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Warhammer 40,000: Rogue Trader News

Warhammer 40K Rogue Trader now has Steam Workshop support

If you've been thinking about fiddling around with the mechanics and characters in Warhammer 40k Rogue Trader, you'll be excited to learn that the latest update adds Steam Workshop support. That means you'll be able to install and manage mods with a single click, opening up all kinds of new possibilities for your 41st millennium adventuring.


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Collector's Editions shipment has begun

Lord Captains!

We’re happy to report that Warhammer 40,000: Rogue Trader Collector’s Editions and other physical items are on their way to our founders - the address shipment has begun!

Part of the cargo has been sorted and shipped to our Lord Captains, who have already received the tracking codes in their emails. Some of our lucky Lord Captains even already got their orders! Other boxes are being sorted out and prepared right now and will be shipped shortly as well.

We kindly ask you to check your email from time to time so as not to miss the special letter from the FedEx or DHL shipper with all the important information and your personal tracking code.

Also, please, be sure to check your email Spam folder every now and then as the letter from FedEx or DHL may accidentally end up there.

We thank you all for your patience and support! We’re looking forward to the parcels meeting their Lord Captains!

The Emperor protects!

Patch 1.1.52 is live!

Lord Captains, patch 1.1.52 is live! In this patch we’re dealing with a handful of quest problems, multiple annoying mechanical issues including crazy damage from Killing Edge, and you can now finally install mods directly from Steam Workshop!

As usual, the same update will be available on consoles within ~24 hours.

Check https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ for up-to-date information on known issues and upcoming patches.

Please be aware of plot spoilers in the description below!

[h2]System and stability[/h2]

  • Fixed a case of lag at Eufrates II;
  • Fixed a case of significant lag in the final encounter;
  • Fixed cases of freezing on the global map for consoles and when playing with a controller;
  • Fixed lag caused by Point Blank talent;


[h2]Narrative[/h2]

  • In Cassia's Price of Power quest, the dialogue with xenos no longer suddenly ends if you entered the location without Yrliet;
  • Cassia will no longer mention Felek's stone in Act III, if you haven't used it on her in Act I ;
  • Fixed a broken cutscene in Duty of the Navis Nobilite quest;
  • Fixed a case where Idira unintentionally could be killed during Echo of the Past quest and remained dead, blocking further progress of the quest;
  • Fixed a case where the dialogue with the High Factotum and Clementia in Act III could break if Yrliet was missing in the party;
  • Fixed a case where the quest of Heinrix at Kiava Gamma was incorrectly being marked as failed if the player left the location before completing the quest;
  • Fixed a case with Ulfar's quest becoming stuck;
  • Fixed a couple more rare cases of broken cutscenes in Act III and IV;
  • Fixed a dialogue in the Duty of the Navis Nobilite quest, where a failed negotiation attempt could cause the dialogue to break;
  • Fixed A Rare Find rumour not completing;
  • Fixed a yet another rare case of invisible throne riding at Footfall, which could cause cutscenes to break;
  • Fixed an incorrect condition in the quest Driven, which caused the dialogue to break;
  • Fixed an incorrect condition, causing a wrong dialogue to be shown in final Marazhai's romance event cutscene;
  • Fixed some rumours not ending correctly;
  • It is made a bit more clear that you need to talk to Bloodstained Proselytes before entering the arena in Act III;
  • Kunrad could transform into Chaos Spawn in save files made before patch 1.1, causing the whole scene to go haywire - fixed;
  • Outcast's Duty quest will now fail as intended if you attack the Aeldari at Quetza Temer;
  • Pasqal will no longer invade the Lord Captain's dreams;
  • The second quest of Heinrix, incorrectly reopened after the last patch for those who have already completed it, will now be correctly marked as completed again. Told you, this Imperial bureaucracy is unbearable...


