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

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I post news
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Messages
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https://store.steampowered.com/news/app/2186680/view/4557171720122109386
Update 1.2.1.19 is live!
Lord Captains!

We're deploying a new routine update where we've fixed a number of mechanical and narrative issues, improved visuals for the Freight Line and adjusted a certain Act IV fight in the Void Shadows DLC to be a bit less frustrating.

The same update will be coming to consoles within ~24 hours.

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.

Watch out for possible spoilers below!

Patch Notes
System and stability
  • It's no longer possible to Quick Load in Grim Darkness mode;
Narrative
  • After defeating the Aurora, instead of the usual cutscene on the voidship, the player could sometimes receive the bathing dialogue instead, causing the game to break in wild ways - fixed;
  • Fixed a broken trigger in a dialogue with Nemesite which could lock the quest progress. Players who have already experienced this, will have the quest automatically switch to the next stage;
  • Fixed an issue that caused one of the dialogues with Marazhai on the arena in Act III to break. Those who already had this happen will need to restart the event;
  • Fixed an issue where after defeating the main enemy of the Void Shadows DLC, the Rogue Trader could be teleported outside the Voidship bridge, unable to come back;
  • Fixed an issue where failing A Card Inverted quest could make it impossible to talk to Kibellah in Act IV;
  • Fixed an issue where you could incorrectly add Marazhai to your party right after he accepted your offer to join your retinue. That caused a number of odd story issues and could make you lose some of the other companions. He will now wait in the Pit as intended;
  • In the Ablution in Blood quest, Jocasta's investigation report could suddenly stop, locking the quest progress - fixed;
  • Some uncompleted quests from Act III didn't fail after proceeding to Act IV and cluttered the journal - fixed, they will now fail correctly;
  • Removed an empty Ulfar’s comment in Act IV;
  • say something You could receive the Three Phalanges quest even if you denied the aid of the Death Cult - fixed;

Mechanics
  • Dogmatic — Adherent "Absolution" ability now correctly counts the attacker as the character who applied Burning, instead of the player character;
  • Fixed a few more cases with enemies becoming invincible with 1 wound remaining if the player had a certain set of values for Custom difficulty selected.
  • The difficulty of the prone check in the fight with the

    in Act 4 has been reduced by 25 to reduce the necessity of building specifically for this encounter;
  • Fixed an issue where a combination of talents (such as Heavy Gunner) that reduced AP costs didn’t interact correctly with Soldier’s Heroic Acts. Fixed, the costs will now calculate correctly;

Items
  • Fixed an issue where the Well-Maintained Chainsaw could disappear from the player's inventory. Don't worry, Lord Captain, your belongings are back and Jocasta Sauerback is already working with those responsible for this outrageous theft;
  • Kibellah's mask will no longer disappear from her inventory under mysterious circumstances;
  • Noble Sword damage bonus no longer applies for hits with other weapons and abilities;
  • Temporary Wounds from Camaraderie Badge are now capped correctly at described values;

UI
  • Expose Weakness ability description was inconsistent with its effect - fixed, the description has been updated to reflect the ability behaviour correctly;
  • Fixed an issue where you could close the party setup selection window without selecting the party members mandatory for the specific quest, which could cause some companion quests to lock;

Localisation
  • Fixed a number of typos across the game;
  • Fixed an issue with missing Japanese and Chinese localization for some strings in the DLC/mod manager window;
  • Some text was missing in the character generation window for Japanese localization - fixed;

Visual
  • Added some rats to the Freight Line to make it even more atmospheric;
  • We have added the representatives of the Adeptus Mechanicus to the train cutscene when exploring the Freight Line. No sacred mechanisms should remain without the watchful eye of the Omnissiah!
  • Kibellah's model now reflects the described scars;

Audio
  • Fixed inconsistencies of Pasqal's voice lines with the dialogue text while talking with him on the Voidship Bridge.
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,399
https://store.steampowered.com/news/app/2186680/view/4557171720122109386
Update 1.2.1.19 is live!
Lord Captains!

We're deploying a new routine update where we've fixed a number of mechanical and narrative issues, improved visuals for the Freight Line and adjusted a certain Act IV fight in the Void Shadows DLC to be a bit less frustrating.

The same update will be coming to consoles within ~24 hours.

