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

ferratilis

Arcane
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Oct 23, 2019
Messages
2,905
afbeelding.png


Let me know when Owlcat wins GOTY
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The only one that matters.
 

Grunker

RPG Codex Ghost
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27,762
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Copenhagen
Is it possible to use a sword/pistol combo to a good effect in this game? And if so, which class/talents would you recommend?
I don't know shit about this game but arch-militant should gain benefits each time they use different attack type

few things here:
h1eth0n.png


then is it better than focusing on either melee/range stuff I would be skeptical

ooooh interedasting
 

Shaja

Educated
Joined
Nov 12, 2023
Messages
210
Location
Santa Monica Pier
Just 1 week left.

Only watched the first 2 trailers.

Hope we can contribute to Commorragh by sending them some cattle. <3
 

Jermu

Arbiter
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Joined
Aug 13, 2017
Messages
1,644
Here are all homeworlds + origins so you don't need to use fshitlife which very likely has incorrect information as is tradition

1Y4J2j8.png


KBXO2bX.png


I might upload all class abilities + talents later but takes quite a while + bounty hunter / basic / psyker talent info still missing
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,559
Melee autohits? Not sure what to think of it. I suppose it speeds up combat, but it also added an element of FUN when you fumbled your roll, you lost your weapon (or worse, you hit yourself), and then the enemy retaliates.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Melee autohits? Not sure what to think of it.
King Arthur: Knight's Tale had that and it was fine. The only exception was when afflicted with blind status that increased the chances of your character missing an attack (it wasn't guaranteed, something around 80% to-miss-chance, if I recall correctly). The main question was what kind of attack you wanted and how much damage you could deal (between the lowest and highest), which was enough to keep fights tactical despite lack of chance-to-hits attacks. Hell, you could even make an argument it MADE the combat MORE tactical.
 

Vasya

Novice
Joined
Dec 20, 2021
Messages
27
With 100 int...

Good fucking luck on that. I recall they stayed pretty faithfully close to the levelling model of the TTRPG and there getting past 70 in a stat takes significant effort.

start int 30 + 10 point char creation + 5 noble + 5 voidworld
= 50

first archtype gets 5 stat boots which are 5 each = 25

finish officer (lvl 15) with 75 int

then there are buffs + equipment so early master tactician (with single buff?) might be able to have around 100 int (as said the fuck I know)
According to reddit in pre-release build it was impossible to level up the same stat more than twice per archetype.


Melee autohits? Not sure what to think of it. I suppose it speeds up combat, but it also added an element of FUN when you fumbled your roll, you lost your weapon (or worse, you hit yourself), and then the enemy retaliates.
While you don't roll for hit you still roll to overcome target's parry and target's dodge.

Is it possible to use a sword/pistol combo to a good effect in this game? And if so, which class/talents would you recommend?
I don't know shit about this game but arch-militant should gain benefits each time they use different attack type

few things here:
h1eth0n.png


then is it better than focusing on either melee/range stuff I would be skeptical
You don't need to switch between melee and ranged with that. Single shot - burst, burst - area shot, melee attack - melee aoe attack or any other combination works. And even if you switch between melee and ranged you can just switch between two two-handed weapons.
 

Jermu

Arbiter
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Messages
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According to reddit in pre-release build it was impossible to level up the same stat more than twice per archetype.
there seems to be some kind of limit but for example here willpower is picked 3 times
EDIT nvm 2 seems to be correct 1 of the WA's was a talent (wounds are no excuse)
Qn0c4V5.png

also

mG9j96U.png


not sure if this removes that limit think it should

You don't need to switch between melee and ranged with that. Single shot - burst, burst - area shot, melee attack - melee aoe attack or any other combination works. And even if you switch between melee and ranged you can just switch between two two-handed weapons.
yes I can read too, question was "Is it possible to use a sword/pistol combo to a good effect in this game" and that class came to mind
 
Last edited:

Vasya

Novice
Joined
Dec 20, 2021
Messages
27
there seems to be some kind of limit but for example here willpower is picked 3 times
Qn0c4V5.png
Are you sure? Isn't it "Archetype advancement [Officer] +10" and "Archetype advancement [Strategist] +10"?


mG9j96U.png


not sure if this removes that limit think it should
I assumed it means "allows upgrading int for archetypes that usually do not allow it", not that it removes limit.
 

Jermu

Arbiter
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Messages
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yeah I edited stat limit already 2 is most likely correct for attributes other than WS/BS

weapon/ballistic skill seems to have higher limit at least
ZMeX1yB.png
 
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,559
While you don't roll for hit you still roll to overcome target's parry and target's dodge.
Yeah, sure, but that removes the chance for the attacker to fumble the roll and hit himself. Or get a crit-success. Not sure how it works with counter-attack abilities (which exist in the pnp). Full Auto seems to be gone, and so is Suppressive Fire, which was VERY effective as it forced most normal enemies to take cover or suffer penalties (hitting something while spraying wildly was a bonus, which meant that characters with low Ballistic Skill could use S. Fire for good effect), unless it's been replaced by something else.
Also, automatically parrying/dodging ALL attacks in melee is a bit strange. A good strategy in the pnp for both your guys and the enemies was to gang up on enemies to consume their Reaction actions to parry/dodge, so they couldn't defend themselves from multiple attacks.
 

Yoomazir

Educated
Joined
Sep 21, 2020
Messages
276
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Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,644
no achievement for hard-unfair, only core or higher difficulty is required
fuck achievements anyway
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,624
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
Yep, it's completely standard practice. This leaked out early, but the Wrath of the Righteous season pass was officially announced over a month before the base game's release. (And the Pillars of Eternity games offered their expansions as crowdfunding rewards, though I guess that's a bit different.)
 
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CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
Here are all homeworlds + origins so you don't need to use fshitlife which very likely has incorrect information as is tradition

1Y4J2j8.png


KBXO2bX.png


I might upload all class abilities + talents later but takes quite a while + bounty hunter / basic / psyker talent info still missing

Lol Eta on how long before that Shoulder to Shoulder is Censored :D
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,710
Question, what wrong with moving on to other projects? Isn't that what we should want as consumers, devs working on new games rather than milking existing ones?
Depends on your interest level in the current thing.
 

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