make sure to support this man, the future of crpgs looks bright and without him half of us would close the games after we see the systems for the 1st time, incredibly underrated creator
Agreed, his videos are amazing and frankly I have no idea how he makes so many build and guide vids for these games. He must work his ass off. I wish I was giving him more views for Rogue Trader but I'm enjoying figuring this one out on my own cause I'm a huge 40k nerd and don't want to spoil things. But for my second run through I'll probably watch every video he's making for it 😂
I love his vids too, I generally like watching content about my fav games, but I'm also amazed with how needed it all is by people. I played cRPGs since '90 or even '89 and up to 2010s people didn't need so much guidance, while cRPGs were often more complex or obscure than now. I'll still watch to see what he's done differently, what has he discovered that I didn't, and so on, and I'll have fun doing it, but I probably won't understand why people nowadays have so much problems with figuring out RPG mechanics, I blame Mass Effect (which I like) and general consolization/actionification of RPG genre. On the other hand, I'm glad that more people keep the cRPGs alive, even if they're not "hardcore" nerds or something
One more cool thing about the renewable resources produced by your colonies is they can actually be used to trade as mechanicus creations to both the Kasbalicans and Exploritors. Just travel around checking back every once in a while, you only need two drops to get a full cargo worth 200rp. Which lets you give more of the 500rp cargo to the other two factions who don’t take mechanicus creations.
5:57 if you read the descriptions these projects are bugged and have their rewards and requirements switched. Capella Biologis should give the med packs and Dark sages the bonus vs Xenos
Excellent video! great info and great explanations. Love your articulation and accent its so easy for me to understand as a non native English speaker, thank you for your hard work!
You do actually lose some crew sometimes with yellow path events, which has no gameplay impact, but may or may not matter to you, depending on if you're playing a big softie rp-wise :) The flavour text of those events does add to the generally grimdark vibe though.
Btw replenish items looks op, the stims does have negative effects but if you're WS or BSA it wouldnt have mattered. Dont be too hung up on the items either, some times you can find better ones. I didnt go gernade skill because i thought it would be limited to what ill find. If i knew theres replenishment 😮 i have a ocd dilemma atm rn, as a guy who likes to lean 100% i tend to want to put a extractor everywhere. Things i wish i knew early was to hoard extractors and put them only to ones where it needs it for a colony development requirement
Great as always! Though, you should have mentioned, that you can always come back to a planet with an extractum to get it back later. So if you needed paststeel badly and placed an extractum for a +2 plaststeel ressource and found a new one with +5 or more ... go back, get the extractum back and place it on the othe ressource planet
I press "Like" on your videos even before watching, because you always deliver. Also, need to mention that ROGUE TRADER did a far better job of intertwining all the mechanics than some other games that came out this year and involve space exploration and outpost development (hint: the name starts with STAR and ends with FIELD).
Thanks for the video! I spotted that during the Colony Events (6:24) you can actually preview the You Will Gain option while hovering you mouse over the item/perk. While I do it, no additional info appears, Do you have some mods installed for it?
12:05 Oh that happened to me. I was like how the heck am I supposed to complete this? Run to the exit through the mass numbers? My RT is purley for buffing, not combat so that situation had me a little worried. I then saw my companions arrive one at a time per round. Certainly an interesting 'encounter'.
I frankly don't think it's much of an impact, it's still really easy for Cassia to deal tremendous damage through Extra Turn stacking mechanics even at low levels/Act 1 through Mastery of Time and for example Seize the Initiative & Brace for Impact boosted by Get into Cover. As for Argenta being locked out of Xenos weapons, while it is a loss to damage in Act 2-3, the same patch finally made the Inspire ability work, and frankly that alone makes even the starter Longlas weapon a beast damage wise until Act 4.
@@cRPGBro Thank you for your answer bro, I will start my unfair run in a week or so and will be using some of your guides for it (specially the Cassia and Argenta ones). Will you make an Ulfar guide somewhere in the future? Happy new year!!
I see you have lots of projects done, after I ve done the last project in Foulstone all my other colony projects got blocked completely, is that a bug or?
