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

[April Fools] Mordheim: City of the Damned welcomes the Carnival

April Fools!



Today we are proud to announce a new feature for Mordheim: City of the Damned as the Carnival is coming to town with its mini games and skill challenges!

Set in the Market Square, the Carnival will bring fun to a whole new level. The event will allow players to test their skills on several mini games and win amazing rewards.

Rogue Factor & Focus Home Interactive


http://steamcommunity.com/sharedfiles/filedetails/?id=417629311

http://steamcommunity.com/sharedfiles/filedetails/?id=417629363

http://steamcommunity.com/sharedfiles/filedetails/?id=417629291

http://steamcommunity.com/sharedfiles/filedetails/?id=417629377

Release Notes Early Access Content Update 3 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 0.17.4.4. Please read below for a list of corrections, additions, and removals.

Added



  • Control: Added option to disable gamepad, option to invert camera controls and modified options menu to enable proper gamepad navigation
  • Possibility to select stats in the unit sheet module (points, crit chance, armor, etc..) and view their description (over the stats module in inventory, skills, spells)
  • Show bounty objectives in overview map


Fixes



  • Minimum distance between each traps to prevent double trap effects in close quarters
  • Issue with Unsettling Charge effect lasting longer than expected
  • Poison effect of the Weeping Blades are now applying on turn start
  • Poison effects of Skaven Traps
  • Units should now properly have default items equipped (such as fist for not using 2h or something in their off hand)
  • Spell Curse of Rust to remove armor absorption in % instead of hard numbers
  • Swapping character in warband management with the gamepad
  • Losing focus when canceling the create game popup
  • You can now learn mastery even if the slot are full
  • Unit with bow will now be able to run normally in the stairs
  • Issue where two network messages are sent causing a desync (set unit to idle state when sending message)
  • Changed infinite symbol to unlimited (localisation)
  • Credits will not loop when over
  • Bug where setting unit armor to default would set a white square as the icon (should now show cloth icon)
  • Toggleable menu items will now default to their untoggled visual state
  • Issue where swapping with a impressive would choose a leader as an additional swapping unit
  • Bug in which clicking on bottom buttons with the mouse could lead to a crash



Balancing Tweaks



  • Weapon Skill now also increases chances to hit in melee by 2%
  • Ballistic Skill now also increases chances to hit in range by 2%
  • Wounds of maxed warbands to be taken into account. Each units should now have 100 more wounds (10 per rank)
  • Rat Ogres now have access to high rank bracers when you start a new campaign
  • Base chance to crit has been reduced to 0% (from 5%)
  • Item Crit chances had been reduced (for example, Swords now provides crit bonus of 2% for normal quality, 3% for good and 4% for best (so max 8% when dual wielding them)
  • Each Accuracy point will now give a 1% crit chance instead of 2% per point
  • The skill Resilient got his bonus doubled to 10%/20% crit resistance.
  • The effects of Open Wounds have been reduced to reducing Melee and Range hit chances by 10% (instead of 20%). Still stackable.


Known Issues



  • Mercenary Ogre Stances: The weapons might be floating during the stance animation of the Mercenary Ogre
  • Other Known Isses: Please refer to the Update 3's Release Note for previous known issues


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.

Release Notes Early Access Content Update 3

Hello Everyone,

Rogue Factor and Focus are proud to provide you with this third 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 0.17.4.2 and it provides the following new features:

- Max ranked Warbands: All Warbands are available at rank 10 allowing you to try and test many skills and spells combinations on all available Units.

- Skills and Spells: A new menu is now available in the hideout allowing you to customize the skills and spells your units can learn.

- 3 New maps: One new procedural map and two more unique locations (The middle bridge and the Great Library) are available for Skirmish.

- New musics for Hideout: Each Warband has now its own hideout music.

- Backtracking: Users can now choose how many backtracking circles they have.

- Unity 5: That’s Right! We are now running the latest version of Unity. It brings a little bit of optimizations to realtime and loading, and 32/64bits versions depending on your Operating System. However it can also bring a few weirdo bugs! Generally we feel the game is much more stable than it was. If you had odd graphic bugs or bugs we never figured out, now is the right time to try the game again. There are certain issues which are very hard for us to fix as they are internal to the engine.

