Mordheim: City of the Damned

Discussion in 'Strategy' started by Merketh, Apr 16, 2015.

  1. Merketh

    Merketh Guild Council Staff Member

    Release Notes Early Access Content Update 4
    Release Notes Early Access Content Update 4

    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-WARNING-WARNING-WARNING-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. Press "T" to talk

    - Action Log:An action log has been added representing unit actions, and RNG rolls it performs. To view the log you can press the key "L"

    - 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
    • Multiple modifications were made to Skills and Spells. Visit the release note post on the forum page for more information.

    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.
     
  2. Merketh

    Merketh Guild Council Staff Member

    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
    • Multiple modifications were made, visit the forum for more information.

      We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned.
     
  3. Merketh

    Merketh Guild Council Staff Member

    Release Notes Early Access Content Update 6
    Hello Everyone,

    Rogue Factor and Focus Home Interactive are proud to provide you with this sixth 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 sixth content update is 0.20.4.2 and it provides the following new features:

    - Units colour presets:12 colour presets for all Units and all their armor variations, but also skin variations for the Skaven, the Rat Ogre and the Chaos Spawn.

    - New camera system:Get a better view of the action with more dynamic cameras during close attacks, range attacks, spells, etc...

    - New combat circles:the system has been completely revamped to prevent attacks through walls and allow units to engage themselves while on stairs.

    - 2 New Maps:2 new procedural maps located in the Noble Quarters.

    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 mutation Wyrdstone Horns has been removed from the Chaos Spawn
    • Updated Barrack Doors with proper FX and action names
    • Completed the re-write of the descriptions for Runes-Marks, Skills, Spells and Items
    • Strength now increases Carrying Capacity for every 3 points (2 initial + S3, S6, S9, S12) up to a maximum of 6 slots
    • Impressive units (Rat Ogre, Ogre Mercenary, Chaos Spawn, Maiden of Sigmar) got their base wounds increased by 50
    • Stats of all Heroes have been adjusted to be on the same budget. This means their initial stats along with their maximum stats have been modified. The following units have been changed: Warlock, Champion, Youngblood, Black Skaven, Eshin Sorcerer, Night Runner, Purifier, Sister Superior, Augur, Possessed, Marauder, Mutant.
    • Barricades of procedural maps have been reviewed to almost never completely block streets and serve as cover instead
    • All units will start with a Dodge stance activated automatically. If not used, this stance is removed at the beginning of their turn.
    • Improved texture sharpness and details on all Units
    • Updated the pathfinding
    • Polished unit camera so it can work in all screens (inventory, skills, spells and customization)
    • Polished item/skills/spells description colors
    • Optimized combat log display to only recalculate hidden items when the scrolling changes
    • Fixed bug where end game window would not be displayed due to another state overriding it
    • Teleport sequence is now faster/better
    • Activate is now in a single sequence
    • Fixed Rune name colors
    • Add checks to avoid connections with people that are not members of the current lobby
    • Fixed bug where user was unable to confirm stats changed with action key
    • Fixed Descync when casting spells
    • Overview cam will no longer target enemy units giving away their position
    • Overview cam will now use zoom button as a toggle instead of zooming in or out using 2 buttons

    Skill & Spells Changes
    • Order:The mastery now properly remains at 4OP base cost and provides the target with a +15% chances to hit.
    • Enshrouding Mist:targeted has been modified to snap to ground to prevent units out of the zone
    • Poisonous Mist:targeted has been modified to snap to ground to prevent units out of the zone
    • Chains of Chaos:the normal version now increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch or Ambush stances by 2 OP instead of blocking them. The Mastery version will do so as well and lock any trained Offensive Skills.
    • Exhaustion:The wound cost has been reduced to 30 wounds instead of 35
    • Born Leader:the regular version now increases maximum Intelligence and Alertness by 3. The Mastery version now provides 3 Physical and Martial stat points and 4 Mental stat points
    • Lad’s Got Talent:The mastery version now provides 3 Physical, Mental and Martial stat points instead of 2

