downgraded several Ork heavy units
campscen 7b Mountainous Evasion:
Increase turn limit by 5
campscen 8 Arrival at Hades:
removed some Ork arty, inf, and tanks
campscsn10 Mobile Defence Force:
Added graphic for settlements on road ends
Fixed VH Appearance triggers
add 2 turns to turn limit
campscen11 Counter-Siege Raiding:
Fixed triggers to not instantly end scenario in victory
campscen12 Final Stand at Archeron:
corrected victory triggers
add message for turn 13 arrival
add message for turn 14 arrival
fix color on ultramarine drop pods
add more space marine armor units
Across the board reduction in amount of Ork units in most Act 1 Scenarios
Across the board migration of ork infantry out of excellent defensive positions throughout Act 1
Remove all Grot Mega Tanks from early Act 1 scenarios
Improved pre set force for scenario 1a and 1b Opening Faults and Perimeter Patrol
Campscen1a Opening faults:
Removed several ork support teams
Allowed greater freedom of movement on the map
Campscen1b Perimeter patrol:
increased turn limit by 2
Campscen2A Desperate Rout:
Added proper flag control to maps locations
Added graphic for extraction location
Slowed down a few ork attackers from behind
Moved a few Orks out of well defended positions
Campscen2b Preemptive Strike:
All ork forces on the left side of the map forced to hold position until proper trigger sets them loose
Removed 1 gretchkin from the ridgeline area
Removed a few artillery units from the ridgeline area
Added markers to display exit hex location for 2nd phase of mission
Added a few Orks to the right side of the map for extra opposition
Campscen3A:
Thinned out Ork forces in front of the riverline and moved them out of entrenched areas
Reduced Grot Megatank to Grot tank
Campscen3b Shuttle Search:
Grot mega tanks reduced to grot tank
Zone 2 moved one hex left
Cleaned up mission pop up messages
Sgnificantly reduced ork map presence
campscen 4 Defending Minos Crossing:
Remove a few allied conscripts from entrenchment
Campscen5 Obedience to Orders:
removed one ork infantry who were blocking the titan from reaching the victory hex
removed several ork infantry
Campscen6A helping the helpless:
Cleaned up all instances of invisible cliffs
Removed significant numbers of Ork units
Added victory hex locations for escort destination
campscen6b Battle on the Diabolus:
removed a few heavy ork vehicles, reduced turn limit by 2
Campscen 7A Infernus Arrival:
Removed many orks from entrenched positions, downgraded several Ork heavy units
campscen 7b Mountainous Evasion:
Increase turn limit by 5
campscen 8 Arrival at Hades:
removed some Ork arty, inf, and tanks
campscsn10 Mobile Defence Force:
Added graphic for settlements on road ends
Fixed VH Appearance triggers
add 2 turns to turn limit
campscen11 Counter-Siege Raiding:
Fixed triggers to not instantly end scenario in victory
campscen12 Final Stand at Archeron:
corrected victory triggers
add message for turn 13 arrival
add message for turn 14 arrival
fix color on ultramarine drop pods
add more space marine armor units
Last edited by Kerensky on Mon Nov 10, 2014 10:33 pm, edited 1 time in total.
Re: Act1 Missions Feedback
Act 1 2b Premeptive Strike
It is a bit weird that the objective is to go opposite from the orks.
After you clear the plateau, there is no real reason to engage the orks to the West, so you just send 5 units without much happening.
It would make more sense to have to send the units to the West (but that would be barely feasible within the turn limit), or have some opposition to the East after the plateau is cleared.
It is a bit weird that the objective is to go opposite from the orks.
After you clear the plateau, there is no real reason to engage the orks to the West, so you just send 5 units without much happening.
It would make more sense to have to send the units to the West (but that would be barely feasible within the turn limit), or have some opposition to the East after the plateau is cleared.
Re: Act1 Missions Feedback
you're right, and there has been opposition added to the RIGHT side of the map, I just didn't note that here.
I'll edit it in.
I'll edit it in.
Re: Act1 Missions Feedback
In the Crash site mission (3rd of act1), I got a blank screen for the objective update after capturing 2 or 3 crash sites.
