Rogue Trader has already been out for some time, and our team has not been sitting idle.
While working on fixes and improvements for the game (a massive 2,500+ changes are coming very soon in patch 1.2), we’ve also accumulated a lot of important data concerning character progression and player’s reception of the game’s various systems thanks to both your feedback and extensive internal analysis.
Having already dealt with most of the critical bugs, we felt that the upcoming patch would be a great time to revisit game balance. With these balance changes, we are aiming to provide a better challenge, offer more interesting gameplay, and expand the variety of viable builds, especially on higher difficulties.
To do this, we identified the list of key problems that we felt had the biggest negative impact on player experience. These were split into four major categories:
Excess of additional turns
Overscaling in the late game
Sanctioned psykers and pyromancy
Arch-militant overtuning
Let’s talk about each of them in detail.
Excess of Additional Turns
While the original design felt engaging, it appears that, in the end, we went too far with the abundance of out-of-sequence turns and attacks. Stacking additional turns gives such a dominating advantage that players who utilize it can entirely trivialize combat, sometimes to the point where the enemy doesn’t even get to take a single turn!
Tuning things like this has to be done carefully and in batches in order to prevent overnerfing, so we began with tweaks to the Officer in patch 1.1. In 1.2, we’re going a step further and implementing major changes to a whole set of abilities that provide additional turns and AP. We want them to stay true to their spirit but do something entirely different than before.
For example, Seize the Initiative no longer provides an additional turn to the Officer, instead allowing the Officer and allies under the effect of the Officer's Voice of Command to deal additional damage to enemies that have not yet acted in combat.
In the Hero’s Footsteps now provides a stacking +5 Fellowship bonus when an ally uses a Heroic act and a +5 Toughness bonus when using Desperate measures instead of providing an additional turn.
Overscaling in the Late Game
Our players are very quick at finding the most effective combinations, but let’s be honest, those single shots for 1.5 million damage that we’ve seen on some player videos were somewhat… beyond our expectations.
Some of these crazy numbers were indeed caused by bugs, but putting those aside, there were still a handful of items and abilities in the game with multiplicative scaling that did silly things when stacked. While seeing 8-digit damage values is fun to an extent, the sheer amount and availability of such options removed the element of challenge, which we believe is not healthy for the overall game experience.
To address this, we’ve updated a lot of abilities, items, and talents across the game that provided multiplicative bonuses (such as 3 x Intelligence bonus) to give flat bonuses instead (for example, 10 + Intelligence bonus), tweaked some percentage based bonuses to be stronger in the early game but less devastating in late game (such as the Operative’s Offensive Pattern Prediction, the Navigator’s Reveal the Light or the Exemplar’s Deadeye Shot), and fixed a handful of bugs with incorrect scaling such as Confident Approach.
Killing Edge was also tuned down, being one of the main offenders that caused skyrocketing numbers.
Sanctioned Psykers and Pyromancy
Looking at sanctioned psykers prior to this update, we felt that they were always at a significant disadvantage compared to Idira and her higher psy rating.
We have now made it so that sanctioned psykers can take psy rating-increasing talents earlier (at levels 4/14/24/34 instead of 10/20/30/40). This will not only reduce the eventual difference in psy rating when compared to unsanctioned psykers, but it will also allow sanctioned psykers to take advanced psychic powers earlier.
Unsanctioned psykers can now also take those talents a bit earlier (at levels 9/19/29/39), mostly so that different archetypes have similar access to advanced psychic powers.
With these changes, we hope to achieve a certain parity, where the sanctioned psykers will still have a somewhat lower psy rating but will be able to take higher-level psychic powers earlier in order to compensate.
This wasn't our only change to psykers. For a while, we were concerned that the pyromancer, who was always supposed to be a dedicated damage dealer among psykers, had a weaker damage potential than a telepath (and we received a lot of player feedback about it, as well). In this patch we’re significantly boosting damage numbers for most of the pyromancy psychic powers, starting with Ignite — it now deals vastly increased damage, and pyromancers no longer need to rely on conventional weapons for the first half of the game.
