MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 5 -

All new information about Mordheim: City of the Damned Early Access
Epy
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MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 5 -

Postby Epy » 16 April 2015, 16:41

Hello Everyone,

Rogue Factor and Focus are proud to provide you with this forth 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.

WARNING: We’ve added a lot of data in this version. The installation of the game now takes about 22GB where it used to be about 7GB. This updated version will have a download size of about 6GB.


Updates

Our third content update is 0.18.4.2 and it provides the following new features:

- Possessed Mutations: Possessed units, when playing with Rank 10, now have random mutations.

- Representative Armours: Changing armours and other equipment is now properly represented on the unit. This completely changes the look of the characters.

- Item Enchanting: Rank 10 Warbands now have weapons which can be enchanted, There is an Enchanting Tab next to the inventory where you can choose the Rune or Mark to put on the item. This is for testing and balancing.

- 2 New maps: One new procedural map and one more unique location (Statue of Count Gotthard) are available for Skirmish.

- Chat!: You can now chat when in the lobby as well as in game

- Action Log: An action log has been added representing unit actions, and RNG rolls it performs.

- Key Mapping: In the options menu, players now have the option to remap the controls of the game. This is also available for gamepads. We’ve internally tested with Xbox, PS4, and a generic Logitech controller. Camera Inversion are now also available.

- New Deployment type: Code named Umbrella. This new deployment is available for all procedural maps and has both Warbands as far away from each other as possible, This is to give a far away option for Players who would prefer this.

- New Cloth: Warhammer is known for skirts, pangs, and other clothy material. We’ve completely changed the clothing in the game. It still needs to be tweaked, but now looks and feels better. It is also much more optimized.

- Respec Button: In the Unit management, you can reset your Warband skills, spells and attributes to their original state. This will also reset the units’ mutations to new random ones, for the Possessed Warband. This feature will only be available during the Early Access.

- Unit Rotation: With all those cloth variations and mutations, you can now admire your Unit under different angles in the Hideout’s Unit Management, using the mouse or the right-stick.

