Mordheim: City of the Damned cover
Mordheim: City of the Damned screenshot
PC PS4 XONE Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical

Mordheim: City of the Damned

Release Notes Early Access Content Update 8 Patch 8 Quick fixes

As some of you noticed, something went terribly wrong with yesterday's patch. A few bugs were preventing the version from behaving correctly, would it be for the reward attribution (your precious loot!) or other less impacting parts of the game. We are very sorry for the inconvenience and the loss of some wyrdstone. Wishing you a creepy Halloween weekend.

This patch version number is 0.22.4.28 and comes with the follow fixes:

General



  • Fixed issues with the loot system preventing players from keeping all items after a victory (Please let us know if you find any new issues)
  • Increased the amount of items that will appear during market rotations
  • Fixed an issue with books not appearing in Market Rotation for Warbands Rank 6 (they would still appear for other Warband Ranks)
  • Fixed issue with the Blue Horrors spawning on other Units
  • Fixed multiple UI issues


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 7

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 0.22.4.26. Please read below for a list of corrections, additions, and removals.

General



  • Contest Mode (Skirmish games with progression)
  • Using Alt-F4 or having the game closed unexpectedly will now force either a Voluntary Rout or an Abandon Mission.
  • Special Note: we are working on Achievements right now so you can see we have some, but there’s no way to unlock them yet, it’ll come in the future. Achievements are not retroactive
  • Daemons will now properly have skills to use
  • Daemons will only appear when you have at least 1 warrior Rank 6 or above
  • Daemons will now only appear in Brutal or Deadly missions
  • Daemons will now focus on closest enemies all the time instead of going to the weakest one if they are not engaged, unless they have a kill opportunity
  • XP gained from surviving a battle has been increased back to 2
  • Already suffering from Stupidity, the Rat Ogre will never gain the Skull Fracture injury anymore
  • The text of “Safe Return” after the battle has been adjusted to be clearer
  • Campaign Story missions enemies will now properly get the “Normal” buff
  • Fixed an issue with the warband rotation while you face AI to make sure you will see them all on a more regular basis
  • Fixed an issue where some props in Story missions would create invisible collisions when removed
  • Progression to reach Rank 6 and above on units has been increased slightly (warband was left as it is)
  • Modified some of the cameras in game:

    • Improved Athletic cams
    • AoE cam allows rotation along with look up and down
    • Watch cam was slightly improved (camera when it is not your turn)

  • Fixed an issue where the Boss of the warband would still give 80% of the Wyrdstone worth instead of 50% as intended
  • More HDD Space optimizations: the game is now 7GB large versus more than 20GB before
  • More material and LODs optimizations: LODs should pop up less during the game, loading should be tightly faster and the number of FPS should increase in some missions.
  • New loading Screens... a lot of new loading screens (242 in total)


Items



  • Fixed the Maiden so she can use normal Flails and great Flails while keeping her unique visual for these weapons
  • Made the Maiden Flail and Great Flail labelled as “Legacy”. They still can be used but none will drop anymore or appear in the merchant list. They can be sold like any other weapons


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.

Release Notes Early Access Content Update 8 Patch 6 Quick fixes

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 0.22.4.21 and comes with the follow fixes:

[h1General

  • Added the option to Buy/Sell more than 1 item at a time
  • Fixed the issue that forced you to kill a Daemon even if the enemy warband’s Morale was at 0 which prevented games to finish properly
  • Fixed the Ranks of the Daemons appearing
  • Added the option to add Daemons in Skirmish games
  • Fixed an issue where the ambusher and ambushed buffs and debuffs wouldn’t apply properly to some deployments
  • Fixed an issue where the Offense Point debuff and ambushed warriors wasn’t applied properly
  • Fixed an issue where Dramatis Personae wouldn’t have their skills and spells during campaign missions
  • Fixed the Formula for the Rune/Mark of Recovery for it to appear properly


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 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 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 4

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 0.22.4.16. Please read below for a list of corrections, additions, and removals.