Arch-Militant Overtuning
According to our observations and community surveys, the Arch-Militant remains the most effective archetype, with a damage potential so high that skilled players could stack bonuses from versatility extremely quickly, gaining a significant advantage. We’ve slightly reduced versatility generation and scaling from it to put the Arch-Militant more in line with the rest of the archetypes. In particular, we’ve made changes to Confident Approach, Reckless Rush, and Wildfire. Note that we don’t intend to nerf the Arch-Militant into the ground — it will still be very effective, but the numbers will be a bit more reasonable.
Plans for the Future
Our work on combat balance is far from over. However, after this batch of changes and considering the massive wave of bug fixes that are coming with 1.2, we would like to spend some time assessing the performance of the updated archetypes and analysing the feedback from our players. Although we understand that some of you may end up frustrated with losing your archetype power fantasy, many of these changes are necessary for the game to deliver the experience we envision. Let us know what you think — we need to be sure that we’re going in the right direction!
Later, we intend to go over all encounters that are either known to be difficulty spikes or feel too easy for their level and tune them accordingly.
Lastly, although a bit unrelated, you may have seen in our roadmap and known issues thread on Steam that we recognized the limited availability of conviction points. We’ve received a lot of feedback that their distribution is uneven and scarce, forcing players to make certain decisions in fear of being locked out of conviction levels. We’re working to address this, but unfortunately, we are not yet ready to ship it with 1.2. We expect it to come a bit later, in one of the following updates.
Thank you for taking the time to read this. See you very soon in 1.2, where you will be able to see all the changes yourself, and looking forward to hearing your feedback!
On June 27, at 5:00 PM CEST, players around the world will be able to test everything we’ve been working on for the past few months. See the map to know at what time the update will be released in your region 🗺️ ⏰
Food is a vital resource in Crab God, but did you know there are many ways to generate it? Take notes, dear Scavengers!
1. Grow plants to attract new species
Aquatic creatures are attracted to the various types of plants and corals that you grow in each level. In Crab God, having an ecosystem full of life is not solely an aesthetic feature; it allows you to produce food for your colony!
Indeed, the fish and other animals in your ecosystem will consume the flora you cultivate or other creatures in the environment, producing scraps of food you can collect and take back to the temple. Fish are messy eaters, and that is a bonus for your Scavengers!
Moreover, the biodiversity of your ecosystem will also help you in your journey against other invasive species that are menacing your realm. They will help your Hunters and Builders by attacking these threats, turning them into more food to be collected!
If you are ever curious about how to attract more creatures, you can always open the Eco HUD to see their requirements and how much food they produce!
2. Treasures await to be found
During your underwater migrations, your Scavengers will encounter piles they can dig to find all kinds of treasures buried deep in the sand! Food is one of the most precious things you can uncover while exploring the ocean depths.
3. Hunter Crablings
Hunters do more than just fight off enemies that threaten your aquatic paradise! Hunters have also mastered the art of finding food. Crabling Hunters will automatically generate food occasionally, letting your Crabling Scavengers bring this food back to the temple.
4. Living on a prayer
Ritual stones offer many different powers when they are completed. Among these various blessings, some will give you a large gift of food and favour.
Your Crablings can also be blessed with unique traits allowing them to produce food when they complete specific actions.
Now that you have the recipe for producing a bountiful surplus of food, it’s time to explore the ocean's depth with your fellow Crablings! Do not forget to leave us a review and give us feedback in the Steam Discussions or on our Discord!
Monster Spawn and Despawn Fix: We have resolved issues with monster behavior, ensuring they now correctly spawn and despawn with the flick of a switch. Clearer Lighting: The fog effect from light sources has been removed, enhancing your visual experience and immersion. Universal Light Switches: Every room now features light switches, granting you complete control over the lighting in your environment. Window View Enhancement: Enjoy a newly added scenic view outside the windows, complete with the gentle glow of moonlight for a touch of serene realism. Exciting Features in the Next Update:
Prepare for a major update that promises to elevate your gameplay experience:
Sleep Paralysis Mechanic: Introducing an eerie new feature that simulates sleep paralysis, adding a thrilling layer of challenge. Extended Storyline: Dive deeper into the narrative with an expanded storyline, rich with new twists and turns. New Locations: Discover and explore entirely new areas, each designed with unique atmospheres and challenges to keep you on your toes. Stay tuned for these exciting enhancements and more!
the release is coming during the next few weeks. Probably, we will start a short open beta with all of you who marked the Game for their Wishlist.
