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 7 Patch 1

Hello Everyone,

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

This patch comes in as 0.21.4.6. Please read below for a list of corrections, additions, and removals.

General Changes



  • The damage of the Deadly Divine Wrath and Tzeentch Curses have been increased to 6666
  • Featureless Face: the bonus for this mutation has been increased to 100% for Perception
  • Stats should now be capped properly at 25 for Impressive units and 20 for all other units
  • Increased the trigger size of Wyrdstones to facilitate gathering
  • Mordheim's Curse will now properly add 15% with each time it is added instead of 10%
  • Switching between units, in the inventory, will now reset the focus on the main hand slot and update the inventory list
  • Base stats are now maxed out using unit type
  • Improved overview map
  • AI improvements
  • Fixed issue with some Units that blocked the player from properly cycling actions
  • Fixed issue with fleeing unit not being properly synchronized in multiplayer
  • Fixed search points with no trigger in tutorial 3
  • Fixed controller related issues
  • Fixed camera issues with large Units
  • Fixed procedural Warband generation for rank 0
  • Fixed issue with some Skaven body parts when selecting a pimple based skin colour
  • Fixed a desync happening when players were exiting an AoE zone.
  • Fixed current action's information panel not having the proper values.
  • Fixed some collision issues in the Quayside map.


Item Changes



  • Added a new item for the head slot called “Amulet” which increases Magic Resistance of the user by 3%/6%/9%

    • You can wait to see them pop in the market if your warband is already created, or they will be added in War Chests of newly created warbands




Runes & Marks



  • Rune/Mark of Movement: it now becomes Rune/Mark of Escape and will only increase movement after the action Flee or a Disengage. The movement bonus remains until an action is taken.
  • Mark of Devotion: Will now apply the proper percentage instead of one higher than it should



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 an update 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 7 Patch 1

Hello Everyone,

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

This patch comes in as 0.21.4.6. Please read below for a list of corrections, additions, and removals.

General Changes



  • The damage of the Deadly Divine Wrath and Tzeentch Curses have been increased to 6666
  • Featureless Face: the bonus for this mutation has been increased to 100% for Perception
  • Stats should now be capped properly at 25 for Impressive units and 20 for all other units
  • Increased the trigger size of Wyrdstones to facilitate gathering
  • Mordheim's Curse will now properly add 15% with each time it is added instead of 10%
  • Switching between units, in the inventory, will now reset the focus on the main hand slot and update the inventory list
  • Base stats are now maxed out using unit type
  • Improved overview map
  • AI improvements
  • Fixed issue with some Units that blocked the player from properly cycling actions
  • Fixed issue with fleeing unit not being properly synchronized in multiplayer
  • Fixed search points with no trigger in tutorial 3
  • Fixed controller related issues
  • Fixed camera issues with large Units
  • Fixed procedural Warband generation for rank 0
  • Fixed issue with some Skaven body parts when selecting a pimple based skin colour
  • Fixed a desync happening when players were exiting an AoE zone.
  • Fixed current action's information panel not having the proper values.
  • Fixed some collision issues in the Quayside map.


Item Changes



  • Added a new item for the head slot called “Amulet” which increases Magic Resistance of the user by 3%/6%/9%

    • You can wait to see them pop in the market if your warband is already created, or they will be added in War Chests of newly created warbands




Runes & Marks



  • Rune/Mark of Movement: it now becomes Rune/Mark of Escape and will only increase movement after the action Flee or a Disengage. The movement bonus remains until an action is taken.
  • Mark of Devotion: Will now apply the proper percentage instead of one higher than it should



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 an update 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 7

Hello Everyone,

Rogue Factor and Focus Home Interactive are proud to provide you with this seventh 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 seventh content update is 0.21.4.2 and it provides the following new features:

- Units kitbashing: Not only, can you now customize the color of each body parts on your warrior, you can also choose between all its available variations, from moustaches to cape, there’s a ton of variations available to you.

- New AI System: The AI is now based on the rank, it can use skills and is stronger than it used to be. Get ready for more challenge.