Hey Quick question my game bugged and new systems did not unlocked, Do you know at what chapters do new places unlock? I'm at chapter 4 and I got no new systems
Hey BRO, do you still read these comments? Im lv 29 and in act 2 still. 1st owlcat game n rts. Really learning on the fly. And warp travel for me has been crazy... even on normal dif. Every trip has been on safe n still 75% are damage to the ship and or fighting on board. Once i took unsafe and had a fight on board. Basically Safe is almost never safe for me. Can't even imagine a higher difficulty. N all my battles are long drawn out wars. This game has not been easy for me at all. 😅
9:25 pretty sure that's not correct. The UI is buggy though and you often have to leave the screen or change colonies after ordering the improvement to be built and only then are the resources subtracted. Or at the very least sometimes it DOES cost the resources, sometimes it doesn't, sometimes it costs some of them, but others don't change...it is very messy.
@@cRPGBro Yeah, I just reached Chapter 4 and...oh boy, it's not good. Colony projects seem to finish instantly...sometimes. Some items from the reputation vendors don't have names...and those are just the glitches from like my first 20 or so minutes in chapter 4.
permanent passives to skills are mostly irrelevant..what are 5 points to a stat if you hav an even number that is no bonus at all...if you stats are in the hundreds with your buffs from navigator+officers? build defining items are the way to go
Yo i really like the most videos of you, but u say the solomons armor are weaker than +5 for companions? First on Unfair...its a must for a Tank, second - not all companions benefit like crazy from +5 stats (pascal scales crazy for sure) Solomons are THE BEST HEAVY Armor in the game? :-O if u plan one on the characters with Coercion :-O
I personally prefer the Heavy Armor from Explorators that gives you Carouse/10 Deflection as my Abelard usually has high Carouse (100+ at that point), and the latest patch made it way easier to get with way less Reputation requirements 😃 The passive on the other hand can't really be acquired anywhere else.
true with the oassiv, but u get a +5 in exemplar e.g. and i take it with all companions how benfit a lot of it (and my main). to the shop update...i guess my save is cursed, cause i didnt find any changes to my shop in my actuell unfair play...so i was wondering about the shop changes (didint notice a single new items) Solomons Armor was very easy to get and earlie...act 2...and that is a big deal on unfair....did u get the information about the new shop, cause i try to find something about it and i dont find anything (would be important for my next game)
I disagree with the Dark Sages project as I have not needed medkits since mid Act 2, and that was only because of environmental puzzles that wounded me instead of fights. It might be different on harder difficulties, but as far as I can tell healing is less valuable then just killing what is hitting you.
They aren't for healing HP really, more about healing Traumas which can be a pain to remove otherwise, as in some maps you cannot return to the Ship to heal them until the end of the area. And on Unfair for example it's a lot easier to get Traumas.
Me, getting really fucking annoyed and a bit overlevelled, just not learning about navigator's insight. I thought those green routes were one time only...
make sure to support this man, the future of crpgs looks bright and without him half of us would close the games after we see the systems for the 1st time, incredibly underrated creator
Thank you so much 😃
Agreed, his videos are amazing and frankly I have no idea how he makes so many build and guide vids for these games. He must work his ass off.
I wish I was giving him more views for Rogue Trader but I'm enjoying figuring this one out on my own cause I'm a huge 40k nerd and don't want to spoil things. But for my second run through I'll probably watch every video he's making for it 😂
I love his vids too, I generally like watching content about my fav games, but I'm also amazed with how needed it all is by people. I played cRPGs since '90 or even '89 and up to 2010s people didn't need so much guidance, while cRPGs were often more complex or obscure than now. I'll still watch to see what he's done differently, what has he discovered that I didn't, and so on, and I'll have fun doing it, but I probably won't understand why people nowadays have so much problems with figuring out RPG mechanics, I blame Mass Effect (which I like) and general consolization/actionification of RPG genre. On the other hand, I'm glad that more people keep the cRPGs alive, even if they're not "hardcore" nerds or something
Hear hear!
One more cool thing about the renewable resources produced by your colonies is they can actually be used to trade as mechanicus creations to both the Kasbalicans and Exploritors. Just travel around checking back every once in a while, you only need two drops to get a full cargo worth 200rp. Which lets you give more of the 500rp cargo to the other two factions who don’t take mechanicus creations.
5:57 if you read the descriptions these projects are bugged and have their rewards and requirements switched. Capella Biologis should give the med packs and Dark sages the bonus vs Xenos
Hopefully whenever they fix it people remember to go for the Chirurgeon kits!
i love crpgs ive played so many but this one was very unfamiliar to me. your guides helped me a ton! hoping your channel grows heaps :)
Thank you so much!
Excellent video! great info and great explanations. Love your articulation and accent its so easy for me to understand as a non native English speaker, thank you for your hard work!
I'm really glad to hear that!