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.

Watch out for possible spoilers below!

Patch Notes
System and stability
  • It's no longer possible to Quick Load in Grim Darkness mode;
Narrative
  • After defeating the Aurora, instead of the usual cutscene on the voidship, the player could sometimes receive the bathing dialogue instead, causing the game to break in wild ways - fixed;
  • Fixed a broken trigger in a dialogue with Nemesite which could lock the quest progress. Players who have already experienced this, will have the quest automatically switch to the next stage;
  • Fixed an issue that caused one of the dialogues with Marazhai on the arena in Act III to break. Those who already had this happen will need to restart the event;
  • Fixed an issue where after defeating the main enemy of the Void Shadows DLC, the Rogue Trader could be teleported outside the Voidship bridge, unable to come back;
  • Fixed an issue where failing A Card Inverted quest could make it impossible to talk to Kibellah in Act IV;
  • Fixed an issue where you could incorrectly add Marazhai to your party right after he accepted your offer to join your retinue. That caused a number of odd story issues and could make you lose some of the other companions. He will now wait in the Pit as intended;
  • In the Ablution in Blood quest, Jocasta's investigation report could suddenly stop, locking the quest progress - fixed;
  • Some uncompleted quests from Act III didn't fail after proceeding to Act IV and cluttered the journal - fixed, they will now fail correctly;
  • Removed an empty Ulfar’s comment in Act IV;
  • say something You could receive the Three Phalanges quest even if you denied the aid of the Death Cult - fixed;

Mechanics
  • Dogmatic — Adherent "Absolution" ability now correctly counts the attacker as the character who applied Burning, instead of the player character;
  • Fixed a few more cases with enemies becoming invincible with 1 wound remaining if the player had a certain set of values for Custom difficulty selected.
  • The difficulty of the prone check in the fight with the

    in Act 4 has been reduced by 25 to reduce the necessity of building specifically for this encounter;
  • Fixed an issue where a combination of talents (such as Heavy Gunner) that reduced AP costs didn’t interact correctly with Soldier’s Heroic Acts. Fixed, the costs will now calculate correctly;

Items
  • Fixed an issue where the Well-Maintained Chainsaw could disappear from the player's inventory. Don't worry, Lord Captain, your belongings are back and Jocasta Sauerback is already working with those responsible for this outrageous theft;
  • Kibellah's mask will no longer disappear from her inventory under mysterious circumstances;
  • Noble Sword damage bonus no longer applies for hits with other weapons and abilities;
  • Temporary Wounds from Camaraderie Badge are now capped correctly at described values;

UI
  • Expose Weakness ability description was inconsistent with its effect - fixed, the description has been updated to reflect the ability behaviour correctly;
  • Fixed an issue where you could close the party setup selection window without selecting the party members mandatory for the specific quest, which could cause some companion quests to lock;

Localisation
  • Fixed a number of typos across the game;
  • Fixed an issue with missing Japanese and Chinese localization for some strings in the DLC/mod manager window;
  • Some text was missing in the character generation window for Japanese localization - fixed;

Visual
  • Added some rats to the Freight Line to make it even more atmospheric;
  • We have added the representatives of the Adeptus Mechanicus to the train cutscene when exploring the Freight Line. No sacred mechanisms should remain without the watchful eye of the Omnissiah!
  • Kibellah's model now reflects the described scars;

Audio
  • Fixed inconsistencies of Pasqal's voice lines with the dialogue text while talking with him on the Voidship Bridge.
Expose Weakness got hit by a nerf for no reason lol I don't get it, it wasn't like Operative were secretly too good..
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,057
https://store.steampowered.com/news/app/2186680/view/4557171720122109386
Update 1.2.1.19 is live!
Lord Captains!

We're deploying a new routine update where we've fixed a number of mechanical and narrative issues, improved visuals for the Freight Line and adjusted a certain Act IV fight in the Void Shadows DLC to be a bit less frustrating.

The same update will be coming to consoles within ~24 hours.

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.

Watch out for possible spoilers below!

