Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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jonnydoh Nov 28, 2022 @ 12:26am
Possible bug, not sure how to get around it
As of the latest patch, passive skills and armor bonuses that give Knights extra uses of their grenades and servo skulls are not working. While I can get by judicious use of them, certain challenges (kill X enemies with grenades) and boss fights concern me.

My apothecary with +1 use of servo skulls wearing armor that also gives an extra use of servo skulls appears at the start of the fight with a healing skull with only 1 use (should be three) and my purgator with +2 grenade uses wearing armor that gives +1 ammo is also not benefiting (upon teleporting to level, shows only 1 available use).

I have weathered on through the level hoping it was just a display bug, but upon first use of each, their option is grayed out in subsequent encounters showing no available inventory.

I'm not sure what's causing it because prior fights enabled my Knights to benefit from such passives. Between subsequent fights I have upgraded armor to increase ammo, so that might be the culprit, but I cannot pinpoint the exact cause.

Please have the enginseers diagnose the problem and hopefully not take 40k years to fix. Thank you.
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Showing 1-11 of 11 comments
Ghost from warp Nov 28, 2022 @ 12:41am 
Maybe it's slot sensitive? Like apothecary have dedicated servi skull slot and armor did not affect it but affect general slot?
jonnydoh Nov 28, 2022 @ 12:50am 
Well, on the inventory selection screen prior to teleporting, the ammo shows correct.

...But I don't think that was it-- On one level I had another lower level Apothecary with +1 ammo for Servo skulls equip two different skulls (one healing skull and the other a servo skull to disrupt an enemy with damage) and upon checking midway through the mission, it showed 1 heal/2 disrupt available (I believe that's the default use for each). I thought during the mission that I may have used a healie skull, but couldn't remember since I saved mid mission and came back to the game later. Total uses should have been 2/3 I believe.
jonnydoh Nov 28, 2022 @ 12:54am 
I should add that the Purgator did have something else in his wargear slot-- but the slot for grenades is through his "This character has an additional inventory slot to equip grenades", so I'm not sure. I can try another mission and equip two different grenades to the Wargear and grenade slot, but again, I don't think that's the exact problem. I can recall prior missions where he had the extra grenades while also having an incense burner in the wargear slot.
jonnydoh Nov 28, 2022 @ 9:29am 
I should also add that other passives from the armor are still in effect. The armor that focuses on grenades, for example, still gives my Knight +2 effect radius for grenades-- it just isn't giving him the additional uses. I'm thinking more and more that it must be tied to the upgrade, since that's what I upgraded most recently. I'll have to note in my game which armor it is and leave the name here later (have to head to work in a moment), but hopefully that can help track down the issue...
Bubs Nov 28, 2022 @ 3:10pm 
Bubs Nov 28, 2022 @ 3:16pm 
So i'm not sure if you are viewing things right, I know I wasn't until 40 hours in. I thought the lock meant I had to have the right ability in that character's skills to get that bonus, but I wasn't getting any. See the screenshot above.

The stuff on the left is the abilities, left of the colored numbers, which are usually locks early in the story. Notice the ability on the bottom is greyed out, that is nonfunctional. Later in the game though, those locks become things you can unlock with the right materials. So this equipment has 2 locked abilities on it.

So notice how the bottom ability for the purple '3' is that greyed out ability, that would move to the left and become active once you pay to unlock it. Likewise, the other things (like the red '2') will move left and add it's numbers to the existing numbers in the description.


I will eventually make a guide for this game, as there is a lot to it. Thought this could be the issue, or at least it may be helpful to newer people.
jonnydoh Nov 28, 2022 @ 4:36pm 
@Bubs, thanks for the reply, but no, this is not the problem. I will try to post screen caps of my own later.
jonnydoh Nov 28, 2022 @ 6:26pm 
Okay, on latest save problem corrected itself. All I know is before my latest save I unequipped all special armor and equipment before quitting the game, then reequipped them upon loading.

Praise be to the Omnissiah for gracing me with a technical solution! In all seriousness, it wasn't a game breaking bug, just an annoying one. But played through a few missions and the problem seems quashed for now.
Albibi Dec 23, 2023 @ 2:46pm 
Hi,
Just got here, was looking for a "armor bonuses don't apply chaos gate"
I've the same issue, 1st playthrough, first lvl 2 armor which would give me +1 grenade amunition, godlike (for the newb i am) because i just found a grenade that put frenzy over ennemies
In the hub while preparing the squad, the bonus appears, once in mission it doesn't...
That's annoying, really.

Anyway i'll try your unequip-save-reload-reequip technic and come back to say if it works or not
Albibi Dec 23, 2023 @ 3:04pm 
So i just did the desequip reequip thing
The bonus doesn't apply when it comes to the battle
Whereas i can see the 2/2 munition in the preparation screen
Albibi Dec 23, 2023 @ 3:13pm 
Oh and i just thrown the grenade,
The 1/1 didn't move, the bonus applies but isn't indicated at the start
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Date Posted: Nov 28, 2022 @ 12:26am
Posts: 11