    New Skills and Spells
    • Scavenger’s Curse:spell for the Mercenaries. Cost 2 OP. Single target enemy
      • Regular:curse the target. When it searches or gather Wyrdstones, it suffers from a debuff of -5% to Melee, Range and Wyrdstone Resistance. Stackable.
      • Mastery:the penalty increases to -10%
    • Dread of Aramar:spell for the Mercenaries. Cost 4 OP. Area of 5 meters around the caster
      • Regular:reduces melee hit chances by 5% for 1 turn. Remove up to 2 current OP. Has 25% chances to break the stances of all victims.
      • Mastery:the penalty increases to -10%, -4 OP and 50% chances to break stances
    • Veil of Corruption:spell for the Possessed. Cost 2 OP. Zone placed within 15 meters
      • Regular:place a zone of effect on the ground. Anyone entering suffers a 2 turn debuff which reduces Wyrdstone Resistance by 25%. Not Stackable. Anyone gathering a wyrdstone inside the area of effect will gain a stackable debuff that will deal 6-12 damage on the next turn start of the victim.
      • Mastery:the Wyrdstone Resistance penalty increases to 50% and damage to 12-22
    • Visions of Torment:spell for the Possessed. Cost 4 OP. Affect everyone around the caster
      • Regular:the victims will either all be Stunned if they fail at their Stun Resistance or they will suffer from penalties of 5% to their Melee and Range resistance and 5% to their Dodge and Parry attempts
      • Mastery:the penalties increases to 10%
    • Attracting Lure:Skill for the Possessed warband
      • Regular:Confuse an engaged opponent and lure him away if he fails a Leadership test. Failing will make the victim Flee after the lure, provoking free attacks for engaged enemies.
      • Mastery:the test is performed with a -15% penalty

    Items
    • All consumables except a few can now be used on allies within 3 meters (extremely close). All of those consumables got their cost increased by 1 OP (except Poultice).
      • Consumable exception:Oil Bomb, Sticky Sludge, Aethyric Focus, Rosary, Mordheim Map, Lucky Charm, Talisman
    • Sigmarite Hammer:Lowered the chance to reduce enemies’ chances to dodge to -3/6/9%
    • Sigmarite Hammer:Added a chance to reduce chances to trigger a Divine Wrath while Casting by 2/4/6%
    • Sticky Sludge:While in the zone, movement is reduced by 2 meters. Entering the zone adds a debuff that reduces maximum SP by 1 and Dodge by 5%.
      • Good:Dodge penalty increases to -10%
      • Best:Dodge penalty increases to -15%
    • NEW Smelling Salts:Costs 2 SP to use. Can only be used on an ally. Has 35% chances to remove the stun condition afflicting the target.
      • Good:chances increases to 65%
      • Best:chances increases to 100%
    • All Warbands will have 3 of the following new items for testing:
      • Tome of Abilities/Magic:Grants 2 Skill/Spell Points. This item can only be used ONCE per warrior.
      • Physical/Mental/Martial Grimoire:Grants 3 Physical/Mental/Martial Attribute points. Only ONE Grimoire can be used per warrior
      • Training:Stat= Permanently increases the maximum of one of the 9 stats by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.

    Runes & Marks
    • Carnage:the bonus increases to 10%/20% for 1 handers and 15%/30% to 2 handers and range

    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.
     
  4. Merketh

    Merketh Guild Council Staff Member

    PROGRESSION IS HERE! Release Notes Early Access Content Update 8
    Hello Everyone,

    Rogue Factor and Focus Home Interactive are very proud and excited to provide you with this eight 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 eighth content update is 0.22.4.1 and it provides the following new features:

    - Single Player Campaign Mode:Act 1 (Mission 1 to 4) for all 4 warbands is available, offering a new dimension to the game.

    - Veteran System:Perform tasks to gain Veteran Ranks which unlock unique out of combat abilities. This progression is kept and shared for all Warbands.

    - Warband and Warriors Progression:Warbands must be started from Rank 0 and all saves, from previous Early Access updates, will be deleted. Warband and Warriors will be able to progress up to Rank 5

    - Time System:Only one battle per (in-game) day can be performed. If a Warrior is learning a new spell/skill, is treated after an injury, or is waiting for its upkeep, it won't be available for missions.

    - Smuggler System:Gather wyrdstones during your mission, ship them and increase your reputation, with factions, to unlock rewards. Beware, if you're too late on a shipment.

    - Permadeath and Injuries:Fighting within the streets of Mordheim won't be without consequences anymore. Warriors might lose limb or worse.

