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

Skorpion

Educated
Joined
Jan 31, 2023
Messages
347
They don't actually go to school. I teach them through the vidya instead. First, there's not much of a school in Outer Bumfuckistan. Second, I'm not here to raise COMMIES.
I would say they have an excellent parent but then I realized youve been here for over 15 years arguing with the Codex and I went... oh.
Good thing they know how to use squirrel asses! :shredder:
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
Robes aren't dresses. Dress is what you use, robe is what your gnome master uses.
Lmao fashion conscious caster cope.

This is what casters wear

nu823Xo.png
oLje5ut.png


---------------------------

IS a bit off topic but here is a lore question. Once a psyker is sanctioned, can he experiment with his powers as he sees fit or not? Like, a biomancer can try to a "virus" bioweapon to kill Tyranids and Orcs knowing that such virus would be very mutant and has a risk to mutate and infect humans? Considering the lore of this two factions, I think that bioweapons are the best way to deal with them. Drones moving with AI is also good but AI is heresy. Throwing meat at them can only make them stronger.

Other question. I know that AI is heresy in WH40k. But what about using "structured" programming to make a gun automatically fire into an enemy. Is this also heresy?
 

dreughjiggers

Maidenhaver
Joined
Dec 26, 2022
Messages
261
Location
Vvardenfell
Violence and nakedness belong together with beauty and honesty in the homeric worldview. 40K is a parody of a feudal space age, so maybe its appropriate both the murder and sexuality got purity spiralled out. 40K's tone has shifted a lot since I discovered it in the 90s.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,429
40K is a parody of a feudal space age, so maybe its appropriate both the murder and sexuality got purity spiralled out.
Sisters of Battle beg to differ:

Sister_Repentia.jpg

The figurine:

220px-SisterRepentia1.jpg

And another example:

Penitent_Engine-0.jpg

This has its own figurine, too:

PenitentEngine02.png

There is place for sexuality, as you can see. It simply belongs to the Emperor of Mankind only.
 
Last edited:

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
40K is a parody of a feudal space age, so maybe its appropriate both the murder and sexuality got purity spiralled out.
Sisters of Battle beg to differ:

Sister_Repentia.jpg

The figurine:

220px-SisterRepentia1.jpg

And another example:

Penitent_Engine-0.jpg

This has its own figurine, too:

PenitentEngine02.png

There is place for sexuality, as you can see. It simply belongs to the Emperor of Mankind only.

No mention of Wyches?

Dark_eldar_shyntafae_by_beckjann.jpg

443px-Lelith.png


I mean, the Dark Eldar are basically a Hentai Murder Cult. You could find the most DeviantArt-addled coombrain art of them out there and it would be in character.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,429
I mean, the Dark Eldar are basically a Hentai Murder Cult. You could find the most DeviantArt-addled coombrain art of them out there and it would be in character.
The point I was making was to compare figurines to art. You can make whatever art, but can it be backed up with figurines?
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363

IS a bit off topic but here is a lore question. Once a psyker is sanctioned, can he experiment with his powers as he sees fit or not? Like, a biomancer can try to a "virus" bioweapon to kill Tyranids and Orcs knowing that such virus would be very mutant and has a risk to mutate and infect humans? Considering the lore of this two factions, I think that bioweapons are the best way to deal with them. Drones moving with AI is also good but AI is heresy. Throwing meat at them can only make them stronger.

Other question. I know that AI is heresy in WH40k. But what about using "structured" programming to make a gun automatically fire into an enemy. Is this also heresy?
In general, the Imperium doesn't like experimentation of any kind. New development should be done by uncovering lost knowledge rather than original research. All psykers are going to be watched closely in case they stray towards chaos, so sticking to the standard disciplines is probably best for psykers who want to stay alive and sane.

Both Orks and Tyrannids have very robust and adaptable biologies. While you could make a bio weapon that targets them, they'll quickly evolve immunity.

The Imperium does allow some basic AI, such as the programs that control the Mechanicus' Kastelan robots, or the "machine spirit" that lets a Space Marine Land Raider tank operate at a basic level without any crew. AI that attempts to mimic the human mind is the real heresy.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,892
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
This is what casters wear

nu823Xo.png
oLje5ut.png
Nice skirts bruv
I dare you to say that to their faces:
Lonach-Highlanders-marching-through-Bellabeg-Aberdeenshire-to-the-178th-Lonach-Highland-Gathering-and-Games-1.jpg

:smug:
Scotsman are nae casters, yer argimint be invalid ye Pajama-wearin', basket face, slipper wieldin', clype-dreep-bachle, gether-uping-blate-maw, bleathering, gomreil, jessie, oaf-lookin', scooner, nyaff, plookie, shan, milk-drinkin', soy-faced, shilpit, mim-moothed, snivelin', worm-eyed, hotten-blaugh, vile-stoochie, cally-breek-tattie.
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
GW has to walk a fine line because at the end of the day, they want to sell products. Demonettes have never been sexy, because otherwise GW would have to explain to moral guardians why their wargame not only has satanic imagery, but satanic imagery with sexualized themes (oh the horror).

