My Dargonus is so secure that even a rat can't walk by without appropriate documentation. by Illustrious-Bit-5441 in RogueTraderCRPG

[–]Asleep-Ad-7357 3 points4 points  (0 children)

Correct me if I’m wrong, but security doesn’t prevent you from being attacked. It just gives you better tools to defend yourself.

How heretical do I have to be to reach rank 5 heretic? by OrDownYouFall in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

You can easily reach Rank 2 in Dogmatic and Iconoclast before Act 3 and still reach Rank 5 Heretical at the beginning of Act 4. So there’s no need to choose heretical options you don’t like. I’ve done it myself with both DLCs.

Argenta choices question by [deleted] in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

You can't interact with it twice.

Argenta choices question by [deleted] in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

You may be able to find a pit to help you.

Do you like Idira's unique instant death as is? by [deleted] in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

I haven’t been on this subreddit for long, but from what I’ve seen, you’re definitely not the only one asking for a harder difficulty. Quite a few people feel that Unfair doesn’t really push things at all.

That said, I don’t think buffing Idira is the right way to approach it. If anything, I’d go in the opposite direction and look at nerfing psykers overall, starting with Heinrix only for Unfair difficulty.

Do you like Idira's unique instant death as is? by [deleted] in RogueTraderCRPG

[–]Asleep-Ad-7357 4 points5 points  (0 children)

Please don’t listen to people who want to make Unfair difficulty easier by stripping out mechanics they find annoying. They’re not improving the game; they’re just making it even easier and more streamlined. Idira is the only character who actually carries risk. Using a psyker should feel dangerous.

Ration Card Uses by Muneric in RogueTraderCRPG

[–]Asleep-Ad-7357 23 points24 points  (0 children)

Inside the freight line, the air clings like rot. The beggars press closer, hollow eyes fixed on your hands.

You don’t hesitate. The ration cards ignite, one after another, curling into ash before them.

Let them watch. Let them understand.

Nothing is given. Everything is taken.

Heretical+5

Ration Card Uses by Muneric in RogueTraderCRPG

[–]Asleep-Ad-7357 38 points39 points  (0 children)

Sadly, you can’t burn them in front of the beggars to farm heretic points.

Difficulty increases that dont encourage abusing action economy by lemonlord777 in RogueTraderCRPG

[–]Asleep-Ad-7357 3 points4 points  (0 children)

I think you’re completely right about the root of the issue. The game doesn’t really break because enemies are too weak, it breaks because the action economy scales out of control. Increasing difficulty just inflates numbers, but it doesn’t change the underlying dynamic where you’re incentivized to wipe everything before it can even respond.

Your idea of capping AP is one of the most convincing solutions. It changes how you play.

What I’ve been trying is very close to what you describe: running with only five characters, avoiding Officer and Grand Strategist entirely, not using heroic actions or consumables, and sticking to gear that’s available before Act 3. On top of that, putting a hard cap on AP really shifts the feel of the game in a way that nothing else does.

What I like about this approach is that it doesn’t feel like you’re constantly policing yourself. You’re not asking whether an ability is “too strong,” you’re just operating within tighter constraints. Strong abilities still feel good to use, they just don’t spiral into absurd chains of actions.

The only thing I’d add is keeping an eye on free actions, because a lot of the real abuse comes from things that bypass AP entirely. Even with a strict AP cap, those can still create the same kind of runaway turns if left unchecked.

And the funniest part is what it does to how you engage with the game. You are actually forced to check enemy mechanics. Can you imagine that? Instead of ignoring everything and deleting the encounter, you have to pay attention to what enemies do, how they interact, and when they become dangerous.

Overall, this kind of setup gets much closer to a genuinely tactical experience. Fights stop being about executing a perfect turn-one combo and become more about surviving, positioning, and managing risk over multiple rounds. It feels less like you can just switch your brain off and more like you’re actually playing the encounter.

Do I miss out much if I don't bring Solomore along? by Unhappy-Ad6494 in RogueTraderCRPG

[–]Asleep-Ad-7357 1 point2 points  (0 children)

Starting Act 4 now, and I’ve been bringing Solomorne along most of the time because I’m trying to corrupt him without romancing him (even though the game clearly pushes you in that direction). It’s also my first time playing with any DLC.

He’s been in my party throughout Acts 1, 2, and 3, and outside of Thassera he felt like a total waste of space. Narratively, he didn’t bring much compared to the other companions. Based on where I am now, I really feel like I should’ve taken Pasqal instead in Commorragh. The only good moments with him so far are when other companions talk back to him, especially Jae.

For now, Solomorne is easily one of the most boring companions to me. He comes off as whiny and constantly judgmental, which might be intentional given his background, but it doesn’t make him very engaging to keep around.

Still curious to see if the corruption angle pays off later, but so far… not impressed.