- Revamped Morale System: Many changes have been made to the morale calculation (see separate notes for details)

- Revamped Action Zones System: You can now climb/jump/leap even if there’s a Warrior standing on the other end of the Action Zone, resulting in pushing your ally to make room or engaging your enemy (see separate notes for details)

- Extra gameplay layers: Each unique map can now be played with an extra layer of gameplay for Skirmish Missions. 3 different ones per maps are available at the moment. (see separate notes for details)

- 2 New Maps: The last 2 unique maps are now available: the Market Square and the Count Steinhardt’s Palace.

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 maximum Stats of some units were changed:

    • Youngblood: Agility down to 15, Leadership down to 9, Accuracy increased to 15
    • Warlock: Toughness increased to 10, Leadership down to 13, Alertness increased to 20
    • Eshin Sorcerer: Leadership increased to 15, Accuracy reduced to 12
    • Black Skaven: Leadership increased to 14, Intelligence reduced to 10
    • Possessed: Leadership increases to 15, Alertness reduced to 9

  • Each Hero can now be added up to a maximum of 2 per Hero in a Warband (ex: max 2 Warlock)
  • Each Henchman can now be added up to a maximum of 4 per Henchman in a Warband (ex: 4 Marksman)
  • The budget of initial stats of Impressive units has been increased to 80 instead of 55. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
  • The budget of Maximum stats of Impressive units has been increased to 140 instead of 110. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
  • Fixed FX visuals on Teleports locations in Library to improve their visibility
  • Reloading a Range weapon will now apply a debuff called “Arm Fatigue” which increases the cost of the next Reload action by 1 SP. This is Stackable.
  • Leadership: Each points is now worth 2 Morale Pool Value instead of 1
  • The FX color to use the Idol on a Warband Cart has been modified to be different than the Warband Chest to avoid confusions.
  • Added an FX when Praying at an Idol on your Warband Cart
  • The “Large” perks now also increases Poison, Critical and Stun resistance by 30% as well as Armor Absorption by 15%. This impacts the Ogre Mercenary, the Rat Ogre and the Chaos Spawn (not the Maiden of Sigmar)
  • Failing a Stupidity test will now remove on SP and leave the OP on the victim. These can be used later on to Counter-Attack if the user is attacked
  • Shooting someone who is covered between 1/4 and 1/2 will now provide a penalties to shooters of -15% instead of 10%
  • Shooting someone who is covered between 1/2 and 3/4 will now provide a penalties to shooters of -30% instead of 20%
  • The effects of Mordheim’s Curse have been increased to 15% instead of 10%
  • All units starts with an increased amount of Strategy Points than before at Rank 0 (the maximum remains unchanged) and will only gain 1 SP during their progression which will be awarded at Rank 5. This will make lower rank battles more dynamic and keep the focus on gathering wyrdstones while fighting instead of forcing the player to choose between both.
  • [Esc] key is no longer remappable: pressing [Esc] in missions will act as cancel when available, otherwise, it will open the options menu
  • Unit model will now disappear properly when they are not visible
  • Large units in ambushing or overwatching stance will now lose their stance if they become engaged before their ambush or overwatch could be triggered
  • Improved procedural Warband generation: Generated Warband rating is now closer to the player's rating
  • Fixed crash when opening options window after unplugging and plugging a controller.
  • Fixed issue with intimidate that did not allowing Units to attack if their Target became stunned
  • Unit infos can now be toggled from the tactical view
  • Fixed Unit disengaging from an impressive Unit when it's not their turn
  • Changed Unit visibility to have unit always visible if targetable
  • Entering a zone AoE will now play the buff/debuff animation depending on the enchantment effect given by the zone
  • Fixed possible block when ambushing on zone AoE
  • Added a 4th zoom level in the tactical view
  • Added Monster's animations in library
  • Added Dramatis Personae in Hideout
  • Fixed missing consumables in loot bag on dead unit
  • Several collision issues have been fixed
  • Pathfinding has been optimized in multiple areas
  • Several localization issues have been fixed
  • Many typos and spelling mistakes have been corrected