[h2]Mechanics[/h2]

  • Binharic Dissector talent now works correctly;
  • Fiend of Vheabos VI now can only affect every enemy once per character turn and will no longer work during preparation round;
  • Fixed a rare case where one of the characters could get stuck behind the door during transition to a new zone;
  • Fixed issues with difficulty scaling at the beginning of the game if the player used custom difficulty;
  • In some cases, Bounty Hunter's Wild Hunt was not working, if one Prey was dead - fixed;
  • Killing the Necrons with any sort of movement enforcement could lock your turn - fixed;
  • The encounter with the infected of the Footfall Shadow Quarters has received new disease mechanics;
  • Unholy Flesh and Purity of the True Flesh features now give both positive and negative effects;
  • Vanguard's Unyielding Beacon now correctly gives temporary wounds, if Vanguard has less temporary wounds than stacks of this ability;
  • Warp Reflex Ring no longer provides an extra turn. Instead, it heals 2x(WP Bonus) wounds and gives (Psy Rating) MP after triggering Psychic Phenomena, and after triggering Perils of the Warp, the wearer gains 1 Action Point;


[h2]Items[/h2]

  • Icons of many items were updated;
  • Some items that were supposed to let the user ignore Dodge, in fact were giving a -999% reduction in Dodge, ending up in spectacular 6-digit damage numbers when interacting with mechanics based on enemy dodge (Lethality and Killing Edge, in particular). Fixed, no more Exterminatus by a single sniper shot!
  • The Chaos Space Marine's heavy bolter in Act I has received a unique name;
  • Warp Surge Brooch only activates for the extra turn and not the entire round as per description;
  • Yrliet and Marazhai are now capable of using both Drukhari and Aeldari equipment;


[h2]Locations[/h2]

  • Fixed a broken condition, which caused the assault after leaving the Anatomical Opera in Act III to begin in a wrong place and time;
  • Fixed a case where the Lord Captain could end up on the Epitaph solo;
  • Fixed some missing textures on the Inquisition Shipwreck;
  • Improved lighting, water effects, added critters and other minor environmental visuals at Quetza Temer;
  • When entering Outer Spire Halls, Marazhai could suddenly leave the party - fixed;


[h2]Visual[/h2]

  • Added destruction visual effects to Drukhari turrets and Imperial turrets;


[h2]User Interface[/h2]

  • Added missing descriptions to Aurora's abilities;
  • Fixed a bug causing certain abilities to sometimes be unavailable during level up and retraining;
  • Fixed a bug causing Jae to remain in her dress after one of the romance scenes, causing her ability bar and inventory to become a mess;
  • Fixed a case where if there were prone creatures on the battlefield, the End Turn button wasn't working until the player opened any menu;
  • Fixed an issue, where the UI could stop responding if the player initiated combat simultaneously with detecting a trap;
  • Fixed an issue, where the UI could stop responding if the player opened the journal from colonization screen while rewards popup was still active;
  • It is now possible to skip the final credits;
  • Unequipping the weapon will now always correctly remove all the associated abilities from the ability bar;


[h2]Sound and Music[/h2]
  • Added new Defiler animation sounds;


[h2]Space[/h2]

  • Ships in space combat could sometimes end their movement facing a different direction from what was displayed on the hologram - fixed;


[h2]Co-op[/h2]

  • Fixed some cases of desync caused by initiative check at the beginning of combat;


[h2]Mods[/h2]
  • You can now automatically install mods through Steam Workshop!
  • Blueprint patches for mods are now working with asset references correctly;
  • Fixed exceptions caused by parsing null value fields while applying blueprint patches;
  • Fixed searching blueprint fields while patching values from private fields of parent classes in blueprint mod patcher;
  • Added various UnityModManager and OwlcatModManager stability fixes;


[h2]Miscellaneous[/h2]

  • Added a few more latecomers to the Credits and the Shrine of Remembrance;
  • The Unexpected Company achievement is now awarded correctly;

Collector's Editions update 3.0

Lord Captains!

We’re ready to provide you with a new update regarding Warhammer 40,000: Rogue Trader Collector's Editions and other physical items!

Every physical order is now being transported by ships from the place of production to the logistic centers where the distribution will begin. We’ve managed to get the ship’s tracking info, so now we would like to share the most detailed info on their current status.