I haven't been subbed to you for that long. Perhaps only a year. But I've been watching your channel grow. You deserve it!
I appreciate that, thanks a lot!
You do actually lose some crew sometimes with yellow path events, which has no gameplay impact, but may or may not matter to you, depending on if you're playing a big softie rp-wise :) The flavour text of those events does add to the generally grimdark vibe though.
Your video series has been extremely helpful, thanks for the good content!
Btw replenish items looks op, the stims does have negative effects but if you're WS or BSA it wouldnt have mattered. Dont be too hung up on the items either, some times you can find better ones. I didnt go gernade skill because i thought it would be limited to what ill find. If i knew theres replenishment 😮 i have a ocd dilemma atm rn, as a guy who likes to lean 100% i tend to want to put a extractor everywhere. Things i wish i knew early was to hoard extractors and put them only to ones where it needs it for a colony development requirement
Some of the replenishable items are REALLY good, and since you can always skip time, easy to farm them as well!
Who is your next companion build for RT? I'm curious about your Heinrix, especially as he's one of those who I enjoy having in my party
Thanks for the guide sir.
Always glad to be of service!
Great as always!
Though, you should have mentioned, that you can always come back to a planet with an extractum to get it back later. So if you needed paststeel badly and placed an extractum for a +2 plaststeel ressource and found a new one with +5 or more ... go back, get the extractum back and place it on the othe ressource planet
Yep, that works indeed!
Complacency increases the speed of the projects(as in "reduces" the time they take)
I love this game! Thx for the guides Bro, they are really good.
Thanks, friend!
This was very helpful, thank you. Happy new years everyone!
Happy new year!
Thanks for the guide bro.
Happy to help!
Will we see a more detailed video breaking down which projects to pick and why for each colony in the future?
Would like that too. Was hoping this video would also cover that.
I would love to see the heretical colony management? Because there are not there as default. You need to be on the heretical path to see them.
They are also necessary for maxing heretical
I press "Like" on your videos even before watching, because you always deliver.
Also, need to mention that ROGUE TRADER did a far better job of intertwining all the mechanics than some other games that came out this year and involve space exploration and outpost development (hint: the name starts with STAR and ends with FIELD).
Thanks a lot, friend!
Heinrix build i beg of thee sire
Emperor protects
Do you plan to do build videos for the rest of the RT cast?
100% yes!
Thanks for the video!
I spotted that during the Colony Events (6:24) you can actually preview the You Will Gain option while hovering you mouse over the item/perk. While I do it, no additional info appears, Do you have some mods installed for it?
Nope, I believe that should be by default, unless it's some options you can choose in the Menu.
12:05 Oh that happened to me. I was like how the heck am I supposed to complete this? Run to the exit through the mass numbers? My RT is purley for buffing, not combat so that situation had me a little worried. I then saw my companions arrive one at a time per round. Certainly an interesting 'encounter'.
Should I be putting down an extractum on every planet with a resource or hold out for planets with more? Seems like the extractums are quite rare
Can't you obtain Footfall as a colony too? I never successfully got it myself, but the game have an achievement for it...
Any heinrix build?
What do you think about the Cassia and Argenta nerfs on this patch?
I frankly don't think it's much of an impact, it's still really easy for Cassia to deal tremendous damage through Extra Turn stacking mechanics even at low levels/Act 1 through Mastery of Time and for example Seize the Initiative & Brace for Impact boosted by Get into Cover.
As for Argenta being locked out of Xenos weapons, while it is a loss to damage in Act 2-3, the same patch finally made the Inspire ability work, and frankly that alone makes even the starter Longlas weapon a beast damage wise until Act 4.
@@cRPGBro Thank you for your answer bro, I will start my unfair run in a week or so and will be using some of your guides for it (specially the Cassia and Argenta ones). Will you make an Ulfar guide somewhere in the future? Happy new year!!
Thx i hope you coming back at the dlc starts note i need a heretic guide zealot max out
Please tell me, why are the construction slots on the colonies disappearing? Is this related to the construction of the final project?
I want to recruit 4 New party members or even respec them is there enough profit factor? Psl asap
Apologies for the delay, but yep, there is definitely enough PF in the game for that, you can get lots and lots later.
@@cRPGBro thanks friend
Amazing vid
Thank you!
When do lvl 4 and 5 projects unlock? Just finished act3, but projects are still capped at lvl3.
Do the colony projects affect your ending? I'm trying to be an iconoclast, some of the great projects are pretty evil!
