Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Bugs/Annoyances/Suggestions (2.9.4d / All DLCs) Update 14
SYSTEM DETAILS
- Windows 11 Pro 24H2
- AMD Ryzen 5 3600
- NVidia GeForce GTX 1660 Super



GAME DETAILS
- Version 2.9.4d
- All DLCs
- Maximum graphic settings



TABLE OF CONTENTS
1 – Introduction
2 – Bugs
2.1 – Major Bugs
2.2 – Minor Bugs
3 – Annoyances
3.1 – Major Annoyances
3.2 – Minor Annoyances
4 – Suggestions



1 – INTRODUCTION
Having ignored the game for a long time due to the bad reviews in the past, I sticked to it after I finally tried it in a much more mature state and I really like it! Unfortunately – and that sadly seems to be the same for all NeoCore games (aside from King Arthur, that is – but than Legion IX »happened« ... no harm meant, just so very sad) – it is »good« but not »great« (which it easily could be and most people seem to be dissapointed by the very same aspects).

It still has many issues of different kinds, also. While I have seen some fixed (the star symbols of favorited items do not dissappear anymore, you cannot accidently unequip your inoculator in a mission and not being able to re-equip it without even a warning now, etc.) in the latest version (2.9.4+) there are many still left. After trying to send my (very long) list to the support email and never received an answer, I will try again here and hopefully, when there still is development going on, some more get fixed.

As I just started the game again from the very beginning, in offline mode this time, this list will grow over time (have not backed up the old one). Of course, some aspecty might be intended (maybe even though they make no sense) or are there for technical limitations or I am just misunderstanding something; so, I am just listing my findings here for now.

ALL ENTRIES, EVEN EXISTING ONES, WILL BE CHANGED WHEN NEW INFORMATIONS ARE AVAILABLE AND FIXED/REMOVED AS NECCESSARY!!!

While it is not that easy keeping all this readable with the limited tools here, I will try my best to and split informations further up into categories were needed.



2 – BUGS
Listing of all issues I found so far which at least seem to be not intended this way like crashes/freezes of the game, broken game logic/visual/audio and so forth; things definitely broken.

The major ones are critical and need to be fixed at least (also, fixing all issues would be appreciated), the minor ones are of lesser importance and not affecting the game as much.



2.1 – MAJOR BUGS

2.1.1 - The game sometimes freezes and needs its task to be killed using the Windows task manager or even crashes when using Alt + Tab or leaving it out of focus for some time. I have not being able to track this down any further but since the game states it is sending crash reports, this is maybe not needed at all.

2.1.2 - It happens very often that some attacks are blocked for an unknown reason or hitting invisible obstacles. A good example is the Explosive Shot skill from the sniper rifle, since the explosion makes it easy to spot where the shot actually explodes. Also, this happens mostly for special attacks it seems and not for the normal default attacks of guns. Sometimes the shot is even blocked by some floor panels, but it happens for sure around doors/gateways where it looks like the shot hits the visually open but logically closed door or has an invalid hitbox or something. Extremly bad for ranged fights. It also happens around destructible stuff like barrels. When you shoot at a handful of them, suddenly your shots are blocked as if some of the barrels remain in the game but are not visible.

2.1.3 - For the same reason as the blocked shots or just because of a missing game logic, trying to shoot up or down a ramp/stair/whatever is mostly working at all. Shots simply still go straight forward in several situations and simply ignore that the enemy is a whole level higher or lower. When the distance is smaller, this sometimes works. This also makes aiming at targets on the floor (like mines) and such very hard or impossible. However, this is worse on weapons with projectiles and better with weapons with beams.

2.1.4 - [Serious] Some weapon skills do not work when using the stationary attack (shift key). One example is the Penetrating Shot of the Exitus sniper. Another is the Needler Explosion of the Needler sniper. All other do work as intended; just those cannot be fired when holding that key.