  1. EU ship
    The EU ship departed on February 2nd, and should arrive in Rotterdam, Netherlands approximately on March 24th. Then the cargo should be transported to the warehouse on the 25th.
  2. USA ship
    The USA ship departed on February 2nd and arrived at Tacoma, WA on March 15th. On March 20 the cargo went by rail to Chicago and is scheduled to arrive there on March 25th. From there it should go to our warehouse.
  3. UK ship
    The UK ship departed on February 3rd, and has already arrived in Felixstowe, UK on the 18th. According to the plan, the cargo should arrive at the warehouse on the 21st of March.

Shortly after the ships reach the destination ports, the goods go through customs clearance procedures and are transported to the fulfillment centers. In the warehouses, the boxes will be checked, sorted, and prepared for individual shipment to our Lord Captains. This process will take some time, but we'll try to provide you with the tracking numbers on the website as soon as possible. We’ll keep you informed when the codes are available.

We are grateful to our founders for all the support, patience, and understanding, no matter what circumstances are interfering with the shipment! Thank you for being with us.


Patch 1.1.46 is live!

Lord Captains, patch 1.1.46 is live! In this patch, we’re addressing a number of quest issues, including the remaining problems with Price of Humanity, as well as multiple issues with items and abilities.

Note: The PS5 version has been deployed, but was rolled back a few hours after the update due to a critical technical issue. It may take a few days to pinpoint and fix the issue, we'll communicate it once we are once again ready to deploy it. Please note that for users who have already made new saves after the update on PS5, it is not recommended to launch these saves until the update is restored.

All other platforms are unaffected.

Check https://steamcommunity.com/app/2186680/discussions/0/4027970580228219058/ for up-to-date information on known issues and upcoming patches.

Please be aware of plot spoilers in the description below!

[h2]System and stability[/h2]

  • Fixed a case where the user would receive a crash message upon exiting the game;
  • Fixed a memory leak caused by damage-over-time effects from traps;
  • Fixed a potentially infinite turn interruption loop when attacking out of combat. In particular, a party with both Seize the Initiative and Savour the Kill talents will no longer experience a huge freeze or crash when attacking and destroying an object or an enemy before the start of combat;


[h2]Narrative[/h2]

  • Fixed another case of inverted conditions in Marazhai romance, where Marazhai would choose a wrong greeting;
  • After the last patch, the Price of Humanity quest could be incorrectly retroactively removed from some players who had all the correct prerequisites - oops, fixed, these players will receive the quest back. The Imperial bureaucracy isn't very reliable, you know...
  • During the Price of Humanity quest, after the dialogue with Emelina, fight with Mandrakes did not start under certain circumstances - fixed;
  • Fixed a case of incorrect speaker (Marazhai instead of Heinrix) in one of the dialogues at Kiava Gamma;
  • Fixed a case where one of the dialogues with Nomos would only have the "end dialogue" option;
  • Fixed a case where the Aeldari in Distress quest would not fail when moving to Act III;
  • Fixed a case where the dialogue with Jae in the Commorragh Arena could break after the question about the lungs - fixed;
  • Fixed a case where Yrliet's dialogue could get stuck after she breaks into your chambers - fixed;
  • Fixed a missing condition in Idira's The Door quest, which caused the dialogue to break;
  • Fixed a problem which prevented Act II from completion due to Jae's romance event failing to start correctly;
  • Fixed an issue causing Marazhai's event in Act III to never start if the player tried to trade with the Comissar during the Suspicious Absence scene;
  • Gave a name to the “Empty name” star;
  • It was possible to receive Jae's quest in Act II without Jae in Lord Captain's retinue - fixed;
  • It's no longer possible to give Yrliet away to the Inquisition during the beginning of Act III;
  • Jae's quest from Act II is now considered failed if the player has completed Act II but didn't complete the quest;
  • Now, at the beginning of Act IV, after the events on the bridge, the player will be recommended to talk to Vigdis and the High Factotum about the events in Koronus Expanse. They will give the player rumours;
  • Selecting a line "Careful - I might tire of you after eternity" in a dialogue with Marazhai caused the dialogue to break and the player would find themselves in a room filled with corpses with no exit in sight - fixed;
  • The Call of the Edge quest will no longer fail automatically under some circumstances;
  • The dialogue about the Ruinous Powers being disappointed with the player will now only appear for Heretical players who have failed to reach the Level 4 in Heretical Conviction. It will no longer appear for Dogmatic and Iconoclast players;
  • The High Factotum will no longer start an event related to Jae's romance, if the romance has been interrupted or completed;
  • When Yrliet wanted to talk to you privately in Act III, she sometimes didn't show up for the talk - fixed, she will no longer be so mean to the Lord Captain;


