Today we are proud to release the 5th patch (v1.2.4.4) for Mordheim: City of the Damned. We are also releasing 2 new exclusive Hired Swords: the Wolf-Priest of Ulric and the Doomweaver, 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 of Mordheim: 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 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.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Full Release Patch 4 Quick fix
With the last patch, there was an issue preventing you from being able to load a saved game after reaching certain faction ranks.
If you ran into the issue, this quick patch will allow you to reload the broken savegame, and prevent the issue from appearing again.
The version of the game remain the same (1.1.4.13).
We are really sorry for the inconvenience.
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 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.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Full Release Patch 4
Hello Everyone,
Today we are proud to release the 4th patch (v1.1.4.13) for Mordheim: City of the Damned.
We hope you will enjoy these improvements, and look forward to seeing you fight in the dark streets of Mordheim: City of the Damned.
New Content
Each Library teleporter now have 2 exits. Thus, if one exit is blocked for any reason the next warrior going through will be able to get out at the second exit of the teleporters in the same area (It seems we Forgot this from an old Patch Note)
More Reserves Slots have been unlocked based on your Warband Rank as follow:
Rank 0 = stays at 3
Rank 1 = increases from 3 to 4
Rank 2 = increases from 3 to 4
Rank 3 = increases from 4 to 5
Rank 4 = increases from 4 to 5
Rank 5 = increases from 4 to 6
Rank 6 = increases from 5 to 6
Rank 7 = increases from 5 to 7
Rank 8 = increases from 5 to 7
Rank 9 = increases from 6 to 8
Rank 10 = increases from 6 to 8
Failing a Climb will now provide a buff called “Known Path” increasing the chance of climbing at this spot by 10%. If the character moves, the buff is removed.
Poison Wind Globadier now also have access to the following Skills:
Warp Poison
Numbing Poison
Poison Expert
Swarm
Smuggler now also have access to the following Skills:
Tactician
Sniper Shot
Combat Expertise
Flawless Positioning
Added subtitles to introduction video
Added virtual keyboard in "Big Picture" mode
Implemented a new shop refresh cycle to prevent the list of items from lagging
General Changes
RNG: we made some small tweak to the algorithm in hope it’ll yield better results
Mutations for the Chaos Warbands are now gained at (this effect is retroactive):
Rank 1
Rank 4
Rank 7
Stun effects now properly remove all Stances
Skills Changes
Riposte Stance: Now provides 2 Parry attempts for the Mastery Version
White Powder Trap: now useable only once per turn
Wyrdstone Lure: now useable only once per turn
Liquid Courage: duration has been increased to 2 turns
The following skills triggering on Wyrdstone Pick Up got their duration increased to 2 turns instead of 1:
Warp Rage – Verminkin initial skill
In and Out – Smuggler trainable skill
Warp Rush – Globadier trainable skill
Shadow Lord’s Touch – Mutant initial skill
Warp Resonance – Eshin Sorcerer intial skill
Veil of Corruption – Magister trainable spell
Repentance – Sister initial skill
Corrections
Fixed loading issues with some of the savegames created while in a mission
Fixed the Hideout Tutorials which were losing focus sometimes
Fixed an issue where a Warrior put out of action by a trap would spawn 2 loot bags instead of just one
Fixed an issue with the shop buy/sell pop-up missing price
Fixed collision issues with multiple buildings on procedural maps
Fixed an issue where chest would open when a trap was placed close to them
Fixed an issue freezing the game when a Warrior was placing a trap after opening a chest
Fixed an issue where projectile were not visible while the Warrior was performing a throw action
Fixed the issue with the Skaven throwing animation
Extended some sequences to avoid the AI from skipping its attack animations
Fixed multiple localization issues in different languages
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 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.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Full Release Patch 3
Hello Everyone,
Today we are proud to release the 3rd patch (v1.1.4.8) for Mordheim: City of the Damned. We are also releasing 2 new exclusive Hired Swords: the Smuggler and the Globadier, available as DLC in the Steam Store!
Our version of the Unity Engine has also been updated to its newest version (5.3.2) in order to improve the loading times, and fix several bugs.
