Release Notes Early Access V1 Patch 1

All new information about Mordheim: City of the Damned Early Access
Mirage
Posts: 4
Joined: 03 December 2014, 21:52

Re: Release Notes Early Access V1 Patch 1

Postby Mirage » 03 December 2014, 21:53

There are many small invisible walls that cannot be passed, when you try to move between tiles. For example, you cilmb a staircase, and you can't move off it.

Crohnsaholic
Posts: 45
Joined: 17 November 2014, 22:52

Re: Release Notes Early Access V1 Patch 1

Postby Crohnsaholic » 04 December 2014, 00:18

Looking great, keep up the good work! A note on ranged combat, I don't really think damage was the problem as opposed to the chances of getting a successful hit. For example, I shouldn't have a 80-90% chance of hitting someone after I move, reload and shoot someone at long range that's in melee combat with a member of my party. The damage on ranged weapons was fine, in fact I thought it could be increased.

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Deuzerre
Posts: 109
Joined: 23 November 2014, 16:02

Re: Release Notes Early Access V1 Patch 1

Postby Deuzerre » 04 December 2014, 00:26

About the "ambush" failing due to terrain: It still happens. I had it in the church with a collumn bugging me out.

IMO, a way to "fix" it is to make it "fail" if it takes more than 10 seconds for the ambush to actually work.

CptSkamerica
Posts: 6
Joined: 26 November 2014, 00:09

Re: Release Notes Early Access V1 Patch 1

Postby CptSkamerica » 04 December 2014, 00:32

Reduced damage of ranged weapons
In my oppinion the damage was not the problem.

Firing into melee is. And rate of fire for all firearms and crossbows.
Make the rifle and similar into a weapon that you only fire every second turn, but with high damage.
Agreed, and I "+1" this. Having a greater versatility for weapons will be the key to creating a great and immersive campaign mode, as well as incresing warband customization for multiplayer. I, for one, do not want to play against 5 Chaos warbands that all look and play alike, due to lack of "playable" options.

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

Re: Release Notes Early Access V1 Patch 1

Postby Adonai » 04 December 2014, 01:57

About the "ambush" failing due to terrain: It still happens. I had it in the church with a collumn bugging me out.

IMO, a way to "fix" it is to make it "fail" if it takes more than 10 seconds for the ambush to actually work.

Thank you for reporting, we'll look into it.

Adonai

ReficuL999
Posts: 7
Joined: 28 November 2014, 00:11

Re: Release Notes Early Access V1 Patch 1

Postby ReficuL999 » 04 December 2014, 22:09

Still probs whit spawn points stuck... stairs cant be walked up.. dont remember map the one whit the big tree..

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Art-0
Posts: 194
Joined: 18 November 2014, 22:11

Re: Release Notes Early Access V1 Patch 1

Postby Art-0 » 04 December 2014, 22:11

thomas aagaard hat geschrieben:
Epy hat geschrieben:
Reduced damage of ranged weapons

In my oppinion the damage was not the problem.

Firing into melee is. And rate of fire for all firearms and crossbows.
Make the rifle and similar into a weapon that you only fire every second turn, but with high damage.
+1 (more damage, further range, longer reload cycles, but less accuracy with movement, cover, target in CC, etc., would be much appreciated!)

sorrowquin
Posts: 192
Joined: 21 October 2014, 18:48

Re: Release Notes Early Access V1 Patch 1

Postby sorrowquin » 05 December 2014, 08:39

Exactly as above
+1
PS.: backtrack is terrible and should be removed!
PPS.: WE WANT DIVING-CHARGE!

NewCultKing
Posts: 2
Joined: 29 November 2014, 07:49

Re: Release Notes Early Access V1 Patch 1

Postby NewCultKing » 05 December 2014, 09:10

I might be missing something but im still on version 0.14.4.4 How can I acquire said patch? Steam hasn't downloaded anything for it.

Wulfberg
Posts: 18
Joined: 05 December 2014, 21:50

Re: Release Notes Early Access V1 Patch 1

Postby Wulfberg » 05 December 2014, 21:59

Thanks for the hard work, I have been looking forward to Mordheim for a long time.


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