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Warhammer Warhammer 40,000: Rogue Trader - turn-based Warhammer 40k RPG from Owlcat Games - now with Void Shadows DLC

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,079
Why don't you use Idira @Cryomancer, she was king of dmg output as unsactioned.

I want to play as my self insert psyker, also, having too much psykers in your party is asking for veil degradation mainly unsanctioned ones. Major powers like Molten Beam causes 3 points of veil degradation. 5 casts of Molten Beam and the veil degradation reaches 15, meaning the risk of any peril of the warp being triggered is quadrupled. With a PR = 3, that is a about a third chance of triggering phenomenons. And with PR = 6(maximum allowed in P&P), that is roughly 50%.

Is better to have one psyker per party at most. Maybe two if both are sanctioned and one is a "hybrid" that will engage more in melee and only use it for emergency heal and some buffs.

Warp stuff is just annoying at the start when Idira can kill herself or summon a daemon.... by chapter II it's basically "who cares about dat daemonette", even with a 5 party psykers. You never do enough damage to kill anyone anymore.

The only effect that stays annoying the whole game is the explosion that knocks people around you unconscious, that makes people lose their turns not because of the damage... but that's pretty rare.

I ran with Idira plus another psyker whole game and I think I reloaded less than 10 times, most at the start of the game.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell

Warp stuff is just annoying at the start when Idira can kill herself or summon a daemon.... by chapter II it's basically "who cares about dat daemonette", even with a 5 party psykers. You never do enough damage to kill anyone anymore.

The only effect that stays annoying the whole game is the explosion that knocks people around you unconscious, that makes people lose their turns not because of the damage... but that's pretty rare.

I ran with Idira plus another psyker whole game and I think I reloaded less than 10 times, most at the start of the game.

Yep. Playing a bit more, I also found much more talent to "repair" the veil. You can make Molten Beam only damage the veil by one point. And the navigator-officer combo can repair the veil quickly. IMO, "fixing" the veil should be harder and riskier, e.g., putting the psyker in a trance-like state where any hit against him is a critical hit. And the perils of the warp much more dangerous.

But back to other stuff.

I'm really enjoying this game after this path. Now that the infinite stack of buffs and debuffs and the infinite turn problem are solved and at least one psyker discipline is fixed, I'm really loving this game. I honestly didn't like ship combat when I first played this game. Now, with 5x animation speed, I don't find it tedious and like it. Sure, it is not as great as UnderRail Expedition naval combat (the best in any turn-based game, imo), but this game is much better now.

If someone drops this game, I urge them to try again after this patch. Improved a lot.

____________________

Did anyone here played Heretic? I'm curious if how the companions react cuz most companions aren't heretic.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.

The game is miles better after 1.2, but I would :

Psyker :
  • - Add Blood Boil, Hemorrhage and bio lightning to biomancy. Make Hemorrhage similar to Blood Wound from Dragon Age Origins and Blood boil, similar to VtMB blood boil
  • - Add Telekinesis as an mini DLC and make it as accurate to Dark Heresy P&P as possible.
  • - Make control take control over the enemy, not only force him to waste MP.
  • - Perils of the warp more deadly, they almost stop being a problem in late chapter 2.
  • - Nerf the talents to reduce the peril of the warp, I'm able to spam Molten Beam 24/7.
  • - Nerf + PR late game items(din't reached there yet, just assuming is the same)
Ranged :
  • - Add special ammo types to Bolters, similar to how special arrows can be used in WoTR.
  • - Make viable to dual wield pistols for characters with crazy high stats

Melee :
  • - More talents to quick close distance for melee guys
  • - Buff force swords
  • - Implement "decapitate" talent, that is a save or die talent, non usable against non humans/humanoid xenos
  • - Allow characters to "throw" in map stuff and other characters into the enemy.
  • - Ability to use implants to buff melee capability
  • - Ability to try to knock down enemies on melee
  • - Animations for killing enemies like impaling them.
Note : Despite I suggesting a more melee stuff, I think that melee > ranged > psyker in cool factor in this game.

Officer/Vanguard/etc abilities
  • - Possibility to auto trigger this abilities so you don't need to manually activate one by one, like "buff bot" in PF:WoTR but after the combat starts
  • - Cap everything that stacks to like +20
  • - Diminishing returns on attributes above 100, eg - +2 becomes +1.