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

  • Fixed climb to remove an extra unwanted -6% and -12% penalty on climb of 6 and 9 meters
  • The base chances to hit with range weapons have been reduced back to 75%. It was at 90% by mistake
  • Falling damage should now bypass armor properly
  • Armor absorption has been transferred in percentage of absorption rather than hard numbers
  • Armor Absorption bypass has been transferred in percentage of bypass rather than hard numbers
  • Increase the cost of Switch Weapon to 2SP and 1 OP
  • Warlock lost access to Bows and Long Bows
  • Captain and Youngblood lost access to Handgun
  • All item’s damage and bonus have been revised
  • All units should have proper default items in their Second Weapon set if they can have a second weapon set.
  • Modified Trap generation numbers to hopefully prevent having traps that are too close to each others
  • Increased minimum shooting range to be 5 meters instead of 4 (must be at least 5 meters away from the victim in order to be able to shoot)
  • Changed several animations, and added intermediary “engaged” idle animations.
  • Skaven Claws can now parry
  • Stances have been fixed: their enchantment will now be removed as soon as they trigger (this includes Dodge, Parry, Ambush and Overwatch)
  • Bonus to AI’s wounds has been reduced to 20% instead of 30%
  • Reduced the Wyrdstone Rush % to gather to be either: 45%, 50%, 55% or 60% of all the Wyrdstones
  • Reduced the Bounty targets to vary between 20% and 30% of the enemies’ Warband
  • Blunderbuss now properly affects multiple targets in a cone area
  • Blunderbuss blocks some offensive skills that are meant to be only single targeted


Combat Changes

  • 1 Handed with an empty hand:

    • +10% to Dodge
    • + 10 to Initiative

  • Dual Wielding

    • Reduce damage dealt with all attacks by 33%
    • increase cost of attack by 1 OP after the first one
    • Not stackable

  • Two Handed

    • increase cost of attack by 1 OP after the first one
    • Reduce damage of all attacks by 20% after the first one
    • Stackable

  • Firearms

    • increase cost of all attack by 1 OP



Fixes

  • Desynchronisations
  • Flee: We corrected a desynchronisation when a unit attacked an enemy which had fled on it’s turn.
  • Traps: When a user triggered a trap, their position might not have been the same on both machines.
  • Engaged: Some engaged units didn’t update their stats properly at turn start
  • Copyright: We’ve fixed the copyright screen which was not positioned properly.
  • Death by curse: curses now behave accordingly and the unit dies correctly if killed as a result of the curse.


Known Issues


Because the game is still in development, some issues remain and could not be fixed in this version or have been discovered since its release. This is a list of the known issues we are aware of so far:

- Mutations: The Possessed warband doesn't have their mutations yet. We are working hard to bring this feature in, yet the Chaos Gods are not willing to let us do so yet (go figure! They really are the chaos gods after all).

- Skills related issues: Some skills are still missing, they will come further down the road. Some skills don't have their FX yet. Feel free to point them out. Not all animations are set properly for the skills, we are still working on this

- Highlighting: Our highlighting system currently affects the fog, making it seem it is clipping through the environment. It is very visible in the Hideout, but doesn’t detract from gameplay.

- Invisible walls: There might be some invisible walls between two buildings or a building and the street, but the unit should always have another way to go about it.

- Loading might still be long: We've been working on optimizing the loading time in the previous patch and manage to get good results but there's still room for improvement. We've added a tiny animation at the bottom right corner of the screen to show you the loading is still happening and the game's not freeze.

- Potential graphical bug and xray: We still have work to do on our camera and we are evaluating the best option to do so right now, we used to have an xray system which would cut through the walls, but it seems it created a weird graphical bug (objects would render black/white, much like Sin City). We removed the xray for now and we will be working on a better solution for this issue.

- Attacking AI through a wall: It's possible to engage another unit through a wall, even if it's not visible to your current unit. If you do so against the AI, it won't be able to compute the action and the game will freeze leaving you no other choice but closing the game.

- Using the mouse in GUI with higher screen resolution: We would recommend not to play the game with a screen resolution higher than 1920x1080 as some GUI asset might become difficult to click.

- Information in the Lobby: There are some issues with the information displayed when refreshing the list in the lobby. You might see, for example, a lobby joined by a Steam Friend that is not available to you and that you won't be able to join.

