I loved playing this on pen and paper like almost 10 years ago now, and seeing how many of the systems they're actually getting in has made me incredibly hyped.
I do so want this aspect of the game to be good. All the settlement building and large battles were really half-baked and boring in all of Owlcat's previous attempts. Hope they've turned the corner this time.
Maybe I'm just broken-brained, but from what I could play of the early versions, ship combat was easily one of my favourite aspects of Rogue Trader. That being said, I do hope Eldar ships are a little easier to fight, as their holofields made them a nightmare to take on with one or two ships in a straight battle, and I often ended up relying on both torpedoes and ramming to take them down.
At least crusade mode could at least be cheesed somewhat easily with our lord and saviour Setsuna. Kingmaker's minigame wasn't enjoyable in any way whatsoever.
@@studentt6064 The good thing was that you could completely skip the kingdom building and crusade mechanics if you wanted in the previous 2 games. I had t hem on for one playthrough and then turned them off for the others. Hopefully this game mode is more fun.
Good to hear! This aspect has been my greatest worry--hard to mess up the variant-on-mouse-trrap turn-based crpg stuff totally. But I was worried this got too little attention, was a bolt--on, etc. Which wouldn't be appropriate for the RT in the Expanse setting at all.
3:00 I think that sense of speed/velocity might have some more impact if the ships engines were seen to be always firing. That said, I do like the idea that your movement options define your turn radius.
The obvious point of comparison is battlefleet gothic, but to me it actually seems more reminiscent of the Star Wars X-Wing and Armada games, particularly with the movement system.
That's also my dream for a warhammer 40k game, where you combine space combat with planetary missions. similar to Star Wars : Empire at War. But realistically that is probably just too much for one studio or it would cost too much. Maybe something like the Total War : Warhammer approach could work. You would release either of these parts first and the other second. And then as kind of the third installment you would combine the two into one big game. You would have a Space Marine campaign for example where you would have to conquer a number of systems by first winning the space battle and then the ground invasion.
Hopefully this is better than the Might and Magic inspired Crusade Management system where I found out my commander wasn't the main protagonist anymore - it was Setsuna. The monk/mage guy who can cast 1 fireball to end an entire demon army. Or 1k+ archers one-shotting smaller elite stacks. It was a very weirdly balanced system.
Sorta reminds me of Skies of Arcadia airship battles, just with a battle grid instead of just turn based, I hope the combat is as fun for ship combat as previous games that have attempted turn based vehicle combat. and not a half baked add on, like Kingmakers kingdom management or crusade mode.
For the RT setting and RPG, ship combat is a key aspect. But since it's Owlcat, there's a concern that it could be a low-priority bolt-on / low-priority mini game. I've been wondering if this will be decent for what's a RT game. Thanks for the solid coverage of this aspect! I've got a better view of how it's changed since beta and such. Still a bit concerning, but it's looking very promising now Looking forward to the colony management vid! Although not as formally part of the crunch as ship combat is in the TTRPG, it's one of a few assumed goals/activities. I'm interested in seeing the mechanics Owlcat has put in, since it should make that aspect of the RT setting more explicit and "immersive" (being a RT in the Expanse, motivated by RT things, doing RT things).
I really loved ship combat during beta test. It was incomplete at that time, but it was intresting. I really hope there will be more. (also i hope they balanced it a bit becosue either you smashed them or you got trashed, there weren't any middlegrounds) I can't wait to see what kind of abilities can i get from my different companions if I assign them a post.
I thoroughly enjoyed space combat in the Beta and this looks even better. I just hope there's more of it. In my last Beta run I found a really cool lance weapon that I wanted to try, but as soon as I got it I couldn't find any more enemies to fight. I know Act 3 is almost completely without space combat, so I hope Acts 4 and 5 have opportunities.
Man, when I saw that ship selection screen, I was so ready to pick the Falchion-class since bigger ships have a huge advantage in 40k. Until a split second later you said that they are a cosmetic choice. I felt sad, but it's understandable. This isn't my first Owlcat game.
I'm kind of amazed with how fast Owlcat seems to be moving on this game. I figure they're using the same engine or whatever that they used for their Pathfinder games, but still. So many video games (especially massive budget projects, it seems) take a lot longer. Owlcat is a machine.
Love the guides, can't wait for this game. I'l buy it on release and then not touch it for 6 to 12 months as I barley scratched wrath of the righteous.
"And considering how rich Rogue Traders are, I like to think it's just a new ship" Those are the God Emperor's faithful that you're so callously throwing aside.
As someone who really enjoyed the space combat in the alpha and beta, I have to say I'm kind of bummed out by the fact that we apparently don't get enough of it in Act 2, and it's reduced in Act 3. Hopefully Owlcat increases the amount of starship combat at the same time as they reduce the Navy's requirements. I do have one question, Mortismal- are starfighters in the game? I managed to cheat myself some in the beta (they were obviously a very early implementation, of course) and I was wondering if you got access to them in the near-release copy you got.