To be fair to them, it's a wargame, so making things sexy is out of place anyways.
You can easily get away with chaos knights of nurgle with their intestines hanging out no problem for the USA market, but a sexy demon, no way , absolutely impossible. Those puritan kwans have ruined it all for us since decades.
Don't worry, by new rules you can have your tits out all you want if you identify as a man first. And the other way around.
 
Last edited:

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
40K is a parody of a feudal space age, so maybe its appropriate both the murder and sexuality got purity spiralled out.
Sisters of Battle beg to differ:

Sister_Repentia.jpg

The figurine:

220px-SisterRepentia1.jpg

And another example:

Penitent_Engine-0.jpg

This has its own figurine, too:

PenitentEngine02.png

There is place for sexuality, as you can see. It simply belongs to the Emperor of Mankind only.
You probably dont want to look at new repentias.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
As promised, I got you some details about the difficulty mechanics of the game.
Since we don't have automatic battles, and they are turn-based, the player will have to control the companions on their own even on easy difficulty, so one way or another the player will have to figure out the abilities and how to use them.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
 

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.
Okay so one of the reasons you mentioned you were on this forum is to get feedback, so I will offer you some if you are interested in hearing it. It refers specifically to this.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
Changing modifiers, increasing the number of mobs per encounter, and enemies using new abilities are all great, and what is to be expected of a higher difficulty. Let me just give you some advice, and if doubt the merit of said advice feel free to ask any Codexers on this thread and I am sure they will agree.

Changing the types of enemies you see at different points in the game (as long as it's logically coherent within the game world) is a great way to increase the difficulty while also making the higher difficulty, and the game in turn, far more engaging and interesting. Believe me, it feels way better to run into chaos spawn variant number three with its stats and abilities, than it is to run into chaos spawn number one with buffed stats and abilities, even if mechanically it would feel the same as chaos spawn number three, if that makes sense. Instead of giving new abilities to the enemies that were in the encounter on normal mode, why not add a mob that has said abilities to that encounter in addittion to the other mobs in hard mode? Obviously this wouldn't work if it doesn't make sense for said enemy to be there, but when possible to implement it's great, and in those situations, it would be awesome if the team did a reskin of that enemy in a way that would fit the current encounter at the time, just for that harder difficulty. This has the added benefit of encounters on higher difficulties getting more tactically complex, versus just a higher stat check, which is typically what higher difficulties are in most games (although you did mention plans to add new abilities to mobs in higher difficulties which would be taking steps to avoid this, so that is good to see). This also doubles as an easier way to make more complex encounters. Many times it feels that developers struggle to make encounters complex at higher difficulties because encounters have preset unit compositions/types, and for consistency reasons, units between each other need to have the same stats (they don't NEED to, this is just a common thing in most games). By adding new, more "advanced" mobs that would usually be seen later in the game, with their own special abilities that require special tactics to deal with, to these encounters, you can create a higher difficulty encounter that is actually engaging versus boring. Trust me when I say, this adds a ton of replayability to the game and it's the type of care/attention to detail everyone, even the more normie gamers, love to see, and I can't imagine it requiring too much effort.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
Okay so one of the reasons you mentioned you were on this forum is to get feedback, so I will offer you some if you are interested in hearing it. It refers specifically to this.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
Changing modifiers, increasing the number of mobs per encounter, and enemies using new abilities are all great, and what is to be expected of a higher difficulty. Let me just give you some advice, and if doubt the merit of said advice feel free to ask any Codexers on this thread and I am sure they will agree.

