Warhammer: 40,000 - Rogue Trader - CRPG by Owlcat games

I don't like the space combat much, but you can set just that part to easiest.

I did explore, but usually nevwr bothered with greening all routes out. The ship enemy encounters are free xp sessions, after all. Especially when you get Argenta and later Ulfar going. The two with Cassia and another officer can absolutely bulldoze those encounters.
 
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Kingmaker is pretty rough, being their first game. The first half is a very charming, low level(ish) fantasy RPG that's great, but then the second half is rushed to Hell. I'd still recommend it if you like party based RPGs with a focus on story and questing.
I was enjoying it till I hit the kingdom maker part, got overwhelmed and haven't touched it since.

Are Wrath and Rogue Trader more focused? Though I have Rogue Trader in my wishlist, I am aware owlcat has a fame of releasing games half baked and it's best to wait for all dlc and specially all patching to be done. Is that the case or is RT solid enough that I wouldn't regret getting it sooner rather than later?
 
Are Wrath and Rogue Trader more focused? Though I have Rogue Trader in my wishlist, I am aware owlcat has a fame of releasing games half baked and it's best to wait for all dlc and specially all patching to be done. Is that the case or is RT solid enough that I wouldn't regret getting it sooner rather than later?
Rogue Trader had a lot of bugs, many serious, when it was released. Now it's a year later and it has far fewer bugs and rarely are they serious. Void Shadows DLC was actually, dare I say it, pretty well tested and functional from release.

You're good to start playing now. The only caveat would be if you wanted to wait for the next DLC but there's no release date or even previews for that yet and this game has such high replayability that you might want to go through it again anyway.
 
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As a side note of early exploration, you don't always have to turn the route green, you can just spend one point making the route safer(yellow) and travel around the immediate area because you get 1 point back every time you press the scan-for-routes button-erino, with it being usafe-yellow you will only get molested a very small percentage of the time which if your a save-scummy chad like me you can always do. Anyways theres two events that I remember that can give you a LOT of warp-points if you do them correctly, theres a navigator thats semi corrupted on a derelict chaos encrusted ship that can give you a shit ton of warp points if you save him(but comes with a consequence of the inquistor giving you a finger wagging later) and then later down Cassia's navigator-intrigue quest line you can set up a deal with the house that gives you a shit ton of points so you can set up a lot of convenient green warp routes between your colonies, plus theres minor options during book-choices on the ship that grant you generous warp points if you select them so you can steadily grow them that way.
 
Rogue Trader had a lot of bugs, many serious, when it was released. Now it's a year later and it has far fewer bugs and rarely are they serious. Void Shadows DLC was actually, dare I say it, pretty well tested and functional from release.

You're good to start playing now. The only caveat would be if you wanted to wait for the next DLC but there's no release date or even previews for that yet and this game has such high replayability that you might want to go through it again anyway.
romancing the death cultist as a chaos gigachad is good
dare i say, kino
 
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Don't over do that. The goal isn't to turn the entire sector green and if you try you'll run out of navigator points and not be able to forge new routes to some necessary systems. At least until you manage to scrape together a pittance of additional points from random events. That happened to me as I didn't realise overdoing route improvement was a trap. Plus I used red routes to level up a little more for some of the tougher fights. Of course I play on Unfair so YMMV if you play on something else.
I figured it was possible to run out of points, so I've tried to avoid charting paths to distant systems as much as possible and only going along the routes I've discovered, trying to keep my warp points around 20, just in case. Good to know though! I'm running out of Extractiums at this point too so I'm going to Kiava to unfuck that situation, I imagine that's the planet that I'll be able to get more of those from. Though, given that derelict mechanicus ship from Kiava that I came across, I might be wrong.

I presume you've done one of the planetary projects that gets you a second ship, right?
I have not, good to know that exists as well, I assume it acts as an escort of sorts? What happens if it blows up? Do you get a new one or is that it? I think the two colonies I currently have are both working on their third projects, don't remember seeing anything in regards to building/being rewarded a ship.

theres a navigator thats semi corrupted on a derelict chaos encrusted ship that can give you a shit ton of warp points if you save him
Is that the one where they were carrying a gift meant for you that turned out to be a tainted chaos relic that fucked everyone up? I don't remember if that guy was a navigator or not.
 
Did people really hate the space combat that much? I thought it was perfectly serviceable, besides the strange jump in enemy ships' stats between hard and normal. I think it's something like 50% more damage.
 
Space combat is pretty good overall, just got some niggling issues that irk me personally. Most notably, shields. I have to take down an enemy's shield in order to do damage to them, but even the scrubbiest of pirates could just politely ask my void shield to go fuck itself and it would, causing me to spend a ton of scrap on repairs that I'd much rather not have. Less of an issue now that I have a slightly stronger shield generator, but it feels like a case of Owlcat going "How do we make space combat challenging? No ideas? Alright just make the shield only work sometimes, that'll teach 'em." I ran into several encounters early that I barely scraped by or even lost on first attempt, but with a couple of upgraded parts I can cruise by most encounters relatively easily. Took out 5-6 Chaos ships outside of Kiava without sustaining a single point of damage, for example.
 