To me, this is a draw. Love the concept of huge flying city as your base but then to take it into combat as well as colony sysyem to give you a much larger role. Let's hope 3rds time the charm for owlcat for base management.
So bought the game and no void ship only the other one how do I get access to it, also after I complete the prologue on each new character I create can we skip prologue?
i had hope for some more visual customization and option for ship boarding as alternative to ship combat that would allow to gather more loot sounds like this game could use button to search for random combat (why make ship battle system if there is not much to battle)
I wonder if later in game there be possibility to change ships to bigger class. In TTRPG it was, players started with frigate/light crusier, and as thier power, wealth and influence grow, swich to larger vessels ( largest that had oficial rules were grand crusiers/battlecrusiers, so just step shy of battleships ). Or, we'll simply be able to upgrade our ship so much that it will defacto be battlecrusier, just still looking like frigate :D
I think it might be the latter, as some of the rules in the game are different from the tabletop (for example, you can have both a prow lance AND torpedoes instead of one single prow weapon). I _think_ the explanation is that your ship has some kind of archaeotech shenanigans going on inside it, but don't quote me on that, it's what I've heard.
Maybe my opinion will change once I play it but if I'm honest I was hoping for a little more. Stellar Tactics is another TTRPG with squad ground and space combat, but the space combat there is an entirely different mechanic with shield rotations, sub system targeting, and ship boarding (which takes you back into squad combat to storm and capture the enemy ship) And that's a little indie game made by one me guy. I wish Owlcat had shown that much creativity and not just reskinned the ground combat with ships instead of people (ok that's sn exaggeration but still it's not that much different in terms of gameplay)
Well, from the beta, space combat looks a lot more polished. The only thing is, I still don't understand why they called our ship a frigate, because it clearly looks like a light cruiser. Even if you compare that secondary ship (cobra class) at 8:35 in the video with ours, ours is clearly twice as big. In tabletop rogue trader Firestorm-class Frigate 1.8 km long and Cobra-class Destroyer 1.5 km long.
The problem with cooldowns of abilities is still there, or at least for me. Some of them never comes out of cooldown. Kinda big deal if i can send 1 or 3 sets of torpedos per turn or if i can "zap" the enemy with warp. I hope they fix it soon because otherwise the void battles are fun.
You say that voidship combat is rare. Does it just happen at set points, or does it also include random encounters? If it does include random encounters, is their frequency a setting in options?
sometimes when you enter a system there may (or may not) be an enemy fleet there, they create a zone around them, fly into it and you fight, but you can ignore them (they may sometimes block stuff tho), however there are forced battled that are tied to the main quest, and these side battles give you weapons, xp, salvage (ship management currency) so you could be underpowered
@@cathulionetharn5139 Thanks. Do you know if the frequency of the random fleet showing up can be set in options, and if it's a different option from the frequency of any potential on-foot random encounters?
@@cathulionetharn5139 Oh, I thought you maybe had an advanced almost-copy like Mortis and other streamers. Thanks for the info on the random encounters! :)
In what way does the Voidship required skill affect anything? I can't see a single thing different between a cannoneer with high demolition versus low.
I am wondering if you can exchange your starter ship later in the game for a bigger class of ship, like cruiser, battlecruiser, battleship. Just buzzing around in a frigate or a destroyer feels a bit lacking.
Hey, Mortismal, is there enough to the colony building minigame to justify making a 15 minute video about it? I, personally, am really looking forward to that part of the game, and i hope it isn't a half-baked afterthought. I'd there is enough to it for it to be with taking about, I'd love to hear your opinions on it, as well as a general overview of what it's like.
@@MortismalGaming Sick! Thanks, man. And please don't overwork yourself. 100%ing games to review them must take an insane number of hours. Don't make yourself sick by working TOO much. We can be patient and wait a few extra days between videos. :)
i have a question that might have been answered in the video. Do we get the option to get bigger ships later in the game? my favorite ships has always been stuff like cruisers and the likes. Light cruisers being particularly fun. Or are we permanently stuck with just the kind of small frigate that wouldn't carry me through the midpoint of a tabletop rogue trader game.