General



  • The maximum Rank for Warriors and Warbands has been increased to 6
  • Procedural AI Warbands will now be randomized with injuries (keep in mind only a small amount of injuries are visible on the model)
  • On a successful Jump Down, an Attack made right after will now deal an extra 15% Damage (for a total of 15%)
  • On a successful Leap, an Attack made right after will now deal an extra 15% melee Damage (for a total of 30%)
  • Impressive Warriors will now properly display their Impressive perks in the Warrior general information section
  • Adjusted the wording of the Chaos Spawn “Creation Instability” perk
  • Some Campaign Missions have been slightly adjusted based on Player’s feedback
  • Increased the Prices of Hired swords
  • Fixed and issue where Lad’s Got Talent would make AI generated Warbands not use Heroes properly and fill with Henchman instead
  • Added code to make sure all Warbands types (Mercenaries, Sisters, etc.) are faced in procedural missions to improve the variations of encounters
  • Deployment Selection: Players will now be able to select where they place their warriors on pre-selected locations during deployment.

    • This is the first iteration of the system
    • Warriors are placed based on the Initiative Ladder
    • This will never be available in Campaign Missions
    • For now Players will select where to deploy their Warriors even when they are scattered, eventually the choice will be removed during those specific deployments

  • The target numbers will now be valid instead of invalid (if the target roll is 94 and you roll 94, it will now be a success instead of a failure)
  • Augur will now properly be immune to the injury “Impacted Vision”
  • Added a failsafe to teleport warriors that could fall through the world back on the map
  • Smuggler's Den wyrdstone shipment selectors will repeat on mouse click
  • Added sound FX to traps and teleports
  • More optimizations and improvements on the lighting (Work in Progress)
  • Optimizations on the loading time (Work in Progress)
  • Multiple UI tweaks (Work in Progress)
  • Fixed issue where timer would not pause properly during a search
  • Fixed an issue with the Charge and Ambush (if this issue still happens, please send your logs)
  • Various bug fixes


Skills



  • Action order appearance when Cycling Q & E: we switched the order in which Consumables and Stances appear. Stances will now appear before consumables
  • Adjusted the description of Swift Charge and Mighty Charge to better reflect their effects
  • Fixed an issue where Warlock would gain Spell Points at an unwanted level


Items



  • Fixed an issue with the Shop where the list would not refresh properly and could cause some items to seem as if they vanished until getting out and back in the shop
  • Items will now sell for 35% (or so) of their Buying Price instead of 50%


Modification to the difficulty system



  • Increased difficulties modifier as following:

    • Normal: Remains as it is right now
    • Hard: Wounds remains at 20%, Damage bonus increases to 15%
    • Brutal: Wounds remains at 30%, Damage bonus increases to 25%
    • Deadly: Wounds remains at 40%, Damage bonus increases to 35%

  • Reduced rewards gathered when winning as following:

    • Normal: Remains as it is right now
    • Hard: 40%
    • Brutal: 45%
    • Deadly: 50%



AI Modifications



  • Fixed AI for casters to improve the choices of spellcasting or attacking
  • Added a “Killer Instinct” to AI who can put an enemy Out of Action with an attack
  • Multiple minor tweaks on AI behaviors
  • Fixed an issue where AI during campaign missions wouldn’t use the proper Ambush or Overwatch Stance


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.

OVERVIEW TRAILER



Mordheim: City of the Damned is getting closer to its official launch planned for the first weeks of November, and today fully reveals itself with an Overview Trailer!

https://www.youtube.com/watch?v=2XovFypFTR0

Take to the streets in a barren and war-torn Mordheim and watch as some of the game's Warbands pit it out for Wyrdstones, loot, and victory, with ranged weapons, swords, daggers, spells and more in the Overview Trailer! You'll get a sneak peek of the game's various gameplay features, such as a unique story driven campaign for each of the four Warbands and lethal skirmishes both offline against the AI and online versus other players.

No Mordheim game would be complete without Warband warrior customization. Hire, level-up and customize warriors with a plethora of skills, gear and squad configurations suitable for your chosen approach. You'll even be able to take your Warband from the single player campaign to pillage the city online against other players!

Overpower enemies with a group of heavily armed soldiers, master trickery and deceit with assassins or use magic to blow away any opposition - the choice is yours. Ambush your foes, provide overwatch for your allies, scale walls and jump between crevasses, do anything it takes to survive and conquer. When the dust settles for a moment, take some time to explore the cursed city, loot valuable items and inestimable treasures!

Mordheim: City of the Damned will release during the first weeks of November on PC.

Release Notes Early Access Content Update 8 Patch 3

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 0.22.4.11. Please read below for a list of corrections, additions, and removals.

