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

Infinitron

I post news
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Messages
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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

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,442

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,892
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

281231-Heresy%20Stamp.png

Bruh how is it heresy to kill heretics in the Emprah's name.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
I appreciate they reworked obvious op stuff like officers' free turns. How it will play it is a different matter. Will try when gotch chick dlc will release
 

skaraher

Prophet
Joined
Nov 19, 2012
Messages
1,077
Location
People's republic of Frankistan
Currently binge playing it, just started Act 5. The game kinda falls apart after Commoragh, at all levels, design, combat and narratively. Shameful.

But still a fun experience, they got the Wh40k verse themes and vibes. And no wokeshit like the Pozzfinder games.

Went full dogmatic, never compromise with xenos or heresy. I think I missed all the Eldar plotpoints because I massacred them every chance I got. Betray them before they betray you, the Mon-Keigh is a learning animal. :smug:

I allied with Marazhai and farseer to survive Commoragh and betrayed them both once I returned to human space. Like most of Act 4 they're put on a bus without much development or resistance if you choose to do it. Missed opportunities for drama.

Good atmospherics too, really enjoy those part where you're just dicking around with your spaceship being a 40k Harlock.

Best minigames of the Owlcat's three. Was pleasantly supprised by the space battles. Used to play BFG as a kid.

Worst romance though, I've read doujins better written than Cassia's dialogue.

Worse game than Kingmaker, but I'm a 40k addict so I enjoyed it more. Will benefit from a EE.

Combat is a joke once you learn that it's all about rushing momentum to deny the enemy a chance to act while you abuse the Officier op heroic ability. Read a lot of complaints about Space Marine companion sucking. I guess they buffed him to suck less as of the version I'm playing (1.168) cause I didn't notice it.

Act 4 is blatlantly unfinished, lots of poorly structured dialogue tree, lack of conviction choices, plot threads and quest items that lead nowhere etc.
 
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Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,442
Localization tools for Rogue Trader.

https://steamcommunity.com/games/2186680/announcements/detail/4248664999224147276?

Localization Tool for Our Community

Lord Captain!

We sometimes receive requests from players interested in creating a fan localization of Warhammer 40,000: Rogue Trader into languages that are not represented in the game. We are very happy with such enthusiasm and would like to help our fans in such a glorious deed!

We want to share with you a localization tool that you can use to create your own translation:

https://github.com/OwlcatGames/LocalizationTool

This is an open repository that contains the Localization Tool. You can use it for both Rogue Trader and Wrath of the Righteous fan translation/mod-making (you can even utilize it for your own projects).

To start the fan translation process, you should feed the tool with the game strings. As for Rogue Trader, you can find them inside a mod template archive that is stored on your computer (the game should be installed on your device). The example path for Steam - Steam\steamapps\common\Warhammer 40,000 Rogue Trader\Modding\WhRtModificationTemplate.tar

The text lines in the tool are divided into columns for ease of searching and translation. You can quickly find the needed line or term in it.

In addition, this tool allows you to conveniently edit any in-game text, for example, correct existing dialogue lines or descriptions. This may be of particular interest to mod creators.

We will be thrilled if this helps you in your endeavors!


09819f66e266f3d5811513eca204534340e37c96.jpg
 
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Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
Now that there have been some days since the patch, my two greatest problems with the game when I played were:

1 - Psykers were too weak and dissociated from gameplay. IMO, a pyropsyker MC should be like 1/3 stronger than a Melta gun, and his powers should be like 30x more dangerous to everyone, including himself. Did the patch make his powers at least akin to firearms damage-wise?
2: There is too much gamey stuff similar to D&D 4e(Some Telepath powers works EXACTLY like 4e instead of previous OwlCat games and TT Rogue Trader/Dark Heresy), and too much of the gameplay is about stacking 164641634563516853468 debuffs and buffs and getting so many extra turns that the enemy can barely move. Did this patch also solve it?

As a psyker, I was just using officer abilities to give extra turns to Argenta while she did everything. It was not fun, imo. I reached chapter 4 and stopped playing due boredom waiting till a mod fixes this game, just like all "no fun allowed" bs in NwN2 was fixed by modders.

PS : At least melee combat in this game is great.
 

Agame

Arcane
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Joined
Mar 29, 2015
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I cum from a land down under
Insert Title Here
Now that there have been some days since the patch, my two greatest problems with the game when I played were:

1 - Psykers were too weak and dissociated from gameplay. IMO, a pyropsyker MC should be like 1/3 stronger than a Melta gun, and his powers should be like 30x more dangerous to everyone, including himself. Did the patch make his powers at least akin to firearms damage-wise?
2: There is too much gamey stuff similar to D&D 4e(Some Telepath powers works EXACTLY like 4e instead of previous OwlCat games and TT Rogue Trader/Dark Heresy), and too much of the gameplay is about stacking 164641634563516853468 debuffs and buffs and getting so many extra turns that the enemy can barely move. Did this patch also solve it?

As a psyker, I was just using officer abilities to give extra turns to Argenta while she did everything. It was not fun, imo. I reached chapter 4 and stopped playing due boredom waiting till a mod fixes this game, just like all "no fun allowed" bs in NwN2 was fixed by modders.

PS : At least melee combat in this game is great.

That was apparently the goal of the patch: fix 'extra turns' and psychers. At least they are aware of the problems, but the extra turn stuff is baked into the game so hard to see it ever getting 'fixed'.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
This is just depressing at this point. :negative:

I feel for the bros who already bought this. I'd feel ripped off.
 