It's really just a cosmetic choice? In lore the ships are all Escorts but quite different, for example the firestar has a huge Lance (huge for an Escort) weapon in front. That's a bit disappointing. The good thing is at least then I can choose the Falchion class, I really like the design
@@MortismalGaming I hope they add more ships to buy in game , and wepons there are some very fun weapons in warhammer 40 k space .That would be even a great dlc
Its a shame they didn't bring any enemies specific to the region in, Straxis (as traders, encounters, possibly purching meat - created life forms for war/slaves) and Raagoal (for giant mutant void tech using insectoids that are devoted to chaos and unleash utter terror) for example are things and species I'd love to see explored in more detail, I guess there's still the option for that to be covered in DLC etc, its also a shame you aren't setting up multiple fleets for trade routes and can't have more of a fleet, its something Rogue traders normally aspire to, along with upgrading their flagship to a bigger vessel, its not uncommon for Rogue traders to have Crusiers or Light cruisers and some even have ancient grand cruisers, also the advantage over other people a rogue trader has beyond wealth is access to unique and alien devices, its a shame these aren't available for your ships, having a supply of Elder fighter/bombers with stealth tech to launch from your bays would be fantastic, as would getting access to a Strexis warp lance, that jumps between dimensions to totally ignore void shields, it just feels like there is so much more they could have explored in this regard and I kinda hoped would be in there. I'm a huge fan of Rogue Traders setting, and this game is a auto purchase but it really feels the focus of the game is on generic 40k races, this could be set basically anywhere, I've seen nothing in what I've watched that actually links its to the Koronos Expanse beyond the warpstorm and the names of places, everything else is just generic 40k and this feels like a massively missed oppotunity as the stuff that exists in the expanse is super cool and unique. Still maybe they will produce some additional DLC that expands these areas once you've got your trade empire established, one can only dream anyway.
I liked the system in the Beta. Except for the part where you'd have "ghosts" of companions you'd killed still serving as officers. But yes. The Imperial Navy rep in Beta was absurd. It'll be frustrating if they do nothing to address how difficult it is to raise reputation with them.
When I played the demo this part was pretty broken: My ship did little to no damage & the enemies did massive damage. Can't remember if I got a mod or found an ini file hack to fix it. Hopefully this has been fixed?
@@MortismalGaming Yup, that's what I meant. I guess my age is showing from back in the day when publishers made demos (& called them such) to advertise the game rather than alphas & betas to get free QC testing. In my mind it's still a demo: Tomayto/ tomahto.
I am in the minority where I love the crusade system, I do wish it was more fleshed out def not perfect but rather it then nothing. So I am really happy to hear about a colony system and for ship combat.
How do you get shields, I'm on chapter/act 2... Don't have shields in combat. I have them on my ship managee but they don't do shit. I take direct hull damage. I think it from a bug during an event when ship crews were rioting in sheilds bay or something and had to do stop the demon that was impersonating Theodora. Guess broken game didn't fix it.
You know I had no interest in a 40k game as I only ever watched some of the wargame but the more you cover this game the more it looks like something I want to play
Interesting though a bit limited... Doesn't it feel gimmicky? I mean the tabletop game's attraction comes from the fact you control many ships and fleets so just having one ship which seems so limited feels like they should have dropped it or make it differently (like still controlling your character but giving "text" orders and wait for the result, possibly forcing you to run accross your ship.
The rogue trader RPG you just control one ship and it is like playing regular missions but with a ship (which has its own stats that can be helped with your crew).
My experience with Owlcat minigames in their previous games has been tedious. Those minigames are half baked so I'm not sure why they add another minigames in this one. Hmm...
@goransekulic3671 It's a Firestorm with a Voss prow. Many of us coverted our metal escorts to have this prow by cutting the gothic pattern prows off of them with a Dremel. GW released voss prow escorts in limited numbers do to casting issues back in the day. The Bakka Fleet is notorious for having this pattern of prow on their ships (from escorts, light cruisers, cruisers and battleships).
@@heronblackmane Hm, interesting. How do you explain the actual in game Firestorm model then? It looks absolutely nothing like the actual thing. Another Battlefleet or ... ?
There's ship combat?! Didn't expect that, although I hope this is more fun than the ship combat in Pillars 2. In that game, I would instantly board to get right to normal combat.
While it seems quite good and in the sweet spot between balanced and "you can do crazy shit" I still feel that it will be one of these mechanics that most players will hate/try to skip. The last Pathfinder game had a similar thing with the Heroes of Might and Magic like tactical combat, it wasnt that bad but not polished enough to be fun. I hope I'm wrong and it's fun and doesnt eat to much of the main game time and thinking, but I wish Owlcat could cut this and use the time and resources on general polishing.
check a playthrough video of someone doing this, there is a voiceover of a captain issuing commands to the crew, it is surprisingly satisfying, and at least for me doesn't get old
How rich are Rogue Traders? They're so rich economy is something that happens to other people. Just a rumor of one Rogue Trader visiting a system is enough to destabilize that system's economy.
Ugh. Love Owl Cat but always hate these kinda side games. Hated kingdom management in kingmaker and ended up setting it to auto. Hated the crusade management in Wrath and ended up setting to auto which means I lose out on stuff and imo Wrath of the righteous would be a solid 9 out of 10 for me if not for the boring crusade stuff . Looking at this and already looking to a set to auto option. This aspect of this game does not at all appeal to me at all. Great upload as usual though Mort!
