MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

All new information about Mordheim: City of the Damned Early Access
Epy
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MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby Epy » 03 February 2015, 16:08

Hello Everyone,

Rogue Factor and Focus are proud to provide you with this second 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 second content update is 0.16.4.2 and it provides the following new features:

- A new playable Warband: The Cult of the Possessed.

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

- All actions described in the tutorials are now available: Search and pray are now possible during Missions.

- New Extra objectives: With the search action now available, various extra objectives have been added as a new option 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.

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
  • The Actions of Search and Pray have been added in the game
  • Search and Pray cost no Strategy Points but confirm movements
  • Impressive units now take the place of 2 Heroes, so a Warband with an Impressive unit is capped at 9 units. The goal is to give more variations to Warbands and let the Player decide if they want to use either an Impressive or 2 Heroes
  • The unit “Sigmar’s Zealot” was renamed to “Sigmar's Purifier”
  • Players can now gather Wyrdstones. Gathering Wyrdstones has chances to trigger a random Warp Effect on pick up
  • Added a temporary boost to all AI units of 30% Wounds to increase challenge. More work will be done on AI decisions and boosts in the future
  • Skill description is available in the Wheel during Missions
  • Tweaked delete campaign button to be more accessible
  • Made inventory equipment screen more usable with the mouse
  • Added descriptions in Skirmish menus
  • You can now end your turn if you run out of actions in a friendly circle
Item Changes
  • Dagger now reduce dodge chances of their enemies
  • Spear now reduce dodge chances of their enemies
  • Fixed an issue where the Maiden of Sigmar couldn’t re-equip shields if the initial one was removed
  • Weapons and armor got perks stats adjusted to fit with the new system
  • Added the item Perks “No Dodge” and “No Parry”
  • Light armor got an increase in armor absorption
  • Heavy armor now reduces movement by 2 meters per circle
  • Helmet lost it’s Critical resistance and got a Stun Resistance bonus instead
  • Helmet, Light Armor and Heavy Armor penalty to spell casting now properly only affect arcane spells, not divine spells
  • Weeping Blades now properly apply a stackable poison debuff
  • Warplock Pistols now properly apply a stackable Warp ammo debuff
  • Tiring effect is now properly triggered after a Charge
  • Having no item equipped in the Offhand slot will now equip a “fist” which provides a bonus to Initiative and Dodge (for now this might not work for the Alternate Weapon Set yet)
Stat Changes
  • Agility now increases dodge chances by 5% per points and Athletic actions by 3% per point
    • Base roll for Dodge is now 0%
    • Base roll for Leap is now 50%
    • Base rolls for Climb are 60% for 3m/ 50% for 6 m / 40% for 9 m
    • Base rolls for Jump down are 60% for 3m/ 50% for 6 m / 40% for 9 m
  • Strength now increases melee damage by 3% per point
  • Toughness now increases Poison Resistance by 4% per point
    • Base roll for Poison resistance check is now 10%
  • Leadership now increases Psychological tests by 4% per point
    • Base roll of Fear, Terror, All Alone and Routing roll is now 10%
  • Intelligence now increases spell damage by 3% and Stupidity roll by 4% per points
    • Base roll for Stupidity is now 20%
  • Alertness now increases Range Resistance by 2% and Perception by 4% per point
    • Base roll for Perception is now 20%
  • Weapon Skill now increases Melee Resistance by 2% and Parry tests by 3% per point
    • Base roll for Parry is now 0%
    • Parrying successfully will reduce the cost of a Counter-Attack made right after by 1 OP
    • Base roll to hit in Melee is now 95%
  • Ballistic Skill now increases range damage by 3% per point
    • Base roll to hit in Range is now 90%
    • Shooting a target engaged in Melee now has a -30% penalty
Combat Changes
  • Increased the All Alone flee distance
  • Initiative is now based only on the Active weapon set and is recalculated at the beginning of every combat Round. Switching weapons will not affect the Initiative Ladder immediately
  • Adjusted Tutorials to work with the new Initiative modifications
  • The cost of Disengage has been increased to 2SP and 2 OP
  • The cost of Flee has been increased from nothing to 1SP
  • The Charge ability has been reviewed and modified as follow: the cost has increased to 3 OP, chances to hit penalty is reduced to -10% and damage bonus is increased to +50%. The extra movement remains as it was, the movement of your character.
  • The Aim ability has been reviewed an modified as followed: the cost has been changed to 2 OP and 2 SP, the hit bonus reduced to +20% and the crit bonus remains +5%
  • Skill cost of a multitude of skills has been adjusted to reflect the combat system changes to 2 and 3 OP costs of base attacks.
Skills changes
  • Fixed an issue where Strong Blow bonus was always applied and shouldn’t be applied