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I figured it was possible to run out of points, so I've tried to avoid charting paths to distant systems as much as possible and only going along the routes I've discovered, trying to keep my warp points around 20, just in case. Good to know though! I'm running out of Extractiums at this point too so I'm going to Kiava to unfuck that situation, I imagine that's the planet that I'll be able to get more of those from. Though, given that derelict mechanicus ship from Kiava that I came across, I might be wrong.
On my first attempt at the game I ran out of nav points and caused myself considerable frustration trying to nickle and dime new ones from events. On my second attempt at the game (I played part way on Daring to get a feel for it then started again on Unfair with the DLC for my real play), I was so conservative and willing to eat ship events that I ended up with a surplus and had enough to make some really long routes between systems - this proved useful when I need to rush somewhere to deal with a crisis. Frequent references to me getting to Dargonus in time to save people feel good, man.

Extractiums are even more precious than navigator points. I used them unwisely and then ended up farming small encounters trying to eke my rep up with the Explorators in order to acquire some more so that I could mine some desperately needed Adamantium. Was a real block for a while because I didn't want to go down a non-preferred planetary project route but I couldn't do the one I wanted without the Adamantium.

I've honestly come to like how Owlcat is willing to let you completely fuck yourself over. I even enjoy the way respecs eat into your profit factor. Makes poor judgement consequential.

I have not, good to know that exists as well, I assume it acts as an escort of sorts? What happens if it blows up? Do you get a new one or is that it? I think the two colonies I currently have are both working on their third projects, don't remember seeing anything in regards to building/being rewarded a ship.
It exists as a rather weak escort. It has none of the upgrades you add to your own ship over time and is not directly controlled. However, it is willing to die for me repeatedly soaking up enemy cannon so it's alright by me. And yes, it comes back.

I don't recall the project names that get it you though they're clearly marked. If you look through your projects you should see them. IIRC, one is Navy related and one is pirate related. Fairly certain it's not possible to get both.

I'm going to be blunt - if you're finding the ship combat unbeatable, you're just not good enough. Sorry, mate! You either need to try out different tactics or more carefully build up your level and equipment or both. Some of the battles are very difficult but they're all beatable. Sometimes it just takes planning and changes of tactics. You should definitely be seeking out the escort ship as a priority unless you're playing on Normal or something. One of the fun aspects of this game is that it's possible to screw up before you even realise you have. You need to claw out every possible advantage you can and that's what I like about the game. I can get aeldari torpedoes? But I'm dogmatic and that's a little heretical... which do I choose? Fuck it - I need the torpedoes to take on the _________. Can't serve the Emperor when I'm dead. A little heresy wont harm, right? Right?

Space combat is pretty good overall, just got some niggling issues that irk me personally. Most notably, shields. I have to take down an enemy's shield in order to do damage to them, but even the scrubbiest of pirates could just politely ask my void shield to go fuck itself and it would, causing me to spend a ton of scrap on repairs that I'd much rather not have. Less of an issue now that I have a slightly stronger shield generator, but it feels like a case of Owlcat going "How do we make space combat challenging? No ideas? Alright just make the shield only work sometimes, that'll teach 'em."
Try better guessing which shields to reinforce, better generators and armour and better manoeuvring to not get pinged on the same side so often. Difficult with eldar I admit, but there's always room for improvement. Honestly, armour vs. damage is kind of a staple of RPG levelling. I don't do enough damage to hurt them / I can't soak enough damage to survive them... these are things that always scale with advancement and differentiate tough opponents from weak.

I ran into several encounters early that I barely scraped by or even lost on first attempt, but with a couple of upgraded parts I can cruise by most encounters relatively easily. Took out 5-6 Chaos ships outside of Kiava without sustaining a single point of damage, for example.
There you go - maybe you're just expecting more guard rails about what you encounter. The games not really like that. You can pick and choose when to approach many of the encounters. If you're not ready for it yet, do something else. Clearly you're improving.
 
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Extractiums are even more precious than navigator points. I used them unwisely and then ended up farming small encounters trying to eke my rep up with the Explorators in order to acquire some more so that I could mine some desperately needed Adamantium. Was a real block for a while because I didn't want to go down a non-preferred planetary project route but I couldn't do the one I wanted without the Adamantium.
The Explorators, eh? I wasn't exactly sure what it was when I came across the Explorators rep on Footfall, so I opted for the +5k rep with Explorators over the single Extractium, that at least might turn out to work in my favour if I end up in a similar situation. I've thus not wasted the Extractiums on anything below 5, unless it's rare stuff like Flogiston (at least I presume it's rare, the game said as much). Think I've lowered myself to 4 for those.

