by LurchBrick » June 9th, 2014, 10:00 pm
Wow, thanks for the detailed feedback HeroQuestFrance! I'll address each of your points, be aware that some of the differences may be due to StarQuest vs Space Crusade:
1. Good point, I'll add this to the next update.
2. Ah, currently there is only 1 auto defence card, there should be 2. I'll add that in.
3. I haven't changed the assault cannon rule. This Assault cannon description is a way of explaining what happens when you roll double zeros on the red dice, thematically I see the marine trying to shoot and the weapon jamming. When I've played SC, if the player controlling the assault cannon marine rolls shoot dice and gets double zeros then they missed with their shooting and don't get a chance for hth combat as they were trying to shoot. This is the same as if any other weapon rolled double zeros.
4. I originally did make the aliens conduct hth combat whenever they were in range. However this led to the marines getting wiped out way too quickly and the marines would only win the mission about 10% of the time, this does not make for a fun game. So I made the aliens shoot more than they attack in hth. Even with this change, the missions are still difficult but not overly so. Besides, it makes more sense to me thematically that a small gretchin would be shooting at a marine rather than running up to one and attacking in hth.
5. All rerolls are automatic.
6. The New order and Battle plans events give out random orders automatically.
7. I'll look at changing the doors to make them stand out more.
8. thanks.
9. The assault cannon marine can move after shooting. Once you press the Fire Cannon button and roll 1 or more on the dice, the game searches for all the liens in sight that can be attacked. E.g. You rolled 1 after pressing the Fire button. Any gretchins would have a target on them, but any chaos marines in sight wouldn't because you need a roll of 3 to overcome the chaos marine's armour. Every time I have tried this with the assault cannon marine, it works, even using the Move order. Are you sure you haven't moved the marine, pressed the Fire button and then tried moving again?
10. The missile launcher is the only weapon that requires you to hold down the ctrl key to target empty squares. What has happened here is similar to the example I gave you above. Say I rolled 3 for the assault cannon. If the marine could see 1 chaos marine and 3 gretchin, then each would have a target on them. If you clicked on the chaos marine to shoot him, you would need to use 3 points from your dice to kill him, that leaves you with 0 points. Now the targets will no longer appear on the gretchin as you've used all your points to kill the chaos marine. In those situations, you have to decide if it's better to kill one heavily armoured alien or multiple lightly armoured ones, just like it mentions in the rule book on how the assault cannon should be used.
11. There is a fullscreen option. From the main menu, select Options. You will see a fullscreen button to change to fullscreen.
12. In the rulebook I have, it specifically says on pg 9 under the heading Line of Sight that blips are revealed even if there are other miniatures in the way.
13. Do you mean that aliens move in diagonal between 2 marines? If so, then that is allowed. I don't see anywhere in the rulebook that says they can't do that.
14. I have never seen this except when the Mech Assault event occurs. Androids should always move 4 squares every other time. Does this happen all the time?
15. As point 2, there was a missing auto defence card.
16. Yes it can. You need to hold down the "CTRL" key to show targets on all the squares the marine can see.
17. Do you have the rest of the error message that appears under the #####################? As that would help me to pinpoint where the error came from. Was the alien mekaniak event played just before this occurred?
Once again, thanks for the great feedback. All this definitely helps. I'll upload an update with all the fixes tonight if noone reports anything new.