2.1.5 - When you are at the psychic powers table and there are also three modification slots behind each power. When I right click any of those slots here or in the detailed view of the powers where the runes are shown below, the game immediately crashes (the window stays visible and even is still animated, but you cannot leave and in the background on your desktop there is a crash notification and the games task needs to be killed using the Taks Manager).

2.1.6 - There seems to be a new bug since hotfix »d« delaying the receiving of passive skill points. Normally, when the level up appears visually, you can immediately open the skill tree and spend your skill point. Now, I have to wait a longer time or even can do so after leaving the mission!

2.1.7 - The same as in 2.1.6 happens for rewards regarding the informations you gather where normally a screen appears with just text where you receive a XP bonus after clicking a button. This now is marked with a red plus (»+«) and you have to search it in the corresonding menu. Also, I never have seen this happening ingame but on the ship between missions. Maybe this is new and intended and meant to get those rewards immediately even ingame without blocking the view?



2.2 – MINOR BUGS

2.2.1 - There are major graphical glitches when having the inventory open and changing the equipment on the character model and in other screens where the character model is shown; mostly long lines of textures/model parts appearing for a second while switching a weapon for example. Ingame, sometimes long, thing »lines« of texture appear which are stuck to some point and look like a strange kind of »leash«. Also, there are strange things like this happening (look at the shoulder and the banner turning up instead of down):

https://i.postimg.cc/qMn7XXNw/Inquisitor-03.jpg

2.2.2 - When usin a single-handed weapon, characters also raise their second hand as if they were dual-wielding; in fact they do, but with a weapon in one hand and an empty second hand! :-D

2.2.3 - There often is a short freeze when many objects/enemies are destroyed at once and other mass of objects situations. It is the same with the sync CPU/GPU setting enabled. It not even looks like a perfomance issue since the game runs absolutely smooth on highest graphical settings the whole time, aside from this this situations. However, this – and generally the games performance – seems to be a bit better in offline mode. Sometimes, this also happens when just 1-2 enemies are killed and the loot animation is played even though only 1-2 items appear so this cannot be a performance issue at all.

2.2.4 - There sometimes is a broken notification popup aside the chapter, merchant and season notifications which is completely white. When clicked, it just dissappears (and mostly stays for this character, but re-appears for new ones). Mostly seen in the main menu, but sometimes even ingame beneath or above the chapter information (maybe when not clicked in the main menu). It appears online and offline alike, interestingly, since in offline mode, most of those notifications are removed, aside the chapter informations. It looks like this:

https://i.postimg.cc/W1wgSPd5/Inquisitor-01.jpg

Those seem to be even re-appearing now ingame on characters where they were removed once which was not the case before:

https://i.postimg.cc/qMxPrqTV/Inquisitor-01.jpg

2.2.5 - Not sure about this one, but there is a strange ticking sound around the big chests which are guarded by a demon. Seems to make no sense and not heard anywhere aside much faster close to enemy grenades.

2.2.6 - Some chests, especially the medium ones (red outside?) have a strange flickering lines texture inside which seems not to be intended this way. Moving the camera makes this verya obvious, but the issues is not there all the time and not always at the same spots/objects. Screenshot (makes more sense when the camera is moved, but it seems to be related to the striped texture inside those chests):

https://i.postimg.cc/5tNspvCX/Inquisitor-01.jpg

2.2.7 - Another visual glitch appears when firing Wyrdvany staff projectiles and the target is killed destroyed (not happening when just firing it at no target). The projectiles then make strange zick-zack movements which form a circle. This cannot be meant this way and its very ugly and happens all the time. Here is a screenshot:

https://i.postimg.cc/FHzNCyRw/Inquisitor-04.jpg

2.2.8 - Destructible objects are often not hittable with attacks. I do not know why exactly, but maybe because of the issues to shoot up/down. When standing right before a barrel and not being able to hit it whatever you do, this cannot be right. Using an AoE effect immediately solves this. Happens on guns and staves wiht projectiles.