Fedora Master

STOP POSTING
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Edgy
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Jun 28, 2017
Messages
31,849
It is actually baffling that Kingmaker still has the overall best end game of the three games Owlcat has released, especially since the end game of Kingmaker was still the worst part of THAT game. Owlcat either needs to take longer in development time and actually finish their games, or cut back on their scope so they have a fully complete set of content. I would have much rather had only three acts in Rogue Trader that were fully finished and content rich, than the half finished jokes that are Act 4-5.
As I've said repeatedly, they've learned nothing between Kingmaker and RT.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,712
Did they nerf Cassia yet, or is she still a walking nuke? Wondering whether I should start a playthrough or wait for longer – I dropped my first run during act 2 since combat became easy to the point where the enemy didn't even get to have a turn before being obliterated.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
That was apparently the goal of the patch: fix 'extra turns' and psychers. At least they are aware of the problems, but the extra turn stuff is baked into the game so hard to see it ever getting 'fixed'.

Seems like they only fixed Pyromancer. Biomancy is all about life manipulation in lore, able to do really nasty stuff, similar to Blood Magic in VtMB/Dragon Age Origins. In game is only a buffer and debuffer. Don't get me wrong. Ranged weapons are fine and melee is great. If you don't care about psykers, this game can still be great for you.

Did they nerf Cassia yet, or is she still a walking nuke? Wondering whether I should start a playthrough or wait for longer – I dropped my first run during act 2 since combat became easy to the point where the enemy didn't even get to have a turn before being obliterated.

Apparently, no. I read the patch notes and she still by far the best companion
https://roguetrader.owlcat.games/news/en/38
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
That was apparently the goal of the patch: fix 'extra turns' and psychers. At least they are aware of the problems, but the extra turn stuff is baked into the game so hard to see it ever getting 'fixed'.

Seems like they only fixed Pyromancer. Biomancy is all about life manipulation in lore, able to do really nasty stuff, similar to Blood Magic in VtMB/Dragon Age Origins. In game is only a buffer and debuffer. Don't get me wrong. Ranged weapons are fine and melee is great. If you don't care about psykers, this game can still be great for you.

Did they nerf Cassia yet, or is she still a walking nuke? Wondering whether I should start a playthrough or wait for longer – I dropped my first run during act 2 since combat became easy to the point where the enemy didn't even get to have a turn before being obliterated.

Apparently, no. I read the patch notes and she still by far the best companion
https://roguetrader.owlcat.games/news/en/38
Her light ability received multiple nerfs which is good. It was cause for many of her other abilities being OP.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,099
Did they nerf Cassia yet, or is she still a walking nuke? Wondering whether I should start a playthrough or wait for longer – I dropped my first run during act 2 since combat became easy to the point where the enemy didn't even get to have a turn before being obliterated.
They could like restrict her deployment because losing a navigator is bad for the ship. Thus players would have underleveled walking nuke in some combats, but not in nearly every combat.
 

Cryomancer

Arcane
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Jul 11, 2019
Messages
17,066
Location
Frostfell
  1. I installed the game.
  2. I created the character.
  3. I saw that my basic pistol is doing 7~11 damage (9 avg) while my ignite powers are doing 1~10 (5.5 avg), meaning that a sanctioned psyker who passed all harowing tests by the imperium has about half (60%) of the power of the most basic pistol.
  4. I saw that it still takes an eternity to get any PSI rating, requiring LV 34 for 4 of the maximum.
  5. No new cool biomancy was added, no bio lightning, no blood boil, no hemorrhage, and other P&P abilities
  6. I saw all the tele-CC abilities still work like D&D 4E tier shit.
  7. Read the description of feats, and it seems that a lot of unlimited stacking BS is still in the game.
  8. I exited the game.
  9. I uninstalled the game after 15 minutes of play.
I want to enjoy this game, but seriously. This psyker powers are 4th edition tier trash. Was designed by people who don't care about immersion and consistency of mechanics and lore.

I know how to code in C#, despite not using it much in my professional life. Does anyone here have a good modding tutorial for this game? And preferentially, can I write my mods in Linux? I just want to make basic PR = 2 and max PR = 6, remove this abilities that gives unlimited stack BS, add bio lightning, blood boil and hemorrhage to biomancy and if modding in this game is easy enough, add Telekinesis into the game.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Uhh I'm assuming Psykers start off weak but get stronger?
They have some of the most OP items in the game for all body slots. That is how they are scaled. My melee biomancer can basically solo all encounters and Indira has 10+ psi rating after 2 turns.
They even have items for either heavy armor play or light armor/dodge play.
 

Cryomancer

Arcane
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Joined
Jul 11, 2019
Messages
17,066
Location
Frostfell
Uhh I'm assuming Psykers start off weak but get stronger?

Is not a matter of how strong or weak they are. My problem is that the powers is too dissociated from P&P and lore. OwlCat could make ignite deal 666 trillion damage, would still be trash.

unless they fry the entire battlefield

Never said it. I suggested maximum PR = 6, that is what the story considers "beta"

I honestly think that they are so badly implemented that would be better for the game to not have it into the game.

They have some of the most OP items in the game for all body slots. That is how they are scaled. My melee biomancer can basically solo all encounters and Indira has 10+ psi rating after 2 turns.

That is the problem with the game.

PR >= 7 is "alpha" class and depending upon items to boost your PR is silly imo. In lore, some Psykers, mainly Eldar uses limitations to limit their power.

You talked about biomancy.

There are so many cool biomancy abilities in P&P. Yet Owlcat decided that Biomancy should only be used for buffs and debuffs.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Nobody cares if it is following some pnp rules or not. Barely anyone even played that PnP.
You are boring us with this same shit, you already told us this 5 times
 

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