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.