2.2.9 - In some cases the cursor shows enemies out of range (red cyrcle and bar above it). But doing a stationary attack (hold down shift key by default) ignores this and the character can attack anyway. So, wether the the one or the other function is not working here.

2.2.10 - When I started the game with a character which already has some progress into the game, I were surprised by a whole row of new informations/hints notifications coming up one after another. Interestingly, those were story-based informations I already had uncovered and the game just listed them again for an unknown reason. This is now confirmed for all my characters and seem to happen more than once. For now, it seems to be only the hints from the tutorial missions, but that is still not clear. Here is a screenshot:

https://i.postimg.cc/ZqrgtvpF/Inquisitor-01.jpg

2.2.11 - At some situations, the whole textures of some models are missing. First spotted on the Cyclone rocket launcher skill of the Demolisher armor, which makes the rockets close to invisible (fixed itself at some point and then happened again). Next time, a teleporte bark in the tutorial missions had this issue as seen on this screenshot:

https://i.postimg.cc/j5GKHxLk/Inquisitor-01.jpg

2.2.12 - Very often objects on the ground (items, debries, enemy bodies, etc.) semm to be levitating as they are hanging in the air instead of lying on the ground. Another case are the trap skulls which often not only fly above the ground but also some distance away from the walls they should be attached to. Seems to be another issue with the automatical generation of maps. Here are two examples:

https://i.postimg.cc/SQ3jd4B4/Inquisitor-02.jpg

https://i.postimg.cc/QMTH2Y5w/Inquisitor-02.jpg

Sometimes, the trap skulls are even completely missing (or spawning inside walls, making it impossible to destroy them):

https://i.postimg.cc/k5S4jPpN/Inquisitor-01.jpg

2.2.13 - Several debries like blood stains and such have massive z-fighting issues and flicker heavily all the time.

2.2.14 - The mission finished/results overlay at the end of a mission is shown above screens like inventory and such: Screenshot:

https://i.postimg.cc/5NsgyyG1/Inquisitor-03.jpg

2.2.15 - When the player character comes in sight and enemies start moving towards it, they sometimes doe so backwards. I am not sure at this point under what exact conditions.

2.2.16 - Kill missions do count enemies left incorrectly when an enemy (Tyranids) is burried. I won such a mission, for which I needed to kill all enemies, then the buried enemy re-appeared after the mission rewards are already shown and it was definitely many seconds afterwards and not just simultanously or such. I will try to confirm this again.

2.2.17 - At least the German translation has many problems; missing or even wrong terms and words and often the item descriptions make no sense or do not help. It is even worse with the passive skills. And due to the sheer amount of skills and items, this is more than a cosmetic issue.

2.2.18 - When walking through the large doorway/gateways in interior levels, an additional issue can be seen where the textures flicker in and out and the character suddenly falls down a step or two as if there were staircases.

2.2.19 - Enemy types which charge or jump (like some Tyranids), they do so over impossible obstacles like buildings, natural obstacles or even deep chasms. They then are moved up/down quickly and somehow »slip« to the other side.

2.2.20 - The Necromechanic Tower of Tech Priest inquisitors are sometimes not removed from the game after their activity time has run out. I sometimes found them standing forever where they were even animated 3D model, except from their glowing effects.

2.2.21 - The Tech Priest inquisitors skill tree for constuct defense has a skill for 50% reduced damage from DoT. Exactly after that is a skill which makes them immune to it. This is wether badly translated (to German) or described or totally makes no sense. Especially, since you have to use the first skill to reach the second; so you first reduce 50% to make them immune afterwards?



3 – ANNOYANCES
The annoyances are mainly bad design decisions/UI/UX and such normally not really defects but problematic in other ways.

The difference between major/minor is the same as for the bugs above.



3.1 – MAJOR ANNOYANCES

3.1.1 - Some dialogue options, like the ones from cogitators, appear suddenly right inside a fight; for example, where you are triggering a station and then have to defend it against incoming waves of enemies for some time. And the game is not even paused while you have this message screen open so your fight is interrupted and you have to quickly close the message screen without being able to even read it. Pausing the game would be much appreciated here!

