Warhammer 40K: Inquisitor - Martyr

I get that blueprints/crafting has been reset, but i now only have innoculator/signum/seal in my crafting list, all the guns armour etc have disappeared. The merch doesnt sell blueprints any more, and no blueprints have dropped in the 5 or so missions ive played since 2.0.

Am i missing something?

Other people have reported similar things (I’m in their Discord) and they’re about to deploy a patch which will hopefully fix a lot of these things.

Just went in to check on blueprints and the servers are down so the patch must be incoming now.

Yup, right on time, surprisingly.

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Invite link if you’d like to join the server:

Yeah I just logged out.

It plays much better. Faster, smoother, a bit like most other ARPGs. They had it all nicely done in Van Helsing so no idea why version 1.0 was so stiff and slow. Opening up character and inven during play was essential, no idea why they did it the previous way.

I still have one bugbear. The lone inquisitor set up.

Inquisitors mostly have teams of specialists and in the fluff thats some of the best bits, theres a team with the hacker guy, the heavies, the assassin, the fixers and fast talkers, the magos and techie etc, undercover solo operatives are usually the exception. Junior inquisitors have smaller teams, senior ones entire entourages in their dozens or even hundreds. An inquisitor thats basically a solo vindicare (sniper) assassin or death cult assassin (whirly sword acrobat) is weird. The crusaders kinda work, but they are basically Deathwatch Marines. The psyker is as near to fluff but as mentioned, rarely alone. It would have worked from a lore perspective if the Inquisitor sat in his ship and sent his team on missions, then all the classes and setups would have been more apt.

A lot of folks have asked about the Inquisatorial Retinue, and I think they said it would just be too tough to implement. Maybe the sequel?

You could have it that inquisitors send out solo ops, or just have your team as pets/mercs like in other ARPGs. It’s almost in line with the fluff, just not quite right. Inquistors can have solo Astartes, Imperial Assassins, Sisters, and any type of institution/class in the Imperium in their retinues and even one step further, there are aliens in some retinues in the fluff.

Patch is up, servers not up yet.

Fixed a bug with the XP multiplier that caused missions to give enormous amounts of experience

Damn. Missed out on that one. :)

Standing enemies bug seems fixed.

So I bought this due to the 2.0 patch and am enjoying it thus far. I am a heavy gunner type Crusader which very satisfying “I have the Big Guns” type gameplay. Good WH40K flavor, fairly smooth Diablo style combat, big guns. Thumbs up.

Apparently, I’ve put in nearly 7 hours since 2.0 launched. This game just feels so much better now. Leveling is a lot more fun, as is combat, and I’m loving the side missions even more now. I even found some sort of side campaign featuring some Dark Eldar. SO FUN.

So glad to hear it!

I might have to try this again. I just found it too boring and repetitive (yes, it’s an ARPG but still - I liked Grim Dawn), the missions and environments were just too much the same. Thanks for the update.

I’m confused by the story. I am supposed to be finding a way to heal Caisus Thorn I thought, but he keeps talking to me in missions, albeit non-story mission.

I just got an achievement that says I am supposed to be level 50 to get. I am level 20.

Really enjoying it though. The combat is quite different. Yes slower, but different weapons really make my character feel different, and I don’t always feel like I have the best weapons for the situation so have to adjust my play style. Its fun experimenting with gear in the game.

New hotfix.

I hope the fix to people’s storage disappearing also fixes losing all the loot you find in missions, which happened to me multiple times on Sunday. Super annoying to find a bunch of awesome looking stuff and then find your inventory empty when you get back to the ship.

I’ve gotten to about level 20 with my Heavy Gunner Crusader and I’m losing steam. Specifically the itemization, perks, and abilities all seem so scattered all over the place yet also marginal and incremental. The whole character development just isn’t coming together for me like the classic ARPGs. I get that the choice of weapon is a big deal but the actual character development, I dunno. I tried doing a bit of research online to see if perhaps other classes would work better for me but they all seem to have the same problem of having 11234890 options, all of which add 2% to this or that.

I like certain aspects of the core game, but the real hook to me in these games for medium to longer term play is character development and I’m just not feeling it.

That’s a fair critique, I think. This is one of those games where I sort of have to work backwards, looking at peoples’ end game builds and working back to figure out what choices to make, if I want a coherent build. Unlke, say, Grim Dawn, where you can pretty much pick any specialization for the run up to the end game, and then roll into a specialized build, because anything you pick really works ok, in Martyr it seems that it’s terribly easy to dissipate your energies into a thousand little rivulets of one point here, one point there.

The often bizarre randomness of the item stats doesn’t help, either.

As a Psyker, I’ve found some of the perks to be really impactful. But the passives, gear, etc? Pretty meh to me. I’m wondering if this changes at L50+ when they’ve added sockets, psalm codes, etc. I’m not holding my breath, though.

Some of the mistakes feel amateurish as well and I’m surprised they’re still there a year after release. Take the Psyker for example, you get modifications you can apply to your “spells”. There’s one that adds a healing effect to buff abilities, and one that adds suppression regen to buff abilities. They’re both just a flat +10HP/Suppression a second. In a genre built around stat inflation as you progress through the game or when they add new levels, how did anyone thing this was a good idea? +10HP/second means something very different if you have 1,000 HP vs 5,000 HP. And from what I understand, they just bumped the level cap all the way to 100 with the 2.0 update. I’m sure those continue to get more and more trash as you progress (they already are for me at L20, despite using them early on). Stuff like this works much better if it’s just a percentage of your health: heal 0.5% health per second instead of +10 health per second, that sort of thing. The fact that A) it was originally implemented like this and B) it hasn’t been changed in over a year of working on the game… just doesn’t inspire confidence when I’m already feeling much of the character customization is meh.