[h2]Mechanics[/h2]

  • Adaptive Antidot - fixed damage caused by toxin;
  • Assassin's "Killing Spree" talent now correctly applies to openings created by "Aim for the Opening" active ability, and has correct text in combat log;
  • By the Emperor's Will, Aeldari of Janus have had their Dodge reduced;
  • Exemplar's "Attention!" talent could in some cases affect enemies - fixed;
  • Fiend of Vheabos VI no longer deals damage during preparation round;
  • Fire Within pyromancy talent now works according to description;
  • Fixed a bug causing debuffs on Abelard and Idira to remain after returning from Commorragh ;
  • Fixed a case where "Go for the Throat" Space Marine ability would send the Space Marine in a random direction;
  • Fixed a set of circumstances where Jae could be added as a 7th member of the party during her quest, which caused various mechanical and UI issues - fixed;
  • Fixed rare cases where the ranged only enemies would be looking for a place to go for too long when cornered by the player;
  • If the player agreed to help Marazhai with killing Yremeryss, she could become immortal, making defeating her impossible - fixed;
  • Improved Tactics now has correct damage percent in the description.
  • Know-It-All exemplar talent did not show the results of the formula in the tooltip, instead showing +Bonus% - fixed;
  • The game will no longer freeze when an immobilized unit attempts to dodge;
  • Units from enemy squads do not get stuck doing nothing after using a melee attack anymore;
  • Fixed a case where the enemies in Act V would stop and think for extensive amount of time;
  • Wildfire will now correctly work according to description;


[h2]Items[/h2]

  • Marazhai has received improved starting equipment;
  • Items: Pyromaniac Boots will now correctly work according to description;


[h2]Locations[/h2]

  • Chaos Space Marine on Rykad Minoris starport could get stuck on the way to the last shuttle - fixed;
  • Custom companions won't break your encounter with Commissar in Prison Pit anymore;
  • Entrance to the Electrodynamic Cenobium could fail to appear when Pasqal interacted with the cogitator - fixed;
  • Fixed a few cases of enemies not ending their turn on Footfall, making the combat stuck;
  • If you broke a certain construct in the Spire of Reaving Tempest, companions could got stuck in its ruins - fixed;
  • It is now possible to properly loot Cassia in her second quest;
  • Some locations received minor tweaks to prevent Ulfar and Uralon from being stuck;
  • Sometimes when you went from Arena to Outer Spire Halls Marazhai could exit your party and cause issues in a fight as an NPC - fixed;
  • When walking into a building on Rykad Minoris starport, characters could fall off the map - fixed;


[h2]Visual[/h2]

  • Improved Defiler animation;
  • New visual effects for C'tan;


[h2]User Interface[/h2]

  • Character biographies and decision log will no longer disappear from the character sheet;
  • Fixed a case where summoning multiple information windows on the global map screen could cause one of them to get stuck on the screen;
  • Fixed some problems with cursor on the global map when playing on console or with controller;
  • Fixed unexpected cursor jumping during navigation on the global map when playing on console or with controller;
  • It's no longer possible to repair the ship during combat by going to the ship management interface and clicking on the hull integrity button;


[h2]Sound and Music[/h2]

  • Added combat voicelines for all the secret companions;


[h2]Space[/h2]

  • Fixed a problem with one of the Lance cannons not firing;
  • The space battle near the Webway portal did not take into account the results of a preceding book event - fixed. Now successfully launching a torpedoe reduces the number of enemies in the battle;


[h2]Miscellaneous[/h2]

  • Added another batch of names to the credits and Shrine of Remembrance (from people who have filled them in late);
  • Changed the method of loading of mod DLL files. Now loading is done by Assembly.LoadFrom method, which will automatically load DLL dependencies;
  • Fixed a critical error with loading DLLs from mods;