We hope you will enjoy these improvements, and look forward to seeing you fight in the dark streets of Mordheim: City of the Damned.
New Content
New Hired Sword Warriors available upon purchase as DLCs on Steam!
General Changes
Loading times have been reduced by 40-50%!
The duration of Wyrdstone effects have been increased to 2 turns
Everyone now has a “Throw” animation for thrown consumables
Navigation Fixes
It is no longer possible to charge Warriors that are on different heights in the Quayside & Midbridge Maps.
Extra chests should no longer block Warriors inside a building in Quayside while playing with extra objectives.
Fixed collision issues with Noble's Quarters unique Mansion buildings.
Bug Fixes
Various localization and grammar fixes
The debuff window is now hidden during other player's turn
Improved AI warrior's movement near corners
Plaguebearers are now immune to Stench of Nurgle
Fixed application of poison on charge attacks
Fixed Manticore acid spit auto success
Fixed double loot bag spawn when killing a warrior using an offensive spell
Special Note Due to the changes made to speed up the loading times, if you load a combat save from before the update, you will be returned to the hideout before the mission, with no consequences. We apologize for this inconvenience!
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 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.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Full Release Patch 2 Quick fix
With the last patch, there was an issue preventing you from seing the descriptions of items when your Warrior was doing a search, loot or scavenge. This has been fixed and pushed today to Steam.
The version of the game remain the same (1.0.4.18).
We are sorry for the inconvenience and wish you the best for this holiday season
How to help us As usual, 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.
Full Release Patch 2
Hello Everyone,
Since the full release of Mordheim: City of the Damned, we continue monitoring the forums, to provide you support and fix major issues that could alter your experience in the game.
Today, we present you our second patch (1.0.4.18) since the release, providing the following fixes and improvements:
New Content
We added an alternate combat animation for melee attacks for a total of 72 New combat animations (36 hit, 36 fail)
Added AI difficulty as a parameter in skirmish
GUI – The Target selection will be remembered now (as long as the last target selected is still in range)
General Changes
Reduced the Reputation required to gain Faction ranks by roughly 20% (spread on all levels). This apply to all factions and will take effect retroactively
Rank 1 = 100 reputation (remains unchanged)
Rank 2 = 400 reputation (instead of 500)
Rank 3 = 1200 reputation (instead of 1500)
Rank 4 = 2500 reputation (instead of 3000)
Rank 5 = 4000 reputation (instead of 5000)
Market Rotation:
Reduced the chances of Bandit Attacks preventing a market rotation
Reduced the chances of having Business as Usual
Increased the chances for an Exotic Piece event (enchanting formula)
Fixed an issue where sometimes the Exotic Piece event would be discarded and re-rolled
Increased the Drop Rate chances of Formula (Runes & Marks) for Warbands Rank 5 and Above
Black powder weapons will now display the Flintlock effect which increase Shoot and ranged Attack Skills by 1 OP
The display of the Ambush circle is now more accurate visually
The display of the ambush range will now show for all skills which has an Ambush effect
The combat circle visual has been improved
The Pop-up to Disband Warband/Warrior is now focused on the Cancel button to avoid unfortunate disband/firing
Added more combat info (hit chances details) on top of damages in the UI
Added a description to the Rout Threshold option in skirmish lobby
Ambush scenarios will only trigger during Brutal or Deadly Missions
The chances for Hired Swords and Ai of getting Injuries has been reduced
Slightly increased the chances of getting new Hired Swords on Hired Sword rotation days
Runes & Marks
Fixed the Rune of Dismay, it will now properly stack (really this time)
Rune of Lucidity: increased the bonus to Stupidity rolls to 35% (instead of 25%) to the Regular version and to 75% (instead of 50%) to the Master version
Rune of Health: due to a technical restriction, we had to change this Rune. Instead of increasing wounds it will now increase:
Regular: Poison Resistance +5% and Wyrdstone Resistance +15%
Mastery Version: Poison Resistance +10% and Wyrdstone Resistance +30%