Kinda worried how fast the game is progressing. Feel like just yesterday i bought the alpha, and now apparently its almost time for release? Im worried about bugs and lack of polish.
I'm at the beginning of the game sort of and have noticed that navy rep. is hard to get, I wish dind't waste the free 2k rep. you can from "A certain companion" on another faction. I've encountered a few ship battles vs 2 ships on the difficulty after "normal" and had no issues, until I ran into that Toto the Vulture guy's encounter, where you basically are forced to fight him unless you maybe succeed a commerce test(probably impossible) and you end up fighting vs another void ship that is 90% as good as yours and another 2 that are half as good and you haven't even upgraded your own ship except for hull and ram...what can I say the battle is impossible to win on that difficulty and even on "normal' (unless you get at least the first 2 upgrades to your ship). So I had to chose easy difficulty which felt quite disappointing and too easy. Game is awesome otherwise, this was my first disappointment.
@@CoffeeForAll when i get to the point to leave the second system, and the cutscene starts it simply frezzes. i just wait for another month then i hopefully can play the game to the fullest
@@OwlcatGames good to know thanks, but i will simply wait now till the final game is out to enjoy it complelty from start to the end, what i saw allready is a lot of fun
Ship Battles were the one part of the Beta that I really disliked. More than anything, Owlcat put into their other games. Mostly because it is so slow and happens so often. Hopefully the changes will help me change my mind on it.
owlcat really likes to put games within its games
True, but in this case the TTRPG has ship combat that they based this off of.
Yes, but I think this one will be much better than kingdom management or crusade management.
Needs a card game in the rec room. Anyone wanna play some emperor's Gwent?
Yes and people like me really like this about their games :P Nobody is gonna complain if it's done well, look at gwent in Witcher 3
@@michaelmiller6817 The Kingdom Management was in the TTRPG too
It does look kinda fun. Almost hoping we get into some bigger fleet battles in the later acts.
I really enjoyed the space battles in alpha and beta and am looking forward to the full version
I loved playing this on pen and paper like almost 10 years ago now, and seeing how many of the systems they're actually getting in has made me incredibly hyped.
I do so want this aspect of the game to be good. All the settlement building and large battles were really half-baked and boring in all of Owlcat's previous attempts. Hope they've turned the corner this time.
Maybe I'm just broken-brained, but from what I could play of the early versions, ship combat was easily one of my favourite aspects of Rogue Trader. That being said, I do hope Eldar ships are a little easier to fight, as their holofields made them a nightmare to take on with one or two ships in a straight battle, and I often ended up relying on both torpedoes and ramming to take them down.
At least crusade mode could at least be cheesed somewhat easily with our lord and saviour Setsuna. Kingmaker's minigame wasn't enjoyable in any way whatsoever.
@@studentt6064 The good thing was that you could completely skip the kingdom building and crusade mechanics if you wanted in the previous 2 games. I had t hem on for one playthrough and then turned them off for the others. Hopefully this game mode is more fun.
Damn guess I’m in the minority that I loved the settlement and combat system of wotr and km
Good to hear! This aspect has been my greatest worry--hard to mess up the variant-on-mouse-trrap turn-based crpg stuff totally. But I was worried this got too little attention, was a bolt--on, etc. Which wouldn't be appropriate for the RT in the Expanse setting at all.
3:00 I think that sense of speed/velocity might have some more impact if the ships engines were seen to be always firing. That said, I do like the idea that your movement options define your turn radius.
The obvious point of comparison is battlefleet gothic, but to me it actually seems more reminiscent of the Star Wars X-Wing and Armada games, particularly with the movement system.
Imagine if they'd been able to import large portions of BF:G with permission, including the real-time aspect of it.
That's also my dream for a warhammer 40k game, where you combine space combat with planetary missions. similar to Star Wars : Empire at War. But realistically that is probably just too much for one studio or it would cost too much. Maybe something like the Total War : Warhammer approach could work. You would release either of these parts first and the other second. And then as kind of the third installment you would combine the two into one big game. You would have a Space Marine campaign for example where you would have to conquer a number of systems by first winning the space battle and then the ground invasion.
It is like the Rogue Trader RPG space combat from Fantasy Flight Games....
@@RoyAmkreutzBattle Fleet Gothic also WAS a GW table top game with miniatures released back in like 2000. Dont' know how simillar they are though.
I have liked your quote from the first time I heard it "May you wonder in wisdom" thank you very much for your content and wisdom. 🙂
Black Flag vibes. The ship gameplay was better than the assassin gameplay. Onward to 300k. All glory to the algorithm.
I didn't even know there was Voidship combat in this game. Now I'm even more excited.