- Switching to another program while playing: If you use Alt-Tab or minimize/maximize the game window while playing or loading, you might end up with a game crash or misbehaving game.

- Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investigating everything that might cause such problem and all the feedback we can get from you will be very helpful.

- Tutorials: Tutorials are outdated, but we can't spend time bringing them up to date at each push since every balance tweak affects units positioning and actions available.

- Artificial Intelligence: AI Rating at Rank 10 is not big enough. So Units will be weak.

- Windows 32bits based version: In order to prevent the game from crashing, player on 32bits operating systems should play using the "fastest" settings.

Release Notes Early Access Content Update 2 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 0.16.4.6. Please read below for a list of corrections, additions, and removals.


Fixes



  • Unit spawning on one another: Some players reported issues with online skirmish starting with units spawning on top of each other. This has been corrected, and with it, many situations that could lead to desynchronization during a Skirmish game.
  • Wyrdstones rush count: Wyrdstones count issue that resulted in winning the game as soon as you looted is no more.
  • Counter after parry: is now available again if the defendant has enough Offense Points available.
  • Victory screen: when the enemy fails its routing test, you will now be rewarded with a proper Victory screen
  • Timer sound and visual: As players requested we changed the visual of the timer, it now has only 3 digits and perform a sound notification when it’s your turn to play and when the timer reaches 10 second left to play.
  • Optimization surrounding wyrdstones: we have optimized the rendering and loading of the assets.
  • Visual improvements: weapon don’t disappear anymore, we added new animations for the Chaos Spawn and new running cycles for the Mercenaries.
  • Overwatch: now uses the same code as Shoot which should solve the issue of the Maiden of Sigmar's range resistance being bypassed



Balancing Tweaks



  • Shield melee resistance is now 5/10/15%
  • Cost of Disengage has been reduced to 1 SP and 2 OP
  • Successful Charge attacks will now add a debuff of -10% hit chances on the victim if they counter-attack right after
  • In order to shoot at a target, the shooter need to see 40% and more of the victim to be able to shoot (before it was 25%). This is based on the point of view of the shooter and not from the camera


We’re not making a list of Known issues, as known issues that are not listed above are still being worked on so you can assume they still exist. A full list of known issues will be compiled for the next Content Update and added on the forum in another post.

We hope this patch helps you get a better experience with the current state of our game. We aren't stopping here and the next Content Update should bring new maps to enjoy in Skirmish along with the possibility to play max ranked Warbands.


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 2

Updates



Our second content update is 0.16.4.2 and it provides the following new
features:

- A new playable Warband: The Cult of the Possessed.

- Reserves in Warband management: Warbands now have "reserves"
you can choose from, to organize your Units before going to combat,
based on their class and cost.

- All actions described in the tutorials are now available:
Search and pray are now possible during Missions.

- New Extra objectives: With the search action now available,
various extra objectives have been added as a new option to the Skirmish
games (Marked for Death, Crush their Will, Wyrdstone Rush).

- Turn timer is now available in Skirmish: As requested by our
community of Players, you can now set a time limit for a Unit turn.

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 Actions of Search and Pray have been added in the game
  • Search and Pray cost no Strategy Points but confirm movements
  • Impressive units now take the place of 2 Heroes, so a Warband with an
    Impressive unit is capped at 9 units. The goal is to give more
    variations to Warbands and let the Player decide if they want to use
    either an Impressive or 2 Heroes
  • The unit “Sigmar’s Zealot” was renamed to “Sigmar's Purifier”
  • Players can now gather Wyrdstones. Gathering Wyrdstones has chances
    to trigger a random Warp Effect on pick up
  • Added a temporary boost to all AI units of 30% Wounds to increase
    challenge. More work will be done on AI decisions and boosts in the future
  • Skill description is available in the Wheel during Missions
  • Tweaked delete campaign button to be more accessible
  • Made inventory equipment screen more usable with the mouse
  • Added descriptions in Skirmish menus
  • You can now end your turn if you run out of actions in a friendly circle


