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Feedback from the Koronus Expanse 2: Beta survey results

Greetings, Lord Captains!

Months ago, during alpha testing, we posted an article about changes brought to the game based on your feedback in the big alpha survey.

Time flies by quickly, and today we are back with the second article of the series, this time to show you how your feedback shaped the game after the beta!

Disclaimer: Same as in the last article, we will not be going over every question in the survey, but will highlight only the most interesting facts. Enjoy the read and watch out for spoilers below!

[h2]Overall Score[/h2]

What could be better than to begin the article with the overall rating you guys gave us?

A total of 5000+ players have taken the survey, and they rated Warhammer 40,000: Rogue Trader 4.3 out of 5!

This is almost the same result as the last time (alpha was rated 4.35). But considering this time the amount of people taking the survey has increased tenfold, a large number of them way less familiar with the universe, it looks like we’re still going in the right direction. Thank you for the recognition! Of course, this result is not a reason to sit idle, and we’ll discuss why below.

[h2]Reactivity and Convictions[/h2]

One of the most frequent complaints in the survey was the insufficient reactivity of NPCs and companions to the Rogue Trader’s biography, doctrines, and convictions. There were also concerns about the conviction tags often feeling off or missing altogether. Well, that makes sense - a significant chunk of these reactions were not in the game yet! We’re already busy adding these reactions as this article is being written. Same goes for convictions - the tag placement was a draft done shortly before the beta launch, and we’re carefully working on all dialogues to tag them correctly.

We’ve also paid additional attention to scenes where a lot of you wished to see specific reactions. For example, quite a few people really wanted to be able to interrupt some of Idira’s heretical speeches in front of outsiders, and we’ll let you do this now!

[h2]Tutorials and Lore Glossary[/h2]

Over 50% of you found our newly introduced tutorials useful, and the only negative criticism about them was, well, that there’s not enough of them! We are happy that they seem to be working well and will add more tutorials for various aspects of the game as we continue development. Some of them will even receive short explanatory videos.

The lore glossary appears to be quite helpful as well: almost 90% respondents told us they were actively using it! A curious note: these numbers appear the same even for the respondents who claimed to be deeply familiar with the universe. Checking our knowledge of the Lore, are you? :D

[h2]Difficulty Curve[/h2]

There’s a lot of curious data here depending on the choice of difficulty. Overall, it seems that we’re on the right track, although some players on normal difficulty reported that there could be a bit more challenge. We will be carefully tuning the encounters with that in mind, especially in the later acts of the game, where player power may currently grow a bit too quickly.

[h2]Doctrines[/h2]

Among the doctrines available, Marksman was an undisputed leader in all aspects. So much that we are considering lowering its potential a bit. Don’t panic though, we’re not removing the already iconic Shoot on the Run!

Adept, on the other hand, appears to be the least popular, with the most common complaints being lack of visible impact and difficulty in understanding its mechanics. In the beta this doctrine also suffered from a whole spectrum of bugs, which made the abilities even more confusing. We will be fixing these, tweaking some abilities, and reviewing the confusing and unclear descriptions.

[h2]UI[/h2]

The UI seems to overall be well-received both visually and mechanically, with three exceptions:

  1. Levelling UI. We’ve received a lot of feedback that the window was too small, there were way too many options in a single list, no way to compare the skills, and it lacked any sort of recommendation system, which led to massive timesinks every time you needed to level. Lack of respec options was often mentioned too. We will be addressing all of these issues! Here’s a glimpse on one of the menus we are currently working on:







  2. Cargo/Loot UI. In the feedback, we’ve seen an overwhelming demand for proper drag&drop, scrolling, sorting, searching, and categorization. We haven’t been sitting idle and this UI is receiving a significant update. You can have a sneak peek of the changes yourself:







  3. Targeting UI and ability formulas. Crit chance, cover benefits, visibility of the target, and buffs/debuffs were not always obvious. Formulas in ability descriptions and combat logs were confusing, and damage numbers were often way off the expected values. We have fixed these incorrect values, made the formulas shown as values by default, and increased visibility of icons and lines of sight.