Looks like a nice update of the BFG system! Another great piece, well done!
Hopefully this is better than the Might and Magic inspired Crusade Management system where I found out my commander wasn't the main protagonist anymore - it was Setsuna. The monk/mage guy who can cast 1 fireball to end an entire demon army. Or 1k+ archers one-shotting smaller elite stacks. It was a very weirdly balanced system.
Will you make a guide on companions?
Like what companions there are, their classes, things they're good at or they focus on, etc.
I've already gone over who they are outside of one, but I'll probably make something like between now and launch yeah
Sorta reminds me of Skies of Arcadia airship battles, just with a battle grid instead of just turn based, I hope the combat is as fun for ship combat as previous games that have attempted turn based vehicle combat. and not a half baked add on, like Kingmakers kingdom management or crusade mode.
For the RT setting and RPG, ship combat is a key aspect.
But since it's Owlcat, there's a concern that it could be a low-priority bolt-on / low-priority mini game.
I've been wondering if this will be decent for what's a RT game.
Thanks for the solid coverage of this aspect!
I've got a better view of how it's changed since beta and such. Still a bit concerning, but it's looking very promising now
Looking forward to the colony management vid!
Although not as formally part of the crunch as ship combat is in the TTRPG, it's one of a few assumed goals/activities. I'm interested in seeing the mechanics Owlcat has put in, since it should make that aspect of the RT setting more explicit and "immersive" (being a RT in the Expanse, motivated by RT things, doing RT things).
A low-priority bolted-on mini game that if you opt to skip, will lock you out of the best ending.
It’s morting time , can’t wait for the coverage of this game
Damn i could buy a whole game with JUST the ship combat from the sound of this
Very faithful to the Tabletop
I really loved ship combat during beta test.
It was incomplete at that time, but it was intresting. I really hope there will be more. (also i hope they balanced it a bit becosue either you smashed them or you got trashed, there weren't any middlegrounds)
I can't wait to see what kind of abilities can i get from my different companions if I assign them a post.
I thoroughly enjoyed space combat in the Beta and this looks even better. I just hope there's more of it. In my last Beta run I found a really cool lance weapon that I wanted to try, but as soon as I got it I couldn't find any more enemies to fight. I know Act 3 is almost completely without space combat, so I hope Acts 4 and 5 have opportunities.
They do
Omgomgomg, Does the space combat look alot like the TT Battlefleet Gothic or is it just me?
Man, when I saw that ship selection screen, I was so ready to pick the Falchion-class since bigger ships have a huge advantage in 40k. Until a split second later you said that they are a cosmetic choice.
I felt sad, but it's understandable. This isn't my first Owlcat game.
I hope by the time I finish kingmaker and righteous, this game will be on sale :) can’t wait to play it
I'm kind of amazed with how fast Owlcat seems to be moving on this game. I figure they're using the same engine or whatever that they used for their Pathfinder games, but still.
So many video games (especially massive budget projects, it seems) take a lot longer. Owlcat is a machine.
Ehhhhh that makes me skeptical we are going to be happy at launch lol
@@magnusred2945 I hope not. Although, I never buy a game on release and without reading reviews.
Love the guides, can't wait for this game. I'l buy it on release and then not touch it for 6 to 12 months as I barley scratched wrath of the righteous.
I love ship combat. Looking forward to it.
"And considering how rich Rogue Traders are, I like to think it's just a new ship"
Those are the God Emperor's faithful that you're so callously throwing aside.
As someone who really enjoyed the space combat in the alpha and beta, I have to say I'm kind of bummed out by the fact that we apparently don't get enough of it in Act 2, and it's reduced in Act 3. Hopefully Owlcat increases the amount of starship combat at the same time as they reduce the Navy's requirements.
I do have one question, Mortismal- are starfighters in the game? I managed to cheat myself some in the beta (they were obviously a very early implementation, of course) and I was wondering if you got access to them in the near-release copy you got.
Its just what I've shown here
Im excited for this one. I love 40k but not a big fan of the games other than Inquisitor Martyr so this might be the one for me
Good stuff, nice guide.
To me, this is a draw. Love the concept of huge flying city as your base but then to take it into combat as well as colony sysyem to give you a much larger role. Let's hope 3rds time the charm for owlcat for base management.
another rogue trader video by MORTISMAL ooooow yes please
Here and hype!
