Warhammer 40,000: Rogue Trader
That's nice to hear!
 
Hard isn't even very hard. At least not yet (I'm ~11 hours in)
IIRC, one of the devs noted there is no difficulty setting applied to prologue - so it should be breezy regardless what difficulty you've chosen.

Finished the prologue and enjoying the game the more I play, which is a big surprise. I am positive I have gimped myself, not understanding certain things (like WP only matters for psykers and not till level 11 from what I read), that agility would have been good to put points into for a melee focused psyker with low strength. Also that I spread myself to thin as I like to be good at everything - good fighter, good with speech checks, good at pysker stuff, tech skill, medicae skill ... anyhow will see how it all goes. Level ups give me some options but he will be far from a perfect character which has its pros and cons. Luckily easy mode is very easy so I think no matter how poorly made he might be it will still be fun.
You will have hard time later on Wolf, especially in act 3.

Class building is fairly straight forward for tier 1 archetypes and most players will open up tier 2 archetype as you finish off act 1.

I'm lost on what to do with tier 2. I've just started act 2 and each combat encounters are now taking bloody long because I don't do much damage. Yesterday, I was stuck in one encounter for an hour - I started to run out of stamina to deal with it, so I saved the game in middle of the fight half an hour or so into the fight then took a break to win it.

My RT is biomancer pysker warrior (tier 1) --> arch-militant (tier 2)

Also, I find it amusing that 2 most helpful reviews on Steam are identical meme-like stuff from 2 different users:
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Enjoying it so far (almost 40 hours) - love the lore and the way they have interpreted W40K universe - pretty much what I envisioned from playing TT years ago. I can't remember any rules though...I'm playing on normal, but I definitely find that I have to use my heroic acts quite often (and they are very powerful, which is cool and appropriate for setting). Cassia is a beast *zap*zap* - my own PC is not actually that great at dealing damage, she's essentially a sniper/bounty hunter, but mostly 1 shot per turn. The melee characters do very well. I took some PSY skills at start, and pumped up my WIS in preparation, but in retropsect I think that was a waste. I'm just shy of level 20 and so far my PSY abilities (I'm a telepath) have been somewhat supplementary - like blinding people and using staff/scream . But they do such minor damage (esp compared to heavy hitters) at my current level and enemy hp just keep going up, and up. I' now hesistant to go that route....I think I should have gone entirely with a ranage damage dealer build and pushed up agility, ballistics etc. Anyway, so far, so good, had some narrow escapes early early, but more or less have a handle on things.

Ship combat is a bit frustrating - the voidship moves like a beached whale, turning is a bitch. And you are always attacked by small agile craft and generally quite outnumbered.

Just established some small colony so dreading the management to come (always the thing I didn't like about Owlcat games).

I started playing more herteically, but seems you need to be a real ahole in many cases, so its not just really non-sanctioned stuff (e.g. dealing with Xenos, chaos agents etc). So often end up being iconoclastic, or when I'm in the mood, dogmatic (purge and burn!). Ended up killing a companion - kind of unintentionally by, a decision I made, but rolling with that ;-)

bugs: so far only bug I have (a very frustrating one - which i recall from PF games too) is that sometimes combat locks up, usually if I execute a move to square then do range attack from there. Happened 3 times, at critical places, when I was winning :/ - had to quit. However, I tried a trick to unfreeze and seems to work - select submit bug report (main menu near top I think) then submit it, the game then skips locked character turn but it will continue. At least worked when I tried it (found that somewhere online).
 
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I looked at all the settings and you can make easy even easier if needed with the sliders. So even if I gimped my build I think it will still be playable. I'll adjust things as needed. I could restart as something more straight forward like a Deadworld Soldier Gunner or Fortress World Warrior, but the Psyker has been sort of fun so far.

I'm playing mainly for the story, atmosphere, quests, companions, and exploring, not the combat, so not too worried. The only reason I might switch to either melee warrior or noble soldier type is the whole madness issue around being a Psyker.
 