- Save on the cloud: The save games are now copied on Steam's cloud

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
  • Each unit rank increases wounds by 15 instead of 10 (increasing maximum Wounds by 50 at Rank 10)
  • Each point of Toughness will now give 2% of Poison Resistance instead of 4%
  • Each point of Toughness will now give 3% of Wounds instead of 2%
  • Each point of Alertness will now give 3% of Perception check instead of 4%
  • Each point of Accuracy will now give 2% of damage on critical hit
  • Each point of Intelligence will now give 1% of magic resistance
  • Each point of Intelligence will now give 3% of mental checks instead of 4%
  • Each point of Leadership will now give 2% of all alone, fear and terror checks instead of 4%
  • Base Critical hit has been brought back to 5%
  • Each spells mastery now increases their curse chances instead of lowering them (the more powerful the spell, the more chance of chaos effects)
  • Weeping Blades and Fighting Claws will now properly apply the “Dual Wield” debuff instead of the “Tiring” debuff after the first attack.
  • After casting a spell, a debuff called “Mordheim’s Curse” will affect the caster increasing chances of triggering a Tzeentch Curse or a Divine Wrath by 10%. This lasts 1 turn and is stackable.
  • Maximum Offense Points of Impressive units has been reduced to 9 instead of 10
  • Web of Steel will now be usable properly with Fighting Claws
  • Good range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
  • Best range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
  • Each unit got their movement decreased by 2 meters per Strategy Point spent
  • Increases each item type in the Warband chest to 100 to let player enchant their equipment
  • All Buffs and Debuffs now have an Effect Type in their description
  • Poison resist will now be performed on Poison apply instead of on Turn start of the unit
  • Some adjustments have been made to Charge skills
  • Some adjustments have been made to Ambush to make them trigger more often
  • Warp Effect: the buff and debuff have been changed to provide or remove 20% Armor Absorption (instead of a hard number)
All units have been brought up to 45 Stat Advancements Points (despite some of them being unable to increase Ballistic Skills)
  • Added Points
    • Black Skaven got fixed and gained its missing Martial
    • Rat Ogre gained: 3 Physical, 1 Mental and 1 Martial
    • Ogre Mercenary gained: 1 Physical, 2 Mental and 2 Martial
    • Maiden of Sigmar gained: 1 Physical, 0 Mental and 4 Martial
    • Sigmarite Matriarch: 0 Physical, 1 Mental and 4 Martial
    • Purifier: 1 Physical, 0 Mental and 4 Martial
    • Augur: 1 Physical, 3 Mental and 1 Martial
    • Sister Superior: 0 Physical, 0 Mental and 5 Martial
    • Sister: 0 Physical, 1 Mental and 4 Martial
    • Novice: 2 Physical, 2 Mental and 1 Martial
    • Chaos Spawn gained: 2 Physical, 1 Mental and 2 Martial
    • Marauder: 2 Physical, 0 Mental and 3 Martial
    • Possessed: 3 Physical, 0 Mental and 2 Martial
    • Dark Soul: 3 Physical, 2 Mental and 0 Martial
  • Units who have been brought up to 45 Stat Advances got some maximum increased
    • Rat Ogre gained: 2 max Agility, 1 max Toughness, 1 max Alertness and 1 max Accuracy
    • Ogre Mercenary gained: 1 max Toughness, 2 max Alertness, and 2 max Accuracy
    • Maiden of Sigmar gained: 1 max Agility, 1 max Weapon Skill and 3 max Accuracy
    • Sigmarite Matriarch: 1 max Alertness, 4 max Weapon Skill
    • Purifier: 1 max Strength, 1 max Weapon Skill and 3 max Accuracy
    • Augur: 1 max Agility, 3 max Alertness and 1 max Weapon Skill
    • Sister Superior: 4 max Weapon Skill and 1 max Accuracy
    • Sister: 1 max Leadership, 3 max Weapon Skill and 1 max Accuracy
    • Novice: 1 max Agility, 1 max Strength, 1 max Leadership, 1 max Alertness, 1 max Accuracy
    • Chaos Spawn gained: 2 max Agility, 1 max Alertness and 2 max Weapon Skill
    • Marauder: 1 max Agility, 1 max Strength and 3 max Accuracy
    • Possessed: 1 max Agility, 2 max Strength, 2 max Weapon Skill
    • Dark Soul: 2 max Agility, 1 max Strength, 2 max Leadership
Skills and Spells changes
  • Adaptable Defense: fixed the apply of the skill effect to be only on melee damage. It was triggering at wrong moments and being applied too often
  • Chaotic Advantage will now trigger on Sidestep and Web of Steel as well
  • Wither is not Stackable anymore. The stat reduction has been increased to 3 for regular and 6 for mastery
  • Chains of Chaos now has reduced casting chances and chances to trigger a curse of chaos as intended (was badly entered in the database)
  • Weapons of Destruction now properly bypass armor percentage instead of a hard armor number. The by[ass armor has been set to 10%/20% and the damage bonus has been reduced to 15%/30%
  • Sniper Shot: the chances to crit has been reduced to 5% for the regular and 10% for the mastery
  • Hit and Run: the mastery description before the skill is bought has been corrected to reflect the real -1 SP and -1OP cost reduction instead of stating 2OP.
  • Blinding Light: reduced from 15% to 5% penalty for the normal version and –from 30% to 10% penalty for the mastery version
  • Hardy: now increases wounds by 15 for the normal version and 30 for the mastery
  • Combat Focus: Increases hit chances by 10% for the regular version and 20% for the mastery version
  • Hand Shot: penalty of the debuff increases to -10% and -20%
  • Swarm: The hit bonus is now 10% for regular version and 20% for mastery version
  • Acrobatic: Fixed a typo in the regular skill where it was wrongly written 5% instead of 10%. It is now 10% (and still 20% for the mastery)
  • Leap Expert: bonus increased to 20% for regular and 40% to mastery
  • Jump Expert: bonus increased to 20% for regular and 40% to mastery
  • Climb Expert: bonus increased to 20% for regular and 40% to mastery. The requirements have been reduced to 6 agility for the regular and 9 agility for the mastery
  • Strider: the hit chances have been increased to 15% for the regular version and 30% for the mastery
  • Jaw Strike: the penalty to spell casting has been increased to 20% for the regular version and 40% for the mastery version. The chances to get a curse or a wrath has been increased to 15% for the regular version and 30% for the mastery version
  • Retaliation: the chances to hit got increased to 10% for the regular version and 20% for the mastery version
  • Defensive Stance: the melee resistance bonus has been increased to 10% for the regular version and 20% for the mastery version
  • Safe Stance: the critical resistance has been increased to 15% for the regular version and 30% for the mastery
  • Quick Casting: cost increased to 2 SP
  • Quick Prayer: cost increased to 2 SP
  • Ignore Pain: The cost of wounds increased to 20
  • Frenzy: The cost increased to 3 SP and the damage bonus has been reduced to 15%/30%. The unit also gains a bonus to Magic Resistance of 5%/10%
  • Cauterize: The cost of wounds increased to 35
  • Adrenaline Rush: The amount of OP recovered has been reduced to 1/3
  • Exhaustion: The amount of SP recovered has been reduced to 1/3
  • Intensity: The cost of wounds increased to 20
  • The skill Balance Stance has been removed and replaced by Careful Approach
  • Careful Approach: increase range resistance by 20% (40% for the mastery) and reduce movement by 2 meters for 1 turn
  • The Climb, Leap and Jump Expert skills have been combined in one named “Athletic Expert” while the bonus has been reduced to 15% for the regular version and the master version to 30%
  • A new skill named “Counterblow” has been added to the Agility Line: “after a successful Dodge, the warrior gains a bonus of |15|% chances to hit with a Counter-Attack if it's performed right after.” The mastery increases this to 30%
  • A new skill named “Armor Proficient” has been added to the Strength Line: “reduce the movement penalty when wearing a heavy armor by |1| meters.” The mastery increases this to 2 meters and increase armor absorption by 5%.
  • The Skill Ambuscade has moved to the Agility skill line
  • The Spell “Word of Pain” gained an increase damage to 14 to 19 for the regular version and 28 to 38 for the mastery version
  • The Spell “Acid Breath” gained an increase damage to 5 to 10 for the regular version and 8 to 16 for the mastery version. This applies to both the direct damage and the debuff damage
  • The Spell “Warp Lightning” gained an increase damage to 10 to 15 for the regular version and 20 to 30 for the mastery version
  • The Skill Feint now always applies the debuff on the victim even if it doesn’t hit.
  • Added the Skill Wall Runner to the Agility skill line: provides a free climb which has a penalty to the test
  • Added the Skill Swift Jump to the Agility skill line: provides a free jump down which has a penalty to the test
  • Added the Skill Quick Leap to the Agility skill line: provides a Leap which has a penalty to the test
  • Hold Ground! Has been added to the Leadership skill line
  • Knee Shot has been added to the Ballistic Skill skill line