Rune of Constitution: this rune has been added to have the same behavior the Rune of Health had before, but on the Helmet slot instead
Unique Story Missions
The Wounds of the Manticore has been increased
The Manticore will now properly cause Terror
The Manticore has gain an increase in Resistance to Poison, Crit, Magic and Armor Absorption
The monolith buff protecting Merga will now also provide a Critical Resistance bonus
The Binding zone around the Manticore will now make her practically invincible. Anyone entering the area suffers from the same effects as the Manticore
Modifications on the Enemy Placement has been done in the mission 5 of Mercenaries
Objectives in Mission 6 of the Mercenaries have been re-ordered to display the freeing of the Prisoners chain of Objective on top
The buff of Merga “Dark Lord’s Gift” has had its Armor Absorption reduced to 25% instead of 35%
Bug Fixes
GUI - Fixed ladder offset on reload
Fixed an issue were some enchantments were not reapplied on dead unit (making casters who died from the curse potentially die after battle) upon reloading a game
Fixed "-lowSettings" to be really set to low settings and not medium settings
Made a fixed to deployments in multiplayer when there is a roaming monsters
Warriors are now "grounded" on disengage
Customizing foot when there is a leg injury won't replace the visual of the injury anymore
Fixed the localization when a rune cannot be bought (in the pop-up)
Fixed the localization of the “skip intro” button
Fixed an issue when spamming the button when going back to main menu
Fixed an issue to make sure impressive Warriors in campaign are spawned at their specified nodes
Fixed an issue where the kick player option in skirmish was not available after swapping warriors
Fixed the achievements to complete the tutorials
Fixed all the achievements "unit at max rank with no injuries"
Fixed some issues where sometimes the navmesh would get corrupted
Fixed an issue where the flying Dodge message would show the wrong text
Fixed a certain spawn setup in Noble's Quarter Map 1 and Map 2 where Warriors could remain stuck in a building.
Fixed an issue with the procedurally generated woodplank bridges where two of them could spawn across each other and completely block the passage.
Fixed more instances of possible invisible walls with the procedural buildings connections.
Fixed an issue where pink texture would appear on a building in Nobles Quarter's Maps.
Fixed more occurrences where your Warriors would collide on invisible walls in clear passages.
Fixed the possibility to engage Warriors in stairways from above or below them that rarely occurred inside buildings.
Fixed an issue where you could land in mid-air after using a jump down action on a wooden bridge.
Fixed an issue with the Wall Runner skill where it would display over the “Interaction” option and lead you to believe you couldn’t perform a normal Climb anymore
Fixed inventory current slot changing when switching between tabs in inventory
Fixed lobby creation popup navigation when using controller/keyboard
Fixed cancel joining lobby using keyboard/controller
Fixed end game not showing when opponent quits while in overview map
Fixed Warriors not performing stupidity when starting engaged
Fixed monsters in library locking teleport exit
Critical blood splatter displayed only for players involved in the fight
Known Issues
Blocking navigation in stairs: In some cases, it is possible to prevent Warriors from climbing stairs if there is another Warrior (ally or enemy) standing under the stairs.
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 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.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Full Release Patch 1
Hello Everyone,
Since the full release of Mordheim: City of the Damned, we continue monitoring the forums and your feedback, to provide you support and fix major issues that could alter your experience in the game.
Today, we present you our first patch (1.0.4.9) since the release, providing the following fixes and improvements:
General Fixes
New RNG system (yes, this is not a joke) that should reflects better the odds of performing actions
Born Leader now retains the proper attribute bonuses when mastered
Fixed the text for Dual Wield debuff that was still displaying 30% instead of 25%
Added a collision on all Jail wagon’s ramp to help AI navigate
Fixed an issue where the Sister Superior were only given 2 Skill Points at Rank 8 while she was supposed to have 4.