Near the end of act 1, there's an annoying bug in which your Rogue Trader is in their rooms after a conversation and there's no way to get out of the room. I haven't tested this yet, but it's a known thing and apparently saving and reloading fixes it. I spent 5+ curse filled minutes running around and around the suite of rooms, looking for a way to get out. Posting this here to hopefully save someone else the frustration.
 
Near the end of act 1, there's an annoying bug in which your Rogue Trader is in their rooms after a conversation and there's no way to get out of the room. I haven't tested this yet, but it's a known thing and apparently saving and reloading fixes it. I spent 5+ curse filled minutes running around and around the suite of rooms, looking for a way to get out. Posting this here to hopefully save someone else the frustration.
At least you weren't soft locked in act 1 by choosing certain dialogue option - made me lose 3.5hours progress.

For anyone in act 1, don't choose [observe Heinrix] dialogue option at the electro temple place - it will bug out the main quest and you won't be able to progress the game - unless they fixed it with the patch released today.
 
At least you weren't soft locked in act 1 by choosing certain dialogue option - made me lose 3.5hours progress.

For anyone in act 1, don't choose [observe Heinrix] dialogue option at the electro temple place - it will bug out the main quest and you won't be able to progress the game - unless they fixed it with the patch released today.
Ugh, brutal. Nothing makes me lose interest in a game like having to do a bunch of it over again.

In what way did it bug out the quest? Because that's right before the issue I mentioned above.
 
Journal entry doesn't update for the main quest, cut scene with Heinrix is messed up / cut short once you are back at your ship, the quest giver doesn't have dialogue option to continue the main quest - its not so obvious that this softlocks you out until later. I thought the main quest will progress once I finish other quests for act 1. Wasn't the case.
 
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Oh...no...say it isn't so....game breaking bugs in a just released Owlcat game.:wideeyed:

Nah not really surprising as proven by their last games bugs are a feature.
 
Journal entry doesn't update for the main quest, cut scene with Heinrix is messed up / cut short once you are back at your ship, the quest giver doesn't have dialogue option to continue the main quest - its not so obvious that this softlocks you out until later. I thought the main quest will progress once I finish other quests for act 1. Wasn't the case.
Yeah, me too, so the game is set aside for now. I read it was dependent on a certain selection of dialogue options, which don't reappear once you've got it (unknowingly) wrong. Steam forumers have suggestions for fixes including downloading toybox mod that will move the quest on. That's way too much anxiety for me.

There was also a bug that set peoples audio down to zero, for me it was immediately after an Nvidia patch. Easily fixed but annoying.
 
Yeah, me too, so the game is set aside for now. I read it was dependent on a certain selection of dialogue options, which don't reappear once you've got it (unknowingly) wrong. Steam forumers have suggestions for fixes including downloading toybox mod that will move the quest on. That's way too much anxiety for me.

There was also a bug that set peoples audio down to zero, for me it was immediately after an Nvidia patch. Easily fixed but annoying.
I reloaded earlier save and didn't choose the bugged dialogue - wasted 3.5 hours but at least the workaround worked and I'm in act 2.

I now have permanent clanging sound on my void ship bridge tho - apparently its also a bug associated with how I finished a certain quest. Its driving me nuts.
 

Highlights

  • The host now shares their DLCs with the clients automatically - you no longer need an exactly matching set of DLCs to play;
  • Fixed the black screen after the cutscene in Chapter V;
  • Fixed disappearing texts in dialogues and descriptions that were caused by font size options resetting to 0;
  • Fixed camera rotation and camera movement speed resetting to 0 - you may need to set it back to the preferred value once after the patch;
  • Subtitles in interchapter videos are now shown correctly;
  • As per your requests, the bug report icon will no longer be visible on the screen all the time;
  • Major update to Chinese localization;
  • Fixed the behavior of enemies when they run away from the character in battle which could cause the battle to be stuck;
  • Fixed Cassia’s face mutations;

If you are playing with mods, don’t forget to update them before loading your saves!