General



  • Verminkin will now starts with Shurikens in their second weapon set when hired
  • Added an indication for points of interest (search and Wyrdstones) to show they have searched (an eye icon) and another one to show those who have been emptied (a red eye icon). The second one will only be added if you have a visual of the point of interest
  • Fixed the name generation to take into account the unit type (no more mercenaries with Ogre names)
  • Reduced the duration of the Tzeentch Curse “Mind Eaten” and the Divine Wrath “Abandoned” to 5 turns instead of 10
  • The distance from where AI sees you have been reduced from 50m to 30m
  • Reinforcements should start appearing a bit earlier in campaign missions (except missions in the Library)
  • Market list should not refresh to the top when selling items anymore
  • Filters have been added in the Shop panel to sort items by type
  • You’ll now be able to increase stats in the Information section of the warriors
  • Fixed multiple body parts and equipment issues (work in progress)
  • Optimized some assets for a better loading and faster rendering (work in progress)
  • Improved lighting (work in progress)


Skills



  • Changed the Warlock starting spell from Curse of Rust to Blinding Light.
  • Changed the Sigmarite Matriarch starting spell from “Sinful Speech” to “Sigmar’s Might”.
  • Changed the Maiden of Sigmar starting spell from “Sigmar’s Might” to “Sinful Speech”.
    • For any of the effects above, if you had already trained the Mastery version, it will be added if there’s an empty spell slot. If you filled all of your spell slots, one of the spells will be invisible for this Warlock, we’re sorry about this. If you already new the basic spell, sadly you’ll have it twice now. The only thing we can suggest is to restart that character type if this is an issue.

  • Swarm: the chances to hit has been reduced to 5% for the regular version and 10% for the mastery version
  • Fixed an issue with Lad’s Got Talent and Born Leader that kept the units in the wrong slot. These skills can now only be learned from the Reserve to avoid this behavior


Items



  • Heavy Armor, Light Armor and Helmet now display properly that “Disrupting” only affects Arcane casters, not Divine ones.


Veteran System



  • The Commander skill now reduced the upkeep costs by 4 gold for the regular version and by 8 gold for the mastery version.
  • The Healer skill now reduced the injury cost by 2 gold for the regular version and by 4 gold for the mastery version.
  • The Explorer skill has been revised and will now increase the chances to get the highest quality mission of the randomized difficulty by 10% for the Normal version, and by 20% for the Mastery version


Modification to the difficulty system



  • AI will now use all type of skills based on his rating and those available to him during the generation of the warband
  • Missions remains sorted from Normal, Hard, Brutal and Deadly
  • The rating difference is between 0 to 5% form Normal missions and between 0 to 10% for other difficulties
  • AI will not have more units than you anymore
  • Every difficulty will have different chances to spawn density of Search Points

    • Normal: Very Poor (40%), Poor (35%), Average (25%)
    • Hard: Poor (30%), Average (50%), Good (20%)
    • Brutal: Average (30%), Good (60%), Exceptional (10%)
    • Deadly: Good (75%), Exceptional (25%)

  • Every difficulty will have different chances to spawn density of Wyrdstones

    • Normal: Very Poor (25%), Poor (25%), Average (50%)
    • Hard: Poor (15%), Average (50%), Good (35%)
    • Brutal: Average (20%), Good (50%), Exceptional (30%)
    • Deadly: Good (65%), Exceptional (35%)

  • Every difficulty will improve some of the AI stats by:

    • Normal: Wounds +10%, Damage +5% (all type)
    • Hard: Wounds +20%, Damage +10% (all type)
    • Brutal: Wounds +30%, Damage +15% (all type)
    • Deadly: Wounds +40%, Damage +20% (all type)

  • Every difficulty will let you gather a different % of the remaining Loot and Wyrdstones:

    • Normal: 35%
    • Hard: 45%
    • Brutal: 55%
    • Deadly: 65%

  • Difficulties higher than normal will give an extra amount of XP (the underdog bonus)

    • Hard: +1XP
    • Brutal: +2XP
    • Deadly: +3XP



SPECIAL NOTE: Any missions already on your map while you load the game will not be affected by these changes for the loot and wyrdstones density (for example if you have a Normal mission with exceptional loot after you load the patch, it’s because it was already there when you saved). Any new missions will follow the changes.

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.