Gameplay :
  • - A combat servitor companion
  • - Stuff that you build in your colonies should be more integrated with gameplay
 
Last edited:

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
312
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
At this point, what bothers me most is the lack of polish and the overall feel of the game experience. The map, for instance, is almost useless, save for tracking uncollected loot and available exits. Some jankiness takes me right out of the experience, such as characters clipping on each other or getting stuck pathing. Also, the soundscape feels very barren. Compared to WotR, where we can hear the interlocking armor plates, horse hooves on the ground, and rustling grass while moving around, it's much quieter here. Lastly, the fact that most combat actions are depicted with the acting character vaguely pointing somewhere looks downright lazy.

Of note (you're probably aware of this already, but just in case), after this patch vendors started restocking their whole inventory immediately, which breaks the balance given how profit factor works.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.

The game is miles better after 1.2, but I would :

Psyker :
  • - Add Blood Boil, Hemorrhage and bio lightning to biomancy. Make Hemorrhage similar to Blood Wound from Dragon Age Origins and Blood boil, similar to VtMB blood boil
  • - Add Telekinesis as an mini DLC and make it as accurate to Dark Heresy P&P as possible.
  • - Make control take control over the enemy, not only force him to waste MP.
  • - Perils of the warp more deadly, they almost stop being a problem in late chapter 2.
  • - Nerf the talents to reduce the peril of the warp, I'm able to spam Molten Beam 24/7.
  • - Nerf + PR late game items(din't reached there yet, just assuming is the same)
Ranged :
  • - Add special ammo types to Bolters, similar to how special arrows can be used in WoTR.
  • - Make viable to dual wield pistols for characters with crazy high stats

Melee :
  • - More talents to quick close distance for melee guys
  • - Buff force swords
  • - Implement "decapitate" talent, that is a save or die talent, non usable against non humans/humanoid xenos
  • - Allow characters to "throw" in map stuff and other characters into the enemy.
  • - Ability to use implants to buff melee capability
  • - Ability to try to knock down enemies on melee
  • - Animations for killing enemies like impaling them.
Note : Despite I suggesting a more melee stuff, I think that melee > ranged > psyker in cool factor in this game.

Officer/Vanguard/etc abilities
  • - Possibility to auto trigger this abilities so you don't need to manually activate one by one, like "buff bot" in PF:WoTR but after the combat starts
  • - Cap everything that stacks to like +20
  • - Diminishing returns on attributes above 100, eg - +2 becomes +1.

Gameplay :
  • - A combat servitor companion
  • - Stuff that you build in your colonies should be more integrated with gameplay
Cool, thanks!
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.
At this point, what bothers me most is the lack of polish and the overall feel of the game experience. The map, for instance, is almost useless, save for tracking uncollected loot and available exits. Some jankiness takes me right out of the experience, such as characters clipping on each other or getting stuck pathing. Also, the soundscape feels very barren. Compared to WotR, where we can hear the interlocking armor plates, horse hooves on the ground, and rustling grass while moving around, it's much quieter here. Lastly, the fact that most combat actions are depicted with the acting character vaguely pointing somewhere looks downright lazy.

Of note (you're probably aware of this already, but just in case), after this patch vendors started restocking their whole inventory immediately, which breaks the balance given how profit factor works.
Got it, thank you
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337

Warp stuff is just annoying at the start when Idira can kill herself or summon a daemon.... by chapter II it's basically "who cares about dat daemonette", even with a 5 party psykers. You never do enough damage to kill anyone anymore.

The only effect that stays annoying the whole game is the explosion that knocks people around you unconscious, that makes people lose their turns not because of the damage... but that's pretty rare.

I ran with Idira plus another psyker whole game and I think I reloaded less than 10 times, most at the start of the game.

Yep. Playing a bit more, I also found much more talent to "repair" the veil. You can make Molten Beam only damage the veil by one point. And the navigator-officer combo can repair the veil quickly. IMO, "fixing" the veil should be harder and riskier, e.g., putting the psyker in a trance-like state where any hit against him is a critical hit. And the perils of the warp much more dangerous.

But back to other stuff.

I'm really enjoying this game after this path. Now that the infinite stack of buffs and debuffs and the infinite turn problem are solved and at least one psyker discipline is fixed, I'm really loving this game. I honestly didn't like ship combat when I first played this game. Now, with 5x animation speed, I don't find it tedious and like it. Sure, it is not as great as UnderRail Expedition naval combat (the best in any turn-based game, imo), but this game is much better now.

If someone drops this game, I urge them to try again after this patch. Improved a lot.

____________________

Did anyone here played Heretic? I'm curious if how the companions react cuz most companions aren't heretic.
Infinite Turn problem is fixed? You mean like when my Officer gives 3 AP to someone that does enough damage to get his heroic, does a rampage around, then turn reverts back to Officer who spends rest of her AP (Jae with a sniper rifle in my case) that gets her heroic now and gives someone 6 AP with all attacks, that other person also gets to activate its own heroic during that turn and combat ends after that..
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Also Bounty Hunter Pasqual is doing 500 per hit on crit at near start Act 4 with Ancient Plasma Rifle (the fixed version). Highest HP enemy I met had 2500 life. All combat ends in 2 turns with my party..
 
