Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Warhammer Warhammer 40,000: Rogue Trader Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
IIRC Owlcat confirmed pretty early on that one of the background options for the MC is latent psyker. How much this will express itself in combat remains to be seen.
It would be cool if you pick that up and fuck up something during the game, IoM comes for you and sacrifices you to the Emperor as one of his daily 1000 sacrifices :D
How about a special warp encounter with a low chance? If you run across it, you're dead, and your saves are erased :)
It's just a joke, of course
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
I've got a few questions, as someone that bounced off of PF:KM completely.

Owlcat_Eyler

1) How do you plan on keeping planet exploration fresh and interesting? Obviously a planet could theoretically have enough content for tens of games, and/or it could also have so little content that it would be a complete waste of time to visit. I take it there are plans to organically draw our characters interest to certain locations on the planet so we can land and explore these locales? How many different types of environments/planets are planned to be included in the game (rough estimate). Will every planet we visit be a major source of content, or will there be some that include more things to do than others?

2) Something that I heard from my admittedly incomplete research into the combat is that many of the abilities are simply passive buffs, and that much of the combat is just shooting and moving. While this isn't necessarily a bad thing, would you mind going into detail on how you plan on differentiating different classes? The main types combat styles that I'd like some info on would be psykers versus melee versus guns. Will there be differentiation within these archetypes? Will a melee user who uses a power sword differ from someone that uses a power axe? What about chain swords, or knives, or spears, or hammers, or the plethora of other melee weapons? The same question towards guns and warp powers.

3) How difficult is the game expected to be? While I did not play either PF:KM or its sequel, I will admit that all the talk about these games' difficulty was very sexy and alluring. Will the game be sufficiently difficult enough to make character building and combat engaging?

4) Can you touch upon the reactivity of the game in regards to companions? I remember reading/hearing that a big part of companion interaction will be based upon managing the interpersonal relationships between our companions who might want to kill each other. How early does this come into play, and do our decisions in dealing with this actually matter? Is there the possibility of getting one of our companions killed of early which leads to consequences in the future, either through missed content or things wrong wrong/right? Will we be able to access all the companions in the game in a single play through? Is it possible for companions to die but for us to continue on with the game?

5) Can you also touch upon the reactivity of the game in regards to its overall narrative? How reactive will the overall narrative of the game be in regards to the decisions that we make?
1. Not every planet will have content on it (there are simply too many of them). Many of the planets will be available to collect resources on, some can be used for resource mining, some will have interesting text encounters, and some will allow you to land and enter a location on them. Yes, some planets/systems will have more content than others.
2. We're reworking the system of space battles, as well as finalizing the combat system. So, the abilities and classes presented in Alpha don't reflect the real state of affairs in the game now. Let me just say that we've collected very informative feedback after Alpha, there will be more classes and abilities, and they will be significantly redone. The beta is coming soon, btw :)
There will be a lot of weapons and it will be very cool (both melee and range)
3. The difficulty of the game can be adjusted. We'll definitely try to please both those who like to follow the story and those who love the challenge.
4. The branching in the plot regarding companions is really significant. You'll be able to build relationships with them, some of them will have a personal dislike for each other (which may eventually lead to the death of one of them), and each companion will have a storyline with a character development arc. We put a lot of variability into it. Of course, you can't kill or drive out any of the significantly important characters ahead of time, so as not to break the main plot of the game.
5. Here I can only say that we're trying to do everything in line with our previous games,(which were known for their variability) and lay many options for passing/solving any problem, as well as interesting skill checks. By the way, the plot may slightly differ even depending on which of the companions you take with you.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,670
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
IIRC Owlcat confirmed pretty early on that one of the background options for the MC is latent psyker. How much this will express itself in combat remains to be seen.
It would be cool if you pick that up and fuck up something during the game, IoM comes for you and sacrifices you to the Emperor as one of his daily 1000 sacrifices :D
How about a special warp encounter with a low chance? If you run across it, you're dead, and your saves are erased :)
It's just a joke, of course

A true warp encounter indeed, make it happen!
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,387
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
Some more questions, and thanks for the responses.

1) How advanced will the trade aspect of the game be? I'm not sure if you've played other games with trade-based caravan mechanics such as Sunless Sea or Vagrus, but can we expect similar mechanics as can be found in those games in regards to transporting goods from one location to another to sell for a profit, and all the risks and rewards that come with that.

