But how's the prospect of DLC for this game?Sounds a lot like how Warmachine Tactics turned out.
But how's the prospect of DLC for this game?Sounds a lot like how Warmachine Tactics turned out.
This only helps on low levels though, on higher levels, if you build your team right, not even deadly is dangerous anymore. If you look at AI teams stats, they are all over the place. Like 10 Strength, 10 Stamina, 10 Agility with some random skills on top. It would be cool if you'd encounter teams of other players on higher difficulties, maybe do some pregen teams for those deadly missions. It also needs more variety, at the moment the enemy team is always a copy of your own composition in how many heroes you take etc. Why not have larger teams with the same overall rating, or teams with an Impressive even when you don't field one. Would make the game way more interesting. I'd also like them to remove enemy class icons from initiative order if they are still unknown to you.
But how's the prospect of DLC for this game?
But how's the prospect of DLC for this game?
Developers referred to Skaven/SoS/Merc/Chaos as "Initial warbands" in the past. Hopefully that means Witch hunters, Dwarves and Kislev warbands are in the pipeline
Yeah, Skaven are kind of tough the first couple of levels when everyone has like 70% hit and 40% dodge with very little HP. Not even your hero/leader can solo a henchmen most of the time, and if they get 1v2'ed you're done for in one turn. Guess that's why most people complain compared to the other warbands.You know that the average Steam forum dude complains that he can't survive with Skaven?
Not sure what you mean in context of Warmachine. I was talking about how moderately shitty Warmachine was... pretty faithful adaptation of the game but bad AI and maps and engine and stuff.But how's the prospect of DLC for this game?Sounds a lot like how Warmachine Tactics turned out.
From what I've seen Warmachine Tactics is the equivalent of a dick in your face while someone else is pilfering your wallet.Not sure what you mean in context of Warmachine. I was talking about how moderately shitty Warmachine was... pretty faithful adaptation of the game but bad AI and maps and engine and stuff.But how's the prospect of DLC for this game?Sounds a lot like how Warmachine Tactics turned out.
Also I have no idea about DLC in either game, and I have no idea about anything in Mordheim.
I'm actually curious, for people who played both, is Mordheim > Warmachine Tactics? Ulminati I can't remember if you played?
Hello Everyone,
Since the full release of Mordheim: City of the Damned, we continue monitoring the forums and your feedback, to provide you support and fix major issues that could alter your experience in the game.
Today, we present you our first patch (1.0.4.9) since the release, providing the following fixes and improvements:
General Fixes
- New RNG system (yes, this is not a joke) that should reflects better the odds of performing actions
- Born Leader now retains the proper attribute bonuses when mastered
- Fixed the text for Dual Wield debuff that was still displaying 30% instead of 25%
- Added a collision on all Jail wagon’s ramp to help AI navigate
- Fixed an issue where the Sister Superior were only given 2 Skill Points at Rank 8 while she was supposed to have 4.
- The Speed of the Possessed warrior has been increased to Fast instead of being Slow
- Treasury will now be updated correctly after receiving mission reward
- Monster and Dramatis names are now properly localized to other languages
- The “Available units” section is now scrollable using joystick (right stick)
- The “New arrivals items list” is now scrollable using joystick (right stick)
- Warriors won't "rubber-band" anymore when moving after they performed an action
- The Mission Rewards percentage automatically gathered after battle will now be based on your Warriors that are not Out of Action at the end of the fight. The changes will go as follow:
- Normal: 4% per warrior alive
- Hard: 5% per warrior alive
- Brutal: 6% per warrior alive
- Deadly: 7% per warrior alive
- Damage dealt by AI units has been increased based on mission difficulties as follow:
- Normal: Remains as +5% damage
- Hard: Remains as +15% damage
- Brutal: Increases to +30% (from 25%)
- Deadly: Increases to +45% (from 35%)
- Reduced the request of the first Wyrdstone Shipment from 100 to 75
- Slightly reduced the Wyrdstone requests for Warband rank 0, 1 and 2
- Increased the Starting Gold for new Warband from 200 to 250 gold (this is the base value before any Veteran bonus are added)
- Made sure the proper animation triggers when a buff is received from Wyrdstone effects, Traps and Idols
- Added the amount of current players playing the game in the Skirmish List
- Fixed the default selected item in the Hideout menu to prevent misclicks which sometimes lead for Players to enter the wrong menu
- Improved the highlighting system in the game menus
- Wounds of the Pink Horror have been increased to be on par with other Daemons
- It is now impossible to get an Ambush in two scenarios in a row
- We added a Kick option in the multiplayer lobby
- "Ready" is now selected by default when entering a lobby, while using a gamepad
- The curse dealing fatal damage has been changed from 6666 to 9999 (since 9 is the sacred number of Tzeentch)
- Added command line "-lowSettings" to force game to start using low graphics settings (need to delete option.sg file first)
- Added command line "-fullLog" to force fully detailed logs (Check the thread "Issues launching or loading the game. Read this first!" for more details)
- Display ambush range when selecting ambush stance
Unique Story Missions Fixes
- We removed reinforcements during the Unique Story Missions that takes place in the Library and in the Ballroom
- Fixed the position of an Objective Marker for the Story Mission 8 of the Skaven
- Merga will be more passive and focus on her ritual in the missions:
- Sisters 2-4
- Mercenary 2-2
- Added collision on the broken stagecoach-wagon in Act 2-3 of Mercenaries Campaign.