  • Every units now have a unique starting skill that cannot be trained by anyone else (only a few units share the same one which is “Fear”).
  • All previous Early Access skills has been removed from characters and placed back in the pool of trainable skills.
  • Skaven
  • Assassin Adept = Night Master: Reduce the cost of Ambush by 1 OP and increase damage dealt with Ambush attacks by 10%.
  • Eshin Sorcerer = Warp Resonance: After gathering a wyrdstone, the spell damage of the warrior increases by 10% for 1 turn. Stackable.
  • Black Skaven = Perfect Killer: Every melee attacks of the warrior bypass 2 points of Armor Absorption of the victims.
  • Night Runner = Fleet-footed: After a successful Leap or Jump Down, the warrior gains a movement bonus of 3 meters for 1 turn. Stackable.
  • Rat Ogre = Fear: When an enemy enters or start its turn in the warrior's threat zone, he might suffer from fear effects. The victim must perform a leadership test. If the test succeeds, the victim will be immune to fear for 2 turns. If the test fails, the victim becomes afraid and suffers from a penalty to hit in melee by -50% until it overcome its fear. On every turn, the victim will try to shake the fear off.
  • Verminkin = Warp rage: After gathering a wyrdstone, the melee damage of the warrior increases by 10% for 1 turn. Stackable.
  • Warpguard = Warp immunity: The warrior is immune to the random effects of Wyrdstones.
  • Human Mercenaries
  • Captain = Swift reaction: The warrior's chances to Parry are increased by 10%. After a successful Parry, the cost of Counter-Attack is reduced by 1 OP if it's performed right after.
  • Champion = Adaptable defense: Every time the warrior deals melee damage, his melee resistance increases by 5% for 1 turn. Stackable.
  • Warlock = Concentration: The warrior increases the chances cast the next spell by 15%. The next action taken must be to cast a spell or the effect is lost.
  • Youngblood = Squire’s curse: The warrior launch a melee attack that will prevent the enemy from switching weapons for 1 turn if successful.
  • Ogre Mercenary = Fear: see Rat Ogre
  • Marksmen = Chain shot: After dealing range damage, the warrior gains an increased 10% chances to hit in range until next turn. Stackable.
  • Warrior = Momentum: After dealing melee damage, the warrior gains an increased 20% chances to hit in melee. The next action taken must be a melee attack or skill or the effect is lost.
  • Sisters of Sigmar
  • Matriarch = Divine fervor: Every time the warrior successfully casts a spell, the cost of melee attack or charge is reduced by 1 OP. The next action taken must be a melee attack or skill or the effect is lost.
  • Augur = Sigmar’s sight: Increase Perception chances by {1}% and the Perception cost is reduced to 0 SP.
  • Sigmar’s Purifier = Unsettling charge: When performing a Charge, the warrior breaks the Parry or Dodge stance of the victim.
  • Sister Superior = For Sigmar!: The warrior imbue an ally with the spirit of Sigmar, increasing its movement by 3 meters for 1 turn.
  • Maiden of Sigmar = Sigmar’s chosen: The Range resistance of the warrior is increased by 200%.
  • Sister = Repentance: After gathering a wyrdstone, the movement of the warrior increases by 2 meters for 1 turn. Stackable.
  • Novice = Military training: After dealing melee damage, the warrior gains an increased 5% chances to dodge for 1 turn. Stackable.
  • Possessed
  • Magister = Blood sacrifice: After dealing melee damage, the warrior's spells cost 1 less OP. The next action taken must be casting a spell or the effect is lost.
  • Marauder = Norse charge: When performing a Charge, the warrior's gain a 20% damage bonus to melee attacks and skills for 1 turn. Not stackable.
  • Mutant = Shadow Lord’s touch: After gathering a wyrdstone, the melee and range critical chances of the warrior increases by 3% for 1 turn. Stackable.
  • Possessed = Fear: see Rat Ogre
  • Chaos Spawn = Terror: When an enemy enters or start its turn in the warrior's threat zone, he might suffer from terror effects. The victim must perform a leadership test. If the test succeeds, the victim will be immune to terror for 2 turns. If the test fails, the victim becomes terrified and loses all remaining Offense Points. At the start of its turn, it if the victim fails a leadership roll, its maximum Offense and Strategy points will be reduced by 3. On every turn, the victim will try to shake the fear off.
  • Darksoul = Crazed: The warrior is immune to All Alone, Fear and Terror effects.
  • Brethren = Lurker: The warrior has 15% more chances to hit enemies with range attacks while in Overwatch stance.

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:

- 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.

- Potential Graphical Bug and Xray: 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.

- Unit stat not updating on item selection: When you assign an item to a unit, in the customization screen, the unit stats will not update automatically on screen.

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

- Units spawning on top of each others: You might sometime start a Skirmish online game with units from both Warbands starting at the same location and standing on top of one another. It seems the issue could be related to settings being changed in the lobby while another player is joining the lobby and more likely to happen with Merchant map 2 & 4.