    - Fully accessible Hideout and revamp of the Main Menu:You will be guided by a tutorial through a now complete and fully accessible Hideout. Oh, and we change the Main Menu screen as well, hope you'll like it!

    - Graphic Options:You will now be able to tweak the visual of Mordheim yourself directly from the Options Menu.


    General Changes

    - The Idol now have an icon on the Strategy View and will always be visible no matter where it is

    - Carrying an Idol will make the bearer always visible on the Strategy View

    - Suffering from the spell curses Wyrdlight and Lightbearer will make the victim always visible on the Strategy view

    - Modified multiple deployment layouts to increase distance between enemies

    - Modified multiple deployment layouts to make sure search/wyrdstone points would remain between enemies on start up positions (never behind and going away from the intended battlefield)

    - Added new Trap Effects for all trap types (some beneficial, most detrimental)

    - Combat Melee Hit base chances have been lowered to 80%

    - When failing an All Alone test, the amount of Strategy Points lost has been increased from 1 to 5

    - 8 new "slideshow" tutorials to explain the different parts of the Hideout

    - Updated Combat Tutorials

    - New warrior customization options (beard, hair, etc...)

    - New Ambiant sounds which play randomly during missions (with separate volume in the options)

    - A lot of new animations with emote system before an attack, when using a skill, and faster athletic sequences.

    - Improved AI with matching rank

    - Improved lighting and more grime on walls, roof, etc...


    Items

    - Shuriken has been added for the Skaven warband. Every Skaven except the Rat Ogre can use them

    - Verminkin lost the right to use Warplock Pistols

    - Assassin Adept now start with Shuriken as alternate weapon

    - Warlock have access to Bow again


    Runes

    - Rune of Escape: the mastery version has been increased to 3 meters

    - Rune of Celerity: the initiative bonus have been increased to 10 for the normal version and 20 for the mastery version

    - Rune of the Senses: the bonus has been increased to 25% for the normal version and 50% for the mastery version


    Skills

    - The Alertness requirement to train Combat Movement have been reduced to 9 for the normal version and 12 for the mastery version

    - The Alertness requirement to train Awareness have been increased to 12 for the normal version and 15 for the mastery version

    - The melee resistance provided by the debuff of Kidney Strike has been increased to -15% for the regular version and -30% for the mastery version

    - The melee resistance bonus of Combat Savvy has been reduced to 5% for the regular version and 10% for the mastery version

    - The Intelligence requirement to train Combat Savvy has been reduced to 6 Intelligence for the normal version and 9 for the mastery version

    - The Intelligence requirement to train Study has been increased to 9 Intelligence for the normal version and 12 for the mastery version

    - The debuff provided by the skill Quick Incision saw its melee resistance penalty increase to -3% for the regular version and -6% for the mastery version

    - The debuff provided by the skill Defensive Stance saw its melee resistance bonus remains at to 10% for the regular version and 20% for the mastery version
     
  5. Merketh

    Merketh Guild Council Staff Member

  6. Merketh

    Merketh Guild Council Staff Member

    Release Notes Early Access Content Update 8 Patch 5
    Hello Everyone

    We've been working extremely hard to continue development and fix Major blocking issues currently seen by players.

    This patch comes in as 0.22.4.19. Please read below for a list of corrections, additions, and removals.