So bought the game and no void ship only the other one how do I get access to it, also after I complete the prologue on each new character I create can we skip prologue?
i had hope for some more visual customization and option for ship boarding as alternative to ship combat that would allow to gather more loot
sounds like this game could use button to search for random combat (why make ship battle system if there is not much to battle)
I wonder if later in game there be possibility to change ships to bigger class. In TTRPG it was, players started with frigate/light crusier, and as thier power, wealth and influence grow, swich to larger vessels ( largest that had oficial rules were grand crusiers/battlecrusiers, so just step shy of battleships ). Or, we'll simply be able to upgrade our ship so much that it will defacto be battlecrusier, just still looking like frigate :D
I think it might be the latter, as some of the rules in the game are different from the tabletop (for example, you can have both a prow lance AND torpedoes instead of one single prow weapon). I _think_ the explanation is that your ship has some kind of archaeotech shenanigans going on inside it, but don't quote me on that, it's what I've heard.
Maybe my opinion will change once I play it but if I'm honest I was hoping for a little more. Stellar Tactics is another TTRPG with squad ground and space combat, but the space combat there is an entirely different mechanic with shield rotations, sub system targeting, and ship boarding (which takes you back into squad combat to storm and capture the enemy ship)
And that's a little indie game made by one me guy. I wish Owlcat had shown that much creativity and not just reskinned the ground combat with ships instead of people (ok that's sn exaggeration but still it's not that much different in terms of gameplay)
Looks kind of similar to battlefleet gothic. This is exciting.
Damn... I just can`t wait any longer. It`s a torment watching You having so much fun!!!
Well, from the beta, space combat looks a lot more polished. The only thing is, I still don't understand why they called our ship a frigate, because it clearly looks like a light cruiser. Even if you compare that secondary ship (cobra class) at 8:35 in the video with ours, ours is clearly twice as big. In tabletop rogue trader Firestorm-class Frigate 1.8 km long and Cobra-class Destroyer 1.5 km long.
Seems like a fun system, maybe the final two acts will have more ship combat to make the seller more valuable the earlier you get him.
The problem with cooldowns of abilities is still there, or at least for me. Some of them never comes out of cooldown. Kinda big deal if i can send 1 or 3 sets of torpedos per turn or if i can "zap" the enemy with warp. I hope they fix it soon because otherwise the void battles are fun.
You say that voidship combat is rare. Does it just happen at set points, or does it also include random encounters? If it does include random encounters, is their frequency a setting in options?
sometimes when you enter a system there may (or may not) be an enemy fleet there, they create a zone around them, fly into it and you fight, but you can ignore them (they may sometimes block stuff tho), however there are forced battled that are tied to the main quest, and these side battles give you weapons, xp, salvage (ship management currency) so you could be underpowered
@@cathulionetharn5139 Thanks. Do you know if the frequency of the random fleet showing up can be set in options, and if it's a different option from the frequency of any potential on-foot random encounters?
@@jmvbento no idea,maybe there will be mods for it, but it is still almost a month before game release
@@cathulionetharn5139 Oh, I thought you maybe had an advanced almost-copy like Mortis and other streamers. Thanks for the info on the random encounters! :)
Is boarding a thing in this game? Like you board the enemy ship, the game generates an instanced ship interior and TTRPG combat takes over.
Theres an ultimate ability that sends boarding parties to do damage, but you do not yourself board them no
In what way does the Voidship required skill affect anything? I can't see a single thing different between a cannoneer with high demolition versus low.
I am wondering if you can exchange your starter ship later in the game for a bigger class of ship, like cruiser, battlecruiser, battleship. Just buzzing around in a frigate or a destroyer feels a bit lacking.
Hey, Mortismal, is there enough to the colony building minigame to justify making a 15 minute video about it?
I, personally, am really looking forward to that part of the game, and i hope it isn't a half-baked afterthought. I'd there is enough to it for it to be with taking about, I'd love to hear your opinions on it, as well as a general overview of what it's like.
Yeah Ill be making a video on it soon
@@MortismalGaming Sick! Thanks, man. And please don't overwork yourself. 100%ing games to review them must take an insane number of hours. Don't make yourself sick by working TOO much. We can be patient and wait a few extra days between videos. :)
Huh. Didn't know about posting companions on your ship-- but it seems that it's currently bugged as I can't access that panel.
A quick question, is the firestorm class available at start?
Hello! friends, can you suggest a video or explain how a cooperative online game will work?
i have a question that might have been answered in the video. Do we get the option to get bigger ships later in the game? my favorite ships has always been stuff like cruisers and the likes. Light cruisers being particularly fun. Or are we permanently stuck with just the kind of small frigate that wouldn't carry me through the midpoint of a tabletop rogue trader game.
I dont have access to the last two acts, so I dont know
It's really just a cosmetic choice?
In lore the ships are all Escorts but quite different, for example the firestar has a huge Lance (huge for an Escort) weapon in front.
That's a bit disappointing. The good thing is at least then I can choose the Falchion class, I really like the design
"You may want to keep an eye ON THAT AS WELL!" I wonder what you had to cut at that part?😅
My dog was messing around in the other room and I turned away from the mic so it sounded weird.
hoping modders with take a liking to the game and add more ship classes, weapons, character types, powers, etc
Can we skip this, as we did crusade mode?
this and releams of sigma coming soon to ps5. newbie to this. I might try maybe. but also dlc for crusader kings is out soon to.