- Controller issues in the hideout: You can't delete a game with a game controller, enter the inventory screen of your character, or confirm a new game creation in Skirmish. You will have to use the mouse to confirm those actions.

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.

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

- 2 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.

- 3 playable Warbands: Skaven from the Eshin Clan, Mercenaries Reiklanders and the Sisters of Sigmar.

- New 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).

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

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby Deuzerre » 03 February 2015, 18:18

Skaven are dead now, due to dodge/parry getting rekt. They lack damage output AND armour, while their mobility is lacklustre. Only by building a full ranged army can you do something.

40% dodge with clothing. Yay.

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

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby sorrowquin » 03 February 2015, 18:22

Why do spears give a penalty on opponants dodge and parry chances while at the same time cannot be dodged or parried?
PS.: backtrack is terrible and should be removed!
PPS.: WE WANT DIVING-CHARGE!

wcparker
Posts: 23
Joined: 25 November 2014, 16:08

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby wcparker » 03 February 2015, 22:15

Eshin Sorcerer = Warp Resonance: After gathering a wyrdstone, the spell damage of the warrior increases by 10% for 1 turn. Stackable.
Does this mean the Eshin Sorcerer will get some direct damage spell? Because right now I'm not sure this would do anything.

Bossgod
Posts: 77
Joined: 29 August 2014, 12:00

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby Bossgod » 03 February 2015, 22:20

Eshin Sorcerer = Warp Resonance: After gathering a wyrdstone, the spell damage of the warrior increases by 10% for 1 turn. Stackable.
Does this mean the Eshin Sorcerer will get some direct damage spell? Because right now I'm not sure this would do anything.
if you check his spell list in the management bit theres a spell you can teach him/buy for him called warp lightning. my guess is that most of these skills we see will be unlocked in the next phase when they give us maxed out preset warbands but that's just my guess.

wcparker
Posts: 23
Joined: 25 November 2014, 16:08

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby wcparker » 03 February 2015, 22:23

Oh man, I did not know that and am super excited. Been waiting for warplightning forever. Was afraid it wouldn't be included on some GW BS.

User avatar
Rama
Posts: 30
Joined: 27 November 2014, 20:43

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby Rama » 05 February 2015, 10:10

Captain = Swift reaction: The warrior's chances to Parry are increased by 10%. After a successful Parry, the cost of Counter-Attack is reduced by 1 OP if it's performed right after.
In my game the captain could not counterattack after a parry, although he had 1OP. Arming sword and shield. Skill is broken?

kenny
Posts: 5
Joined: 14 September 2014, 23:55

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby kenny » 08 February 2015, 05:00

Where are mutations? without mutations, no cult possessed.

Why would the strange system of symbols for attributes? Best M / Ws / B / S / T / I / A

The henchmen can individually choose your equipment, why? Not good. It would be much easier to manage the warband.

I understand you want to make the most symmetrical bands. But some of the "new" heroes abound, understand that the warlock magic gives mercenaries and that gives balance, as the big guys, but others not contribute anything ...

More than a wizard for each side no sense, it's not warhammer this is Mordheim

Mordheim belongs to Sylvania. And in Sylvania has vampire counts would be nice to be considered for the DCL

Everything else seems like a wonderful job.
For example Details of the weapons in the game are identical to weapons of GW.

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

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby Adonai » 09 February 2015, 18:15

Where are mutations? without mutations, no cult possessed.

Why would the strange system of symbols for attributes? Best M / Ws / B / S / T / I / A

The henchmen can individually choose your equipment, why? Not good. It would be much easier to manage the warband.

I understand you want to make the most symmetrical bands. But some of the "new" heroes abound, understand that the warlock magic gives mercenaries and that gives balance, as the big guys, but others not contribute anything ...

More than a wizard for each side no sense, it's not warhammer this is Mordheim

Mordheim belongs to Sylvania. And in Sylvania has vampire counts would be nice to be considered for the DCL

Everything else seems like a wonderful job.
For example Details of the weapons in the game are identical to weapons of GW.

Hi Kenny,

The Cult of the Possessed mutations will come with the solo campaign content update and the player/unit progression system.
The following units will then receive a randomized mutation at rank 1, 5 and 10: The Possessed, the Chaos Spawn, the Marauder and the Mutant.

Cheers,

Adonai

greenmeister18
Posts: 27
Joined: 04 February 2015, 20:17

Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 3 -

Postby greenmeister18 » 09 February 2015, 23:58

Why would the strange system of symbols for attributes? Best M / Ws / B / S / T / I / A
It confuses me too. Even for new players it's easy, If you call it Weapon skill why not just have Ws and so on. It make it a lot easier to read.
Any chance of having slings and throwing weapons?


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