Please be aware of plot spoilers in the description below!

System and stability

  • Saves now include DLC information and will warn about missing DLCs when attempting to load them from a game without the DLCs;
  • The camera could get stuck on a unit during the enemy turn, preventing the player from moving it elsewhere - fixed;
  • Fixed lag when overlapping multiple stratagem areas;
  • Fixed multiple cases of error log spam, which could lead to performance drops;
  • Optimized charge calculations to avoid lag when selecting charge route;
  • The game no longer returns to the main menu when a gamepad is connected;
  • When loading a save the game could crash to the main menu occasionally - fixed;
  • Fixed disappearance of companions in peaceful locations under certain circumstances;
  • The game will no longer create a corrupted save if something prevents it from creating a save normally - it will display a flashing error message instead;
  • Fixed possible game freeze when exploring some planets;
  • Fixed the black screen after the cutscene in Chapter V;
  • Fixed camera rotation and movement speed resetting to 0 - you may need to set it back to the preferred value once after the patch
Co-op
  • The host now shares their DLCs with the clients automatically;
  • The list of player's DLCs is now displayed in the lobby;
  • Fixed a desync case when switching to the global map;
  • Fixed desyncs when players had different auto-save settings;
  • Fixed desyncs when using Medical Mechadendrites;
  • Fixed duplicating "Lobby not found" error message after multiple attempts to connect;
  • Fixed issues with movement during simultaneous control of the voidship in space combat in co-op;
  • Fixed the possibility to switch weapons of another player after changing the player’s character during a battle;
  • Health bars no longer cover the character names in co-op;
  • Deleting a save was not synchronized - fixed;
  • If one player used the bug report function, and the second started a cut scene, the first player's bug report could close and not open again - fixed;
  • Names of disconnected players are no longer displayed above the characters;
  • You can now also ping friendly units and neutral NPCs in co-op using the ALT button, not just enemies;
  • You can now ping the ground using ALT during the combat preparation phase;
Narrative
  • Adjusted Convictions requirements in Act III;
  • Added a few new reaction dialogue lines for Heinrix in his companion quest;
  • Added a few new reaction dialogue lines for Marazhai;
  • Added additional banter on the bridge and Footfall Atrium related to your Convictions;
  • Added multiple conditions and reactions, improving the final cutscene in Act IV;
  • Added reactivity for your arrival to guards in Ryzza's room in Act 4;
  • Dialogue with surrendering enemies at Eufrates II was updated to make it more clear why they surrendered;
  • Epilogue slide with Aeldari now shows correctly for Iconoclast conviction;

  • Fixed a problem in dialogue with the cogitator on the bridge;
  • Fixed a broken dialogue option in Argenta's dialogue on the bridge;
  • Fixed cases of incorrect epilogue being displayed for Heinrix;
  • Fixed conditions and reactions in a dialogue with Chorda in Act IV;
  • Fixed conflicting epilogues about Eufrates II;
  • Fixed some instances of incorrect commoner banter on Footfall;
  • Improved cutscenes and added additional conditions and reactions to dialogues in the "Judgement Of Footfall" quest;
  • In the final Marazhai romance scene, the player now better remembers the kiss attempt;
  • New dialogue with Heinrix interrupting the conversation in Outer Spire Halls;
  • One of Cassia’s romance dialogue lines could pop up again in Act IV, potentially fully breaking the dialogue - fixed;
  • The description of the Kasballica Mission faction has been updated;

  • Companions now properly disappear after leaving the Rogue Trader who has fallen into heresy;
  • After the Rat Hunting quest was completed, Jae could disappear from the party after leaving Footfall - fixed;
  • Argenta's first quest now properly describes a second objective;
  • Clarified where to find Achilleas in the "Spiders in a Jar" quest objective description;
  • Fixed the error when the player could skip Jae's event in Chapter 4 after breaking up with her;
  • Fixed the situation, where you could finish the game with Ulfar in the party, but without completing his companion quest - Ulfar will now ask you to help him finish his quest, and part ways with you if you disagree;
  • One of the romance episodes with Jae appeared much later than intended - fixed;
  • To complete Jae's Mercatum Tabula Officiale quest, one signet is now enough;

