Warhammer 40,000: Rogue Trader: Difference between revisions

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Updating for 1.3 and cleaning up a few of the other tips, removing/consolidating redundant ones.
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(Updating for 1.3 and cleaning up a few of the other tips, removing/consolidating redundant ones.)
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(These tips are current as of patch 1.1)
(These tips are current as of patch 1.3.)


== TL;DR ==
== TL;DR ==
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* Owlcat have done a lot of work on fixing bugs, but it's still recommended you keep a couple of back-up saves and keep Toybox on hand just-in-case.
* Owlcat have done a lot of work on fixing bugs, but it's still recommended you keep a couple of back-up saves and keep Toybox on hand just-in-case.


* Relatedly, if things like the UI or character animations start acting strangely, closing and rebooting the game usually fixes it.
* Strong enemies usually have some sort of gimmick; If you're having trouble, read the enemy abilities.


* Skill Checks skyrocket in difficulty in Act 3 and continue on doing so for the rest of the game
* Try to keep most of your 'major' alignment decisions consistent, if you can.


* Strong enemies usually have stage gimmicks or a buff that can be disabled using certain powers or attack types ex. the tutorial boss will consume any on screen enemies when it takes enough damage and recover stronger then before
* Keep most navigation routes at yellow.


* “Role Playing” is a core part of the game design, it rewards going all in on one type of alignment over mixing them up
* Act 3 sticks you with a single party for a while.


* Act 3 throws a massive shift in gameplay at you
* The "Secret" ending is much easier to achieve then previous Owlcat games.
 
* Keep most navigation routes at yellow, it can trigger an event that gives Insight as a reward
 
* Insight cannot be farmed aside from the random event
 
* The "Secret" ending is much easier to achieve then previous Owlcat games


== Character Creation ==
== Character Creation ==


* There is no significant reactivity to homeworld/origin
* The reactivity to Homeworld/Origin/Triumph is fairly minor, there's no exclusive content hidden behind any of it.


* Psyker Origin is basically it’s own unique class, it can synergize with the archetypes or be the main focus for level up
* Psyker origin is basically its own unique class, it can synergize with the archetypes or be the main focus for level up.


* Most companions have unique features & abilities you cannot replicate with mercenaries; Cassia especially.
* Most companions have unique features & abilities you can't replicate with mercenaries. However, you can min-max synergies in ways companions can't.


* For melee DPS, priority is Agility, Weapon Skill, Toughness
* For melee, priority is Agility, Weapon Skill, Toughness. Strength is only important for equipping heavy/power armor.


* Strength stat is only important for equipping heavy weapons and power armor
* Extra turn mechanics (i.e. the Officer's powers) start underwhelming but become extremely effective by midgame.


* Skill checks in the game are balanced assuming characters focus on 2 skills max, and taking the skill training abilities, Act 3 will see skill checks with -50 penalties and higher become common
* Skill checks in the game are balanced assuming characters focus on 2-3 skills each, Act 3 will see skill checks with -50 penalties and higher become common.


== General ==
== General ==


* There is no time limit for the main story. Some companion missions will expire if you ignore them too long.
* If things like the UI or character animations start acting strangely, closing and rebooting the game usually fixes it.


* There are well labeled points of no return for advancing into the next chapters
* There is no time limit for the main story. Some companion missions will expire if you ignore them for too long.


* Early combat is cover based shooting and lasts several rounds. By Act 3 combat is about granting extra turns via abilities/heroic moments and doing extremely high damage attacks to end combat in 1-2 rounds.
* There are well-labeled points of no return for advancing into the next chapters, make sure to finish any side quests you care about before going forward.


* The game is supposed to pick the best party member to use for skill checks but it will not always do that.
* Don't neglect upgrading your voidship; main quest missions are often gated by a moderately difficult ship battle to proceed.


* Foulstone can be converted into a colony.
* Incidental alignment-dialogue isn't as important as it used to be, so feel free to make choices that feel right for your character, though you should still generally try to stick to one alignment for 'major' decisions.


* For high damage with ranged weapons the optimal choice is a heavy bolter; despite the listed damage rate of fire is the most important factor for damage.
== Level Up ==
 
* Ship combat is “optional” except you need it to level up your ship and get better equipment from the vendor. Main quest missions are often gated by a moderate difficulty ship battle to proceed
 
* Itemization is not ideal for certain builds. There are no 2h force weapons in the game, and only 2 force swords (for psykers using psy attack). There is psyker specific heavy armor as well.


* Psykers get the "until end of combat" buffs/debuffs, regular classes get "per round/until next turn" versions, and Grand Strategist set areas that buff allies/debuff enemies inside them
* Each character should specialize in two to three skills, maximum. A jack of all trades is a master of none.


== Level Up ==
* The Combat Master general talent is basically mandatory on every character who's going to spend any amount of time in melee.


