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

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,206
Location
Belgrade, Removekebabland
Cassia is strong indeed but she tends to lose her ultimate advantage in the late game. A lot of people reported that other companions became stronger than her on the upper levels

Well yeah, but I don't think that was intentional. :M

Lol. Rofl. Lmao, even. :lol:

lol.png


This has got to be a bug with Lethality or something. No way in hell would anyone intentionally design it like this.
 

Ryzer

Arcane
Joined
May 1, 2020
Messages
7,741

Zarniwoop

Gorgeousness and gorgeousity made flesh
Patron
Joined
Nov 29, 2010
Messages
19,252
Shadorwun: Hong Kong
All the MUH CASSIA posts are hilarious. She was absolutely useless and got killed in the first 2 rounds by anything until chapter 4 when I had to look up the SINGLE viable autistic build order for her and do a respec before she became dangerous.

She doesn't even need a build, just pick her Navigator abilities and pump Willpower and Fellowship at every level.

Which you wouldn't know to minmax unless you looked it up. Like an autist.

If you try to, I don't know, do literally anything else - she's shit.

Cassia is strong indeed but she tends to lose her ultimate advantage in the late game. A lot of people reported that other companions became stronger than her on the upper levels

Yup, many of those abilities become almost useless against

the necrons. Especially the tank type things. At least she's still good for

and completely useless against

the army of alter egos
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,280
All the MUH CASSIA posts are hilarious. She was absolutely useless and got killed in the first 2 rounds by anything until chapter 4 when I had to look up the SINGLE viable autistic build order for her and do a respec before she became dangerous.

She doesn't even need a build, just pick her Navigator abilities and pump Willpower and Fellowship at every level.

Which you wouldn't know to minmax unless you looked it up. Like an autist.

If you try to, I don't know, do literally anything else - she's shit.

Cassia is strong indeed but she tends to lose her ultimate advantage in the late game. A lot of people reported that other companions became stronger than her on the upper levels

Yup, many of those abilities become almost useless against

the necrons. Especially the tank type things. At least she's still good for

and completely useless against

the army of alter egos
As if the last 2-3 hours of the game mattered in such a long game.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
All the MUH CASSIA posts are hilarious. She was absolutely useless and got killed in the first 2 rounds by anything until chapter 4 when I had to look up the SINGLE viable autistic build order for her and do a respec before she became dangerous.

She doesn't even need a build, just pick her Navigator abilities and pump Willpower and Fellowship at every level.

Which you wouldn't know to minmax unless you looked it up. Like an autist.

If you try to, I don't know, do literally anything else - she's shit.

Cassia is strong indeed but she tends to lose her ultimate advantage in the late game. A lot of people reported that other companions became stronger than her on the upper levels

Yup, many of those abilities become almost useless against

the necrons. Especially the tank type things. At least she's still good for

and completely useless against

the army of alter egos
There is really not much min maxing needed. You just read what talents do and not be retarded. If you are saying game is still hard because retards pick random talents without reading and it should be balanced for such players.. maybe this game is not for you and your kind of retard.
And in end game my Cassia was just as powerful as earlier. Her skillset is mix of Officer and her own abilities. She becomes unkillable, has best buffs, has access to all most broken Officer abilities and also has powerful nuke spells (if you picked Master Tactician) that do not have usual Psyker penalties.
 
Last edited:

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,206
Location
Belgrade, Removekebabland
Which you wouldn't know to minmax unless you looked it up. Like an autist.

No, actually, I'd know because she's the only character I've seen up until that point that has a unique Origin, i.e. Navigator, so it kinda made sense to me that I should focus on exploring that, because I'm not completely fucking retarded and I don't need to look at a guide to tell me it might be a good idea to try out a unique Character's unique abilities, as if I were some kind of a complete fucking retard, you complete fucking retard.
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,280
In order not to guess that the navigator's talents are broken, you must not be able to read.
 
Joined
Sep 7, 2013
Messages
6,319
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Cassia with Navigator talents is ridiculous, though.

In a way I respect it as a design choice. Navigators to be true to the setting pretty much would be as powerful as the rest of the retinue combined so it's pretty true to character that the amped up super Navigator would be better than everyone else.

You can accuse Owlcat of a lot of things, but a Sawyerist orientation toward balance isn't one of them. Some things are just plain better than others and it's what it is.
 

Jack Slash

Literate
Joined
Mar 21, 2024
Messages
42
Reading all these comments makes me glad I didn't care for Cassia's character and relegated her to a buff-bot role. My melee-focused playthrough was reasonably challenging and fun - not to the point of WotR, but well-worth the 100+ hour investment.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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/4188984693994260864
Patch 1.1.52 is live!