I've honestly come to like how Owlcat is willing to let you completely fuck yourself over. I even enjoy the way respecs eat into your profit factor. Makes poor judgement consequential.
Agreed - I hate it at the same time because it's such a long game and it's gonna take me months to beat, probably, but it feels refreshingly old school nonetheless. I'm only playing on Daring and the one respec I've done thus far didn't cost me anything, but maybe it will start to.

I'm going to be blunt - if you're finding the ship combat unbeatable, you're just not good enough. Sorry, mate! You either need to try out different tactics or more carefully build up your level and equipment or both. Some of the battles are very difficult but they're all beatable.
I'd say that's more a case of not being prepared enough, but semantics, I suppose. I do enjoy the amount of different tactics that the game forces me to go through, but I realise it's also a bit of random chance. I remember one fight in particular which I lost on my first try after taking some horrendous damage, but then beat with considerably less damage taken the second time simply because the dice rolls were in my favour, meaning my shields actually took the brunt of the damage. I'm starting to take a liking to the randomness of it, after the initial frustration has settled.
 
I love how at the end of the day the best eldar outcome in rogue trader is a simple:
"Don't fuck with me and I won't fuck with you."
It's funny how the Eldar can't pass that simple test most of the time. They had their chance at an empire in the past and they messed up so hard they destroyed everything they had.
 
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Good. I've been holding off on playing void till it comes in.
Official release date is may 2025. So it's about time
Here's a CM comment
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Did people really hate the space combat that much? I thought it was perfectly serviceable, besides the strange jump in enemy ships' stats between hard and normal. I think it's something like 50% more damage.
It's not that it's all that bad it just feels like pointless filler meant to make the length of the game longer. I'm here to play a RPG not to play some weird ship combat sim and it being in the game is just interrupting me from what I actually want. I wouldn't mind it as much if you could turn it off like the minigames in the Pathfinder games but they force you to play the space combat which is lame. Also I would like to point out the last two chapters of the game are very rushed and not complete I think the money and time they spent on the space sim would've been better spent on actually fleshing out the part of the game that people are here for.
 
It's not that it's all that bad it just feels like pointless filler meant to make the length of the game longer. I'm here to play a RPG not to play some weird ship combat sim and it being in the game is just interrupting me from what I actually want.
Meanwhile in a parallel universe: "How can they make a game called Rogue Trader and not have any ship combat? It's literally what Rogue Trader's do. They put all this time and effort in and they couldn't even put in a basic type of ship combat!"

Not directed at you particularly. Just an observation that ironically, those who write the games can never win.
 
I actually enjoyed the space combat as a mini-game. Nothing too hardcore and eventually your little tugboat can turn into a real shit-kicker. Felt like you can very easily break the balance over your knee to the point that even the intentionally bad odds with some fights are very possible. Like utterly shellacking all the Dark Eldar who are patrolling one star system as they pile in.
 
Made my way through the Kiava Manufactorum today and holy shit have I been sleeping on Hendrix. Kinda regret not making my RT a psyker now, I chose not to because dealing with veil degradation seemed like a pain in the arse, but the kind of damage he could put out in a round was incredible and I would probably avoid issues with the veil on account of everyone being a burning heretic corpse already.

I also found a Plasma Gun for Pasqal, and he accidentally the entire final fight of that mission. He downed a Skitarii, the practically undamaged Fabricator-Censor, and a fucking Forgefiend in a single round using only debuffs/plasma gun shots. Whatever the fuck I did to build him this way, I'm not upset in the slightest. Given how hard Cassia has fallen off from Chapter 1, damage-wise (Bloodhound staff, which is supposed to give her a "free" Navigator attack, only works when it feels like it), it feels almost unfair to grant extra turns to Pasqal with his "I shoot a plasma gun, I get an AP back" passive. Between him and Kibellah, I've got enough slaughter-potential to make Khorne blush.

And to think I got my ass kicked by Cinder on Footfall when I first found him and his gang.
 
Given how hard Cassia has fallen off from Chapter 1, damage-wise (Bloodhound staff, which is supposed to give her a "free" Navigator attack, only works when it feels like it)
You need to use attacking navigator power to proc the ability. To make her into killing machine, you need to take all navigator powers in level up and ignore archetype abilities. After some levels, starting from 12 she becomes a anti-daemon living weapon
 
You need to use attacking navigator power to proc the ability. To make her into killing machine, you need to take all navigator powers in level up and ignore archetype abilities. After some levels, starting from 12 she becomes a anti-daemon living weapon
But she'll still beg her Lord Captain to come save her if someone somehow manages to plink a single wound off her, even when she has four times what he has.
 
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