Re: Act1 Missions Feedback
I don't believe these above mentioned fixes are distributed live just yet. All of this, and much much more, should be coming soon!Galdred wrote:In the Crash site mission (3rd of act1), I got a blank screen for the objective update after capturing 2 or 3 crash sites.
Re: Act1 Missions Feedback
campscen6b Battle on the Diabolus:
Lots of ork vehicle stood idel doing nothing, as if their trigger had not been activated at all. I even ended up pushing West to clear the ork infantry bands in case the tanks would eventually attack :
The group to the North, which slaughters the militia group with the mortat did not push south, except for 3 tanks that got dealt with easily.
The group to the Far West did not move at all for the whole mission(Grot Mega Tank, DeathRolla BattleFortress, 2*mega Dredds + 6 vehicles or dredds). Is it intentional?
Lots of ork vehicle stood idel doing nothing, as if their trigger had not been activated at all. I even ended up pushing West to clear the ork infantry bands in case the tanks would eventually attack :
The group to the North, which slaughters the militia group with the mortat did not push south, except for 3 tanks that got dealt with easily.
The group to the Far West did not move at all for the whole mission(Grot Mega Tank, DeathRolla BattleFortress, 2*mega Dredds + 6 vehicles or dredds). Is it intentional?
Re: Act1 Missions Feedback
This map seemed to work when I last tried it. Those far left units are set to activate on turn 9. I'll see if I can't take another look at this map if I get a chance.
Re: Act1 Missions Feedback
Isn t the current beta build older than your own build? That could explain the issues. Is it possible to download the uodated campaign scenarios before thenext beta build goes live?
Re: Act1 Missions Feedback
Everything I am posting about is an effort to track what is going on and what is to be expected in the next planned update. (BETA4/RC1 sticky probably)
Current released build is always behind what I am working with. Unfortunately there is no good way to download these changes until they all come out in bulk. Once the new update is out, I will attempt to take all of the changes I've scattered throughout the forum and place them together into one unified location. There is just so much of it and it covers so many different aspects of the game, this is the best way to disseminate what is a pretty large amount of information and tweaks as quickly as possible to the testers so they are at least aware of what is planned to happen.
Current released build is always behind what I am working with. Unfortunately there is no good way to download these changes until they all come out in bulk. Once the new update is out, I will attempt to take all of the changes I've scattered throughout the forum and place them together into one unified location. There is just so much of it and it covers so many different aspects of the game, this is the best way to disseminate what is a pretty large amount of information and tweaks as quickly as possible to the testers so they are at least aware of what is planned to happen.
Re: Act1 Missions Feedback
Beta 3, I have a problem with Opening Faults (first scenario). First time, I killed the warboss (missed the indication at the beginning). The second time, I moved 6 units around him, but still got a loss. I have to admit that the warboss was not intact (but it is written that you must not kill him). As a result, I don't understand the goal of this mission.
Re: Act1 Missions Feedback
produit, I had the same issues a while ago, but in 'The Bug thread' it is marked as solved for the next update. It looks like a simple fix (instead of core units, only aux units could trigger the victory). So I just used the 'V' key to progress to the next mission.
And I came here to report that Mission 8, 'Arrival at Hades' was a huge meatgrinder and after several tries I keep ending up with all my units in the red and almost no strength, but I see it has been made easier for the next update. But I wanted to add that in the stand-alone scenario a Macharius superheavy tank is part of the players' forces, although in the campaign those units cannot be purchased yet.
And I came here to report that Mission 8, 'Arrival at Hades' was a huge meatgrinder and after several tries I keep ending up with all my units in the red and almost no strength, but I see it has been made easier for the next update. But I wanted to add that in the stand-alone scenario a Macharius superheavy tank is part of the players' forces, although in the campaign those units cannot be purchased yet.
Re: Act1 Missions Feedback
I wish there were some new units to purchase at some time in the act 1 :
It would make battles feel more varied, and give something to look for.
How about unlocking some super heavies around mission 7 or 8, so that the player has a way to match the ork ones?
It would make battles feel more varied, and give something to look for.
How about unlocking some super heavies around mission 7 or 8, so that the player has a way to match the ork ones?