I for one really like the officer issuing orders voice, is it still only one voice now or does the full game have any kind of variation/choice?
Looks interesting. Will you be able to buy other ships in game , more so bigger ships , cruisers , battleships ?
Not unless its in the acts I dont have access too atm
@@MortismalGaming I hope they add more ships to buy in game , and wepons there are some very fun weapons in warhammer 40 k space .That would be even a great dlc
Its a shame they didn't bring any enemies specific to the region in, Straxis (as traders, encounters, possibly purching meat - created life forms for war/slaves) and Raagoal (for giant mutant void tech using insectoids that are devoted to chaos and unleash utter terror) for example are things and species I'd love to see explored in more detail, I guess there's still the option for that to be covered in DLC etc, its also a shame you aren't setting up multiple fleets for trade routes and can't have more of a fleet, its something Rogue traders normally aspire to, along with upgrading their flagship to a bigger vessel, its not uncommon for Rogue traders to have Crusiers or Light cruisers and some even have ancient grand cruisers, also the advantage over other people a rogue trader has beyond wealth is access to unique and alien devices, its a shame these aren't available for your ships, having a supply of Elder fighter/bombers with stealth tech to launch from your bays would be fantastic, as would getting access to a Strexis warp lance, that jumps between dimensions to totally ignore void shields, it just feels like there is so much more they could have explored in this regard and I kinda hoped would be in there.
I'm a huge fan of Rogue Traders setting, and this game is a auto purchase but it really feels the focus of the game is on generic 40k races, this could be set basically anywhere, I've seen nothing in what I've watched that actually links its to the Koronos Expanse beyond the warpstorm and the names of places, everything else is just generic 40k and this feels like a massively missed oppotunity as the stuff that exists in the expanse is super cool and unique. Still maybe they will produce some additional DLC that expands these areas once you've got your trade empire established, one can only dream anyway.
How does the RT fleet combat stack up against Gothic Armada 2 - the other 40K fleet combat game.
Honestly, can you even compare them? One of them is Real Time and the other is Turn Based. Huge difference.
So, is the game three acts, or is there more? Is your pc character locked into the commander slot?
Two more, should be five acts, and no
wow, that almost looks as fun as gothic armada!
I liked the system in the Beta. Except for the part where you'd have "ghosts" of companions you'd killed still serving as officers. But yes. The Imperial Navy rep in Beta was absurd. It'll be frustrating if they do nothing to address how difficult it is to raise reputation with them.
When I played the demo this part was pretty broken: My ship did little to no damage & the enemies did massive damage. Can't remember if I got a mod or found an ini file hack to fix it. Hopefully this has been fixed?
There wasn't a demo so I would guess you're referring to the alpha or beta, but yeah its very different from the first iterations
@@MortismalGaming Yup, that's what I meant. I guess my age is showing from back in the day when publishers made demos (& called them such) to advertise the game rather than alphas & betas to get free QC testing. In my mind it's still a demo: Tomayto/ tomahto.
I am in the minority where I love the crusade system, I do wish it was more fleshed out def not perfect but rather it then nothing. So I am really happy to hear about a colony system and for ship combat.
How’s performance? I have the beta but performance wasn’t a 100% yet. Some stutters even on a 4090.
So far its fine, hard to say until I get the review version with the final pre release polish added
@@MortismalGaming 🙏
For the algorithm!
How do you get shields, I'm on chapter/act 2... Don't have shields in combat. I have them on my ship managee but they don't do shit. I take direct hull damage. I think it from a bug during an event when ship crews were rioting in sheilds bay or something and had to do stop the demon that was impersonating Theodora. Guess broken game didn't fix it.
You know I had no interest in a 40k game as I only ever watched some of the wargame but the more you cover this game the more it looks like something I want to play
Interesting though a bit limited... Doesn't it feel gimmicky? I mean the tabletop game's attraction comes from the fact you control many ships and fleets so just having one ship which seems so limited feels like they should have dropped it or make it differently (like still controlling your character but giving "text" orders and wait for the result, possibly forcing you to run accross your ship.
The rogue trader RPG you just control one ship and it is like playing regular missions but with a ship (which has its own stats that can be helped with your crew).
@@Arkangilos Thanks for the precision, didn't know it was a thing !
Gronk!
can you change your ship once the game is started or are you stuck with your character creation choice?
Not in the first three acts at least
wait... all you get is a measely frigate? isn't that the puniest class of ship in the setting?
My experience with Owlcat minigames in their previous games has been tedious. Those minigames are half baked so I'm not sure why they add another minigames in this one. Hmm...
so is that 'mostly cosmetic' or 'entirely cosmetic'?