    General
    • New improvements to the Pay unit/warband and Fire unit/warband buttons to prevent any miss use
    • Pressing Alt-F4 to avoid Death results during the injury roll will not work anymore. Warriors will properly be dead.
      • Important note: any warriors who avoided dead this way will be properly dead in this Patch and this will be retroactive. There’s no avoiding death!
    • Starting a mission as an Ambusher or an Ambushed will provide the following effects:
      • Ambusher: improve Dodge chances by 20%. The unit also starts with a Dodge and an Ambush or Overwatch stance. This lasts until the ambusher unit takes its turn
      • Ambushed: reduce melee/range hit chances by 15% and their maximum Offense Point by 1 for 1 complete turn
    • Added the total Wyrdstone weight owned in the top right panel with the weight symbol being green
    • Added mouse over text to explain why Voluntary Rout or Abandon Mission can’t be used during battle along with their consequences.
    • Reduced the Surviving XP to 1 instead of 2
    • Modified the Warband XP curve to make it rank faster before Rank 5 and slower passed Rank 5
    • The Mutation Wyrdstone Horns has changed slightly. It still provides 50% Wyrdstone Resistance and now, instead of providing magic resistance upon gathering Wyrdstones, it provides a buff that increases Melee and Range Resistance by 5% for 1 turn when receiving damage. Stackable.
    • The Mutation Wyrdstone Horns is now available again for Chaos Spawn
    • Modified the Search trigger and FX for loot bag dropped by dead enemies to help with Bounty Objectives. It is possible it might be lootable through walls for now, a check will be added soon
    • Daemons might make appearances randomly during procedural missions, there’s 20% chances (skirmish options for Daemons will be coming in a future Patch, most likely the next one)
      • Landing the killing blow on a Daemon will provide 5 XP to the warrior
    • Enemy cart will now have loot again, just not as much as they once had since it wasn’t intended for them to have that much
    • Removed the timer during deployment in Single Player missions
    • Added the option to select which amount of time is available to deploy for Skirmish missions
    • Huge assets optimization: the size, on disk and in the RAM, has been dramatically reduced
    • UI polish (Still a work in progress)
    • Multiple bug fixes

    Skills
    • Increased the cost of “Ripping Claws” for Daemonettes to 4 OP
    • Add a visual representation when a skill/spell is in training Skills
    • Added a message when no skills or spells slot are selected

    Items
    • Blunderbuss damage increased from 19-29 to 22-32
    • Duelling Pistol damage increased from 21-29 to 24-32
    • Handgun damage increased from 26-32 to 29-35
    • Hunting Rifle damage increased from 26-28 to 29-31
    • Pistol damage increased from 24-34 to 27-37
    • Warplock Pistol damage increased from 23-31 to 26-34
    • Added a filter to display enchantment formulas no matter which item is equipped in the Enchanting Tab

    Modification to the difficulty system
    • Refined the list of available Skills, Spells and Consumables for the AI to use
    • AI units will not search or loot anymore during Campaign missions

    We hope this patch helps you get a better experience with the current state of our game. We aren't stopping and there should be more patches/updates coming up soon with more things to enjoy and new features.

    How to help us
    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 atrogue-factor.comand 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.
     
  7. Merketh

    Merketh Guild Council Staff Member

  8. Merketh

    Merketh Guild Council Staff Member

  9. Merketh

    Merketh Guild Council Staff Member

    Full Release Patch 5
    Hello Everyone,

    Today we are proud to release the 5th patch (v1.2.4.4) forMordheim: City of the Damned. We are also releasing 2 new exclusive Hired Swords: theWolf-Priest of Ulricand theDoomweaver, available as DLC in the Steam Store!

    We hope you will enjoy this new content, and look forward to seeing you fight in the dark streets ofMordheim: City of the Damned.


    Special Note
    Please note that even if the update is available at 11am (EST) on April the 14th, the new DLC won't be visible on the Steam Store pages before 12pm (EST) on the same day.


    New Content
    • New Hired Sword Warriors available upon purchase as DLCs on Steam!
    • Loading progression:Now, when the Chaos is at work, you will be able to see how much has been completed while you're waiting
    General Changes
    • Bloodletter:reduced the cost of Cleave to 3 OP
    • Bloodletter:reduced the cost of Rake to 2 OP
    • Plaguebearer:reduced the cost of Stench of Nurgle to 2 OP
    • Pink Horror:reduced the cost of Pink Flames to 2 OP
    • Blue Horror:reduced the cost of Tzeentch’s Embrace to 2 OP
    • Daemonette:reduced the cost of Ripping Claws to 3 OP
    • Chaos Ogre:reduced the cost of Warp Wave to 3 OP
    • Updated Xbox Controller icons to match the Xbox One triggers and buttons
    • Added "autohit" in combat log when fighting a stunned warrior