The Speed of the Possessed warrior has been increased to Fast instead of being Slow
Treasury will now be updated correctly after receiving mission reward
Monster and Dramatis names are now properly localized to other languages
The “Available units” section is now scrollable using joystick (right stick)
The “New arrivals items list” is now scrollable using joystick (right stick)
Warriors won't "rubber-band" anymore when moving after they performed an action
The Mission Rewards percentage automatically gathered after battle will now be based on your Warriors that are not Out of Action at the end of the fight. The changes will go as follow:
Normal: 4% per warrior alive
Hard: 5% per warrior alive
Brutal: 6% per warrior alive
Deadly: 7% per warrior alive
Damage dealt by AI units has been increased based on mission difficulties as follow:
Normal: Remains as +5% damage
Hard: Remains as +15% damage
Brutal: Increases to +30% (from 25%)
Deadly: Increases to +45% (from 35%)
Reduced the request of the first Wyrdstone Shipment from 100 to 75
Slightly reduced the Wyrdstone requests for Warband rank 0, 1 and 2
Increased the Starting Gold for new Warband from 200 to 250 gold (this is the base value before any Veteran bonus are added)
Made sure the proper animation triggers when a buff is received from Wyrdstone effects, Traps and Idols
Added the amount of current players playing the game in the Skirmish List
Fixed the default selected item in the Hideout menu to prevent misclicks which sometimes lead for Players to enter the wrong menu
Improved the highlighting system in the game menus
Wounds of the Pink Horror have been increased to be on par with other Daemons
It is now impossible to get an Ambush in two scenarios in a row
We added a Kick option in the multiplayer lobby
"Ready" is now selected by default when entering a lobby, while using a gamepad
The curse dealing fatal damage has been changed from 6666 to 9999 (since 9 is the sacred number of Tzeentch)
Added command line "-lowSettings" to force game to start using low graphics settings (need to delete option.sg file first)
We removed reinforcements during the Unique Story Missions that takes place in the Library and in the Ballroom
Fixed the position of an Objective Marker for the Story Mission 8 of the Skaven
Merga will be more passive and focus on her ritual in the missions:
Sisters 2-4
Mercenary 2-2
Added collision on the broken stagecoach-wagon in Act 2-3 of Mercenaries Campaign.
Slightly increased Gold Rewards for Act 2 Story missions (sadly this is not retroactive)
We made modifications to the Library missions AI behaviour in hope it will prevent the blocking of teleports for more than 1 Turn. Make sure to report if this keeps happening
Runes & Marks
Rune of Dismay has been modified as follow:
The effect is now Stackable
The debuff effect of the 1 Hand enchant has been reduced from -5% to -3% for the normal version and from -10% to -6% for the Mastery version
The debuff effect of the 2 Hand/Range enchant has been reduced from -10% to -6% for the normal version and from -20% to -12% for the Mastery version
Multiplayer Fixes
Added fail safe to avoid connection lost
Improved network stability while loading
Added a Fix to prevent players from being locked in "Wait for opponent" if opponent disconnect during its turn
Navigation and Terrain fixes
Fixed several pathfinding issues involving building doorways.
Fixed an issue in the Raven Barracks Map that would cause, on a rare occasion, units to teleport outside of the gameplay area.
Fixed an issue in Noble's Quarter Map 1 that would cause procedural props to imprison units inside a building.
Fixed various issues with procedural buildings inter-connection over all Merchant and Noble Quarters Maps.
Fixed numerous visual bugs with certain buildings.
Fixed camera behaviour over several locations in the Great Library and Raven Barracks Maps.
Fixed several collision issues in the Raven Barracks Map.
Fixed Level of Detail aggressiveness on certain procedural props and terrain elements for all Merchant Quarters Maps.
Fixed neutral monsters that would spawn occasionally in the air in Count Steinhardt's Palace Map.
Fixed visual issues on a building in Quayside Map
Fixed a rare occurrence where the indoor Warband Chest was unreachable.
Fixed an issue where you could charge/ambush into the filthy waters of Quayside.
Fixed floating Wyrdstones that could appear in Merchant Quarter's Map 4 on rare occasions.
Fixed an issue with units that could spawn outside the navmesh in Quayside Skirmishes.
Fixed an instance of Nobles Quarter Map 2 that would spawn unreachable Wyrdstones.
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 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.
Special Note Please note, that due to the changes in the RNG system, if you kept a combat save before the update, it will be removed and your Warband will be send back to its hideout, without any consequences.
We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
Release Note - Full Release (version 1.0.4.1)
Hello Everyone,
Rogue Factor and Focus Home Interactive are proud to present you the full release of Mordheim: City of the Damned!
