Thanks to Kyroth for doing these Summary notes from the Twitch streams, go like his post over at the EC Forums!
Those needing to catch up on last week's livestream, here are the summary notes, I'm afraid I won't be transferring last week's notes over to the forums so apologies.
Link to this week's livestream
This week we're joined by the usuals Katie (Community Manager), Brent (Lead Game Designer) and Nathan (Senior Producer).
- Steam Early Access
- Production Update
- Gameplay (Live with Founders)
- Q&A / Giveaways
[3:20] Steam Early Access
It's probably just best to either watch this part yourself to get some more context on why they decided to move to early access, you should also read the latest newsletter if you haven't already. Moving into early access, they are still going to try and maintain an aggressive update schedule, it was also mentioned later on that for post-launch there will be a regular 3 month free expansion update plan.
Some other things that they mentioned is that they are going to be adding a lot more achievements, cards, badges and backgrounds for the game. The specific and unique achievements available currently won't be stopping after early access, they will continue to be available (and be made) right up until the launch of the game. They also stated that they're working on keybindings.
Incase you didn't read the newletter, the founder's program is going to be closed on January 25th. Information on when they're going to open up on steam will be sent out shortly afterwards. They are going to try and keep the downtime (In being able to buy into the game) between closing the founder's program and opening up on steam as short as possible. Just to clarify, we're all still going to be able to play the game in the time between the founder's program being shut down, and the game opening up on steam.
Nathan said himself that if you're hesistant because you're waiting for Orks and/or Eldar, then it will probably be best to wait rather than forcing yourself to buy into the founder's program, you won't be missing out on a whole load of stuff by waiting.
Something else that was said, that during pre-launch, don't be afraid of spending your RTP (Rogue Trader Points) as you'll get them back after each reset, and there will be one before they actually launch the game too.
You to not have to rebuy the game when they go over to steam
[14:47] Production Update - Character Selection
There should be a huge build next week. Going into character selection, you should notice a couple of changes, two of which are that you now have a rank, and an XP bar. You will be leveling up to rank 5 for now, later on XP will be used for progression and skillpoints. As mentioned previously, there will be resets and XP will be something affected by resets.
At 16:43 Brent shows us the new loadouts screen from within character selection. Accessories will not be part of the first iteration of the loadouts system, however they will be a large part of the final system; for example the marks (Nurgle, Khorne etc...) will be under the accessories. Be aware that the descriptions for everything under the loadouts system are placeholders and will be replaced with useful information. You will have the ability to name your loadouts.
As mentioned in previous livestreams the way that the loadouts system is going to work is through loadout points, which you will have access to 1000 of. Each weapon and item that you can select under the loadouts will have a loadout point cost, so you will have to sacrifice in some areas to use a certain weapon for example. The individual points costs for the guns are subject to change over the lifetime of the game, and has previously been said as another way to balance the guns.
You will be able to field a number of custom loadouts into a match, but you will always be given certain premade loadouts, so if you have all of your custom loadouts as an assault, you'll still have access to a basic tactical loadout.
[23:30] Power Fist
Just a pre-warning, the power fist shown here is not the final model. The art assets are still being updated so what you see isn't necessarily what will be in the final iteration of the game.
The power fist is a lot slower than other weapons, it still has the normal functionality of the other melee weapons as in you can quick attack, strong attack, ground slam with it etc... While slower, it is a lot more powerful than other weapons it appears. It is meant to be an anti-vehicle/fortification weapon first, however it is capable against other players too. It is the most powerful melee weapon against vehicles, and will be the only melee weapon at launch that will be able to damage fortifications.
Brent gets killed at 24:55 ish and we get to see the execution animation for the power fist.
Brent demonstrates the powerfist against a vehicle a few times starting at 25:59. It does a fair amount of damage when using the strong attack, and also pushes the vehicle back a fair amount. Power fist ping pong anyone?
Nathan mentioned that lightning claws will be coming into the game (Don't think he mentioned pre or post launch), however it isn't that high of a priority right now as the focus was on the power fist first rather than the claws.
[29:34] QUESTION: What is happening with optimisation?
ANSWER: Optimisation is an ongoing. They are using the Unreal Engine 4 (10.1 currently) from Epic, who are making improvements themselves to the engine. The maps also vary massively in size, which can affect the performance. Again, you will **need** a decent PC in order to play the alpha.
[34:15] QUESTION: Meltas?
ANSWER: Meltas are on the list to be implemented. Meltaguns should be the next gun that the Space Marines will be getting access to. Don't expect it next week however as currently a lot of work has been going into the loadouts system.
[35:54] QUESTION: What about the chainfist?
ANSWER: It's more of a terminator weapon. If a normal Space Marine does have one, it's usually a high ranking Chaos (Captain, Veteran etc...). It's not high on their list right now, and when they do get around to adding it, they'll probably add it when they add Terminators into the game (Post-launch).
Next week we should be able to see the stream of corruption and the ailments system so that proper poison can be in the game. And thats basically it for the Production Update this week.
[37:41] Gameplay Begins
[38:37] QUESTION: Are Dreadnoughts coming?
ANSWER: Yes probably (18?) months after launch, although probably not that long as there will be regular 3 month updates after launch as mentioned before. When/if they are implemented, they will be treated as a vehicle rather than a class, they may be dealt with through a Warlord's ability.. It would be exciting to have them in game, but there are so many other things after launch that they need to take on first.
[40:10] QUESTION: Flamers?
ANSWER: Basically Nathan elaborates on a question on flamethrowers that was answered in chat by someone. They are a nightmare to optimise so won't be in for launch. They hope to find a way to implement them but first need an efficient way to do so after launch. It was mentioned that they could start implementing flamers through the Tyranid PvE mode whenever they get around to it.
[43:50] QUESTION: When can we see Eldar?
ANSWER: There was a sneak peak in the livestream before Christmas (Unfortunately I was unable to do any summary notes for that one, can't provide any links but I'm sure if you look around you'll find something). They're getting in a lot of Eldar assets in the next 6 weeks. The emphasis right now is trying to get the Eldar in; now that Space Marines and Chaos have a decent amount of things, they have moved their focus onto the other factions.
We should be seeing the assets on Twitch at some point.
[47:04] QUESTION: More customisations for armour pieces?
ANSWER: Visual customisations is coming in. The loadouts system is for the weapons and other related things, then there will be a similar system that is devoted to visual customisations for the armour and such.
[49:49] QUESTION: When can we start using Rogue Trader Store items?
ANSWER: With the addition of the loadouts system soon, they will be implementing the rogue trader store items in batches (they'll be coming in gradually over time). Items will start to be added to the rogue trader store once the existing items in the store are available to use in game.
[52:39] QUESTION: Do you think that releasing the game in it's current state on Steam is a good idea? People on steam generally expect the game to perform well, even if it is on early access.
ANSWER: They wouldn't be doing it if they knew it was a horrible idea. They're aware that it is risky however they don't have many other options.
It was also mentioned later on that they expect the NDA to drop when they move into early access.
[57:07] QUESTION: Join with friends?
ANSWER: The ability to join a friend's match through steam will be coming with the next patch. It will be basic on the first implementation.
[58:03] QUESTION: Any idea when we can expect more Marks in the game?
ANSWER: The Mark of Nurgle was the first one as they just wanted to try things out. As mentioned previously, when they start elaborating on the accessories through the loadouts system, more Marks will be made available.
[59:26] QUESTION: When are we going to see or get anything new for the Sorceror?
ANSWER: Next week.
[59:33] QUESTION: When can we expect some kind of passive accessories like purity seals for LSM, and what would be the other faction's equivalents?
ANSWER: It's probably a bit too far out to say, however passive accessories will probably be coming in the first iteration of the accessories system.