3.1.2 - Same as for the message screens of cogitators and such is true for the mission finished or the level up banners. They can appear any time, block nearly the whole screen, the game also does not pause and especially in fights this is an issue. That's just bad design. I do like them, but why not make them smaller and in the center of the lower screen areas at least?

3.1.3 - There seems to be an issue with enemy spawning in the generic missions which was not the case with older versions of the game. I had already two times where I was facing such strong bosses I had no way to defeat in missions on the same level as my character. In another case, I just arrived on the map and where surrounded closely by three groups of 20-25 enemies of lower and medium strenght with several heroes each which also was not solvable at all. I mean, the difficulty always was as expected before; missions on the same level (character-mission) where perfectly fine tuned and things like that never happened, missions a level lower were definitely too easy and missions one level above are seriously harder but always fair.

3.1.4 - The character, followers and enemies alike often get stuck on ramps with grid floor tiles. They simply slip through them, mostly near their outsides. In the worst case, you get stuck there and have to cancel the mission or completely fall through the map.

3.1.5 - There seem to be even more spawning or level creation issues which were not there before. Minor ones are stuff like barrels spawning inside other objects while major ones are stuff like a warp gate and a shrine spawning at the very same position making both unusable. The later can only be solved by indirect fire on the warp gate. Screenshots:

https://i.postimg.cc/q7SYwC8n/Inquisitor-02.jpg

https://i.postimg.cc/WpMKmztF/Inquisitor-03.jpg

3.1.6 - Usage of psyker skills (»spells«) is often blocked by surroundings which totally makes no sense since those are mostly very small obstacles while otherwise you can cast them over the whole screen.

3.1.7 - Sometimes, when using a two-handed staff (psyker weapons) and while attacking enemies, the character sometimes suddenly moves backwards like the skills on some weapons – alone, the staff does not have them at all and this is also not intended. Only way to stop that is holding the stationary attack button. Next time attacking the very same way, this does not happen for whatever reason.

3.1.8 - At least when playing the tutorial missions of Tech Prist inquisitors, you are suddenly confronted with moral decisions even when you not even know what this is about and also cannot change them again or cancel the decision to look at the corresponding skill trees first. This is especially bad design for a tutorial.



3.2 – MINOR ANNOYANCES

3.2.1 - Since I tried offline mode this time, I was wondering about an easier way to launch the game just by a desktop shortcut instead of Steam/menu. I found the »offline=1« parameter here on the forums and it works, but not with the Steam-created web start shortcuts, only on normal ones directly to the games EXE (due to the fact that Steam shortcuts have no target field to put them in for which the only workaround I know of is to set the parameter inside Steam in the games properties). However, this leads to the situation that Steam is not started automatically and when you start the game this way, you are missing your characters and clicking on anything on the main menu crashes the whole game (Steam DRM, I guess). Can't there be an easier/better way? Automatically create two shortcuts on the desktop or add an option in the Steam client if possible?

3.2.2 - While you now cannot accidently unequip your inoculator in a mission anymore, now just nothing happens when you try to. This could especially confuse new players; why not place a popup warning which explains this and add it to the items tooltip and mention it in the tutorial? There even is such a text warning in the talents (are they called that in English; the three slots at the bottom in the character window?) tooltip which says exactly this and should be added to inoculators.

3.2.3 - Using some weapon skills on turrets sometimes works and sometimes does not. For example the sniper rifle sometimes can use its Aimed Shot skill with at least three options on some turrets but not on others. This does not look like it is intended because it makes no sense.

3.2.4 - It is not possible to normally cancel actions like sniper guns Aimed Shot, grenade throwing and other. Unless intended this way (which makes no sense), there should be one.

3.2.5 - Several minor graphical glitches ingame. When using the map, there are often borders and strange lines visible which also reveal the size of the map even though the fog of war is still on it. In other cases, the floor tiles have lines between them since they do not really fit aside each other; can be seen very good on the frozen waters on ice maps.