After a tremendous year in Early Access and with the help of our amazing community of players, we have finally reached the last step toward one of our greatest and proudest achievement.
Here is a list of all the latest updates that come with this version (1.0.4.1)
Updates
- Up to 7 Languages available to play the game: English, Français, Deutsch, Español, Italiano, Polski, Русский
- Unlocked progression to Rank 10 for Warriors and Warbands (max rank)
- Unlocked story missions of Act 2
- Added the introduction video for Mordheim: City of the Damned!
- Voice over for Prologue and Epilogue of Story missions have been added
- It will now be possible to select a Morale threshold for PvP matches. Be aware that once this threshold is reached, a Morale check will trigger
- In Skirmish missions, we added a Rating restriction field when creating a lobby
- Added multiple sound FX and narrator lines during missions and in the menus
- New musics for all bosses
General Fixes
Fixed the opacity of Quest Helpers to make them more visible in all maps
The Tiring debuff effect has been reduced from -20% to -15%
The Dual Wield debuff effect has been reduced from -30% to -25%
Fixed a quest FX that was not placed properly in the second mission of the Mercenaries
Changed the starting position of the Chaos Ogre in Mercenaries Story mission 4
When a caster suffers from the curse “Smite” or “Tzeentch’s Wrath”, during the next injury roll it can only get one of the following results:
Amnesia
Trauma
Deep Wound
Full Recovery
Near Death
Fixed an issue in Tutorial 2 where the keys to cycle between targets were displaying A & D instead of Q & E
Modified the text for the achievements about looting Chests. It will now properly indicate you must search Loot Points
A message has been added on Round start to let Player know that Out of Action warriors dragged themselves away from the battlefield, thus taking their weapons with them
It is now possible to view the Injury Tab while training skills and spells
We’ve split the Buff and Debuff panels in two different panels instead of being on the same one
Repositioned the Offense and Strategy Points and grouped them 2 by 2 to improve their visibility
Moved the Hired Sword list in the Reserve panel and specified it was View Only (no hired swords can be hired from there)
Fixed multiple assets issues with LODs and materials
Fixed buff animation not playing on the Bloodletter
Updated all shouting sounds for all Warriors and Daemons
Changed references to "Campaign" in the Main Menu to "Warband"
Fixed issues with the attack camera
Multiple miscellaneous bugfixes and tweaks
Known Issues
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 are reintroducing the 32Bit version of the game as we manage to optimize multiple assets. However, this version is still erratic and we keep on working on it to try reaching a better stability.
- 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.
- 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.
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 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.
We hope you enjoy this release and we want to reassure you that we will still keep an eye, and be active on the forums for the following weeks.
Thank you all for your support during this year and watch out for the next great things to come in Mordheim: City of the Damned!
Since yesterday's update we ran into a few bugs that would diminish your experience in the game, and we felt obliged to get them fixed and push a quick patch to make sure you will properly enjoy the new dimensions offered in Mordheim: City of the Damned.
This patch version number is 0.22.4.38 and comes with the follow fixes:
General
Added a new Injury named Amnesia. When suffering from Amnesia, the warrior loses up to 5 XP
Increased the bonus from “Liberator boon” to 3 meters of bonus instead of 2
Fixed an issue where the brain of Roaming Monsters was not set properly. This should ensure they focus on the closest target unless they have a kill option in range
Corrected a check which affected the possibility of properly reloading missions, multi achievements and veteran system
Fixed the end game calculation on disconnection
Fixed an issue with the units leveling up to rank 7
We are deeply sorry for the inconvenience and hope this will provide you a better experience.
How to help us
As usual, 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.
Release Notes Early Access Content Update 8 Patch 9
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 0.22.4.37. Please read below for a list of corrections, additions, and removals.