Are you going to make any guide for pyromancer?
In the future, yep! Just waiting for more bugfixes to a few of the Talents.
@@cRPGBro BTW i heard that you can't progress past act 3. ACT 4 is extremely buggy. Is it true?
@@darkcloud9053 it was true. It's still buggy, but no longer game breakingly so
I see you have lots of projects done, after I ve done the last project in Foulstone all my other colony projects got blocked completely, is that a bug or?
So seem to have safe 1, and safe ,does this really make any difference
maybe this is just how this game is, but i feel like cass is OP. going to use jae over her my next run
Hey Quick question my game bugged and new systems did not unlocked, Do you know at what chapters do new places unlock? I'm at chapter 4 and I got no new systems
11:55 Meanwhile, here's me getting that event on my very first dangerous jump and now being too paranoid to ever try it again. 😂
It's why I personally prefer going with Yellow routes at least super early, later that event is easier to handle!
Hey BRO, do you still read these comments? Im lv 29 and in act 2 still. 1st owlcat game n rts. Really learning on the fly. And warp travel for me has been crazy... even on normal dif. Every trip has been on safe n still 75% are damage to the ship and or fighting on board. Once i took unsafe and had a fight on board. Basically Safe is almost never safe for me. Can't even imagine a higher difficulty. N all my battles are long drawn out wars. This game has not been easy for me at all. 😅
Janus project torpedo is a must-have
Indeed, Torpedos are really paramount to winning Ship Combat as I cover here: th-cam.com/video/Z42_OhyZKMY/w-d-xo.html
9:25 pretty sure that's not correct. The UI is buggy though and you often have to leave the screen or change colonies after ordering the improvement to be built and only then are the resources subtracted.
Or at the very least sometimes it DOES cost the resources, sometimes it doesn't, sometimes it costs some of them, but others don't change...it is very messy.
Let's see what they change with patches!
@@cRPGBro Yeah, I just reached Chapter 4 and...oh boy, it's not good. Colony projects seem to finish instantly...sometimes. Some items from the reputation vendors don't have names...and those are just the glitches from like my first 20 or so minutes in chapter 4.
Does the Pilgrim show up at all in later acts? I'm still waiting for act3/4 to tighten up before playing again.
permanent passives to skills are mostly irrelevant..what are 5 points to a stat if you hav an even number that is no bonus at all...if you stats are in the hundreds with your buffs from navigator+officers? build defining items are the way to go
Done ton of projects/events before Act 3, once I finished the act I noticed basically all my passives from colonies were gone T_T
💕
Yo i really like the most videos of you, but u say the solomons armor are weaker than +5 for companions? First on Unfair...its a must for a Tank, second - not all companions benefit like crazy from +5 stats (pascal scales crazy for sure) Solomons are THE BEST HEAVY Armor in the game? :-O if u plan one on the characters with Coercion :-O
I personally prefer the Heavy Armor from Explorators that gives you Carouse/10 Deflection as my Abelard usually has high Carouse (100+ at that point), and the latest patch made it way easier to get with way less Reputation requirements 😃
The passive on the other hand can't really be acquired anywhere else.
true with the oassiv, but u get a +5 in exemplar e.g. and i take it with all companions how benfit a lot of it (and my main).
to the shop update...i guess my save is cursed, cause i didnt find any changes to my shop in my actuell unfair play...so i was wondering about the shop changes (didint notice a single new items) Solomons Armor was very easy to get and earlie...act 2...and that is a big deal on unfair....did u get the information about the new shop, cause i try to find something about it and i dont find anything (would be important for my next game)
Navigating the map in this game reminds me of playing Dragon Warrior on NES in the worst way.
that nobility is perfection thing seems like some terrible classism requirement.
I disagree with the Dark Sages project as I have not needed medkits since mid Act 2, and that was only because of environmental puzzles that wounded me instead of fights. It might be different on harder difficulties, but as far as I can tell healing is less valuable then just killing what is hitting you.
They aren't for healing HP really, more about healing Traumas which can be a pain to remove otherwise, as in some maps you cannot return to the Ship to heal them until the end of the area.
And on Unfair for example it's a lot easier to get Traumas.
Those trauma kits are a necessity on harder difficulties, especially act III. You really want to avoid traumas on unfair.
Hey friend pls do content the game is much better now
Just waiting for the DLC!
Me, getting really fucking annoyed and a bit overlevelled, just not learning about navigator's insight. I thought those green routes were one time only...
Flogston his hard to get so don't waste flogston imo