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Warhammer 40,000 - Rogue Trader - Void Shadows DLC coming 24-09-2024  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

New archetypes preview: https://store.steampowered.com/news/app/2186680/view/4265557936889641697

In the upcoming DLC, the Lord Captain will come face to face with an Imperial Death Cult. These masters of assassination demonstrate their devotion to the God-Emperor by studying every facet and aspect of death: their grotesque rituals and bloody sacrifices conceal, like a sheath, the sophisticated art of slaughter's honed blade. To understand first-hand the lethal grace of their craft, simply examine the arsenal of abilities possessed by Kibellah β€” a Death Cult representative seeking to join your retinue. The new archetypes available at character creation were specifically designed to reflect the terrifying efficiency of the Death Cult.

Let's take a closer look at the new archetypes in the Void Shadows DLC: the first-tier archetype β€” the Bladedancer and the second-tier archetype β€” the Executioner. Both are primarily focused on attributes desirable for any melee combatant. These new archetypes not only complement each other excellently but also open up numerous lucrative synergies with existing character-build options.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Oh nice!

Having not delved too deeply into the DLC announcement, outside of the trailers, I thought we were just getting a new companion and some quests. This content would make a new playthrough worthwhile.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Also came as a surprise to me, have not seen any mention of new archetypes myself either.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

For people who have done multiple, play throughs, what have you done to mix it up?

You can obviously change which companions you take out. Even if you take the same, you can branch/spec them differently.

Dogma/iconoclast/heretic paths.
Planet upgrade branches.
Some quest choices have ramifications.

Finished my first run a few weeks ago and am going to wait for the DLC and have another go. Figure a few other folks are planning the same…

   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Still need to beat it, I completely lost steam and interest right after I managed to get through the worst part of the game.

At this point, I may leave the game and try a third restart when both DLC characters have been released? πŸ˜…



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Fiat justitia ruat caelum

 
   
Made in us
Executing Exarch




The news makes me wonder what they're planning on adding for the Imperial Tithe DLC.
   
Made in pl
Longtime Dakkanaut




A question about an unexpected difficulty spike:

Spoiler:
How exactly am I supposed to kill Malice in Commoragh?

My characters deal paltry 2-3 wounds with the crappy weapons they can find around and they get killed in 2-3 swings/shots. The character chosen to talk to Malice doesn't even get to activate, ever.

Abelard survives longer but, after Malice's goons take out Commissar and his soldiers, his luck ends at some point and just a few hits need to get through to kill him.


I have been winning every fight easily on the first attempt so far, so there was zero warning that my characters may be lacking anything.

This message was edited 1 time. Last update was at 2024/09/05 21:27:39


 
   
Made in gb
Mighty Vampire Count






UK

Cyel wrote:
How exactly am I supposed to kill Malice in Commoragh?

My characters deal paltry 2-3 wounds with the crappy weapons they can find around and they get killed in 2-3 swings/shots. The character chosen to talk to Malice doesn't even get to activate, ever.

Abelard survives longer but, after Malice's goons take out Commissar and his soldiers, his luck ends at some point and just a few hits need to get through to kill him.


What diff are you playing

You can get a load of weapons in the camp before you fight him including a super powerful pistol - I had Abelard fight him whilst Sister and my character slaughtered the rest but I was on normal

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in pl
Longtime Dakkanaut




I play on one above normal iirc and I have been winning every fight easily on the first attempt so far.

Spoiler:
I found some equipment around, but still it doesn't stop my characters from dying instantly and having terrible to hit chances. Abelard deals ok damage and even managed to kill Malice using his feat once, but still got mauled eventually after several turns of being unable to hit a regular Kabalite (~30% to hit).

This message was edited 1 time. Last update was at 2024/09/05 21:32:01


 
   
Made in de
Huge Bone Giant






I finished the game last night. And it's nice. Mostly thumbs up from me.

Especially with regard to my main concern prior to release. But it turns out that normal difficulty actually feels normal. The only two combat encounters I had to do twice were down to game crashes. Annoyingly one of them was Aurora which happened to crash when the last lousy cultist was one hit away from dying. It wasn't vexing, though, and in fact was kind of fun doing the fight all over again.