Item Changes

  • Dagger now reduce dodge chances of their enemies
  • Spear now reduce dodge chances of their enemies
  • Fixed an issue where the Maiden of Sigmar couldn’t re-equip shields
    if the initial one was removed
  • Weapons and armor got perks stats adjusted to fit with the new system
  • Added the item Perks “No Dodge” and “No Parry”
  • Light armor got an increase in armor absorption
  • Heavy armor now reduces movement by 2 meters per circle
  • Helmet lost it’s Critical resistance and got a Stun Resistance bonus
    instead
  • Helmet, Light Armor and Heavy Armor penalty to spell casting now
    properly only affect arcane spells, not divine spells
  • Weeping Blades now properly apply a stackable poison debuff
  • Warplock Pistols now properly apply a stackable Warp ammo debuff
  • Tiring effect is now properly triggered after a Charge
  • Having no item equipped in the Offhand slot will now equip a “fist”
    which provides a bonus to Initiative and Dodge (for now this might not
    work for the Alternate Weapon Set yet)


Stat Changes

  • Agility now increases dodge chances by 5% per points and Athletic
    actions by 3% per point

    • Base roll for Dodge is now 0%
    • Base roll for Leap is now 50%
    • Base rolls for Climb are 60% for 3m/ 50% for 6 m / 40% for 9 m
    • Base rolls for Jump down are 60% for 3m/ 50% for 6 m / 40% for 9 m

  • Strength now increases melee damage by 3% per point
  • Toughness now increases Poison Resistance by 4% per point

    • Base roll for Poison resistance check is now 10%

  • Leadership now increases Psychological tests by 4% per point

    • Base roll of Fear, Terror, All Alone and Routing roll is now 10%

  • Intelligence now increases spell damage by 3% and Stupidity roll by
    4% per points

    • Base roll for Stupidity is now 20%

  • Alertness now increases Range Resistance by 2% and Perception by 4%
    per point

    • Base roll for Perception is now 20%

  • Weapon Skill now increases Melee Resistance by 2% and Parry tests by
    3% per point

    • Base roll for Parry is now 0%
    • Parrying successfully will reduce the cost of a Counter-Attack made
      right after by 1 OP
    • Base roll to hit in Melee is now 95%

  • Ballistic Skill now increases range damage by 3% per point

    • Base roll to hit in Range is now 90%
    • Shooting a target engaged in Melee now has a -30% penalty



Combat Changes

  • Increased the All Alone flee distance
  • Initiative is now based only on the Active weapon set and is
    recalculated at the beginning of every combat Round. Switching weapons
    will not affect the Initiative Ladder immediately
  • Adjusted Tutorials to work with the new Initiative modifications
  • The cost of Disengage has been increased to 2SP and 2 OP
  • The cost of Flee has been increased from nothing to 1SP
  • The Charge ability has been reviewed and modified as follow: the cost
    has increased to 3 OP, chances to hit penalty is reduced to -10% and
    damage bonus is increased to +50%. The extra movement remains as it was,
    the movement of your character.
  • The Aim ability has been reviewed an modified as followed: the cost
    has been changed to 2 OP and 2 SP, the hit bonus reduced to +20% and the
    crit bonus remains +5%
  • Skill cost of a multitude of skills has been adjusted to reflect the
    combat system changes to 2 and 3 OP costs of base attacks.


Skills changes
Each units now have a unique skills. Check the forum or in-game for more information!

The Cult of the Possessed enters Mordheim: City of the Damned. Start of Early Access Phase 3

Greetings Mordheim fans!

Get 33% off until Friday!

Rogue Factor's turn-based tactical-RPG Mordheim: City of the Damned, based on Games Workshop's tabletop game, is receiving its second major content update. On this occasion, players entering Early Access from tonight till Friday 6th of February will enjoy an exclusive -33% discount!
Mordheim: City of the Damned now features a fourth playable Warband - the Cult of the Possessed - and introduces extended warband management and new mission objectives in Skirmish mode. This gameplay video details all these new features:

https://www.youtube.com/watch?v=6P5KrUpcjwU

With three Warbands previously available to players - the Mercenaries of the Empire, the Skaven of Clan Eshin, and the Sisters of Sigmar - Mordheim: City of the Damned welcomes now the Cult of the Possessed, bringing the total of playable Warbands to four. New content and new features are of course planned for release in the near future, including extended Warband Management. Visit our Steam Page for a detailed road-map!