* You can find a lot of Aeldari and Drukhari equipment in later acts so those talents are useful midgame and beyond.
* Itemization is not ideal for certain builds; don't specialize into any kind of weapon or gear you don't already have access to. (i.e. Power Armor doesn't show up until Act 4.)


* Grenadier will allow party members to use grenades at 0AP, this includes using them during extra turns
* There are no "gotcha" stat requirements except the Strength requirement for Heavy/Power Armor (STR 45).


* You don’t need to build out anything in advance except strength requirements for heavy weapons and power armor
* If a build really doesn't feel like it's working, you've got a decent number of free respecs from Janris before it starts costing Profit Factor


== Act 3 ==
== Act 3 ==


* The party you take into the final story mission of Act 2 will be the only party members you have for Act 3.
* The party you bring into an early, seemingly-minor mission will be the only ones you have access to for most of the Act.


* High priority skills needed for Act 3 are social skills, and Lore:Xenos.
* High priorities are social skills, Lore (Xenos), and at least one psyker.


* Warp attack abilities are highly valuable as they can dispel enemy buffs on hit
* The permanent party member debuffs can be cured by turning in plot items found in the area.


* The permanent party member debuffs can be cured by turning in plot items found in the area
* If you want the Space Marine companion, you'll need to do at least some of the side quests.


== Companions ==
== Companions ==


* You recruit most of the companions by Act 2, an additional 2 in act 3, and then 3 secret companions in Act 4 that can join based on your alignment
* Some of the more under-performing companions have received significant buffs since launch. Take any comments about under-powered ones with a grain of salt.


* Companions will not leave you over alignment choices until a specific late game extreme option or siding against them during a pivotal conversation
* Most of the companions have access to some sort of gimmick the main character doesn't. For example, Idira's powers are stronger than an equivalent Sanctioned Psyker, but also much riskier.


* The Space Marine is found in Act 3, his gear is nearby. Despite his power he is a 2x2 size and can get stuck on the map. Toybox has an option to make him normal size.
* Companions will not leave unless you side against them during a pivotal conversation, or after an extreme alignment option in Act 4.


* Companion quest outcomes are flagged and will affect the companions moving forward, like “X remembers your advice” in case you want specific good endings you have to make the correct choices early on
* Companion quest outcomes are usually tied to your choices during their first personal quest, i.e. how you handle the orphans that Argenta asks you to speak with.


== Colony Management ==
== Colony Management ==


* Janus has a project that gives you an AI controlled ship ally for space battles
* Save extractors for Xenotech and Flogiston early-game, you can always go back and slap one down later if you need more of a specific resource.


* The med kits that cure traumas are highly useful for Act 3
* Once you unlock it, get in the habit of checking the Colony Management screen every few jumps.


* Save extractiums for xenotech and flogiston early game
* Foulstone is the only optional colony. If you loot it instead of founding it, you won't get another one.
 
* The project that gives Chirurgeon Medikits (also on Janus) will be a lifesaver in Act 3. Pick it up early and start stockpiling.


== Vendors ==
== Vendors ==


* It is extremely difficult if not impossible to max all vendor reputations, focus on 2 that do not want the same high value cargo at first.
* Profit Factor is essentially the maximum value of items you can just tell people to give you; it isn't reduced by buying things.
 
* Focus on one or two vendors that don't want the same high-value cargo; maxing them all is effectively impossible for a casual player.
 
* Convert excess consumables like medkits and stims into cargo instead of hoarding them.
 
* Vendor reputations increase to 35 in Act 4 with new high level equipment available.
 
* The Imperial Navy only takes trophies obtained from ship combat, you may have to manually add them to cargo from your inventory occasionally.
 
* Vendor reputations also unlock some colony projects, and other colony projects can boost reputation as well.
 
== Patches and DLC ==
 
* Most of these tips exist to reiterate and clarify the situation about aspects of the game that used to be serious/infamous issues, but are no longer the case.


* Converting excess consumables like medkits and stims into cargo will give a significant boosts to reputation
* Some of the more under-performing companions, most notably the Space Marine and the Heretic-exclusive late game member, have received significant buffs and bugfixes. All of them should be functional and viable now.


* Vendor reputations increase to 35 in Act 4 with new high level equipment available
* Alignment used to be incredibly strict about requiring you to go all-in during even incidental dialogue if you wanted enough points to reach the good bonuses and special endings. This has been changed as of Patch 1.3; you now have a lot more room to make choice that feel right for your character, though you should still generally try to stick to one alignment for 'major' decisions.


* The Imperial Navy only takes trophies obtained from ship combat, you have to manually add them to cargo from your inventory if they don't appear as cargo
* Gear options have finally been expanded in 1.3, including a number of new force swords for psykers of all alignments. However, power armor still doesn't show up until Act 4 at the earliest.


* Vendor reputations also unlock some colony projects, and other colony projects can boost reputation as well
* A dual-wielding build is technically possible for any archetype, but the Bladedancer archetype (and party member) added by the first DLC is explicitly focused on a dual-swords style.


[[Category:Games]]
[[Category:Games]]

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