Mechanics
  • "Bleeding" was dealing damage at the start of the turn of the unit that applied bleed, instead of the turn of the bleeding unit - fixed;
  • The quest in the Warrant Chamber for equipping weapon now triggers the objective correctly when equipping a two-handed weapon in the offhand slot;
  • A description of the Erratic Injections Wych ability has been added;
  • Alpha Retaliates talent now works correctly;
  • An enemy who died while moving no longer blocks a cell with their body;
  • Arch-Militant's Versatility feature now correctly counts burst fire as a separate type of attack;
  • Astra Militarum Commander talent Timely Rescue now works correctly;
  • Astra Militarum Commander talent Unflinching Heroism now works correctly;
  • Burst attacks could only be made when the weapon had enough ammo for the full rate of fire -fixed.
  • Now Burst attacks can be made as long as the weapon has at least 2 ammo - if the amount of ammo in the weapon is lower than Rate of Fire, the attack will shoot fewer projectiles;

  • Characters could get stuck when sidestepping from the cover for shooting - fixed;
  • Fresh Wound timer no longer ticks out of combat;
  • Interactable objects in unexplored areas could become visible on the map as loot when caught on the camera in cutscenes - fixed;
  • It could become impossible to interact with some objects (such as doors) that became visible for the first time in a cutscene - fixed;
  • It's no longer possible to push the Chaos Space Marine into a tile with another unit;

  • Machine Spirit Banishment was reducing only ranged damage - fixed;

  • Officer's Finest Hour! desperate measure was removing the attack limit on the next interrupted round, not on the one given by the ability - fixed;
  • Operative's Inflict Despair talent now correctly applies the penalty;
  • Operative's Tide of Excellence talent now grants additional damage correctly;
  • Press the Advantage effect was not removed by using Navigator Powers or Psychic Powers that caused damage - fixed;
  • Sanctic psyker's Shield of the Emperor now correctly applies its effect until the start of the psyker's turn, instead of the ally's turn.
  • Bonuses added to Overpenetration damage were calculated not once on the first hit, but on each hit on the target - fixed;
  • Soldier's Alacrity talent now correctly calculates the amount of Agility it grants;
  • Soldier's Firearm Mastery desperate measure didn't give additional attacks - fixed;
  • Some dead enemies regained 1 HP after saving and loading in combat - fixed;
  • The critical Hit Chance of melee attacks is now increased by 1% for every point of Weapon Skill the attacker has above the target's Weapon Skill (and decreased in the same way if the target has more Weapon Skill than the attacker);
  • The death of an enemy squad could cause the battle to freeze - fixed;
  • The second combat encounter in Rykad Minoris spaceport could break and continue forever - fixed;
  • Vanguard talent "Beacon of Might" now correctly adds Strength bonus;
  • Warrior lacked Field Medic talent - fixed;
  • Warrior's Break Through ability now correctly allows to use Slash several times, instead of once;
  • Weapons of some Drukhari enemies in Chapter 2 were changed;
  • Late-game companions could take Psychic Awakening talent of the Exemplar - fixed;

  • Critters could become stuck on corners - fixed;
  • Fixed the behavior of enemies when they run away from the character in battle which could cause the battle to be stuck;