    Skill Modifications
    • Lad’s Got Talent:the requirements for the normal version have been reduced to 3 Intelligence (instead of 6)
    • Born Leader:the requirements for the normal version have been reduced to 9 Leadership (instead of 12)
    • Daredevil:Melee Resistance penalty has been reduced to 20% (instead of 25%) for the Normal version and to 10% (instead of 15%) for the Mastery version
    • Fatality:the effect is no longer Stackable. Normal version now increases Critical chances by 5% for 1 turn while the Mastery version increases them by 10% for 1 turn.
    • Impact Shot:increased the Bypass Armor to 20% (instead of 15%) for the Normal version and to 40% (instead of 30%) for the Mastery version
    • Expert Fencer:now also increases Parry chances by 5% for the Normal version and by 10% for the Mastery version
    • Boarding Prowess:now triggers on Charge actions as well. Critical bonus has been reduced to 10% (instead of 15%) for the Normal version and to 20% (instead of 30%) for the Mastery version
    • Vent:Melee and Range resistance debuff are now increased to -10% for the Normal version and -20% for the Mastery version
    • Agitation:the duration has been increased to 2 turns instead of 1
    • Dagger Specialist:
      • Parry and Dodge bypass reduced to 5% (instead of 10%) for the Normal version and to 10% (instead of 20%) for the Mastery version
      • Now also increase Melee Hit chances by 5% for Normal version and by 10% for Mastery version
    • Warp Globe:duration increased to 2 turns for the Normal version and 3 turns for the Mastery version
    • Enriched Globe:duration increased to 2 turns for the Normal version and 3 turns for the Mastery version
    • Swift Counter:the chances to trigger the effects have been increased to 40% for the Normal version and to 80% for the Mastery version
    • Chaos Evolution:the chances to trigger the effects have been increased to 40% for the Normal version and to 80% for the Mastery version
    • Chaotic Advantage:the chances to trigger the effects have been increased to 40% for the Normal version and to 80% for the Mastery version
    • Perception:upon having a successful Perception, the skill will be locked for 1 turn (thus being available again only on the next turn of the user)

    Items Modifications
    • Amulet now increases Magic Resistance by 5% for Normal, 10% for Good and 15% for Best
    • Poultice has been changed to:
      • Normal – Remove 1 Open Wound Debuff
      • Good – Remove 2 Open Wound Debuff
      • Best – Remove 3 Open Wound Debuff
    • The cost of using a “Luck Trinket” has been reduced to 0 SP. It still must be used to take effect

    Rune/Mark modifications

    The following Recipes will now also unlock the enchantment for the Head on top of the slots they were already bound to
    • Rune/Mark of Dismay can now also be added on a Helmet, Amulet or Pendant
      • Normal: on damage dealt, reduces Fear and Terror by 3%. Stackable
      • Mastery: on damage dealt, reduces Fear and Terror by 6%. Stackable
    • Rune/Mark of Aegis can now also be added on a Helmet, Amulet or Pendant
      • Normal: increase parry chances by 5%
      • Mastery: increase parry chances by 10%

    Corrections
    • The lowest part of the Smuggler's coat will now properly update its color when selecting the color of the Light Armor torso
    • Light wounds are not displayed anymore in warrior logs
    • Fixed GUI issues on certain pop-up (if using low quality settings for textures)
    • Fixed level 7 warriors having 4 mutations instead of 3
    • Fixed possible desync issues when Impressive warriors were put out of action
    • Fixed possible desync issues with the warriors engagement
    • Fixed an issue with highlighting selection
    • Fixed an issue displaying previous attack damages when stunned after entering a Zone AOE
    • Fixed an issue with the disengage state that was sending start move to both players
    • Fixed an issue with the procedural system that was sometimes deploying the Warband Wagons into Atheltic Actions Zones
    • Fixed an issue with warriors being teleported inside empty buildings in Quayside.
    • Fixed an issue with warriors being teleported outside the gameplay area in Middle Bridge.
    • Fixed several issues with pathfinding generation in stairways. You should no longer be blocked at the top or in the middle of the stairways. If the issue persists, please report it on our forums with a screenshot of the stuck character and another screenshot with the strategy view.
    • Fixed issue preventing buff or debuff enchantments to be applied during ambush and overwatch attacks

    Known Issues
    -Problem with AMD Drivers:Many players have reported issues with the latest AMD drivers, and we have been working diligently to find a solution. Unfortunately, the problem seems to lie beyond our control; it is a particularity of the way the Unity engine interacts with the AMD software.More information

    How to help us
    If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and 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 experience 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 these logs to logs atrogue-factor.comand 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.

    We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next toMordheim: City of the Damned