3.2.6 - In the crafting window on the first tab (»recycling« in English?) where you destroy items for materials, the normal rarity is yellow and not grey. Also, green and blue rarities are switched. Both does not make any sense and makes everything just confusing. The same is true for the shop window and both do not even show the same yellow color for greay items on top. Here is a screenshot:

https://i.postimg.cc/Df1Z1PJg/Inquisitor-02.jpg

3.2.7 - When using the setting that the character always turns to the cursor, this somehow fails since the character smoothly turns until he needs to make a step and then strangly jumps which is very annoying and the reason I never use this option. Why not stop turning instead before a step is needed or smoothing the animation as in other games?

3.2.8 - I would like a setting to hide the yellow cover circles near obstacles your character can use. This is already show as an also yellor mark around the character and could be optionally included in the UI instead if needed, but seems pretty unnecessary, is often very distracting and ugly aswell.

3.2.9 - The positioning of global skills often has many issues. Tarantula turrets palacement is very inaccurate and it is not completely sure if this is relative to the character or cursor. Mines, on the other side, are barely visible at all when placing them on ice maps, and so forth.

3.2.10 - When playing in offline mode, all online features are disabled and most UI elements for those are removed or inactive. One leftover can be found on the character screen to find a cabal. It is still shown and clickable and even opens the corresponding window:

3.2.11 - Does dual-wielding make any sense at all? Aside from all the glitches and bugs with it, most attacks/skills are only done with one single weapon where it then makes much more effect to use a weapons two handed alternative instead. It seems more that this is meant to be used single with a different weapon/item and then someone thought to make a quick dual-wield implementation which never was finished out of that.

https://i.postimg.cc/76NsNVBJ/Inquisitor-04.jpg

3.2.11 - There is a red cross added to inventory screens when it holds new items just like the blinking effect of the items themself. But the one on the items is only removed when it is hovered with the mouse, the ones on the inventory screens/pages is even removed when just switching them. That should only happen when there are no new items in it, like it does when you hover all new, blinking items in it. Then, sometimes the mark of new items (+) for other inventory slots than the first one are completely gone and never return in the current mission even when new items are added. The items on that inventory page also do not glow anymore.

3.2.12 - The blueprints in crafting need a filter for the followers-only items. While there is a text and a minor visual effect on the item itself, those lists are already much too long and heavily missing more categories and structur, but with those items on top, it becomes even less usable. And that for items just for a single class.

3.2.13 - There is a logical issue with poison damage like from the Needler sniper rifle. While this is physical damage which can cause a secondary damage over time effect, it behaves strangely. While that DoT is working on warp gate barks, it does not on the warp gate structures themself. Sure, »poison« should not work on any non-organic target at all, but since those are bullets WITH poison (or maybe acid), that fits. But why does that work differently on nearly similar targets?

3.2.14 - There is a strange issue with the available custom (non-story) missions. When you do some in a row, there are less and less available with useful mission levels as they are not raised anymore (I cannot remember this was an issue with the older game versions). However, if you log out of the game and immediately back in, the list then shows correctly mission levels again. It is a bit annoying that this is not done dynamically while in a game session. Here are screenshots of the list before logout and after login again:

https://i.postimg.cc/0QQknLm6/Inquisitor-01.jpg

https://i.postimg.cc/T15RMgtf/Inquisitor-02.jpg

3.2.15 - The Tech Priest (Prophecy) tutorial missions have to many sudden endings. Normally, just the rewards screen appears and the player can leave at will or explore missed rooms. Therefore, it is easily happening that you miss rooms/sections which are optional. Especially bad design in a tutorial where the players should learn the game and not surprised badly this way.



4 – SUGGESTIONS
Here I am finally just listing ideas which came to my mind while playing the game. As I do not know how much more development there will be, I am just listing them here knowing, some are better than others and some more likely to happend under any conditions than others.