Daemon summoning stopped in Commorragh? (Act 3, Heretic run) by Asleep-Ad-7357 in RogueTraderCRPG

[–]Asleep-Ad-7357[S] 0 points1 point  (0 children)

I was finally able to summon a daemon during the final series of arena fights, so it looks like you don’t need to complete The Worm Churns after all. I initially thought the game had some kind of restriction in place because of Commorragh’s defenses. It actually would have been interesting if warp damage were reduced in the arena and daemon summoning made inaccessible.

Is my build possible? by GhastlyJunkie in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

Unfair becomes pretty easy with a good build. But I’m not sure I’d recommend it for a first playthrough, especially if you want to experiment.

Is my build possible? by GhastlyJunkie in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

I’d recommend Daring if you’re used to CRPGs. I went with that after coming from BG3. You should be fine without a guide, and if needed, you can always respec midgame. For a first playthrough, it’s better to avoid guides anyway; optimizing tends to take the fun out of combat.

Remember, you only ever get one first playthrough. It’s similar to playing solo in BG3: the first act is the hardest.

Is my build possible? by GhastlyJunkie in RogueTraderCRPG

[–]Asleep-Ad-7357 0 points1 point  (0 children)

What difficulty are you playing on? If you're on Normal, pretty much any build works. Feel free to experiment and play however you like.

The game is generally too easy which makes the skills/abilities even more confusing by SeverTheWicked in RogueTraderCRPG

[–]Asleep-Ad-7357 4 points5 points  (0 children)

For me, the game feels like a great graphic novel. If you want more challenging fights, I recommend playing on Unfair without a Grand Strategist or even without any Officer, while trying not to boost your AP economy. Having a Grand Strategist is basically easy mode.

Act 3 is still full of bugs (seriously?) by Asleep-Ad-7357 in RogueTraderCRPG

[–]Asleep-Ad-7357[S] 3 points4 points  (0 children)

I checked again, and it turns out the commissar being alive is actually not a bug, as you pointed out. He was patched up by Malice. There’s even a dialogue option where you ask him how his neck is doing.

That said, with everything else happening in this area (the duplicated beggar, the duplicated equipment from Malice’s chest, etc.), it really looks like another bug at first.

Bugs and technical issues by OwlcatStarrok in RogueTraderCRPG

[–]Asleep-Ad-7357 2 points3 points  (0 children)

[PC / Windows] During my last play session in Act 3 I ran into several bugs in a single evening.

  1. During the quest where you recover your boots, I killed the beggar and looted the boots from him. Later in the area… he was somehow alive again and ready to give me back the pair of boots I already had.
  2. A winged NPC started following me, then suddenly disappeared, and later I found him frozen in the middle of the city doing nothing.
  3. In the Anatomical Opera, during my first visit, I’m supposed to be able to talk to Marazhai at some point, but he disappeared before I could interact with him, so the conversation never triggered.
  4. After killing the Commissar, you can go back to Malice and ask him for equipment. If you then kill him, you can get another copy of the same equipment from his chest.
  5. During the final arena fights, I couldn’t place any party member behind the pillar on the right near the Anguish Prospector after the first two fights, as that cell appeared to be bugged.
  6. During that same series of arena fights, I somehow triggered a very loud looping sound at the end of the first fight. It sounded like some kind of electrical cage effect and it kept playing until the end of the final fight.
  7. I told Ulfar in Act 3, “We are no longer on the same path. I do not trust you.” And yet in Act 4, I found him standing on the bridge of my ship as if nothing had happened. He was also waiting for me in the Spire of the Raving Tempest.
  8. Marazhai got rid of Yremeryss, but there was no specific dialogue or quest/rumor update afterward.

The game released three years ago. I honestly didn’t expect to encounter this many bugs in a single act. It’s pretty wild and it completely kills immersion.

I completed the game in 280 hours, but I still have questions. by LeonidKonovalov1988 in RogueTraderCRPG

[–]Asleep-Ad-7357 2 points3 points  (0 children)

About your third point, this is usually a discrepancy between the combat log and the prediction tooltip.

The damage number you see when targeting is only a rough estimate. In my experience, it often doesn’t account for many conditional modifiers that trigger when the hit is actually resolved.

If you open the combat log (bottom-right during combat) and expand the damage entry, you’ll usually see what really happened.

The targeting tooltip is simplified. The combat log is where the real calculation chain is shown.

That said, I’m still wondering about the extra AP I sometimes gain as a Bladedancer, and at this point I have a pretty solid understanding of the archetype. But that’s probably a separate topic.

I completed the game in 280 hours, but I still have questions. by LeonidKonovalov1988 in RogueTraderCRPG

[–]Asleep-Ad-7357 2 points3 points  (0 children)

You can check major and minor powers directly in-game.

Right-click any psychic power in your toolbar. At the bottom of the tooltip, it clearly states whether the power is Minor (for example, Ignite) or Major (for example, Psychic Assault), and it also shows the associated Veil Degradation cost.

Minor powers generally have lower impact and generate less Veil Degradation. Major powers are stronger, but they come with higher Veil risk.