Changing the types of enemies you see at different points in the game (as long as it's logically coherent within the game world) is a great way to increase the difficulty while also making the higher difficulty, and the game in turn, far more engaging and interesting. Believe me, it feels way better to run into chaos spawn variant number three with its stats and abilities, than it is to run into chaos spawn number one with buffed stats and abilities, even if mechanically it would feel the same as chaos spawn number three, if that makes sense. Instead of giving new abilities to the enemies that were in the encounter on normal mode, why not add a mob that has said abilities to that encounter in addittion to the other mobs in hard mode? Obviously this wouldn't work if it doesn't make sense for said enemy to be there, but when possible to implement it's great, and in those situations, it would be awesome if the team did a reskin of that enemy in a way that would fit the current encounter at the time, just for that harder difficulty. This has the added benefit of encounters on higher difficulties getting more tactically complex, versus just a higher stat check, which is typically what higher difficulties are in most games (although you did mention plans to add new abilities to mobs in higher difficulties which would be taking steps to avoid this, so that is good to see). This also doubles as an easier way to make more complex encounters. Many times it feels that developers struggle to make encounters complex at higher difficulties because encounters have preset unit compositions/types, and for consistency reasons, units between each other need to have the same stats (they don't NEED to, this is just a common thing in most games). By adding new, more "advanced" mobs that would usually be seen later in the game, with their own special abilities that require special tactics to deal with, to these encounters, you can create a higher difficulty encounter that is actually engaging versus boring. Trust me when I say, this adds a ton of replayability to the game and it's the type of care/attention to detail everyone, even the more normie gamers, love to see, and I can't imagine it requiring too much effort.
Got it, thank you. I'm looking forward to hearing other opinions on that matter
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Okay so one of the reasons you mentioned you were on this forum is to get feedback, so I will offer you some if you are interested in hearing it. It refers specifically to this.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
Changing modifiers, increasing the number of mobs per encounter, and enemies using new abilities are all great, and what is to be expected of a higher difficulty. Let me just give you some advice, and if doubt the merit of said advice feel free to ask any Codexers on this thread and I am sure they will agree.

Changing the types of enemies you see at different points in the game (as long as it's logically coherent within the game world) is a great way to increase the difficulty while also making the higher difficulty, and the game in turn, far more engaging and interesting. Believe me, it feels way better to run into chaos spawn variant number three with its stats and abilities, than it is to run into chaos spawn number one with buffed stats and abilities, even if mechanically it would feel the same as chaos spawn number three, if that makes sense. Instead of giving new abilities to the enemies that were in the encounter on normal mode, why not add a mob that has said abilities to that encounter in addittion to the other mobs in hard mode? Obviously this wouldn't work if it doesn't make sense for said enemy to be there, but when possible to implement it's great, and in those situations, it would be awesome if the team did a reskin of that enemy in a way that would fit the current encounter at the time, just for that harder difficulty. This has the added benefit of encounters on higher difficulties getting more tactically complex, versus just a higher stat check, which is typically what higher difficulties are in most games (although you did mention plans to add new abilities to mobs in higher difficulties which would be taking steps to avoid this, so that is good to see). This also doubles as an easier way to make more complex encounters. Many times it feels that developers struggle to make encounters complex at higher difficulties because encounters have preset unit compositions/types, and for consistency reasons, units between each other need to have the same stats (they don't NEED to, this is just a common thing in most games). By adding new, more "advanced" mobs that would usually be seen later in the game, with their own special abilities that require special tactics to deal with, to these encounters, you can create a higher difficulty encounter that is actually engaging versus boring. Trust me when I say, this adds a ton of replayability to the game and it's the type of care/attention to detail everyone, even the more normie gamers, love to see, and I can't imagine it requiring too much effort.
It requires a ton more effort as you want them too add whole new enemies to every encounter based on difficulty. And then people will still complain if difficulty in between that they are playing on does not also have its own unique enemy.
While this is good idea, it is better kept for few special battles and not expected to be done everywhere.
 

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.
Okay so one of the reasons you mentioned you were on this forum is to get feedback, so I will offer you some if you are interested in hearing it. It refers specifically to this.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
Changing modifiers, increasing the number of mobs per encounter, and enemies using new abilities are all great, and what is to be expected of a higher difficulty. Let me just give you some advice, and if doubt the merit of said advice feel free to ask any Codexers on this thread and I am sure they will agree.