For a detailed explanation of exactly what's coming in this second content update, see below:

The Cult of the Possessed: Worshipers of the Dark Gods of Chaos, the Cult of the Possessed is a group of degenerates and mutants gathered together seeking to gain the favour of the Shadowlord by returning the Wyrdstone to the Pit, slaughtering all those they find trespassing on their master's domain. They of course boast their own skills, such as Terror, a passive skill which has a chance to enforce a leadership test on any unit that passes his threat zone, or Boon of Chaos, which will buff up a squadmate, increasing physical, mental or martial statistics.

Reserves management: Extending the Warcamp, the 'reserves' management option allow you to choose which of your units will head in and out of combat, allowing you to strategically place units in the heart of battle depending on the match load out you might need for the fight.

New Skirmish mission objectives: New skirmish objectives are introduced in this new update: Marked for Death have your hunt for a specific enemy unit - Crush their Will is reminiscent of capture the flag, where you have to steal the enemy's idol while protecting your own, and finally Wyrdstone Rush, where you will have to gather the precious green shards and secure them.

More features will be available in the near future, such as Warband leveling. Be sure to check our Steam Page for more detail about what's coming next!

Can you survive in the City of the Damned!

Rogue Factor & Focus Home Interactive

Happy Holidays!

The Rogue Factor team would like to wish each and every one of you a Merry Christmas (this also includes any holiday you celebrate based on your beliefs) and a very Happy New Year!

We hope you will enter Mordheim in 2015 to discover everything that will be added in the last stretch of the Early Access. There's still much more stuff to come!

The team will take some days off to recover from the recent frantic work schedule we had to deliver you a good Early Access start, quick patches and Content updates. We will be out of the office from December 24th and we will be back on January 5th.

In the meantime, our presence on the forums will be close to none-existent (although some of us might pop in from time to time) so don't get impatient if we do not reply to your post. We will come back in January and go through everything.

Enjoy the time with your friends and families and stay safe!

Release Notes Early Access V2 Patch 1

Hello Everyone

Here is the first patch for EA V2. Major changes here are for the cameras, as well as some balancing tweaks. You will see that not all bugs reported by the community are handled in this patch, but that is to be expected on such a short time frame while we continue to work on other aspects of the game to move full production forward.

This patch comes in as 0.15.4.7. Please read below for a list of corrections, additions, and removals.

Fixes



  • Cameras: The cameras for attack actions (melee / ranged) have been disabled and a fixed camera is now presented. We are looking for community comments on this.
  • Typos: miscellaneous un-localised strings have been localised.
  • Charge/Ambush: Charge-ing and ambushing will now have unit direct itself to enemy instead of straight line. If blocked by an obstacle, action will be cancelled.
  • AI: AI warband generation has been revised, and AI teams will now have Impressive units. This should make the game more challenging.


Tweaks



  • Skirmish menu has multiple corrections.
  • Tutorials have been updated to match gameplay changes.
  • Updated several instances of "invisible walls" but there are still some we know about.
  • Corrected certain pathfinding problems on stairs, but others exist.


Balancing Tweaks



  • Cost for Base Attack, Charge and Ambush is now 2 OP.
  • Weapons with Tiring Effect have action costs increased by 1 OP for second and consecutive attacks and for 1 turn. The effect remains if you switch weapons. Impressive units are immune to this Effect.
  • OP for Shoot and Overwatch have increased for all ranged weapons.
  • The amount of OP per unit has been revised.
  • Adjusted damage for Two Handed weapons and firearms.


We're 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.

MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 2 -

Hello Everyone,

Rogue Factor is proud to provide you with this first 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 issue and limitations of this Early Access version.


[H1]UPDATES[/H1]

Our first content update is 0.15.4.4 and it provides the following new features:

  • A new playable Warband: The Sister of Sigmar.

  • New Hideout section, with weapon and armour selection: You're now provided with a chest full of weapons and armours which you'll be able to distribute among your units. Note that at the moment, only weapons and helmets will have a visual impact. The armour will not visually change on the character whether you choose cloth, light or heavy armour (but your changes will affect the stats though).


