Warhammer 40,000: Mechanicus

Warhammer 40,000: Mechanicus

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TheBonesmith Dec 24, 2018 @ 1:35pm
Bugs I noticed so far
Hi there,

First of all I very much enjoy the game, Ad Mech vs Necrons is my favourite theme in 40k, and you guys did a very good job representing that through this game. However the game does seem to have some major bugs - notably NPCs getting stuck and I just had a mission where the NPCs after spawning in an elevator were stuck and I couldn't get on the elevator, it had like an invisible wall blocking me/them. I also noticed minor bugs with the CP bar and spending/getting CPs. Sometimes it would get stuck on a certain level and wouldn't go up beyond that. I would very appreciate if these issues were to be fixed.
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dgresevfan Dec 24, 2018 @ 2:07pm 
I found a few strange things.

1. Sometimes if you accidentally click more than once when trying to level up, it takes your money but doesn't do anything past the first click. You can get into negative blackstone numbers this way.

2. Once or twice there was too much text to fit into a text window during a mission event, so the end was unreadable and there's no way to scroll though it.

3. Sometimes computer terminals are invincible and can't be blown up even though they are the active ones you can scan. This might be intentional but it seems weird.

4. Why is a flamethrower a "physical" damage weapon when a Phosphex weapon is energy? To my understanding Phosphex is basically white phosphorous. i.e. It sticks and burns on impact a bit like napalm. Both are fire weapons. But they are opposite damage types. And for some reason there's no lingering burning effect from the Phosphex. Logically it would make more sense if those weapons were the long ranged projectile equivalent to a flamer.

It also seems a bit weird that there are no standard weapons in this game. The Mechanicus have a BATTLESHIP. Why don't they have bolt pistols? They don't even come equipped with lasguns. They should definitely have the STC templates for those, surely? There's something "off" about tech-priests heading off into Necron tombs at the start of the game armed with what amount to being flareguns.

5. Based on the animation, macrostubbers seem to fire bolts of energy when fired. They should be firing metal bullets.
Daedalus Cain Dec 25, 2018 @ 2:50pm 
Should move this to the bug-report room

Some of these have been longtime bugbears where several patches have attempted to fix them and still haven't, like revealed areas having invisible walls. Sometimes you can save the map then load that save and it'll fix it, sometimes not. The level up bug only affects a small number of people and they've tried hard to fix that on the last several patches as well.

The invincible consoles are known, but have to be hunted down and fixed one at a time. Screenshots or saved games help (there's an official discord where they're being collected).

Weapons having odd damage types or being otherwise not accurate to lore is somewhat intentional to help differentiate them for tactical reasons (if phosphor and flamers were the same, then they would basically be copies of each other).

Phosphex isn't in use in 40k lore, the last Phosphex STC was destroyed because a particular magos considered it too horrific to use. Naturally the Mechanicus tied him to a post and burned him to death with a phosphex weapon for destroying it, but after that, the Mechanicus has been very reluctant to use actual phosphex. Phosphor weapons are nasty but nowhere near as bad as the "Crawling Horror".

If you go by the Mechanicus/Skitarii army lists, they actually don't really field any lasguns, bolt guns, or other common 40k stuff, and that's actually rather refreshing. Nice to see a 40k game that isn't all about Space Marines and the standard stuff that's been beaten to death in 40k by hundreds of other games.
Daedalus Cain Dec 25, 2018 @ 2:54pm 
For bugs, the Skitarii Alphas still have the wrong weapons in-mission. They show the taser goad and power sword properly on the Caestus Metalican, but in-game, the Taser Goad is swapped for a power sword model, and the power sword model is swapped for a transonic blade.

If you're talking lore, the Phosphor weapons that do a spread should actually be single target, the solar atomizer should be a very short range weapon, the plasma culverin should be a blast radius weapon, the torsion cannon shouldn't have a blast, and many more. It's probably easier to just pretend that they're alternate patterns made by other forge worlds that have significantly different capabilities than the standard ones.
TheBonesmith Dec 25, 2018 @ 3:05pm 
I also noticed that using the Skitarii Alpha's imobilize ability won't work on the Lychguards passive ability. They will still move when shot.
TheBonesmith Dec 25, 2018 @ 3:15pm 
I don't know if this is a bug or not, but even if I reduced the threat level to 0 from 4 through battle, at the end the mission it will still progress the awakening by 4%.
Daedalus Cain Dec 25, 2018 @ 3:24pm 
3% is the minimum, and that's deliberate. 3% gives you enough time to barely explore every event and try to get every random drop and finish every encounter and still get out at 3% if you do things perfectly. Any less than that and people would gripe that they're being forced to skip all of the exploration to avoid gaining too much Awakening. So accept that, embrace it, and try to loot the tombs as much as possible without going over 3% and 4 ticks.

It really does need to be clearly stated in-game that 3% is the minimum though, given how often that gets mentioned. There's a lot of things that seem like bugs but are deliberate functions of the game, where a single line of help text would do a lot to prevent the questions.
TheBonesmith Dec 25, 2018 @ 4:21pm 
That makes sense, and you are totally right! So many stuff doesn't make any sense. I also find weird that you can't see the range of the weapons in your inventory, only while in action. I get that you as part of the Mechanicus have to experiment but c'mon - at least show the range of the weapons!
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Date Posted: Dec 24, 2018 @ 1:35pm
Posts: 7