4.1 - If there is still development going on, why not take care of one of the most mentioned dissapointments of the whole game: the lack of different areas/levels? At least, there could be a bit more content added to the generic, automatically generated ones or make them not only a rectangle. The game has come so far now and could really make a real jump forward with that. What sounds like much effort at first sight might be even approached by just giving some more tiles and mixing them differently and such (I am not even asking for real handmade new missions here for a reason at this time even though this would be much appreciated aswell).

4.2 - Add an option to disable the tutorial popups (inventory, skills, crafting, etc.; not the tutorial missions) as it is usual in most games.

4.3 - I would like to see the same options of weapon skill management as there is for psyker skills. The only way currently is to change the keyboard mappings but you have to change this again for different classes. With my psyker, I can just set the skills to the desired slots and fine. Why not add this also for weapons to the crafting menu? You have to handle up to six skills here (4 weapon skills, 1 utility, 1 armor) and a fixed layout is not helping in any way.

4.4 - On top of the weapon skill management suggestion, why not expand the armor skills also, if you are still working on the game? The basics are here and both could be added to crafting. Instead of changing the skill positions regarding key binds, why not offer ways to upgrade or change them? And, speaking of upgrades/modifications, that would be nice for weapon skills, too.

4.5 - I often happen to not being able to quickly find my character on the map. I know it has a big green arrow but that does not help. Why not give it the pulsing animation as the mission goals, too?

4.6 - I would like to see a simple attack, like a kick or a strike in melee with the weapon, to easily destroy objects like barrels and boxes and such. Doing this is really annoying with some classes and weapon types (for example those sniper weaponry with low ammo). This also could help when using a weapon which is not effective in melee, like sniper rifles; not to compensate for the second weapon but only as an additional method.

4.7 - The normally essential camera sensitivity setting would be much appreciated.

4.8 - Mines and other stuff should also hurt enemies when shot (as it would be in real life) for some more strategic options and as a small bonus for spotting them. Maybe even a setting for making your own AoE effects harm your own character as with hardcore D&D rules; making this optional prevents frustration so everyone can set it as desired.

4.9 - A setting to disable the health bars of friendly units would be appreciated.

4.10 - A better way to show ammunition/heating level/warp status would directly at the cursor (at least optionally) instead on the UI below since this is better and easier visible, especially in messy combats. Could be a meter, maybe colored, or just an element like an icon which appears.

4.11 - I would like a way to mark skill trees also with a star or something like with items (since the system is implemented already anyway). Due to the massive amount one can easily lose track of what to use and this way you could place marks on them. Right click for a colored border would do also nicely.

4.12 - Another relatively simple way to bring more atmosphere to the game would be some enviroment sounds. The character walks by gigantic machines or through snow storms and not a single noise is heard. A bit background ambience could greatly increase the game here with a low amount of effort.

4.12 - An idea for weapons which also would work nicely would be different ammunition. Sometimes, some weapon skills also do this already, but why not adding a slot or such in crafting where one could change this further to build more towards specific character creations or better compensate and/or mix damage types?

4.13 - Items, especially weapons, are missing a general description like in the class selection screen. Even though their skills are described, I am often unsure what the developers thought when creating specific things and what their benefits are.

4.14 - The many different currencies could use tooltips which explain what they are or at least show their name; for example at the end of a missions where the rewards are shown.

4.15 - Constructs (of Tech Priest inquisitors) are strongly missing some kind of UI presenve where you can see their status and if they are still alive and how many.



That's it for the moment; there surely will be more shortly ... ;-)
Last edited by LinguaOccultus; 10 Dec, 2024 @ 6:17am
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LinguaOccultus 17 Nov, 2024 @ 5:22am 
Game updated to 2.9.4b
LinguaOccultus 17 Nov, 2024 @ 5:22am 
Game updated to 2.9.4c
LinguaOccultus 29 Nov, 2024 @ 9:50am 
Game updated to 2.9.4d
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