Release Notes Early Access Content Update 8 Patch 2

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 0.22.4.7. Please read below for a list of corrections, additions, and removals.

General Changes



  • Fixed an issue where lighting props could break action zones
  • Fixed an issue where it would be impossible to leave an Attic
  • Fixed an issue where reinforcements would not hunt down players
  • Fixed an issue where reinforcements would spawn too far from player units
  • The display of mission difficulties will now appear in Yellow for Hard missions, orange for Brutal missions and Red for Deadly Missions
  • The Rating difference for missions has been reduced and adjusted to:

    • Normal Missions: between 0 to 5% of your Warband Rating
    • Hard Missions: between 6 to 20% of your Warband Rating
    • Brutal Missions: between 21 to 40% of your Warband Rating
    • Deadly Missions: between 41 to 75% of your Warband Rating

  • The base chances of Perception has been increased from 20 to 40%. Each points of Alertness still provides an extra 3% chances
  • The base chances of All Alone, Fear and Terror has been increased from 0 to 20%. Each points of Leadership still provides an extra 4% chances
  • Increased all trap Durations by 1 turn
  • Reduced Shipment Requests amount of Wyrdstone weight for Rank 1 and up
  • Slightly increased the amount of items generated by the Market rotation (should help at Rank 0)
  • Reduced the extra wyrdstones requested after failing a shipment to 25% for the first time, 50% for the second time and 100% for the third time
  • Reduce Skills Requirements of Normal Skills (not mastery) from 6 to 3, 9 to 6, 12 to 9 for all Skills linked to Attributes (racial skills remains unchanged)
  • Fixed a building which had a fake closed door, it will now display no doors as it should
  • Regrouped AI units in some of the Campaign Missions
  • Adjusted Objectives locations in some of the Campaign Missions
  • Updated the GUI to make unpaid units, skill points available and weight request visible in the main screen
  • Updated text in Tutorial 03 about Buff/Debuff windows cycling. It was written the windows could be “browsed” which has been replaced by “cycled” to make it clearer (no mouse pointers were intended to be brought up
  • Mercenaries will have access back to their beard and mustache customization options
  • Removed the “Bring back to cart” objective in most of the missions
  • Adjusted the Skulls location of the second Campaign Mission of the possessed
  • Reviewed all procedural building interiors (except Mansions for now) to fix incorrectly placed/ impossible to gather search points
  • Greatly reduced the chances for Dramatis Personae to trigger a Tzeentch Cure or a Divine Wrath while casting spells
  • Fixed an issue where actions zone could be broken in unique Campaign Missions
  • Randomized colors of enemy generated warbands (model variations will come later)
  • When stealing the enemy, gain a buff that lasts 2 turns called something like “Liberator's boon” (name not final) which increases movement by 2 and reduce the cost of Dodge Stance by 2 SP.
  • Speeded up the looting Process
  • Icon of equipment Blue or Purple will have the proper color instead of being white all the time
  • On the first day of a campaign, all missions will be of Normal difficulties
  • Replaced the word “Normal” by “Average” for the Wyrdstone and search points description of missions on the campaign map to avoid confusion with the difficulty
  • Fix deployment issues in District 2 that would prevent stealing the Idol
  • Dramatis Personae will now be able to Parry if they have parrying weapons
  • Added a different button for the Fire Unit and Disband Warband and removed the Hotkey linked to it
  • Camp screen will now display more informations such as unpaid fees, wyrdstone delivery or unspent skill points
  • In hideout, units will now have an indicator at the top right if they have unspent skill points.
  • Daily report will now be on 2 pages if it's too long to fit on 1 page.
  • Wyrdstone bags won't be item restricted anymore
  • Many User Interface tweaks and updates in the Hideout
  • Main menu cosmetic improvements
  • Fixed issue with some Monsters not dissolving properly after being put out of action
  • Fixed issues with leap fails not properly ending when Unit is put out of action
  • Fixed issue while hiring an outsider where training skills where not costing full price



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.

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

Release Notes Early Access Content Update 7 Patch 2

Hello Everyone

Since our latest patch, players ran into different issues that diminished their game experience with Mordheim: City of the Damned, and we felt we had to correct those before the next update.

General Changes



  • Fixed gear neck on the Mutant which was causing infinite loading
  • Fixed the savegame file corruption
  • Fixed issue on campaign save delete, which was not deleting all campaign save.
  • Improved AI


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.