Re: Act1 Missions Feedback
There was a plan for units to unlock through glory, but this system will probably not make it for 1.0 launch. We are aware of this shortcoming though, and most likely additional availability files will be created to offer better 'progression' over the course of the campaign.
Re: Act1 Missions Feedback
just a heads up everyone, it's act 2 and 3 that need the work and comments now, if you have the time that is....
can always come back to act 1 at a later date
as per thread,
can always come back to act 1 at a later date
as per thread,
Code: Select all
http://www.slitherine.com/forum/viewtopic.php?f=321&t=54067
Re: Act1 Missions Feedback
viewtopic.php?f=321&t=53811&start=20
seems act 1 still needs some testing doing as well, as new user same as me has just found a new one not posted or listed yet in your thread, just for info tbh as another bug that needs fixing before release...
seems act 1 still needs some testing doing as well, as new user same as me has just found a new one not posted or listed yet in your thread, just for info tbh as another bug that needs fixing before release...
Re: Act1 Missions Feedback
Restarted Tutorial + Act 1.
No surprise. Everything is going well if we except that I have no prestige at all left. It seems that I am not gaining any prestige during and at the beginning of the last two missions (Perimeter Patrol and Preemptive Strike). I am in Shuttle Search now, with a lot of glory (13294), but no prestige (8). I even have an empty slot, that I cannot fill. I am using the same units since 3 scenarios (5 Leman Russ Annihilator up A, 1 Devil Dog, 4 Basilisk Arm. Pattern, and 2 company command with Gorgon).
Are requisition points linked to the quality of the troops you have ?
No surprise. Everything is going well if we except that I have no prestige at all left. It seems that I am not gaining any prestige during and at the beginning of the last two missions (Perimeter Patrol and Preemptive Strike). I am in Shuttle Search now, with a lot of glory (13294), but no prestige (8). I even have an empty slot, that I cannot fill. I am using the same units since 3 scenarios (5 Leman Russ Annihilator up A, 1 Devil Dog, 4 Basilisk Arm. Pattern, and 2 company command with Gorgon).
Are requisition points linked to the quality of the troops you have ?
Re: Act1 Missions Feedback
100% yes. Every scenario has a fixed resource allotment in Armageddon. If you lose 75% of your core and barely finish a mission, you can still continue the campaign as your force total is reset in the next mission. If you are maxing out your army and it sounds like you are with that very powerful and well equipped force, your lack of points means you are spending all of your allotment up front, leaving no reserve to replace damaged units or replaced destroyed ones during a mission.produit wrote:Restarted Tutorial + Act 1.
No surprise. Everything is going well if we except that I have no prestige at all left. It seems that I am not gaining any prestige during and at the beginning of the last two missions (Perimeter Patrol and Preemptive Strike). I am in Shuttle Search now, with a lot of glory (13294), but no prestige (8). I even have an empty slot, that I cannot fill. I am using the same units since 3 scenarios (5 Leman Russ Annihilator up A, 1 Devil Dog, 4 Basilisk Arm. Pattern, and 2 company command with Gorgon).
Are requisition points linked to the quality of the troops you have ?
Re: Act1 Missions Feedback
OK, I understand more clearly what is happening. It would be nice to give such an explanation to players. It is really not clear for the gameplay.
What is however special is that units that you already have at max strength at the end of a mission can be at less that half the strength at beginning of the next scenario. Not really nice to see. If you can buy some units at one time, you should be able to deploy them, without having to lose half of their strength because the requisition cap is reduced.
What is however special is that units that you already have at max strength at the end of a mission can be at less that half the strength at beginning of the next scenario. Not really nice to see. If you can buy some units at one time, you should be able to deploy them, without having to lose half of their strength because the requisition cap is reduced.
Re: Act1 Missions Feedback
What scenario has a requisition cap reduction? Let me know exactly which and I will investigate. I specifically doubled check this, and requisition cap never goes down, even on scen15 that has a reduced deployment limit.
Could be a bug with transports and how they interact with the cap? I know that was a reported issue.
Could be a bug with transports and how they interact with the cap? I know that was a reported issue.