Lord Captains, patch 1.1.52 is live! In this patch we’re dealing with a handful of quest problems, multiple annoying mechanical issues including crazy damage from Killing Edge, and you can now finally install mods directly from Steam Workshop!

As usual, the same update will be available on consoles within ~24 hours.

Check https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ for up-to-date information on known issues and upcoming patches.

Please be aware of plot spoilers in the description below!

System and stability

  • Fixed a case of lag at Eufrates II;
  • Fixed a case of significant lag in the final encounter;
  • Fixed cases of freezing on the global map for consoles and when playing with a controller;
  • Fixed lag caused by Point Blank talent;


Narrative


  • Cassia will no longer mention

    ;
  • Fixed a broken cutscene in Duty of the Navis Nobilite quest;
  • Fixed a case where Idira unintentionally could be killed during Echo of the Past quest and remained dead, blocking further progress of the quest;
  • Fixed a case where the dialogue with the High Factotum and Clementia in Act III could break if Yrliet was missing in the party;
  • Fixed a case where the quest of Heinrix at Kiava Gamma was incorrectly being marked as failed if the player left the location before completing the quest;
  • Fixed a case with Ulfar's quest becoming stuck;
  • Fixed a couple more rare cases of broken cutscenes in Act III and IV;
  • Fixed a dialogue in the Duty of the Navis Nobilite quest, where a failed negotiation attempt could cause the dialogue to break;
  • Fixed A Rare Find rumour not completing;
  • Fixed a yet another rare case of invisible throne riding at Footfall, which could cause cutscenes to break;
  • Fixed an incorrect condition in the quest Driven, which caused the dialogue to break;
  • Fixed an incorrect condition, causing a wrong dialogue to be shown in final Marazhai's romance event cutscene;
  • Fixed some rumours not ending correctly;
  • It is made a bit more clear that you need to talk to

    ;
  • Kunrad could transform into Chaos Spawn in save files made before patch 1.1, causing the whole scene to go haywire - fixed;
  • Outcast's Duty quest will now fail as intended if you

  • Pasqal will no longer invade the Lord Captain's dreams;
  • The second quest of Heinrix, incorrectly reopened after the last patch for those who have already completed it, will now be correctly marked as completed again. Told you, this Imperial bureaucracy is unbearable...


Mechanics

  • Binharic Dissector talent now works correctly;
  • Fiend of Vheabos VI now can only affect every enemy once per character turn and will no longer work during preparation round;
  • Fixed a rare case where one of the characters could get stuck behind the door during transition to a new zone;
  • Fixed issues with difficulty scaling at the beginning of the game if the player used custom difficulty;
  • In some cases, Bounty Hunter's Wild Hunt was not working, if one Prey was dead - fixed;
  • Killing the

    with any sort of movement enforcement could lock your turn - fixed;
  • The encounter with the infected of the Footfall Shadow Quarters has received new disease mechanics;
  • Unholy Flesh and Purity of the True Flesh features now give both positive and negative effects;
  • Vanguard's Unyielding Beacon now correctly gives temporary wounds, if Vanguard has less temporary wounds than stacks of this ability;
  • Warp Reflex Ring no longer provides an extra turn. Instead, it heals 2x(WP Bonus) wounds and gives (Psy Rating) MP after triggering Psychic Phenomena, and after triggering Perils of the Warp, the wearer gains 1 Action Point;


Items

  • Icons of many items were updated;
  • Some items that were supposed to let the user ignore Dodge, in fact were giving a -999% reduction in Dodge, ending up in spectacular 6-digit damage numbers when interacting with mechanics based on enemy dodge (Lethality and Killing Edge, in particular). Fixed, no more Exterminatus by a single sniper shot!
  • The

    in Act I has received a unique name;
  • Warp Surge Brooch only activates for the extra turn and not the entire round as per description;
  • Yrliet and Marazhai are now capable of using both Drukhari and Aeldari equipment;


Locations

  • Fixed a broken condition, which caused the

    ;
  • Fixed a case where the Lord Captain could end up on the

    solo;
  • Fixed some missing textures on the Inquisition Shipwreck;
  • Improved lighting, water effects, added critters and other minor environmental visuals at

    ;
  • When entering

    ;


Visual

  • Added destruction visual effects to

    and Imperial turrets;