Known Issues

Because the game is still in development, some issues remain and could not be fixed in this version or have been discovered since its release. This is a list of the known issues we are aware of so far:

- 32Bit version: We’re seeing more and more instability for the 32bit version of the game, but remain committed to it. This version is only available for players with a 32bit OS. This is a very small minority of players at this point, and with V18s new character meshes, RAM becomes an issue. We apologize for this, and we are working on this again during the optimization pass coming in soon.

- Skills related issues: Some skills are still missing, they will come further down the road. Some skills don't have their FX yet. Feel free to point them out. Not all animations are set properly for the skills, we are still working on this.

- Invisible walls: There might be some invisible walls between two buildings or a building and the street, but the unit should always have another way to go about it.

- Loading might still be long: We've been working on optimizing the loading time in the previous patch and manage to get good results but there's still room for improvement. We've added a tiny animation at the bottom right corner of the screen to show you the loading is still happening and the game's not freeze.

- Cameras: We still have work to do on our camera and we are evaluating the best option to do so right now, we used to have an xray system which would cut through the walls, but it seems it created a weird graphical bug (objects would render black/white, much like Sin City). We removed the xray for now and we will be working on a better solution for this issue.

- Attacking AI through a wall: It's possible to engage another unit through a wall, even if it's not visible to your current unit. If you do so against the AI, it won't be able to compute the action and the game will freeze leaving you no other choice but closing the game.

- Using the mouse in GUI with higher screen resolution: We would recommend not to play the game with a screen resolution higher than 1920x1080 as some GUI asset might become difficult to click.

- Information in the Lobby: There are some issues with the information displayed when refreshing the list in the lobby. You might see, for example, a lobby joined by a Steam Friend that is not available to you and that you won't be able to join.

