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).
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.
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
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.