Items
  • Wanderer's Portent Long Rifle had wrong prerequisites and was treated as a one-handed weapon - fixed;
  • Added a new quest item: Codes for traversing the minefields;
  • Added missing loot to some space exploration events;
  • Charm of Bonded Souls: the item description has been corrected. the amulet requires Iconoclast conviction, not Heretical;
  • Corrosive Grenade did not always work correctly - fixed;
  • Embroidered Cloak description was updated;
  • Empyrean Transceiver doesn't react to friendly fire anymore;
  • Equipment icons were updated;
  • Fencing boots now work correctly;
  • Fixed damage values of Battle-Scarred Mantle;
  • Fixed Incandescent Storm Plasma Gun using full Ballistic Skill characteristics instead of Ballistic Skill
  • Bonus for additional damage calculation;
  • Fixed Triumph of Faith hammer stunning permanently and not resetting attack cooldown;
  • Gloom's Disgrace now correctly reduces the dodge of enemies around;
  • Lightweight Boots item used to give 2xSTR Bonus to parry (instead of STR Bonus) - fixed, reduced parry bonus to STR bonus;
  • Mind Assemble Circlet now works correctly;
  • Mindkiller Staff effect was stacking from any kills, not just from Telepathy psychic powers - fixed;
  • Mindkiller Staff effect was stacking from attacks on allies - fixed;
  • Properties of Navigator staves (devastating, castigating, infusing) used to stack if the staves with the same property were equipped in both weapon slots - fixed, only the properties of the currently selected staff will be applied;
  • Provocateur's Helmet now works correctly;
  • Stimm incorrectly reduced the character's MP until the end of combat - fixed, the debuff now lasts 2 rounds as intended;
  • The Bladewings ability is now correctly removed when the wearer unequips the item;
  • The firing range of Well-Maintained Stub Revolver was adjusted to be the same as Stub Revolver's range;
  • The hit chances of Scrappy Lasgun, Lasgun, and Laspistol were corrected;
  • The lists for cargo distribution have been corrected;
  • The Von Valancius Cloak now can only be equipped by the main character;
  • Updated the description of Prey Scanner;
  • Using Medkit in the tutorial task will always remove Old Wounds effect now;
  • Vivisector's Visor no longer overrides the limit of Assassin's Opening bonus damage;
  • Vortex Pendant now works correctly;
  • Warp Reflex Ring now works correctly;
  • Wraithbone Staff never reduced the veil degradation caused by Divination psychic powers - fixed;

Locations
  • "Dirt-Covered Vox" book was added to Quetza Temer;
  • Improved balance of the encounter at The Upperway;
  • Mutants from the "zoo" in Footfall Atrium no longer appear in Adeptus Amasecus after they were killed;

  • Opticon-22 is now shown as an important NPC on the map of Footfall Void Dock Alpha-Rho;
  • Removed an inactive exit icon from the Epitaph Arena;
  • Some characters were not visible in Footfall slums - fixed;
  • Plague rats were added to Footfall slums;
  • Starting cutscene in Plasma Drive Chamber could trigger again after killing all enemies - fixed;
  • Tanakia is now easier to find on Epitaph;

  • Fixed desync problems on the global map;
  • Fixed desync problems in the Shadow Quarters;
Visual
  • Cassia’s face no longer makes you scream in horror when she equips a two-handed weapon;
  • Added navigator powers VFX during various scenes and dialogues with Cassia;
  • Added new VFX to Screamer Slam ability;
  • Added proper burst animations for Necron Lokhust Heavy Destroyers;
  • Added VFX to teleportation effects on various creatures;
  • Argenta's left leg no longer clips through her robe;
  • Color correction for interchapter videos;
  • Covers will no longer dissolve on camera rotation or display purple textures under them;
  • Expanded the variety and diversity of NPC looks;
  • Female nobles no longer have their right leg clipping through their dress;
  • Fixed a bug when a character could not use the ladder if there was an enemy on the other side;
  • Fixed a number of visual errors in Prologue(NPC positions, T-poses, camera positioning, etc.);
  • Fixed lighting and subtitles in the cutscene with Jae's introduction;
  • Fixed missing objects in multiple cutscenes;
  • Fixed visual changes of Footfall in Chapter 4.
  • Fixed frame-switching animation in the opening cutscene;
  • Herald of Corruption model was not visible - fixed;
  • If screen or accessibility settings were changed, the screen could blink when loading the game - fixed;
  • Improved smoke effect in one of Prologue scenes;
  • Made some visual improvements to the cutscene in Adeptus Amasecus in Act IV;

  • Pre-order throne now has Purity seals on it;