That's one area where the game is pretty good. The fights are fun, engaging and for the most part not dragged out. I can appreciate how some boss fights are designed to throw a few extra hurdles your way and mix things up in how you solve them.

On the flip side, I didn't stabilize many warp routes. While that's great for leveling my characters, it really highlighted the limited ways in which these encounters were designed. It becomes something of a chore especially on higher levels when the fights involve a lot of real world time activating a ton of abilities only to massacre everything in half a turn. It doesn't help that there was a notable slant towards Khorne and Tzeentch encounters while Slaanesh and Nurgle remained rare. Specific groups also only seem to have one or two deployment variations. That's too much repetition for a frequently recurring feature.

I had a bit of an issue with leveling. I like the game mechanics as such and you can make a lot of meaningful choices up to, I don't know, halfway through the highest archetype tier when you have everything you want and start picking abilities that didn't make the cut earlier. The math formulas don't even bother me as the ability formatting makes is easy enough to understand the function of an ability and figure out quickly if it's for you before you have to do any math and learn the exact value of the boost. But it is a lot of stuff to come back to every time you level your character, at least six times to account for your core party, modified by equipment and attributes, and passive boosts, and stretched out over two month's worth of playing the game. For instance, I couldn't say why Yrliet can shoot five times in her turn without getting any extra turns, but she can. During combat it's all tied to four of five abilities. Past choices are a lot to keep track of when during actual combat most of it is hidden behind a few buttons with no reminder of how you got there.. It's easy to use when it counts, but takes up a good bit of brain space when you level up and try to build on existing strengths.

The story is fun and guess the right kind of over the top four 40k. I guess Owlcat got the tone right. Can't complain about that.

And visual character customization is nice. It doesn't have an overwhelming amount of option, but the ability to import a character portrait alone is great. I played Ministorum origin for no other reason than that there was a haircut available that aligns with a priest from my Sororitas army. Some fiddling with a picture I had of the model to adjust size and add some filters to blend better into the game graphics, and instead of basing my choices on game mechanics, I started out by recreating a model. That was cool. And dumb. Because she ended up as the weakest character in the party. But that's cool, because game difficulty is decent and allows for fluffy choices over hardcore optimization and still let a character function meaningfully.

Catching up on this thread, it looks like giving it half a year for Owlcat to get bugs under control was a good choice. It's not entirely bug free yet, but I had very little that got in the way of enjoying the game.

 Mr Morden wrote:
Cyel wrote:
How exactly am I supposed to kill Malice in Commoragh?

My characters deal paltry 2-3 wounds with the crappy weapons they can find around and they get killed in 2-3 swings/shots. The character chosen to talk to Malice doesn't even get to activate, ever.

Abelard survives longer but, after Malice's goons take out Commissar and his soldiers, his luck ends at some point and just a few hits need to get through to kill him.


What diff are you playing

You can get a load of weapons in the camp before you fight him including a super powerful pistol - I had Abelard fight him whilst Sister and my character slaughtered the rest but I was on normal


I don't think I had trouble with that (on normal difficulty) since I barely remember anything about the fight. I think I had Yrliet and Argenta at the time, along with my Rogue Trader who is a complete bum. Must have worked out pretty well for me, though. I guess I invested in a lot of tanky abilities early on because I found my party to be killy enough without taking every last ability to boost killing power. That may be beneficial in this case, although I can't say that with any amount of certainty.

I do remember that part of the game to be the most challenging because of decreased overall damage and mitigating abilities from wargear, but not so much that any of my characters got downed.

One of my favorite abilities is Argenta's kick (remember to yell SPAAARTAAAA! when you activate it to unlock its full potential) because it can send an enemy to the ground, which takes it out of the fight for a turn. I don't know if it worked on Malice, or if I even had the ability at the time, but if I did, I'm sure I tried. Doesn't matter how bad an enemy is if it can't fight back.

Nehekhara lives! Sort of!
Why is the rum always gone? 
   
 
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