MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 6 -

All new information about Mordheim: City of the Damned Early Access
Epy
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MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 6 -

Postby Epy » 01 June 2015, 16:10

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


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.

- Windowed Mode: Even if you’ve selected “Windowed Mode” in the graphic settings, the game will start in “Fullscreen”. Just press [Alt]+[Enter] to change to “Windowed Mode”.

- 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 and a copy of your combat log, found in your steam install directory:
- Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt
- Steam\SteamApps\common\mordheim\combat.log

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.

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

- 4 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.

- 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.

- 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

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.

Rogue Factor & Focus Home Interactive.

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Morjax
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Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 6 -

Postby Morjax » 24 August 2015, 20:06

Changing crits from heavy damage to a stun chance is great I think. It feels good to hit hard, but it feels REALLY good to stun. It's satisfying. Every. Single. Time!

Keep up the good work RF!


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