Skill & Spells Changes




  • Hardy: the Wounds increase is now +20 at regular version and + 40 at mastered version
  • Acrobatic: increases resistance by 15% for the regular version and +30% for the mastery version
  • Vision of Torment: The penalty to Dodge, Parry, Range/Melee Resistance for the Mastery version increases to 15% instead of 10%
  • Military Training: The skill will now trigger properly on charge damage as well
  • Adaptable Defense: The skill will now trigger properly on charge damage as well
  • Blood Sacrifice: The skill will now trigger properly on charge damage as well
  • Fatality: The skill will now trigger properly on charge damage as well
  • Warp Immunity: Fixed an issue with the Wyrdstone Resistance not be properly set
  • Threaten: Fixed an issue where the Regular version was not working properly
  • Resist Magic: the requirements have been lowered to 6 Intelligence and the mastery version to 9 Intelligence
  • Knowledge – Mordheim: the requirements have been increased to 12 Intelligence and the mastery version to 15 Intelligence
  • Head Shot: Increased the hit penalty to -30% on regular version and -15% on master version
  • Touch of Palsy: fixed an issue that was preventing the debuff to be applied properly.


Items




  • Greta’s Boon: Now increases Perception and Trap resistance by 20% for the Normal version, 40% for the good and 60% for the best.
  • Mandrake Root: the penalty now reduces Stun Resistance instead of Poison Resistance
  • The cost to reload Warplock Pistols has been reduced to 2 SP instead of 3
  • Eshin Sorcerers of the Skaven warband now have access to a Staff.


Enchantments




  • Misfortune: the effect has been lowered to 1% and 2% for the regular version and 2% and 4% for the mastered versions


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 get from you!

Release Notes Early Access Content Update 6 Patch 1

Hello Everyone

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

This patch comes in as 0.20.4.9. Please read below for a list of corrections, additions, and removals.

General Changes



  • Add the Smelling Salts to the Warband chests for all Warbands. There was a bug preventing them to appear properly
  • Fixed mutation descriptions for arm weapons to incorporate their missing bonuses
  • Fixed an issue on some skill descriptions not displaying properly
  • Fixed texture issue preventing tutorial 2 from loading
  • Fixed error occurring when combat wheel opens on unavailable skill
  • Fixed combat circles going through church benches
  • Fixed issue with order not being able to target certain units
  • Fixed issue with certain skills giving back OP
  • Learn button in the Hideout Warband Management's Skills section is now clickable
  • Fixed issue with all alone check fleeing Units running into an AoE zone
  • Skillbooks will now correctly allow increasing stats up to max
  • Fixed issue with joining game via Steam and accessing UI using keyboard
  • Cycling now works correctly with semi-constrained camera
  • Tweaked camera focus when repositioning
  • Log will refresh items visibility less frequently (could previously result in a delay opening larger logs)
  • Log will now always scroll to the last entry, except if the log is open and enlarged
  • Empty lines will no longer appear in the middle of the log
  • Hire cost and buy cost should no longer be null
  • Fixed issue with fleeing Unit crossing AoE zone in multiplayer
  • Unit cannot equip spear anymore, if its off hand is mutated
  • Tweaked War Zone deployments
  • Fixed the Oil bomb targeting which highlighted invalid targets
  • Fixed perception skill with Skaven, and highlight distance has been increased
  • Fixed issue with the portcullis, in the Barracks, preventing attacks and units visibility
  • Fixed desync due to multiple overwatch/ambush triggering at the same time




Skills & Spells changes



  • Head Shot: can’t be used while engaged anymore
  • Acid Breath: Damage has been increased to 7-12 for the regular version and 10-20 for the mastery version
  • Warp Mist: the permanent debuff is now added when we exit the area. Anyone staying in the area will suffer damage on turn start
  • Veil of Corruption: the Wyrdstone resistance penalty will now be applied as long as the unit is in the zone and the debuff will be applied when the unit leave the zone
  • Fixed the description of the skills Born Leader and Lad’s Got Talent to have the proper numbers
  • Fixed the description of Attracting Lure Hideout and Mastery to display -15% instead of -10%
  • Exhaustion: when used, this skill now also blocks the use of the skills “Meditation” and “Introspection”.
  • Wither now also reduces movement by 1 meter for the regular version and 2 meters for the mastery version.