Changing the types of enemies you see at different points in the game (as long as it's logically coherent within the game world) is a great way to increase the difficulty while also making the higher difficulty, and the game in turn, far more engaging and interesting. Believe me, it feels way better to run into chaos spawn variant number three with its stats and abilities, than it is to run into chaos spawn number one with buffed stats and abilities, even if mechanically it would feel the same as chaos spawn number three, if that makes sense. Instead of giving new abilities to the enemies that were in the encounter on normal mode, why not add a mob that has said abilities to that encounter in addittion to the other mobs in hard mode? Obviously this wouldn't work if it doesn't make sense for said enemy to be there, but when possible to implement it's great, and in those situations, it would be awesome if the team did a reskin of that enemy in a way that would fit the current encounter at the time, just for that harder difficulty. This has the added benefit of encounters on higher difficulties getting more tactically complex, versus just a higher stat check, which is typically what higher difficulties are in most games (although you did mention plans to add new abilities to mobs in higher difficulties which would be taking steps to avoid this, so that is good to see). This also doubles as an easier way to make more complex encounters. Many times it feels that developers struggle to make encounters complex at higher difficulties because encounters have preset unit compositions/types, and for consistency reasons, units between each other need to have the same stats (they don't NEED to, this is just a common thing in most games). By adding new, more "advanced" mobs that would usually be seen later in the game, with their own special abilities that require special tactics to deal with, to these encounters, you can create a higher difficulty encounter that is actually engaging versus boring. Trust me when I say, this adds a ton of replayability to the game and it's the type of care/attention to detail everyone, even the more normie gamers, love to see, and I can't imagine it requiring too much effort.
It requires a ton more effort as you want them too add whole new enemies to every encounter based on difficulty. And then people will still complain if difficulty in between that they are playing on does not also have its own unique enemy.
While this is good idea, it is better kept for few special battles and not expected to be done everywhere.
Just to be clear, the enemies that I want them to add would be enemies that already exist in the game. An example of this is in Underrail (one of the greatest RPGs of all time) where in a certain area you run into a crawler on normal while you run into a death stalker on dominating in the same area. Both enemies exist in the game, though you only see death stalkers much later into the game on normal mode, while you will see them earlier on dominating mode. This doesn't really require any extra work at all assuming the enemy already exists, and it is what I am suggesting.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Okay so one of the reasons you mentioned you were on this forum is to get feedback, so I will offer you some if you are interested in hearing it. It refers specifically to this.
As the difficulty increases, various modifiers (dodge chance, hit chance, debuffs, stats, etc.) will change.
In addition, with increasing difficulty, enemies will use new abilities. That is, their intelligence changes. Also, the number of mobs for some encounters will change.
Changing modifiers, increasing the number of mobs per encounter, and enemies using new abilities are all great, and what is to be expected of a higher difficulty. Let me just give you some advice, and if doubt the merit of said advice feel free to ask any Codexers on this thread and I am sure they will agree.

Changing the types of enemies you see at different points in the game (as long as it's logically coherent within the game world) is a great way to increase the difficulty while also making the higher difficulty, and the game in turn, far more engaging and interesting. Believe me, it feels way better to run into chaos spawn variant number three with its stats and abilities, than it is to run into chaos spawn number one with buffed stats and abilities, even if mechanically it would feel the same as chaos spawn number three, if that makes sense. Instead of giving new abilities to the enemies that were in the encounter on normal mode, why not add a mob that has said abilities to that encounter in addittion to the other mobs in hard mode? Obviously this wouldn't work if it doesn't make sense for said enemy to be there, but when possible to implement it's great, and in those situations, it would be awesome if the team did a reskin of that enemy in a way that would fit the current encounter at the time, just for that harder difficulty. This has the added benefit of encounters on higher difficulties getting more tactically complex, versus just a higher stat check, which is typically what higher difficulties are in most games (although you did mention plans to add new abilities to mobs in higher difficulties which would be taking steps to avoid this, so that is good to see). This also doubles as an easier way to make more complex encounters. Many times it feels that developers struggle to make encounters complex at higher difficulties because encounters have preset unit compositions/types, and for consistency reasons, units between each other need to have the same stats (they don't NEED to, this is just a common thing in most games). By adding new, more "advanced" mobs that would usually be seen later in the game, with their own special abilities that require special tactics to deal with, to these encounters, you can create a higher difficulty encounter that is actually engaging versus boring. Trust me when I say, this adds a ton of replayability to the game and it's the type of care/attention to detail everyone, even the more normie gamers, love to see, and I can't imagine it requiring too much effort.
It requires a ton more effort as you want them too add whole new enemies to every encounter based on difficulty. And then people will still complain if difficulty in between that they are playing on does not also have its own unique enemy.
While this is good idea, it is better kept for few special battles and not expected to be done everywhere.
Just to be clear, the enemies that I want them to add would be enemies that already exist in the game. An example of this is in Underrail (one of the greatest RPGs of all time) where in a certain area you run into a crawler on normal while you run into a death stalker on dominating in the same area. Both enemies exist in the game, though you only see death stalkers much later into the game on normal mode, while you will see them earlier on dominating mode. This doesn't really require any extra work at all assuming the enemy already exists, and it is what I am suggesting.
Ok but what are they supposed to add later in the game instead of those "death stalkers"? At one point you run into a wall.
 

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