  • Servitors with multi-melta had their shots coming out of their legs - fixed, the shots' VFX are now properly attached to the weapon's barrel;
  • Subtitles in the interchapter videos are now displayed correctly;
  • The combat servitors with multi-meltas had an incorrect model with a heavy bolter - fixed;
  • Throne-sitting animation no longer makes the characters hover over the throne;
User Interfaces

  • A message about an additional move has been added to the combat log;
  • Added more clarifications for Burst Shot mechanics to the tooltips and the combat log;
  • Added the notification in psychic power description that allows players to differentiate between major and minor psychic powers;
  • Changed the red color of some text in the settings menu to be darker and more comfortable for reading;
  • Charge ability now shows the expected damage;
  • The Colony Management window could fail to open after the completion of certain subsequent projects - fixed;
  • Combat log now always scrolls correctly to the bottom without having to reopen it when playing with a controller or on a console;
  • Fixed a bug that caused talents and abilities that use formulas to show incorrect values in tooltips during level-up;
  • Fixed a bug where switching to Tier 2 and Tier 3 Archetype descriptions in the character generation interface made it impossible to scroll and navigation in the whole interface would break;
  • Fixed a problem with switching between quests, rumours, and contracts;
  • Fixed disappearing texts in dialogues and descriptions that were caused by font size options resetting to 0;
  • Fixed display of character biography;
  • Fixed focus shifting and incorrect navigation when changing characters on the Reputation screen;
  • Fixed font size for resources on planets;
  • Fixed icon in Trauma description;
  • Fixed incorrect description of 5th level of Iconoclast Conviction;
  • Fixed incorrect display of what will be gained or lost in dialogues;
  • Fixed incorrect tooltips for Chain Lightning and Psychic Scream and added additional Sanctioned Psyker description for clarity;
  • For smaller locations, the map was looking very small on the screen - fixed, it is now zoomed in so that it is much larger by default;
  • If a tutorial window appeared while the settings window was open, the settings window was blocked - fixed;
  • Improved speed and responsibility of loot, cargo, and vendor UI;
    Improved the interaction with elements when playing with a gamepad or on a console.
  • Screens now show only one element in focus, making it easier to identify the active interface;
  • In interchapter videos, the subtitles are now better split, only showing one line at once;
  • Minor color updates for level-up interface elements;
  • Momentum tooltip has had its formatting fixed;
  • Perils of the Warp are now correctly shown in the combat log;
  • The planet selection frame remained on the screen on top of the colony management window - fixed;
  • Removed display of system saves in the game save/load interface;
  • Rogue Trader portrait could be replaced by Cassia portrait under some circumstances in the Biography interface - fixed;
  • Screen and accessibility settings changes were not applied after restarting the game - fixed;
  • Some dialogue options could become cut if the font size was bigger than the default - fixed;
  • Subtitles in interchapter videos are now shown correctly;
  • Switching weapon sets is now more responsible to clicks;
  • Taken "Point-Blank" talent is now correctly shown in the talents list;
  • The "?" button on the local map UI now works correctly when playing with the controller or on a console;
  • The bug report icon will no longer be visible on the screen all the time;
  • The chance of success was not displayed for Logic skill checks - fixed;
  • The damage displayed in the weapon description and in inventory was reset to a base one;
  • The description of the "Deadly Aim" talent has been updated to show correct values;
  • The description of Ulfar's Swift Hunter feature was updated;
  • The display of Keystone Features for Warrior and Operative was fixed;
  • The display of the "due to" icon is removed from the interface if the icon is missing;
  • The initiative tracker could remain on the screen after the battle when playing with a gamepad or on a console - fixed;
  • The mini-map icon could remain on the screen after closing the map - fixed;
  • The name of the central Defiler Cannon was corrected;
  • The resource requirement value was displayed incorrectly in some contracts such as Shadowy Dealings - fixed;
  • There is now a notification when the turn ends automatically, to avoid skipping the next turn by mistake;