Item Changes



  • Armband: fixed an issue where mutations would not apply the “cannot be parried” bonus. Attacks of anyone using Armbands should now never be parried.
  • Oil Bomb: the burning debuff is now added when leaving the area instead of when entering it. Going back in the burning area will remove the debuff which will be re-applied when the unit leaves.
  • Sticky Sludge: the debuff is now added when leaving the area instead of when entering it. While in the zone, SP and Dodge chances will be reduced (Dodge by 10% for normal, 20% for good and 30% for best). The effects of the debuff remains the same for all 3 variations
  • Fixed the damage on the Maiden Flails, they were using old data instead of the new one
  • Fixed the bypass armor stat on the Maiden Flails, they were using the old data instead of the new one



Runes & Marks



  • Rune/Mark of Protection is now properly Stackable



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 an update coming up soon with more maps to enjoy Skirmish game 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 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.

Release Notes Early Access Content Update 5 Patch 1

Hello Everyone

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

This patch comes in as 0.19.4.10. Please read below for a list of corrections, additions, and removals.

Fixes



  • Improved oil bomb
  • Fixed issues with shrouding mist not applying it's effects correctly
  • Improved ambush and zone AoE sync
  • Fixed desync on engaged
  • Fixed crossing an zone AoE, when ambushing
  • Fixed Traps triggering when charging
  • Game should no longer freeze when shooting a target with no possible animation bones to target
  • Fixed crash in range combat
  • Fixed unit lock with no action when leaving a friendly circle and closing the overview at the same time
  • Fixed crash in overview for Warbands with no wagons
  • Fixed main menu load campaign list display with for non 16:9 resolutions
  • Fixed an AI loop when engaged through wall (It's still possible to engage through wall, but you wont get stuck anymore)
  • Fixed an error occurring when looting a container with more slots than the unit has
  • Continue will now correctly select the latest savegame
  • Fixed and improved graphical post processes
  • Improved overview display
  • Players can no longer join lobbies if the game version numbers don't match
  • Fixed invisible lobby issue
  • Fixed screen resolution overrides when launching the game


General Changes



  • We started to re-write the descriptions of Enchantments, Skills and Spells. Some of them will be added in the patch.
  • Maximum Stats adjustments:

    • Maiden of Sigmar: -2 max Leadership, -1 max Intelligence, -1 max Weapon Skill
    • Matriarch: +1 max Toughness, +1 max Accuracy
    • Novice: +1 max Strength
    • Sister: -3 max Leadership, -2 max Alertness
    • Darksoul: -3 max Leadership, -2 max Weapon Skill
    • Possessed: -2 max Strength, -1 max Alertness, -1 max Weapon Skill, -1 max Accuracy
    • Purifier: +1 max Agility
    • Marauder: -2 max Accuracy, -1 max Alertness, -1 max Leadership, -1 Strength
    • Sister Superior: -3 max Leadership, -1 max Weapon Skill, -1 max Accuracy

  • Weeping Blades: 34-42 dmg. Remains Fast. Remains Parrying weapon. Poison stays as is.
  • Bracers: 36-46 dmg. Remains Fast. Still prevent Parry. Lost their hit chances bonus.
  • Fighting Claws: 38-46 dmg. Remains Very Fast. Remains parrying weapon. Keeps climb and bypass armor bonus. Lose it's Ambush damage increase.
  • Removed the option to Delay for the AI to prevent Delay loops during AI's turn


Skill Changes



  • Chains of Chaos Mastery: it will now block Order and Order mastery properly
  • Lad’s got talent Mastery: gives an extra 2 Offense Points to bring the unit on par with other Heroes
  • Retreat: will properly not work on units who cannot flee or disengage
  • Ignore Pain: The Armor absorption of the regular skill has been increased to 10%. Can now only be used once per turn
  • Ignore Pain Mastery: the cost in Wounds has been reduced to 10. Can now only be used once per turn
  • Daredevil: the requirement to take the skills is now 12 strength for the normal version and 15 for the mastery
  • Strongblow: the requirement to take the skills is now 9 strength for the normal version and 12 for the mastery


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 an update coming up soon with more maps to enjoy Skirmish game 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 5

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.