- Switching to another program while playing: If you use Alt-Tab or minimize/maximize the game window while playing or loading, you might end up with a game crash or misbehaving game.

- Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investigating everything that might cause such problem and all the feedback we can get from you will be very helpful.

- Highlighting: Our highlighting system currently affects the fog, making it seem it is clipping through the environment. It is very visible in the Hideout, but doesn’t detract from gameplay.

- Tutorials: Tutorials are outdated, but we can't spend time bringing them up to date at each push since every balance tweak affects units positioning and actions available. As the balancing comes to an end, we will redo them to give them their proper order again.

- Artificial Intelligence: AI Rating at Rank 10 is not big enough. So Units will be weak.

If you find any bugs or need some technical help, please refer to the appropriate forum for bugs reporting and technical issues, and do no post in general discussions. The general discussion forum is very hard for us to navigate as there is a lot of movement, so we only look at it briefly.

If you get a game breaking bug, such as a crash to desktop, please make a post in the bug report section, and also send your output log found in your steam install directory: Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt

Email this log to logs at rogue-factor.com and we'll take a look at it. Please link your post/thread in your email so we can return to it. A DxDiag can also be helpful, and if you managed to take a screenshot that will also help quite a bit.


Previous Updates

- All 4 Tutorials of the game: The player will get comfortable with all the combat mechanics of the game.

- Play Skirmish games against AI or friends online: The AI is a little bit easy to beat, but playing against a friend is great fun.

- 4 Campaign Maps with 3 different deployment each: These are the same maps which will be used in our campaign, but with slight differences.

- 3 Procedural Maps with 10 different deployment types: These maps, being generated procedurally will give the player much variety as path, previously open will be closed, and even in the same deployment type, units will find themselves in different buildings etc. This is the great value, We have too many different types of building for me to count, plus props and bridges which are created procedurally to change the map.

- 4 playable Warbands: Skaven from the Eshin Clan, Mercenaries Reiklanders, the Sisters of Sigmar, and the Cult of the Possessed

- Hideout section, with weapon and armour selection: You're now provided with a chest full of weapons and armours which you'll be able to distribute among your units. Note that at the moment, only weapons and helmets will have a visual impact. The armour will not visually change on the character whether you choose cloth, light or heavy armour (but your changes will affect the stats though).

- Reserves in Warband management: Warbands now have "reserves" you can choose from, to organize your Units before going to combat, based on their type and cost.

- Extra objectives: With the search action now available, various extra objectives have been added to the Skirmish games (Marked for Death, Crush their Will, Wyrdstone Rush).

- Turn timer is now available in Skirmish: As requested by our community of Players, you can now set a time limit for a Unit turn.

- Backtracking is now available in Skirmish: As requested by our community of Players, you can now set a backtracking limit for a Unit.

- Windows 32bits based version: In order to prevent the game from crashing, player on 32bits operating systems should play using the "fastest" settings.

I 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.

Rogue Factor & Focus Home Interactive.

User avatar
Morjax
Posts: 178
Joined: 19 September 2014, 16:22
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Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 5 -

Postby Morjax » 17 April 2015, 10:53

Today I'm releasing my fourth video covering the phase 4 skills and spells that dropped with rank 10 warbands. My response when I saw many skills have been updated: "God Dammit...."

Regardless, Thanks for the notification, Epy! There was a lot to digest from last update, and looks like a lot again this go around! Any word on the possibility of an updated compendium? I know it must take a lot of work to assemble, and as updates are occurring regularly, it's a moving target, but you don't know until you ask ;)

Cheers,
Morjax

Adonai
Posts: 700
Joined: 10 October 2014, 14:32

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 5 -

Postby Adonai » 21 April 2015, 17:00

Today I'm releasing my fourth video covering the phase 4 skills and spells that dropped with rank 10 warbands. My response when I saw many skills have been updated: "God Dammit...."

Regardless, Thanks for the notification, Epy! There was a lot to digest from last update, and looks like a lot again this go around! Any word on the possibility of an updated compendium? I know it must take a lot of work to assemble, and as updates are occurring regularly, it's a moving target, but you don't know until you ask ;)

Cheers,
Morjax
Hello Morjax,

We are in the process of putting together a Gamepedia for the game.

As you stated it takes some time :)

Thank you for your patience!

Cheers,

Adonai


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