The overall the economy will be Simple: - Very regular Item Updates - Trying to minimize a flood of Items - Pool of very special ultra rare items - Once removed Items, will never be added again to the drop pool
This means that depinding on the player count, we will adjust the drop chances and change the Items regulary.
What is going to happen after the release? After the Release, one of the goals is to have also craftable Items only.
Example (not set): Craft 10 regular Cucumbers to get 1 Silver Cucumber Craft 10 Silver Cucumbers to get 1 Gold Cucumber Craft 10 Gold Cucumbers to get 1 Platinum Cucumber Craft 10 Diamond Cucumber to get 1 Crystal Cucumber ...
In this case example (not yet set) it would need 10000 cucumbers to craft a single Crystal Cucumber.
A other important aspect is that once an Item has been removed from the drop pool, it will never be added again. Regardless how rare it became.
With this and especially the regular Item changes, we want to keep up a healthy economy.
Hello people, long time no see! I have been working a lot on PH recently, fixing up stuff and finally adding new features, I hope you guys like what I've been cooking.
Most things are bug fixes, a detailed changelog of which will come when I release the next stable patch!
Song list changes
I pushed some experimental song list changes, after a lot of iteration and input from the discord I finally came up with a design I like, there are some minor bugs here and there still, but I think i'll be able to solve those.
The new design features difficulty lists that are easier to read at a glance, this will also be used for score based filtering (the individual difficulties that don't match the filter will be greyed out).
Currently the difficulty colors are either hardcoded (for the 5 canonical difficulties) or generated from a hash function, you will be able to set your own difficulty colors in the future though.
On another note, when scrolling through the song list (specially when wrapping around) you will now see some placeholders, these are there to prevent having empty spaces and to give you something to look at while the short scroll finishes, this prevents having to load all the song UI elements.
These will be updated to the new song list item design when it is finalized.
OOB system
This is something i've wanted to do for a while, basically, I want to have an out of the box system that lets you configure basic PH features right on first start, such as the note skin or the health system. You can also just skip it and use the defaults like before!
New judgement graphics
Judgement graphics have always sucked in PH, they were nothing more than labels, i finally got around to designing new ones, I also made the combo count use some new number graphics as well, might use them for the score counter on the top right too, who knows.
Replay work
While they aren't ready yet, I've been working on replays, I laid some of the ground work for them, most of the stuff involved making the holds and other parts of the game more deterministic.
Unfortunately, this also means the removal of the venerable rollback on unpause functionality, I hope this doesn't bother you guys too much, but it was going to be extremely hard (or impossible) to get it to work otherwise.
Stats tab
The results screen now has a new fancy stats tab, I hope you guys like it! It was made with help from the PH discord and specifically from Steven, I still plan to make some cosmetic improvements.
On another note, the stats and the graph tab now do their math using a multi threaded task system, so they should no longer stall the game.
Pulsating buttons
I did some workaround to allow having animated buttons, the animation is rudimentary but works pretty well I think.
Future
We are well on our way to going out of early access, I will do a small update to stable with the new features and bugfixes soon (tm), then I'll finally work on rush notes and then we might be ready for release, I hope.
It's really been a terrible month for me, at least I'm glad phoenix ended up coming out as good as it did, my motivation is on the ground but at least I get stuff done on a daily basis.
I am once again at a complicated crossroad, I feel very demotivated and things aren't getting better, I fear for my future. I've been trying to learn some 3d sculpting too, let's hope that comes out good.
I didn't work much on Swansong, I've actually spent a lot of time playing Ghost of Tsushima (great game btw).
I feel sad when I play games because I feel like I should be working, but when I look at the real amount of time I spent playing vs working I actually should probably work less and play more, but I don't enjoy it as much.