Release Notes Early Access Content Update 4 Patch 1

Hello Everyone

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

This patch comes in as 0.18.4.5. Please read below for a list of corrections, additions, and removals.

Added



  • Combat Log: Added poison resist; When a Unit makes a roll and its not its turn, its name will show in the combat log
  • GUI: Added scrolling to chat and combat log, plus a bigger mode to combat log (press the "L" key a second time to extend it)
  • FX: Added trails on Cult of the Possessed Units arm mutations.
  • Action wheel: options can now be clicked with the mouse pointer.
  • Unit Management: zoom-in on the Unit is now possible


Fixes



  • Quick adjustments on Tutorial 01 to have the units act when they are supposed to
  • Quick adjustments on Tutorial 02 to have enough SP to perform the actions they are supposed to
  • Quick adjustments on Tutorial 03 to have the units act when they are supposed to
  • Quick adjustments on Tutorial 04 to have the units act when they are supposed to
  • Camp and skirmish will now show the proper leader if a unit learned the skill "Born Leader"
  • Hide alternate weapon set in the combat and hideout when unit can't swap weapons
  • Fixed graphical bug in the initiative ladder
  • Fixed divine wrath value in the right warning message when selecting a divine spell
  • Fixed curse targeting an area and targeting nobody
  • Fixed chat log input lock when receiving a message and writing a message
  • Fixed rank of unit in a skirmish AI warband
  • Fixed unit generation in a skirmish AI warband, more heroes and impressive in the warband
  • Fixed item attributes and enchantments not properly applied
  • Fixed "Blessing of Filth" active skill
  • Fixed meshes of most of the Cult of the Possessed warband
  • Fixed textures of the Mercenary Ogre and the skaven Rat Ogre
  • Curse roll will now tell Succeeded when caster do not get a curse
  • Fixed "Tiring Effect" and "Mordheim Curse" applying effect before the end of the action
  • Fixed respec and generating random mutations
  • It is now possible to reset the controls mappings with the (Y) Xbox controller button.


Balancing Tweaks



General Changes

  • The following units had 1 statistic they couldn’t max out with the advancement they were receiving. We shuffled some points around as follow.

    • Assassin Adept: Was impossible to maximize Agility. Modification are +2 Physical advance, -1 Mental advance, -1 Martial advance
    • Novice: Was impossible to maximize Accuracy. Modification are -2 Mental advance, +2 Martial advance
    • Brethren: Was impossible to maximize Accuracy. Modification are -2 Mental, +2 Martial

  • Mace melee hit chances bonus increased to 8%/10%/12%
  • Bracers melee hit chances bonus increased to 15/20/25%
  • The Rune “Expertise” got its bonus increased to 3%/6% chances to hit for the 1 handed version
  • The Rune “Expertise” got its bonus increased to 6%/12% chances to hit for the 2 handed version
  • The Rune “Perseverance” got its bonus increased to 5%/10% chances to hit for the 1 handed version
  • The Rune “Perseverance” got its bonus increased to 10%/20% chances to hit for the 2 handed version
  • The Rune “Perseverance” got its bonus increased to 10%/20% chances to hit for the range version
  • Dual Wield: the Damage penalty has been reduced to 30%
  • Two Handed: The damage penalty of Tiring has been reduced to 15%
  • Open Wound: The Debuff description now has an Effect Type
  • The following attribute have been changed:

    • Agility: each points also gives 1% Melee Resistance
    • Strength: each points also reduce enemy Parry chances by 2%
    • Toughness: each points also gives 1% Range Resistance
    • Alertness: the Range Resistance per point has been reduced to 1% (instead of 2%)
    • Weapon Skill: the Melee Resistance per point has been reduced to 1% (instead of 2%)
    • Accuracy: each points also reduce enemy Dodge chances by 2%



Skills

  • The skill “Armor Proficient” has properly been set to release.
  • The skill “Knee Shot” has properly been set to release.
  • The skill Guidance has been moved to the Leadership Skill Line
  • The skill War Cry has been moved to the Leadership Leader Skill Line
  • The skill Guidance has been given to the Eshin Sorcerer by default
  • Skills that triggers on “Wyrdstone pickup” are not stackable anymore to fix problematic issues:

    • Repentance. No changes to the effect
    • Shadow Lord’s touch. The bonus increases to 5%
    • Warp Rage. The bonus increases to 15%
    • Warp Resonance. The bonus increases to 15%

  • Knowledge: Mordheim: the master version has its bonus lowered to 2 meters
  • Pinning Shot: The Strategy Point penalty has been reduced to 1 for the normal version and 3 for the mastered version
  • Adrenaline Rush: the wound cost of the regular version has been lowered to 30 wounds. The cost of the master version has been increased to 60 wounds.
  • Righteous Fury: the hit penalty has been lowered to 25% for the normal version and 15% for the mastered
  • Divine Revelation: the Range Resistance has been reduced to 25% and the melee to 5% for the normal version, and 50% range and 10% melee for the mastered version
  • Armor of Lead: the movement penalty of the mastered version has been reduced to 3 meters
  • Armor of Lead: fixed the debuff information. It was displaying the regular information to the victim instead of the mastered information
  • Sigmar’s Sight: the perception bonus has been increased to 50%
  • Featureless Face: the perception bonus of the Mutation has been increased to 50%
  • Adaptable Defense: the melee resistance bonus has been reduced to 3%
  • Web of Steel: now also provide a counter-attack reduction after a successful parry
  • Onslaught: now also provide a counter-attack reduction after a successful parry
  • Bless with Filth: the poison resist is now checked on the damage instead of the on turn start. The apply has been fixed
  • Anticipation: bonus has been reduced to 2% for the normal version and 4% for the mastery version
  • Guidance: Fixed an issue where Guidance would not immune against stupidity


We are not making a list of Known issues in this case, as known issues not listed here as being corrected can be assumed to still exist. A fuller list of known issues will be compiled for the upcoming update, which will be much longer than this post.

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 an update coming up soon with more maps to enjoy Skirmish game, Rune/Mark system, the combat log and a chat system.


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.

Mordheim: City of the Damned turns into Early Access Phase 5

Mutations, gear enchants, new maps and many community requested features ‑ 33% off!

Rogue Factor's turn based tactical RPG adaptation of Games Workshop's tabletop game has already received a huge amount of content since its release on Early Access, but as things shape up towards launch, Rogue Factor is back with more in Early Access Phase 5.

Major changes come to The Cult of the Possessed as they are now receiving random mutation when leveling up, thus changing their physical appearance as well as modifying their statistics. This is what today's screenshots illustrate! For example, the "thousand eyes" mutation not only gives a uniquely ocular aesthetic to the unit, but you'll get +10 for initiative as well.

The long awaited Rune System is coming to the game, allowing players to enchant their weapons and equipment. You'll be able to test the multiple possibilities offered by these enchantments alongside the previously introduced high end gear. Talking about cool gear, you'll now see visual representation of the different armor sets of all units, thus making it easier to see their level of defense on the battlefield.

You'll also find new features such as the in-game chat system, the combat log and many more tweaks and options coming straight from the open communication between Rogue Factor and the players.

On top of that, there's one new unique map available and another procedural map from the merchant district to sink your teeth (or fangs) into.

Mordheim: City of the Damned will be 33% off starting from now, lasting until Monday.

More features will be added in the future, such as customisation, consumable items, and Warband levelling. Be sure to check our Steam Page for more details about what's coming next!

Rogue Factor & Focus Home Interactive.

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.