Answers from the 47th Q&A thread 1. (team) Even after the recent buffs to the offensive psychic powers they are quite a rare sight on the battlefield in actual Sorcerer and Warlock loadouts (as the game stats probably show on your end as well). Do you find this to be a problem, and if you do, what further steps are you planning to make towards remedying this issue? They aren’t that rare, but we can certainly do better in making them more commonly used. They’re part of the constant balancing rounds. Long-term, we don’t intend to do anything more than balancing or mods, till we have something like the Requisition Slate system which allows for more limited, yet more varied use, of all abilities, including psychic ones. 2. After the Faction-specific campaigns backfired (in particular the LSM-one), there was talk of an overhaul to the campaign-system. Whereas I dont expect any changes to the current series, is this still going to be a thing? It was only the LSM one that backfired that badly. We knew the other factions would be ok due to their population. However, to make these again in the future, we’d change them. But that doesn’t require any overhaul to the system, it requires the other 3 factions to have goals and rewards as well, albeit smaller than the focus faction. Right now, we’ll be firing up the Eldar campaign as before, it doesn’t gave problems with overpopulation of the matchmaking system, like LSM did. It’s math – if 50% or more is LSM, they will end up waiting for matches. After the Eldar campaign is done, we’ll continue with traditional campaigns. Objectives – or personal goals – are now set up to be part of Campaigns. You can see that evolution on UAT (public test server). That will lead to more varied campaign goals, on a personal and global level. 3. Can we have rough time estimates for various planned features, both minor and major? When will the big community related surprise be announced? Answered on previous Twitches. 4. What weapon mods are currently on the table? I know artwork for heavy weapons and plasma weapons are in the game's files (at least they were awhile back), but I would like to know what planned functionality they would cover. Things like replacing heavy weapon ammo belt and overheating with box magazines, bayonets/spiky bits increasing melee damage/durability, cooling increased, faster charge-up, alternate functionality, etc. There's a lot to explore beyond barrels and ammo types (but do explore these too). Can’t go into specifics of which ones are next as we haven’t attacked that list in a while. We simply want to focus on current balance. Then we add more mods, gradually over time. Even sometimes, balancing is adding more mods, so they aren’t forgotten. The fact that you see individual assets in the .pak files does not mean they are functional or even integrated. A .pak file is just a zip file, sadly, and I wish it was simple enough to be there We do have a list of course but we lack the systems to create more interesting effects than just “moar damage” etc. 5. Currently we seem to just slide off foot holds on walls we could previously climb. Will we be reinstating a more consistently reliable ability to wall climb using the grapple mechanic for airborne units? I miss climbing the outer walls of fortress maps for sneak attacks not only was it immensely fun but it was a handy tool to get to higher altitude in stages quickly without having to rely on stairs / elevators and is an essential tool for airborn's purpose of flanking / coming from unexpected directions. Yes, this is level design and fixing issues – which we’ve started working on again. You can see minor changes, as well as bigger changes on Blackbolt and Agnathio. This is the direction we can do without compromising the main direction of the team, game systems. 6. What is the current state of The Vehicle Update? I attempted to outline some of the issues here and gather ideas, but I am still concerned for potential powercreep and laserboats being the new Dragon GG on certain maps; as amusing as it would be for one game to utterly shut down gravtanks with lascannon alphastrikes I'd rather we address it now before it becomes too ingrained. The vehicle system is there, it requires assets. Steam Workshop sounds like a might be a good idea there. Regarding powercreep, that’s just part of the job of making the game. Everything a game changes or adds can affect the power curve. In fact, it’s often intentional to have global powercreep. It’s also called built-in obsolescence. However, we’re more towards horizontal progression – versatility and choice – rather than vertical progression, which his level 1 to 90 and even sometimes exponential power creep. 7. Are Exarchs still realistically on the table to be released since there is going to have to be 6 of them or are the Exarch weapons going to be added to the base classes like how veteran sergeant equipment is readily available to Marines? Them specifically, no, the next thing on the table is continuing with the heroes. We have 8 planned already since founders, and we have a big list of others which are easier to add. We’re also reconsidering how we want the base classes, vs veterans and heroes work. They need to be powerful but limited use. The most common and effective way of doing that would be Requisition Slates, it opens up a ton of possibilities, both for increasing number of spawn, special spawns, heroes and special abilities, for squad leaders and so forth. 8. Autarch when? Let’s say we’re weeks from to triggering the Eldar campaign. Nothing more than that. 9. Any chance of moving some resupply boxes around on some maps? A resupply box on both sides of the cap point at A on Medusa seems silly. Boxes at B on Blackbolt seem like bait for Predator crews camping outside on the main path looking right in the door. There are some others but those two stand out the most to me. Yeah, throw them into the UAT feedback thread or submit as a bug report. We can take a look at simple things as moving these and we like the suggestions. 10. Has removing Subfactions in favor of a 'Mark' system plus Army Painter been considered as a future quality of life overhaul? As an example, a person wanting to play a Space Wolf (or a successor/offshoot Great Company) would equip the 0LP "Son of Russ" Mark/Chapter Doctrine into a Trinket slot, allowing him to equip Space Wolf-only cosmetics and wargear and disallowing him from wearing cosmetics/gear assigned to "Son of Dorn," "Son of the Lion," or other LSM Chapter Doctrines. This would also allow in the future for people wishing to play World Eaters to equip the "Son of Angron" Trinket and the Mark of Khorne to be at their absolute angriest. As much as we love the angriest versions of the sons of Angron and Khorne, no, this is not possible to do. 11. Any news on Techpriests internship? No, in fact we don’t have any interns this time around, as very few get access. However, I think he might gain considerable fame and fortune through the Steam Workshop. 12. What is the status of the "Writing for Eternal Crusade" thread and proposed contribution system? Still there and I await eagerly submissions. I cannot set up a system for it, but there are great web tools out there for collaborative writing, many whom are free. 13. Can different classes have their own unique cap points and capture keys that do other things to help the match and give the game flavor rather than the Tacticals win progression capture key? Yes, we’re considering it as part of the secondary objectives concept, and unused space on maps. It’s kind of the Enemy Territory approach. 14. The last QA mentioned possible improvements to the squad-leader mechanics. How long, what can you tell us and can you give us a scope of whats possible to base suggestions on? That is two different systems. Making it easier and more beneficial to work together as a squad, and secondly, giving the squad leader special abilities. The latter requires Requisition Slates. 15. What are the mechanical/technical difficulties in the addition of future Subfactions? I'm not campaigning for any specific one or even that any should be added at all, but knowing why - only as an example - adding Raven Guard (who don't really have any unique unit types) would be such a demanding process that they aren't considered? Sub-factions need to be more diverse and unique before we even consider adding more. We have sub-sub-factions planned, which are mainly visible, but can be given lots of flavor through Requisition Slates and/or the progression tree, that would be specific to sub-factions and sub-sub-factions. Not in a restrictive way though, it’s flavor, it’s not “hey those guys get a titan wtf”.