Patch Notes
System and stability
  • It's no longer possible to Quick Load in Grim Darkness mode;
Narrative
  • After defeating the Aurora, instead of the usual cutscene on the voidship, the player could sometimes receive the bathing dialogue instead, causing the game to break in wild ways - fixed;
  • Fixed a broken trigger in a dialogue with Nemesite which could lock the quest progress. Players who have already experienced this, will have the quest automatically switch to the next stage;
  • Fixed an issue that caused one of the dialogues with Marazhai on the arena in Act III to break. Those who already had this happen will need to restart the event;
  • Fixed an issue where after defeating the main enemy of the Void Shadows DLC, the Rogue Trader could be teleported outside the Voidship bridge, unable to come back;
  • Fixed an issue where failing A Card Inverted quest could make it impossible to talk to Kibellah in Act IV;
  • Fixed an issue where you could incorrectly add Marazhai to your party right after he accepted your offer to join your retinue. That caused a number of odd story issues and could make you lose some of the other companions. He will now wait in the Pit as intended;
  • In the Ablution in Blood quest, Jocasta's investigation report could suddenly stop, locking the quest progress - fixed;
  • Some uncompleted quests from Act III didn't fail after proceeding to Act IV and cluttered the journal - fixed, they will now fail correctly;
  • Removed an empty Ulfar’s comment in Act IV;
  • say something You could receive the Three Phalanges quest even if you denied the aid of the Death Cult - fixed;

Mechanics
  • Dogmatic — Adherent "Absolution" ability now correctly counts the attacker as the character who applied Burning, instead of the player character;
  • Fixed a few more cases with enemies becoming invincible with 1 wound remaining if the player had a certain set of values for Custom difficulty selected.
  • The difficulty of the prone check in the fight with the

    in Act 4 has been reduced by 25 to reduce the necessity of building specifically for this encounter;
  • Fixed an issue where a combination of talents (such as Heavy Gunner) that reduced AP costs didn’t interact correctly with Soldier’s Heroic Acts. Fixed, the costs will now calculate correctly;

Items
  • Fixed an issue where the Well-Maintained Chainsaw could disappear from the player's inventory. Don't worry, Lord Captain, your belongings are back and Jocasta Sauerback is already working with those responsible for this outrageous theft;
  • Kibellah's mask will no longer disappear from her inventory under mysterious circumstances;
  • Noble Sword damage bonus no longer applies for hits with other weapons and abilities;
  • Temporary Wounds from Camaraderie Badge are now capped correctly at described values;

UI
  • Expose Weakness ability description was inconsistent with its effect - fixed, the description has been updated to reflect the ability behaviour correctly;
  • Fixed an issue where you could close the party setup selection window without selecting the party members mandatory for the specific quest, which could cause some companion quests to lock;

Localisation
  • Fixed a number of typos across the game;
  • Fixed an issue with missing Japanese and Chinese localization for some strings in the DLC/mod manager window;
  • Some text was missing in the character generation window for Japanese localization - fixed;

Visual
  • Added some rats to the Freight Line to make it even more atmospheric;
  • We have added the representatives of the Adeptus Mechanicus to the train cutscene when exploring the Freight Line. No sacred mechanisms should remain without the watchful eye of the Omnissiah!
  • Kibellah's model now reflects the described scars;

Audio
  • Fixed inconsistencies of Pasqal's voice lines with the dialogue text while talking with him on the Voidship Bridge.
Expose Weakness got hit by a nerf for no reason lol I don't get it, it wasn't like Operative were secretly too good..
From those patch notes it always worked like that, the description was just wrong?!
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,642
Location
San Diego
Codex 2014
This update reminds me of a From Software patch.

  • Adjusted the damage for daggers slightly downward, making them even more useless.
  • Lightning spells now do half-damage, because they were too fun
  • You can now dual wield Ultra Greatswords.
  • Added extra invincibility frames for rolling with Ultra Greatswords
  • Ultra Greatswords now do more damage
  • Added six new Ultra Greatswords
  • Added new hairstyle.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,630
Future Warhammer 40,000: Rogue Trader DLC "will depend on the reception of the first two"

As Community Manager OwlcatStarrok explains on Reddit, future premium content for the CRPG “will depend on the reception of the first two DLCs.”

This essentially means that a second Rogue Trader Season Pass will only happen if Void Shadows and the upcoming Lex Imperialis DLC will sell enough copies for the developer to justify dedicating resources to it.