  • Updated the text on the reminder from the beta about collecting trophies from colonies in the journal - trophies can now be collected remotely;
  • When playing with a gamepad or on a console, the interface displayed a familiar that could not be interacted with - fixed;
  • When playing with the controller or on a console, tooltips are now enabled by default and appear on the right side of the screen;
  • You can now see the voidship Officer Post ability upgrade descriptions before selecting them;
  • Fixed a Conviction related item tutorial triggering at the wrong time;
  • Fixed a desync problem when selecting the Archimilitant option in the Level-up window;
  • Fixed a possible problem with the disappearance of the exit from the Lord Captain's quarters;
  • Fixed zooming of the global map;
Localisation
  • Major updates to Chinese localisation;
  • For Japanese and Chinese localisations, text on the buttons in the settings menu is now better visible;
  • Numerous fixes for typos, localisation errors, and missing text for all languages;
  • Fixed a bug where ship customization had incorrect localisation;
  • Replaced some of the [draft] strings with proper localisation in all languages;
Sound and Music
  • Daemonic teleportation now has a sound effect;
  • NPCs in Prologue will now speak louder;
  • Removed the annoying loud banging sound from the voidship's bridge
Space
  • Fixed a bug where navigation could behave unpredictably in the Officer Post assignment window when playing with a gamepad or on a console;
  • Fixed a bug where scrolling in the Officer Post assignment window did not work;
  • Fixed problems with turn order when the player's voidship didn't act first when it should have;
  • Incorrect sides for weapon batteries were displayed in tooltips - fixed;
  • Ram attack now displays the range correctly when checking the move through the hologram;
  • The description of ship abilities for the upgrade was updated;
  • The Interstellar Sextant is now taking more turns before escaping in the Warp;
  • The Results of some colonization events were not reflected in the colony stats - fixed;
  • It could become impossible to open a warp route to Imperator's Palm system if the player spent all their Navigator's Insight before visiting it. A route will be now created automatically if the quest related to this system begins and the player has no routes there;
  • Ice Planet in the Hundred Dreams Crossroads could be scanned in dialogue using basic augur component - fixed;
  • Fixed a bug when the player couldn't cast main ship weapon abilities after player's torpedoes detonated on previous turn;
  • Fixed the problem with opening the Officer Post assignment window;
Miscellaneous
  • Cutscene before Webway Gate could fail to start - fixed;
  • Greatest Exploration achievement conditions were fixed;
  • Achievements were granted when loading a save - fixed, now they are given immediately;
  • Interchapter cutscenes and some tutorials were not displayed on Steam Deck - fixed;
  • Interchapter cutscenes could be played more than once - fixed;
  • No Stone Unturned achievement was fixed;
  • Removed camera twitching when switching to gameplay after playing cutscenes at the end of the game;
 
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Whoa, that is a heck of a long list of bug fixes! I was always planning on giving this game a good year or two before picking it up, because of how long it can take to fix/polish their games. Kingmaker Wrath of Righteous still is getting patches, for example. (lol) [of course, its nice they are doing expansions for that game, which explains most of that]
 
Kingmaker Wrath of Righteous still is getting patches, for example. (lol) [of course, its nice they are doing expansions for that game, which explains most of that]
Kingmaker hasn't been receiving patches for ages because Owlcats lost license to it when they went Independent.

Wrath of the Righteous is receiving patches because the DLC5 only just released and they still have 1 more DLC to go.
 
I reloaded earlier save and didn't choose the bugged dialogue - wasted 3.5 hours but at least the workaround worked and I'm in act 2.

I now have permanent clanging sound on my void ship bridge tho - apparently its also a bug associated with how I finished a certain quest. Its driving me nuts.
I just don't trust the game enough for now that having got past one game breaking bug, I then just run into another.

Permanent clanging sounds grim.
 
The new patch does list a few fixes for bugged quests and sounds. Also by that list it does sound like a few more patches are incoming in the following weeks/months.

So yeah I'm sure they are aware the game is a huge mess right now.
 
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