    When selecting targets for a ranged attack or ability, you can now also press TAB and hover your mouse over the hit chance or buff/debuff icons to get detailed information about them:







[h2]Reputation and Profit Factor[/h2]

We’ve seen a fair share of confusion on profit factor, vendor trade, and reputation systems. A lot of people didn’t figure it out at all throughout their playthrough, and others were confused about how the profit factor value was calculated.

Not only will we be implementing a number of tutorials to help you figure out these systems, but we’ve also put a lot of work into making the UI more clear and self-explanatory. Profit factor will also now be visible in the colony screen:









[h2]Cutscenes[/h2]

Looks like you guys generally enjoy our approach to cutscenes! There were only two significant points of feedback that attracted our attention:

  1. Desynchronized or incomplete/weird-looking animations. All of these problems are being worked on and should be solved by release.
  2. Impossibility to skip cutscenes, which was especially painful when a cutscene would happen just before a difficult fight. We don’t want to make you suffer yet, so we’re adding an option to skip cutscenes!


[h2]Ground Combat[/h2]

Ground combat has received a solid 4.2 out of 5 in the beta, which is up from 3.94 in the alpha. This demonstrates steady progress, and there are only a few things we still would like to look at, such as the frequency of encounters in some zones and certain battles that tend to drag on too much or don’t feel original enough.

[h2]Space[/h2]

For space combat, we are at 3.7 out of 5, up from 3.4 in the alpha. Progress is visible, but there is still a lot to do. A lot of people were frustrated by the lack of tutorials, so of course we’ll be putting that in! We will also fully implement officer post management, which was turned off for the beta, squash some bugs, and put in some additional effort to improve the variety of encounters.

Space exploration was rated 4.1, up from 3.9 in the alpha. It is a good result, and after a bit more polishing, it looks like we’ll be in the right spot. An interesting observation is that an overwhelming amount of players explore everything in the game, no exceptions.

Colony management is at only 3.4 at this point, which is far less than we would like to see. We will be putting in tutorials, improving the UI, tweaking numbers, offering more interesting rewards and adding reactivity to colony events and decisions. We will also remove the necessity to personally visit the colony to claim a reward - it was a quite popular demand.

The global map is at 3.93, which is decent, but it could be a bit better. We will be adding tutorials, upgrading a few visuals, adding more text-based warp encounters (many of you found them repetitive), and tuning the number and frequency of combat warp encounters.

[h2]Locations[/h2]

Overall, it looks like we completely got rid of the ‘not enough grim darkness’ problem reported back in the alpha. It appears that the amount of weariness and despair added to the locations turned out to be just right, and such feedback is almost fully absent in the new survey. In fact, “just the right amount of grim darkness” is a very popular answer in the open feedback section!

The most popular locations (remarkable 4.42 and 4.41 out of 5, accordingly) were the Prologue:



and the Electrodynamic Cenobium:



Other popular locations included Eurac-V:



Inquisition Shipwreck (is this because you guys love papa Nurgle?):



and the Adeptus Administratum Palace:



Locations from the dark city of Commorragh were less popular, hovering around the score of 4. To an extent, it’s to be expected - they were still largely a WIP in the beta. In addition, in the first few days of the beta, there was a bug that allowed you to skip most of Act III by taking the wrong portal, which left many players confused. We will continue polishing and improving those locations as we prepare for release.

[h2]Companions and Narrative[/h2]

Just like the last time, Argenta raked in all the praise, nominations, and awards! Who would have doubted that it would happen?



Unfortunately, same as the last time, the least popular companions are Jae and Idira, although the gap isn’t as big this time. We are already implementing a number of further tweaks and improvements which will make them more interesting and unique both mechanically and narratively.

We’ve also received a lot of feedback about a certain betrayal taking place in Act III, players pointing out that it was unjustified or unexplained.

Partially, it was caused by the fact that some content and reactivity that would make it clearer wasn’t yet in the beta. However, we see a clear urge for a better explanation, so besides adding the missing content, our narrative team is giving that event some additional attention.

[h2]Conclusion[/h2]

And this marks the end of the article! We hope you enjoyed this little insight into the development of the game.

Once again, we thank you kindly for participating in the survey and helping us to shape this game so it can become even more fun, entertaining, and lore-accurate. It is an honor to have such an engaged and passionate community!