The DLC/pre order ship technically has a slightly different weapon arrangement, but it doesnt really matter
That "firestorm frigate" looks more like a mini Gloriana class battleship.
It don't look like Firestorm at all, that much is certain.
@goransekulic3671 It's a Firestorm with a Voss prow. Many of us coverted our metal escorts to have this prow by cutting the gothic pattern prows off of them with a Dremel. GW released voss prow escorts in limited numbers do to casting issues back in the day. The Bakka Fleet is notorious for having this pattern of prow on their ships (from escorts, light cruisers, cruisers and battleships).
@@heronblackmane Hm, interesting. How do you explain the actual in game Firestorm model then? It looks absolutely nothing like the actual thing. Another Battlefleet or ... ?
There's ship combat?! Didn't expect that, although I hope this is more fun than the ship combat in Pillars 2. In that game, I would instantly board to get right to normal combat.
I kinda wish game informed me when my ults are ready before the battle? XD
Is this game coop like div 2 or buldars gate
It will have co-op yeah
Why didn't they just do something like this in Pillars of Eternity 2? xD
While it seems quite good and in the sweet spot between balanced and "you can do crazy shit" I still feel that it will be one of these mechanics that most players will hate/try to skip.
The last Pathfinder game had a similar thing with the Heroes of Might and Magic like tactical combat, it wasnt that bad but not polished enough to be fun.
I hope I'm wrong and it's fun and doesnt eat to much of the main game time and thinking, but I wish Owlcat could cut this and use the time and resources on general polishing.
check a playthrough video of someone doing this, there is a voiceover of a captain issuing commands to the crew, it is surprisingly satisfying, and at least for me doesn't get old
I hated this part from WOTR where you have those several characters in a turn based tile based combat. Fighting armies in the world map.
Oh! Loki is not in charge of the navy now. That's sad... Anyway
Ship combat in the beta: Torpedoes.
How rich are Rogue Traders? They're so rich economy is something that happens to other people. Just a rumor of one Rogue Trader visiting a system is enough to destabilize that system's economy.
How much is this game? 50 or 60 dollars?
No info yet
I wonder how this is supposed to work in multiplayer.
When it release do a guide for how to win every battle unfair. Becouse every fight has a path of moment to win. Plenty of ppl did not like the system.
free comment.
It's not exactly BFG:Armada, is it? With that said 3 phases? Hm...
Ugh. Love Owl Cat but always hate these kinda side games. Hated kingdom management in kingmaker and ended up setting it to auto. Hated the crusade management in Wrath and ended up setting to auto which means I lose out on stuff and imo Wrath of the righteous would be a solid 9 out of 10 for me if not for the boring crusade stuff . Looking at this and already looking to a set to auto option. This aspect of this game does not at all appeal to me at all. Great upload as usual though Mort!
Ah yes, 40k ships...where the bridge is a litteral cathedral.
Kinda worried how fast the game is progressing. Feel like just yesterday i bought the alpha, and now apparently its almost time for release? Im worried about bugs and lack of polish.
Its fun until you run into those Drukhari ambushes that last 10 rounds
this game cant release soon enough!
I'm at the beginning of the game sort of and have noticed that navy rep. is hard to get, I wish dind't waste the free 2k rep. you can from "A certain companion" on another faction. I've encountered a few ship battles vs 2 ships on the difficulty after "normal" and had no issues, until I ran into that Toto the Vulture guy's encounter, where you basically are forced to fight him unless you maybe succeed a commerce test(probably impossible) and you end up fighting vs another void ship that is 90% as good as yours and another 2 that are half as good and you haven't even upgraded your own ship except for hull and ram...what can I say the battle is impossible to win on that difficulty and even on "normal' (unless you get at least the first 2 upgrades to your ship). So I had to chose easy difficulty which felt quite disappointing and too easy. Game is awesome otherwise, this was my first disappointment.
You wind up getting most of the navy rep from colony management
@@MortismalGaming cheers, I ll remember that!
So you can't get a bigger ship? Bummer.
somehow sad that i have to watch your video, since i can not get past akt 1 in the beta, somehow broken
Have you tried entering your quarters to see if that jumpstart the sequence?
@@CoffeeForAll when i get to the point to leave the second system, and the cutscene starts it simply frezzes. i just wait for another month then i hopefully can play the game to the fullest
@@illumin4t152 that bug can indeed be circumvented by going to your quarters before the dialogue.
@@OwlcatGames good to know thanks, but i will simply wait now till the final game is out to enjoy it complelty from start to the end, what i saw allready is a lot of fun
Please, no more wotc crusades
Ship Battles were the one part of the Beta that I really disliked. More than anything, Owlcat put into their other games. Mostly because it is so slow and happens so often. Hopefully the changes will help me change my mind on it.