General
Unlocked the Rank 7 for Warriors and Wardbands
Steam Achievements will now be there and unlock properly
Take note that these are NOT retroactive
Fixed an issue where only Bloodletters were spawning if a Daemon was to be present. Now all Daemons will be in the rotation of enemies
Reduced the Base Wounds of Bloodletters, Daemonettes and Plaguebearers by 65 Wounds
Fixed an issue were Daemons were always spawning during Brutal and Deadly missions. They will not always be present anymore
In Skirmish the option to add Daemons will be set to OFF by default now
The chances to suffer from an Ambush or to be Ambushed after selecting a mission has been reduced from 15% chances to 10% chances
Added more potential nodes for Ambushers in Ambush scenarios
For the Story Mission 1-3 of the Possessed, Players are not forced to gather all 3 Lures anymore, they only need to gather 1
The Chaos Ogre has been added to the potential list of roaming monsters
Fixed an issue with Fylch that should hopefully prevent him from getting trapped into the ground
Save Game during Single Player Missions
Fixed an issue where the Liberator’s Boon buff was applied when it wasn’t supposed to be
Updates on Combat GUI to provide better feedback of what happens to Players (first pass, more to come as this is still a Work in Progress)
New GUI button in the Warband management to browse available Hired Swords even when your warband is full
Modified the description of the Mutation “The Eye” to mention it prevents the warrior of equipping Light and Heavy armor
Improved the message to include which campaign is to be deleted when attempting to delete a campaign
Added Warriors' footsteps and shout variations on multiple animations and sequences.
New retroaction GUI display during mission (Still a work in progress, not yet localized)
Fixed the missing parry animation on Mercenaries and Possessed one handed weapon failed attack
Fixed the missing parry animation on Skaven with claws
Fixed an issue where the AI wouldn't use action zones properly
Fixed an issue that could prevent skirmish games (exhibition or contest) from loading when Daemon were added to the game.
Added combat log localization
Tweaked AI
Injuries
In order to increase the will of keeping a veteran in your warband, we’ve toned down and adjusted a multitude of injuries.
When rolling for injuries, reduced the chances to get “Multiple Injuries”
Added a new Injury named Deep Wound. The injury takes 5 days to recover, but has no long term effect
Reduced the recovery time of Severed Arm, Severed Leg and Missing Eye to 5 days instead of 7
Reduced the recovery time of Concussion, Internal Wound and Maimed Hand to 4 days instead of 5
Severed Arm: this injury now also provides a 20% bonus to Dodge
Severed Leg: now doesn’t prevent the use of Charge and Ambush actions anymore. Now reduces movement by 1 instead of 2
Missing Eye: Perception is increased by 10% instead of being reduced and Initiative is increased by 10 (the 10% penalty remains to Melee and Ranged hit chances)
Mysterious Ailment: the penalty to wounds has been reduced to -10 instead of -15
The rating reduction provided by the injuries Concussion, Internal Wound and Skull Fracture has been increased to -15 instead of -5
Megalomania: the injury doesn’t prevent spellcasting anymore, instead it increases the costs of spells by 2 OP
Items
Draught of Lucidity and Draught of Calm have been removed from the loot tables since the injuries Half-Crazy and Paranoia are not yet in the game. If you already have some of those consumables they can be sold.
The rating of items based on their quality has been modified as follow (Normal/ Fine / Masterwork):
Consumables: 2 / 4 / 6
Helmets & Pendants: 5 / 10 / 15
Armor: 10 / 20 / 30
1H Weapons & Shields: 5 / 10 / 15
2H Weapons: 10 / 20 / 30
Range Weapons: 10 / 20 / 30
The rating of Runes/Mark based on their quality has been modified as follow (Regular / Masterwork):
Helmets & Pendants: 5 / 10
Armor: 10 / 20
1H Weapons & Shields: 5 / 10
2H Weapons: 10 / 20
Range Weapons: 10 / 20
Rune & Marks
Mark of Conspiracy now also increase chances to cast spells by 10/20% (5/10% for 1 handed weapons)
Known Issues
You will see Warriors reposition themselves after a mission reload
Using multiple delays with mission reload might skip Warriors' turn, in some specific cases.
If you reload a mission while your Warrior was on an action zone (jump, climb, etc...) you will need to walk out and back in, the action zone, to see the action available.
The 1st tutorial message, that pops up at the beginning of the 1st mission, will reappear after a mission reload
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 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.