Last edited:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/2186680/view/4248664999239245825

Hotfix 1.2.0.30 is out!

Lord Captains!
A minor hotfix has arrived. Blessed be the Tech-Priests who tirelessly eliminate the vile scrap code!

Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.

Please be aware of the plot spoilers below!

If you play with mods, use them at your own risk. Mods can change your save unpredictably and we won't be able to restore it.

The list of changes:
Narrative
  • Sometimes the entire party would visit the date night of

    and Lord Capitan. Due to this violation of privacy, the date wouldn't happen - fixed;
Items
  • Saving and loading the game after trading restored the vendor's assortment - fixed;
Locations

  • did not approach the edge of the platform in

    which made it impossible to start a dialogue with them - fixed;
Animations
  • Ulfar had troubles with his animations - fixed;
  • Enemies preferred to roll into the cover after attack instead of stepping there - fixed;
User Interface
  • The Hide Non-Wearable option worked alternatively - fixed;
  • Scrolling failed to work in the trading interface - fixed;
Audio
  • Sound stuttered on Kiava Gamma - fixed;
Localization
  • Russian texts have been updated in accordance with the balance changes. Also, the talents descriptions were updated;
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
Infinite Turn problem is fixed? You mean like when my Officer gives 3 AP to someone that does enough damage to get his heroic, does a rampage around, then turn reverts back to Officer who spends hers of her AP (Jae with a sniper rifle in my case) that gets her heroic now and gives someone 6 AP with all attacks, that other person also gets to activate its own heroic during that turn and combat ends after that..

Yep. Some infinite turns got fixed but not all. You are right.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
https://store.steampowered.com/news/app/2186680/view/4248664999239245825

Hotfix 1.2.0.30 is out!

Lord Captains!
A minor hotfix has arrived. Blessed be the Tech-Priests who tirelessly eliminate the vile scrap code!

Note that https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ always contains up-to-date information on known issues and the roadmap of upcoming patches.

Please be aware of the plot spoilers below!

If you play with mods, use them at your own risk. Mods can change your save unpredictably and we won't be able to restore it.

The list of changes:
Narrative
  • Sometimes the entire party would visit the date night of

    and Lord Capitan. Due to this violation of privacy, the date wouldn't happen - fixed;
Items
  • Saving and loading the game after trading restored the vendor's assortment - fixed;
Locations

  • did not approach the edge of the platform in

    which made it impossible to start a dialogue with them - fixed;
Animations
  • Ulfar had troubles with his animations - fixed;
  • Enemies preferred to roll into the cover after attack instead of stepping there - fixed;
User Interface
  • The Hide Non-Wearable option worked alternatively - fixed;
  • Scrolling failed to work in the trading interface - fixed;
Audio
  • Sound stuttered on Kiava Gamma - fixed;
Localization
  • Russian texts have been updated in accordance with the balance changes. Also, the talents descriptions were updated;
I see zero fixes for problems I ran into. Like the eldar companion animation breaking down while trying to move her with a controller as leader of the party (or when controlling solo).
 
Joined
Mar 15, 2022
Messages
115
Location
The Jollyee olde lande ofe Nod
I usually just happened on one of my planets. Now it is happening on most.. also it should have been fixed by now.

BTW, it is not a bug. Project Build speed is reduced by colony stat so at 10 Complacency it is -100% to building time.

Also, Colony Management has a one huge pro comparing to Pathfinders mini-games - it gives a ton of perma-buffs to stats and skills, with half of them being party-wide, on top of assortment of unique items.
On launch going to Ch. 3 removed all bonuses when you started Ch 4.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
waiting to be properly announced
GRVezaBawAEhHtJ
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,079
For those who managed to play the game after the patch 1.2, what else would you like to change or add in the game? I'm collecting suggestions for future patches.

I did not play play 1.2 so I can't speak for all the mechanics change... but any chance to get more proper content in chapter V? Content, not voice acting. Noone really cares about voice acting besides streamers.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,564
Soo, how playable is this now? How strong are telepathy psykers? Are there TK powers?
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,733
Add more feats to pick from and more archetypes if possible, the game has a ridiculous character building compared to WOTR.
 

Aarwolf

Learned
Joined
Dec 15, 2020
Messages
572
And still it will be buggy as hell and full of gamebreaking bugs.

Oh, and Latrinella.
 

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