As we already stated, we value the input of our players and we've done some adjustment according to the feedback we gathered:

[H1]Combat[/H1]
  • Melee Attack made with 1 handed weapons had its cost reduced to 1 OP
  • The cost of Charge and Ambush has been reduced to 1 OP
  • Melee Attack, Charge, Ambush and Skills made with a Two Handed Weapons or Dual Wield costs 1 extra OP
  • Shoot made with non-firearms range weapons had its cost reduced to 1 OP
  • The cost of Overwatch has been reduced to 1 OP
  • The cost of Aim has been reduced to 2 OP
  • The Hit Chances of Aim has been increased
  • Aim now also have extra Crit Chances
  • Shoot, Overwatch, Aim and Skills made with a Firearms range weapons costs 1 extra OP
  • The base cost of Reload has been increased to 2 SP
  • The base roll to hit with a range weapon has been reduced to 70%
  • Damage of all weapons have been revised and adjusted
  • Damage of non-Firearms range weapons are on par with 1 Handed weapons
  • Damage of Firearms range weapons is now on par with Two-Handed weapons
  • The Shooting Distance of range weapons has been revised and modified
  • Damage of Spells have been adjusted
  • Damage of Skills have been adjusted


[H1]Characters[/H1]
  • The amount of initial Offense Points and Strategy Points has been adjusted for all units
  • The Movement stat of every unit has been reduced by 2 meters per circles
  • The Base Wounds of all units have been increased
  • Damage modifiers of Strength on Melee Actions is now a percentage rather than a hard number
  • Damage modifiers of Intelligence on Spells is now a percentage rather than a hard number
  • Damage modifiers of Ballistic Skill on Range Actions is now a percentage rather than a hard number
  • Wounds bonus from Toughness is now a percentage rather than a hard number
  • Impressive Units have been adjusted to be a 2 Hero VS 1 Impressive battle
  • During a flee, the Unit is now literally running away from its Enemy, not just stepping back.


General


  • Tutorials and their messages have been adjusted to reflect the combat modifications
  • The base roll to climb a 3 meter zone is now 60, a 6 meter zone is now 50 and a 9 meter zone is now 40
  • Fixed Righteous Fury to remove the OP right away when successful
  • The % required to initiate a Rout Test for Warbands has been increased from 25% to 35%


KNOWN ISSUES



Because the game is still in development, some issues remain and could not be fixed in this version or have been discovered since its release. This is a list of the known issues we are aware of so far:

  • 2 Actions not available in missions: In the 3rd Tutorial, one message is about looting an enemy. This is also being implemented and will be available soon. The last is praying at the Idol, in Tutorial 4. We're working on adding this for the next update.

  • Invisible Walls: There might be some invisible walls between two buildings or a building and the street, but the unit should always have another way to go about it.

  • Loading might still be long : We've been working on optimizing the loading time in the previous patch and manage to get good results but there's still room for improvement. We've added a tiny animation at the bottom right corner of the screen to show you the loading is still happening and the game's not freeze.

  • Potential Graphical Bug and Xray: We still have work to do on our camera and we are evaluating the best option to do so right now, we used to have an xray system which would cut through the walls, but it seems it created a weird graphical bug (objects would render black/white, much like Sin City). We removed the xray for now and we will be working on a better solution for this issue.

  • Attacking AI through a wall: It's possible to engage another unit through a wall, even if it's not visible to your current unit. If you do so against the AI, it won't be able to compute the action and the game will freeze leaving you no other choice but closing the game.

  • Using the mouse in GUI with higher screen resolution: We would recommend not to play the game with a screen resolution higher than 1920x1080 as some GUI asset might become difficult to click.

  • Information in the Lobby: There are some issues with the information displayed when refreshing the list in the lobby. You might see, for example, a lobby joined by a Steam Friend that is not available to you and that you won't be able to join.

  • Switching to another program while playing: If you use Alt-Tab or minimize/maximize the game window while playing or loading, you might end up with a game crash or misbehaving game.

  • Unit stat not updating on item selection: When you assign an item to a unit, in the customization screen, the unit stats will not update automatically on screen.

  • Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investing everything that might cause such problem and all the feedback we can get from you will be very helpful.


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@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.

I 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.

Rogue Factor & Focus Home Interactive.

Release Notes Early Access V 2

Hello Everyone,

Rogue Factor is proud to provide you with this first 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 issue and limitations of this Early Access version.


Updates


Our first content update is 0.15.4.4 and it provides the following new features:

- A new playable Warband: The Sister of Sigmar.