2) How will Rogue Trader differ from the two previous Pathfinder games, aside from the obvious differences that are a result of the change in setting. s this game going to just be the Pathfinder games but Warhammer edition, or are there some deeper differences planned? Are there any core design philosophies that have changed? If so, what are the reasons for these changes, and what is Owlcat hoping to accomplish? Assuming there are deeper differences, were any of these born out of a desire to improve upon some of the design decisions that drove previous Owlcat games?

3) I'm not sure if you can answer this, but how willing is Owlcat to embrace some of the more "problematic" elements of the 40k lore and setting? I've seen your previous responses in regards to sticking as true to the original tone and feel as possible, and fair enough, but that is a very broad statement. Can we get any statements on whether or not we will see common political issues such as LGBTQ+ or the feminist movement shoehorned into the narrative or setting? Of course, whether or not these themes or "shoehorned" is a matter of interpretation, but regardless, I'd still like to see if you have a statement on this issue.

4) At a glance, there are a lot of similarities between the combat system, at least visually, between Rogue Trader and XCOM. Can you comment on whether or not Rogue Trader took any inspiration from XCOM? What are some things that you feel differentiate Rogue Trader's combat from XCOM's combat, and in general, how big of an impact will character building have on the combat system as a whole?

EDIT: What will be the requirements behind accessing the beta?
 

likash

Savant
Glory to Ukraine
Joined
May 9, 2018
Messages
939
I hope that Avellone has been working on this stealthy and now Owlcat can say it publicly. It would be a mega chad move from them.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,947
Location
Small but great planet of Potatohole
IIRC Owlcat confirmed pretty early on that one of the background options for the MC is latent psyker. How much this will express itself in combat remains to be seen.
It would be cool if you pick that up and fuck up something during the game, IoM comes for you and sacrifices you to the Emperor as one of his daily 1000 sacrifices :D
How about a special warp encounter with a low chance? If you run across it, you're dead, and your saves are erased :)
It's just a joke, of course

A true warp encounter indeed, make it happen!
The butthurt of players and fans caused by this - if they went with the idea - would lead to the birth of the fifth god of chaos and the destruction of every game forum on the planet.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
Some more questions, and thanks for the responses.

1) How advanced will the trade aspect of the game be? I'm not sure if you've played other games with trade-based caravan mechanics such as Sunless Sea or Vagrus, but can we expect similar mechanics as can be found in those games in regards to transporting goods from one location to another to sell for a profit, and all the risks and rewards that come with that.

2) How will Rogue Trader differ from the two previous Pathfinder games, aside from the obvious differences that are a result of the change in setting. s this game going to just be the Pathfinder games but Warhammer edition, or are there some deeper differences planned? Are there any core design philosophies that have changed? If so, what are the reasons for these changes, and what is Owlcat hoping to accomplish? Assuming there are deeper differences, were any of these born out of a desire to improve upon some of the design decisions that drove previous Owlcat games?

3) I'm not sure if you can answer this, but how willing is Owlcat to embrace some of the more "problematic" elements of the 40k lore and setting? I've seen your previous responses in regards to sticking as true to the original tone and feel as possible, and fair enough, but that is a very broad statement. Can we get any statements on whether or not we will see common political issues such as LGBTQ+ or the feminist movement shoehorned into the narrative or setting? Of course, whether or not these themes or "shoehorned" is a matter of interpretation, but regardless, I'd still like to see if you have a statement on this issue.

4) At a glance, there are a lot of similarities between the combat system, at least visually, between Rogue Trader and XCOM. Can you comment on whether or not Rogue Trader took any inspiration from XCOM? What are some things that you feel differentiate Rogue Trader's combat from XCOM's combat, and in general, how big of an impact will character building have on the combat system as a whole?

EDIT: What will be the requirements behind accessing the beta?
1. We've implemented a trade factor into the game, including interaction with trade guilds, selling goods, etc.
2. It will be significantly different. Rogue Trader will have a completely different combat system, setting, and mechanics, including the game system itself, based on D100. These distinctions are made to better fit this particular game. Also, Rogue Trader is based on the Rogue Trader Rulebook by Fantasy Flight Games.
3. I can't help you with the answer to this, unfortunately.
4. We were inspired by all the great RPGs and strategies with the turn-based combat system, but we tried to make it as unique as possible and bring our vision to it.
5. Access to the beta can be obtained by pre-ordering the game on the website.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Some more questions
3. I can't help you with the answer to this, unfortunately.
3) Well we didnt stand up for Chris even though sang serenades for him and used for marketing our game, could't stand up to paizo and remove writing that made 2d game worse, so no balls in sight to say anything that GW dislikes even though GW shat on fans twice - ''you wont be missed'' & killed fan animations. Plus, 10th edition is close.