“Void Shadows is going well,” OwlcatStarrok noted in the same reply. “But it needs to go EXTRAORDINARY well, since it was heavily overbudgeted due to the delay. We’ll see how it goes over time. But the team is really happy to see the audience’s reaction to the DLC. Definitely looks like it ended up in the right spot.”
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,468
i don't think further premium DLC will happen for this game. void shadows will do well enough, but lex imperialis'll fail since it doesn't have a strong hook like void shadows. i'm already not interested in it.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,771
Location
Le Balkans
i don't think further premium DLC will happen for this game. void shadows will do well enough, but lex imperialis'll fail since it doesn't have a strong hook like void shadows. i'm already not interested in it.
If they make the Arbites companion a proper bro with interesting quest and story involvement it will sell well.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,293
'WH40K is based franchise, rite?'
'Uh oh, Owlcat logo'
[Obnoxious girlboss in prelude]
:negative:
It is fairly woke-free (if having a female Rogue Trader is the reason for you to despair, then you are really reaching).

The worst you can say, objectively speaking, is that penalties for being open-minded are either mild or non-existent, which undermines the reason for the Mankind being the way it is in the universe of Warhammer 40,000. Frankly, having your iconoclast choices backfire (maybe not literally every time, but when appopriate) would be a good introduction into the setting.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,057
'WH40K is based franchise, rite?'
'Uh oh, Owlcat logo'
[Obnoxious girlboss in prelude]
:negative:
It is fairly woke-free (if having a female Rogue Trader is the reason for you to despair, then you are really reaching).

The worst you can say, objectively speaking, is that penalties for being open-minded are either mild or non-existent, which undermines the reason for the Mankind being the way it is in the universe of Warhammer 40,000. Frankly, having your iconoclast choices backfire (maybe not literally every time, but when appopriate) would be a good introduction into the setting.
They would backfire if you were anyone else less powerful than a Rogue Trader. This way the worst thing that can happen is some "peasants" die that nobody really cares about. Like the Demon Planet you make, almost nobody even mentions it again.
 
Last edited:

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,891
Pathfinder: Wrath
'WH40K is based franchise, rite?'
'Uh oh, Owlcat logo'
[Obnoxious girlboss in prelude]
:negative:
It is fairly woke-free (if having a female Rogue Trader is the reason for you to despair, then you are really reaching).

The worst you can say, objectively speaking, is that penalties for being open-minded are either mild or non-existent, which undermines the reason for the Mankind being the way it is in the universe of Warhammer 40,000. Frankly, having your iconoclast choices backfire (maybe not literally every time, but when appopriate) would be a good introduction into the setting.

They do backfire on some occasions iirc? Not nuking the prologue planet will result you getting a permanent malus to your RT
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,293
They do backfire on some occasions iirc? Not nuking the prologue planet will result you getting a permanent malus to your RT
The malus is small and goes away after some time (or was it a bug?). On strategic scale there are no problems with having a daemon world whatsoever. Although the same can be said for the archeotech: you'd think preserving such a relic would be worth much more than it really is.

They would backfire if you were anyone else less powerful than a Rogue Trader. This way the worst thing that can happen is some "peasants" die that nobody really cares about. Like the Demon Planet you make, almost nobody even mentions it again.
Even with you being a Rogue Trader, the consequences for the in-game world are really poorly implemented.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,057
'WH40K is based franchise, rite?'
'Uh oh, Owlcat logo'
[Obnoxious girlboss in prelude]
:negative:
It is fairly woke-free (if having a female Rogue Trader is the reason for you to despair, then you are really reaching).

The worst you can say, objectively speaking, is that penalties for being open-minded are either mild or non-existent, which undermines the reason for the Mankind being the way it is in the universe of Warhammer 40,000. Frankly, having your iconoclast choices backfire (maybe not literally every time, but when appopriate) would be a good introduction into the setting.

They do backfire on some occasions iirc? Not nuking the prologue planet will result you getting a permanent malus to your RT
It is a tiny penalty. Also no penalty for letting Space Elves use Janus as they please.
 

ga♥

Arcane
Vatnik
Joined
Feb 3, 2017
Messages
8,024
Do you have more alignment choices in the DLC? In my first playthrough I finished 494/500 and I was decently upset about it.
 

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