- New Hideout section, with weapon and armour selection: You're now provided with a chest full of weapons and armours which you'll be able to distribute among your units. Note that at the moment, only weapons and helmets will have a visual impact. The armour will not visually change on the character whether you choose cloth, light or heavy armour (but your changes will affect the stats though).

As we already stated, we value the input of our players and we've done some adjustment according to the feedback we gathered:

Combat

  • Melee Attack made with 1 handed weapons had its cost reduced to 1 OP
  • The cost of Charge and Ambush has been reduced to 1 OP
  • Melee Attack, Charge, Ambush and Skills made with a Two Handed Weapons or Dual Wield costs 1 extra OP
  • Shoot made with non-firearms range weapons had its cost reduced to 1 OP
  • The cost of Overwatch has been reduced to 1 OP
  • The cost of Aim has been reduced to 2 OP
  • The Hit Chances of Aim has been increased
  • Aim now also have extra Crit Chances
  • Shoot, Overwatch, Aim and Skills made with a Firearms range weapons costs 1 extra OP
  • The base cost of Reload has been increased to 2 SP
  • The base roll to hit with a range weapon has been reduced to 70%
  • Damage of all weapons have been revised and adjusted
  • Damage of non-Firearms range weapons are on par with 1 Handed weapons
  • Damage of Firearms range weapons is now on par with Two-Handed weapons
  • The Shooting Distance of range weapons has been revised and modified
  • Damage of Spells has been adjusted
  • Damage of Skills has been adjusted


Characters

  • The amount of initial Offense Points and Strategy Points has been adjusted for all units
  • The Movement stat of every unit has been reduced by 2 meters per circles
  • The Base Wounds of all units have been increased
  • Damage modifiers of Strength on Melee Actions is now a percentage rather than a hard number
  • Damage modifiers of Intelligence on Spells is now a percentage rather than a hard number
  • Damage modifiers of Ballistic Skill on Range Actions is now a percentage rather than a hard number
  • Wounds bonus from Toughness is now a percentage rather than a hard number
  • Impressive Units have been adjusted to be a 2 Hero VS 1 Impressive battle
  • During a flee, the Unit is now literally running away from its Enemy, not just stepping back.


General

  • Tutorials and their messages have been adjusted to reflect the combat modifications
  • The base roll to climb a 3 meter zone is now 60, a 6 meter zone is now 50 and a 9 meter zone is now 40
  • Fixed Righteous Fury to remove the OP right away when successful
  • The % required to initiate a Rout Test for Warbands has been increased from 25% to 35%



Known Issues


Because the game is still in development, some issues remain and could not be fixed in this version or have been discovered since its release. This is a list of the known issues we are aware of so far:

- 2 Actions not available in missions: In the 3rd Tutorial, one message is about looting an enemy. This is also being implemented and will be available soon. The last is praying at the Idol, in Tutorial 4. We're working on adding this for the next update.

- Invisible Walls: There might be some invisible walls between two buildings or a building and the street, but the unit should always have another way to go about it.

- Loading might still be long: We've been working on optimizing the loading time in the previous patch and manage to get good results but there's still room for improvement. We've added a tiny animation at the bottom right corner of the screen to show you the loading is still happening and the game's not freeze.

- Potential Graphical Bug and Xray: We still have work to do on our camera and we are evaluating the best option to do so right now, we used to have an xray system which would cut through the walls, but it seems it created a weird graphical bug (objects would render black/white, much like Sin City). We removed the xray for now and we will be working on a better solution for this issue.

- Attacking AI through a wall: It's possible to engage another unit through a wall, even if it's not visible to your current unit. If you do so against the AI, it won't be able to compute the action and the game will freeze leaving you no other choice but closing the game.

- Using the mouse in GUI with higher screen resolution: We would recommend not to play the game with a screen resolution higher than 1920x1080 as some GUI asset might become difficult to click.

- Information in the Lobby: There are some issues with the information displayed when refreshing the list in the lobby. You might see, for example, a lobby joined by a Steam Friend that is not available to you and that you won't be able to join.

- Switching to another program while playing: If you use Alt-Tab or minimize/maximize the game window while playing or loading, you might end up with a game crash or misbehaving game.

- Unit stat not updating on item selection: When you assign an item to a unit, in the customization screen, the unit stats will not update automatically on screen.

- Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investing everything that might cause such problem and all the feedback we can get from you will be very helpful.

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.

I 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.