Difficulty: was bloat first few games and shadenaut desideruis and grunker loved it, why change what works?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,861
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It's hilarious that chaos worshipers turn to sorcery that is almost guaranteed to fuck over any non-named character (and most of the named ones) when the DIVINE POWER OF THE EMPEROR literally exists.

-looks at Sororitas, who can manifest miracles by being bitchin' hot babes utterly faithful warrior-nuns.-

Also warrior-nun is such a badass concept, why don't they get more attention/books GW? We are drowning in spess mahrines.
This is like saying why would someone use a gun when they can spend 10 years training to become a world class martial artist..
Can't run out of martial artistry. Can run out of gun.
lets see how you do your martial arts with a broken leg or arm
 

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
1,008
Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Some more questions, and thanks for the responses.

...

3) I'm not sure if you can answer this, but how willing is Owlcat to embrace some of the more "problematic" elements of the 40k lore and setting? ...common political issues such as LGBTQ+ or the feminist movement shoehorned into the narrative or setting?

...
...
3. I can't help you with the answer to this, unfortunately.
...

Tick tock, Eyler.

smug.png


:negative:

In the meantime, what 0sacred said: does difficulty tuning mean stat bloat and grind, or actually nastier encounters (changed composition, abilities, better AI etc)? I can say for myself simply +HP +damage was a huge turnoff in PF for difficulty settings.

Go play KOTC II to get an idea how to really turn the screws on players looking for a challenge :-D.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,032
Location
Frostfell
psyker is NOT caster

I'm not a specialist in wh40k lore, but I have a max level psyker in Darktide, brought Inquisitor Martyr and enjoyed how Inquisitor Martyr implemented the perils of the warp and saw many psyker powers in Darktide ""redundant"" with tech stuff. For example, Voidstrike staff & Plasma Gun, purgatus staff & flamer and so on.

edit : my lv cap psyker in darktide :

PA2HYIu.png


was bloat first few games and shadenaut desideruis and grunker loved it, why change what works?

I hope that OwlCat makes higher difficulties like UnderRail did and use the "naval" combat of UR as basis for the WH:RT space ship combat.
 
Last edited:

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Insta death invis poisoned enemies in caves and bloat? I just played UR only on release so don't know what you mean.

Perils today is d3 mortal wounds or something, GW streamlined a lot of cool shit like ork vehicles randomlolraming things cause modern and hurr muh competetive thurnuments. (Regular 40k not RT tho)
 
Last edited:

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,763
Location
Copenhagen
Some more questions
3. I can't help you with the answer to this, unfortunately.
3) Well we didnt stand up for Chris even though sang serenades for him and used for marketing our game, could't stand up to paizo and remove writing that made 2d game worse, so no balls in sight to say anything that GW dislikes even though GW shat on fans twice - ''you wont be missed'' & killed fan animations. Plus, 10th edition is close.

Difficulty: was bloat first few games and shadenaut desideruis and grunker loved it, why change what works?

if you and I both love something, odds are things went either terribly right or terribly wrong so I guess in *that* sense :-D
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,032
Location
Frostfell
Insta death invis poisoned enemies in caves and bloat? I just played UR only on release so don't know what you mean.

If you don't have lanterns, flares and good detection, they are unbeatable and I like it. I like that they are terrifying enemies not cuz they can vaporize mountains but cuz they are stealthy and have deadly poisons.

But I was talking more about how in higher difficulties, tougher monsters spawn, trade becomes harder, and so on and how the naval combat was implemented, not crawlers. As for the main ship, I wish that you could upgrade and buy new ships in RT, that would be cool.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
Owlcat_Eyler What sort of difficulty are you aiming for? Wrathfinder on core for example was a nice juicy challenge I think and rewarded mastery of the system and good character building.

Also will there be highly adjustable difficulty settings like in the pathfinders?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom