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Morjax
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Postby Morjax » 01 June 2015, 16:30

Alright friends: Update 5 has arrived, so it seems! No doubt there will be an official post from the dev team, but in the meantime, I wanted to port over the post from Kes on steam. Also a mention: If you're not part of the steam group, the Gentlemen of Mordheim, you should be! There are monthly tourneys and many varied discussion on the game. Happy hunting, and fight smart, not hard ;)
Kes [developer] 2 hours ago
Release Notes Early Access Content Update 5
Hello Everyone,

Rogue Factor and Focus are proud to provide you with this fifth update of the Early Access. Like we did before, we want to present you a list of all the updates that come with this version, but also the known issues and limitations of this Early Access version.


Updates

Our third content update is 0.19.4.5 and it provides the following new features:

- Consumables: You can now buy and equip your units with items usable during a Skirmish game. From Anti-Toxin to Elven Wine, with a couple of Oil Bombs, make sure you get the right equipment for the mission objective, from the Shop menu.

- Hiring System and new Warband Management UI: Get ready to be a real leader now that you can fully customize your Warband by hiring and firing Units from the new Warband Management User Interface

- Improved Overview Map: No excuse to get lost in Mordheim anymore, the overview map comes with a compass and more information about the current state of the mission

- 3 New Maps: One more unique location (The Raven Barrack) and 2 new procedural maps taking place in the Noble Quarters, offering large procedurally built Mansions, lot of new props, locations and layouts.


As we already stated, we value the input of our players and we've done some adjustment according to the feedback we gathered:


General Changes

Perks have properly been added to all units. Some are new, some were already there. They can be viewed on the Unit Information pane (units not listed have no perks):
Eshin Sorcerer
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Rat Ogre
Stupidity: On turn start, the warrior must perform an Intelligence test if it's not already engaged in melee combat. On failure the warrior cannot take actions.
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Warlock
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Mercenary Ogre
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Sigmarite Matriarch
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Augur
Immunity Eye Injury: Immune to the permanent injury Eye Injury due to blindness. The warrior is blessed with divine vision.
Sigmar Purifier
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Maiden of Sigmar
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Magister
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Possessed
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Marauder
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Mutant
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Chaos Spawn
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Creation Instability: Bound by dark sorcery, once Out of Action they do not suffer from permanent injuries, they can only be destroyed.
Immunity Poison: Immune to Poison effects.
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Darksoul
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Reduce amount of traps spawned in non-procedural skirmish missions
All Alone, Fear and Terror tests lost their initial 10% bonus, it is now at 0%
Critical hits will now always have a potential Stun effect that can be resisted
Staff: The Tzeentch Curse modifier has been changed to 6/9/12%
Pendant: bonus has been increased to 5%/10%/15%
Helmet: Bonus to Stun resistance has been reduced to 10%/15%/20%
Critical hits now do not have their strength or ballistic skill damage doubled anymore. However, they are guaranteed to perform a stun attempt
Library Map: improved navigation around teleports (removed blockers on candles)
Assassin Adept: both the maximum Accuracy and Intelligence has been reduced by 2
Assassin Adept: the maximum Toughness has been increased by 4
Dual Wield: a 10% to hit penalty has been removed
Dual Wield: the 30% damage penalty is now global and will apply after all damage modifications have been applied
Two Handed: the stacking 20% damage penalty is now global and will apply after all damage modifications have been applied
Two Handed: the penalty on subsequent attacks has been properly set to 20%
Impressive units are now properly immune to the cost increase of attacks, but not to the damage reduction
"Waiting for other player" popup will now be displayed when a player is in the game while the other is still in loading screen.
New "Invite Friend" button available directly in the lobby
Revamped menu navigation in the main menu
Added “Press button to continue” after loading’s done
Fixed Desync associated with Ranged weapons when a unit was almost completely hidden.
Fixed Desync associated with Ambush when Ambushed Unit had 2 handed weapons.
Fixed multiple bugs


Stats Modifications

Weapon Skill: Each points now properly give 4% chances of parry instead of 3%
Leadership: each point now gives 4% to All Alone, Fear and Terror tests
Toughness doesn’t increase Stun Resistance anymore
Each point of Toughness increases Critical Resistance by 1%
Each points of Accuracy now increase Critical Damage by 1% instead of 2%
Intelligence: each point now increases Stun Resistance by 2%