User Interface

  • Added missing descriptions to Aurora's abilities;
  • Fixed a bug causing certain abilities to sometimes be unavailable during level up and retraining;
  • Fixed a bug causing Jae to remain in her dress after one of the romance scenes, causing her ability bar and inventory to become a mess;
  • Fixed a case where if there were prone creatures on the battlefield, the End Turn button wasn't working until the player opened any menu;
  • Fixed an issue, where the UI could stop responding if the player initiated combat simultaneously with detecting a trap;
  • Fixed an issue, where the UI could stop responding if the player opened the journal from colonization screen while rewards popup was still active;
  • It is now possible to skip the final credits;
  • Unequipping the weapon will now always correctly remove all the associated abilities from the ability bar;


Sound and Music
  • Added new

    animation sounds;


Space

  • Ships in space combat could sometimes end their movement facing a different direction from what was displayed on the hologram - fixed;


Co-op

  • Fixed some cases of desync caused by initiative check at the beginning of combat;


Mods
  • You can now automatically install mods through Steam Workshop!
  • Blueprint patches for mods are now working with asset references correctly;
  • Fixed exceptions caused by parsing null value fields while applying blueprint patches;
  • Fixed searching blueprint fields while patching values from private fields of parent classes in blueprint mod patcher;
  • Added various UnityModManager and OwlcatModManager stability fixes;


Miscellaneous

  • Added a few more latecomers to the Credits and the Shrine of Remembrance;
  • The Unexpected Company achievement is now awarded correctly;
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,107
Location
Northern wastes
GloomFrost answer the question instead of just leaving tardy ratings
Jesus Christ! Are you actually serious? Two completely different genres, how the hell are you suppose to compare them? Ok lets try this: Rogue Trader got a lot of dialogues AND you can recruit a hot ginger elf girl so therefore its definitely better. Happy now? Why don't you ask to compare Deamonhunters and Fire Warrior next time since they both take place in 40K universe.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,072
Location
Frostfell
Too many capacities that stack with each other === OP

Yes. A endless stacking tuff with game mechanics as gamey as D&D 4e. The worst of old school design + the world of modern design.

This is the unique OwlCat game which I honestly din't liked.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
GloomFrost answer the question instead of just leaving tardy ratings
Jesus Christ! Are you actually serious? Two completely different genres, how the hell are you suppose to compare them? Ok lets try this: Rogue Trader got a lot of dialogues AND you can recruit a hot ginger elf girl so therefore its definitely better. Happy now? Why don't you ask to compare Deamonhunters and Fire Warrior next time since they both take place in 40K universe.
Doesn't look like different genres to me, both have tactical combat and rpg mechanics to some degree. If I knew the exact difference, I wouldn't be asking here, would I?
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,967
Pathfinder: Wrath
How's this compare to the WH40k Daemonhunters game?

Daemon Hunters is an XCOM Clone this one is CRPG. Atmosphere-wise, DH is better. Simply better art direction in general. RT has nice portraits, but the overall assets and environment is simply the Pathfinder games quality (a bit cartoonish stuff)

Gameplay wise, I dunno, it's pretty much a different genre. Yes combat are both TB.

System and character progression in DH is pretty simplistic (much like modern XCOM) although I haven't played with all the expansions on. RT is an Owlcat CRPG but using homebrew system everything is unbalanced and the game ended up being easy as there are a ton of OP shits which requirement to exploit is simply "can read the description and do junior high-level math".

Story is DH is standard "Chaos invade, we need to respond" kind of stuff although they are going for an epic scale by the end incorporating major lore guest party member and major daemon prince ass final boss. RT story is, well, CRPG story set in Warhammer 40k universe.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,452
Location
Grand Chien
How's this compare to the WH40k Daemonhunters game?
DH is a pretty decent and well-polished XCOM-like. It's well worth a play, especially with the recent DLC, but it has some questionable RNG design choices in my opinion - they don't ruin the game but they did impact my enjoyment of it.

Rogue Trader is a buggy mess that needs at least another 12 months of patching before it'll be worth playing, but it's looking like a fairly decent RPG, albeit with another bunch of shitty minigames shoved into it because Owlcat's CEO is retarded.

Hope this clears things up
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
How's this compare to the WH40k Daemonhunters game?
DH is a pretty decent and well-polished XCOM-like. It's well worth a play, especially with the recent DLC, but it has some questionable RNG design choices in my opinion - they don't ruin the game but they did impact my enjoyment of it.

Rogue Trader is a buggy mess that needs at least another 12 months of patching before it'll be worth playing, but it's looking like a fairly decent RPG, albeit with another bunch of shitty minigames shoved into it because Owlcat's CEO is retarded.

Hope this clears things up
Minigame is mostly decent this time around, Owlcat are improving in that aspect. In two games it might even be good.
 

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