And as a final parting gift, here are some interesting stats from the survey:

Let them know your name!

Greetings, Lord Captain!

A grand voidship is ready to pierce the depths of space. Your companions await your orders. Dangers and adventures, terrors and treasures lie ahead. And now you finally know when you will take the first step on your glorious path.

Your journey starts on December 7, 2023.

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Warhammer 40k Rogue Trader release date set for December

The Warhammer 40k Rogue Trader release date is set by developer Owlcat Games. The CRPG is looking like it might be one of the best Warhammer 40k games in a while, and fortunately we won't be waiting too long to play it. Built by the team behind Pathfinder videogame Wrath of the Righteous and based on the tabletop RPG of the same name, Warhammer 40k Rogue Trader promises to follow in the footsteps of Baldur's Gate 3 in delivering faithful tabletop adaptations.


Read the rest of the story...


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Marazhai Aezyrraesh: the Creed of a Tormenter

The Drukhari are considered among the most cruel and malicious of xenos that threaten the Imperium. They are a degenerate society of the ancient Aeldari xenos race, a dark culture of torturers and raiders, striking out at the galaxy's inhabitants from their labyrinthine shadow-realm of Commorragh. Selfish, prideful, arrogant and murderous, the Drukhari are a self-serving people. Their rulers reign over their kindred with the utmost cruelty and intimidation, for only the fear of death can keep the Drukhari in line. Their subjects are torn between their own ambitions that urge them to backstab their own and a hatred of their common enemies that pushes them into fragile alliances and shaky agreements. The laws of this fractured society are known only to the Drukhari themselves - and even they often become victims of their own intrigues and games, having faltered in their judgment or one of their plots.

Marazhai Aezyrraesh, the Dracon of the Kabal of the Reaving Tempest, is a true scion of Commorragh, who is driven by an insatiable lust for violence and power over others - things which he achieves through subtle cunning, shady deals, and — to his great delight — carnage and the agonizing torture of his enemies. Everything changes when another raid in realspace goes awry, and Marazhai realizes that this time it was he who was being hunted. It's time to strike back, not wait for the enemy to get ahead. But the intricacies of Commorragh's intrigues and machinations are different from the rules of these rampant and bloody raids, and the most sophisticated plan can fail if one of your tools is an overly feisty and underestimated Rogue Trader... or if one of the apex predators of Commorragh, with whom you struck a dark alliance, decides not to hold his end of the bargain up.

Stripped of everything that once belonged to him, Marazhai receives one final favor - to perish to the delight of his kin, feeding their insatiable hunger with his exquisite pain. This fate is unlikely to suit the proud Kabalite of the Reaving Tempest, and he has one last chance to avoid it - to enter into an alliance with yesterday's enemy. If this uneasy union holds together, if the doomed find their way out of Commorragh, if this Drukhari, a child of the Webway, survives in realspace... then the fallen Dracon will have a shred of hope: one day reclaim the shards of what he once considered his own or follow the path of bloody revenge as someone with nothing to lose.

The rut of daily life on a Human voidship can be unbearably dull for a creature of such different customs - and there is none more inventive in devising twisted entertainment than a bored Drukhari. Since only the Rogue Trader is worthy of any attention amid the surrounding rabble, it will not be difficult for them to attract Marazhai's special consideration. A former preything can just as easily be turned into an amusing plaything... or, if the chosen rules dictate, roles can change completely. For a reckless – or unwary – Rogue Trader willing to indulge Marazhai’s debauched nature, he has much to share on the subject of depravity and cruelty – things might just leave a permanent mark on the soul of a willing and receptive “mon-keigh”.

Co-op mode is here!

Today we have great news for you!

In our new game, Warhammer 40,000: Rogue Trader, we've introduced a lot of unique and unusual mechanics that were not present in our previous projects. We decided to not stop there and took it a step further.

Since the very first day we started working on Warhammer 40,000: Rogue Trader, we've concluded that travelling across the Koronus Expanse with a friend would be a lot more fun, and now we're excited to finally announce it! Cooperative mode will be available on PC at launch and introduced to consoles at a later date!

We'll be back with the details soon enough, but for now - stay tuned!