Skills & Spells

Armor Proficient: fixed a loc issue on the mastery update in the hideout to add the 5% Armor Absorption.
Fleet Footed: the skill is not Stackable anymore.
Boon of Chaos: the spell now ignore properly Magic Resistance
Guidance: It has been removed from the Assassin Adept and given to the Eshin Sorcerer. It can now be trained by anyone from the Leadership skill line
Defensive Stance: the melee resistance bonus has been increased to 10/20%
Anticipation: the melee resistance bonus increases to 3/6%
Fatality: this skill now only triggers on melee damage
Sharpshooter: chances to deal critical hits have been reduced to 2/4% to be on par with Fatality
Adrenaline Rush: fixed an issue to make sure it can only be used once per turn
Chains of Chaos: now properly block Counter-Attack
Order: The Mastery version cost reduction has been removed so it now always costs 4 OP. However, the Mastery now increases chances to hit of the unit by 15% chances.
Daredevil: The skill has now changed to the following = “increases melee damage dealt by |75|%, but reduce Melee Resistance by |25|%. However, each melee attack of the skill user now give a free dodge attempt to the victim.” The mastery version increases damage bonus to 125% and the melee resistance penalty is reduced to 15%
Bless with Filth: the poison effect is now stackable as intended
Numbing Poison had some issues and has been changed to: while not engaged in melee, the skill user coats all of his weapons with poison that lasts 1 turn. If damage is dealt, the victim will see it's maximum Strategy Points reduced by |2| if it fails a poison resistance test. Not stackable.
Warp Poison had some issues and has been changed to: while not engaged in melee, the skill user coats all of his weapons with poison that lasts 1 turn. If damage is dealt, the victim will see it's maximum Offense Points reduced by |2| if it fails a poison resistance test. Not stackable.
Sigmar’s Might: Bonus to damage has been reduced to 10% for the regular version and 20% for the Mastery version
Night Master has been removed from the Assassin Adept
Defense Breach has been added to the Assassin Adept (see new skills and spells section)
Warp Immunity: the skill now also provides a 25% Poison Resistance
Warp Rage: Now also increases Dodge chances of the unit by 10%
Poison Expert: has been fixed and should apply its effect properly


New Skills and Spells

Enshrouding Mist: Skaven Spell which costs 3 OP to cast
A dense cloud of mists rises in the selected area. Everyone in the area gets a |25|% Range Resistance bonus and penalties of |15|% to Melee Resistance and |50|% to Perception penalty. Skaven are immune to the penalties. Not Stackable.
Warp Mists: Skaven Spell which costs 3 OP to cast
A dense cloud of warp mists rises in the selected area. Everyone in the area gets a |20|% Poison Resistance penalty. Anyone entering the zone suffers from |4| to |8| damage and gains a poison debuff that lasts 2 turns and deals |3| to |5| poison damage on turn start if not resisted. Not Stackable.
Defense Breach: the default skill of Assassin Adept
each melee attack has 10% less chances to be dodged or parried
Taunt: skill of the Leadership line
Let the skill user Taunt an engaged enemy which increases the cost of Delay, Disengage and Flee by 2 SP for 1 turn. For the mastery the cost increases by 4 SP.
Sigmar’s Second Wind: Sisters of Sigmar’s spell which costs 4 OP to cast
give the target up to |2| Offense Points that can be used to counter-attack enemies. If the target is stunned, it will also recover and get back up.
Insult: skill of the Leadership line
Let the skill user insult an enemy who stands within 10 meters. Enraged by the insults the victim loses focus on the fight which reduces Melee Resistance by |10%| for 1 turn. For the mastery the Melee Resistance penalty increases to -20%


Runes/Marks

Expertise: Increase hit bonus to 3%/6% for one-handers, and 6%/12% for two-handers.
Perseverance: Increase hit bonus to 5%/10% for one-handers, and 10%/20% for two-handers.
Enfeeblement: increased chance to remove an OP to 12%/25% for one-handers, and 25%/50% for two-handers.
Alacrity: increased chance to gain an OP to 12%/25% for one-handers, and 25%/50% for two-handers.
Protection: This enchantment effect is now Not Stackable.
Celerity: reduced to 5/10 initiative bonus
Concentration: the spellcasting bonus has been reduced to 5%/10%
Focus: the Curse chances reduction has been reduced to 5%/10%
Piety: the Curse chances reduction has been reduced to 5%/10%
Spellbinding: the Tzeentch Curse reduction has been changed to -3%/-6% for 1 handed weapons and -6%/-12% for 2 handed weapons
Devotion: the Divine Wrath reduction has been changed to -3%/-6% for 1 handed weapons and -6%/-12% for 2 handed weapons


We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned. We appreciate all the feedback and help we got from you so far, and want to thank all of you.

xdjamakx
Posts: 11
Joined: 06 January 2015, 05:49

Re: [XPost from Steam]

Postby xdjamakx » 02 June 2015, 06:29

oh yeah. i might return after 3months now...


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