- Slightly increased Gold Rewards for Act 2 Story missions (sadly this is not retroactive)
- We made modifications to the Library missions AI behaviour in hope it will prevent the blocking of teleports for more than 1 Turn. Make sure to report if this keeps happening
Runes & Marks
- Rune of Dismay has been modified as follow:
- The effect is now Stackable
- The debuff effect of the 1 Hand enchant has been reduced from -5% to -3% for the normal version and from -10% to -6% for the Mastery version
- The debuff effect of the 2 Hand/Range enchant has been reduced from -10% to -6% for the normal version and from -20% to -12% for the Mastery version
Multiplayer Fixes
- Added fail safe to avoid connection lost
- Improved network stability while loading
- Added a Fix to prevent players from being locked in "Wait for opponent" if opponent disconnect during its turn
Navigation and Terrain fixes
- Fixed several pathfinding issues involving building doorways.
- Fixed an issue in the Raven Barracks Map that would cause, on a rare occasion, units to teleport outside of the gameplay area.
- Fixed an issue in Noble's Quarter Map 1 that would cause procedural props to imprison units inside a building.
- Fixed various issues with procedural buildings inter-connection over all Merchant and Noble Quarters Maps.
- Fixed numerous visual bugs with certain buildings.
- Fixed camera behaviour over several locations in the Great Library and Raven Barracks Maps.
- Fixed several collision issues in the Raven Barracks Map.
- Fixed Level of Detail aggressiveness on certain procedural props and terrain elements for all Merchant Quarters Maps.
- Fixed neutral monsters that would spawn occasionally in the air in Count Steinhardt's Palace Map.
- Fixed visual issues on a building in Quayside Map
- Fixed a rare occurrence where the indoor Warband Chest was unreachable.
- Fixed an issue where you could charge/ambush into the filthy waters of Quayside.
- Fixed floating Wyrdstones that could appear in Merchant Quarter's Map 4 on rare occasions.
- Fixed an issue with units that could spawn outside the navmesh in Quayside Skirmishes.
- Fixed an instance of Nobles Quarter Map 2 that would spawn unreachable Wyrdstones.
Sure you can fuck it up..although as a programmer I do wonder how you can do that unless you want to re-invent the wheel so to say...The RNG felt a little odd as-is. I'm a veteran of these types of games and consider most RNG complaining retarded, but Mordheim was really strange at times. Sometimes developers fuck it up, wouldn't surprise me if it wasn't working properly (clustering seeds etc).
Sure you can fuck it up..although as a programmer I do wonder how you can do that unless you want to re-invent the wheel so to say...The RNG felt a little odd as-is. I'm a veteran of these types of games and consider most RNG complaining retarded, but Mordheim was really strange at times. Sometimes developers fuck it up, wouldn't surprise me if it wasn't working properly (clustering seeds etc).
Now apart from the generator itself I guess they tweaked some things to make it more "human acceptable", like avoiding massive missing streaks. The human brain can't take them well, it's a fact.
What makes me suspicious is the fact that they announce it. They could have easily tweaked the RNG without saying anything and if the impact was good, people would just relax with their complaining. The fact that they do say "we changed the RNG" implies that people will definitely be happier with it which also means that it will favor the human player, most probably. Of course it's all speculation but since I also saw damage boosts to the AI I'm starting to believe that the rules are not completely the same for AI and human players.Sure you can fuck it up..although as a programmer I do wonder how you can do that unless you want to re-invent the wheel so to say...The RNG felt a little odd as-is. I'm a veteran of these types of games and consider most RNG complaining retarded, but Mordheim was really strange at times. Sometimes developers fuck it up, wouldn't surprise me if it wasn't working properly (clustering seeds etc).
Now apart from the generator itself I guess they tweaked some things to make it more "human acceptable", like avoiding massive missing streaks. The human brain can't take them well, it's a fact.
I'm okay with miss streaks, XCOM never bothered me for example, even 1% overwatch hits from aliens or missing 99% shots. Mordheim just seemed overall to trend towards some results that don't make sense. Not individual streaks, but the overall effect made me feel like maybe there was some bugs in there. I didn't keep track, though, so I guess people can still say "nah its fine" until a statistical analysis is presented.
The fact they're changing it probably says something, though, in my experience it's pretty rare for a developer to do that, and I don't think it would be presented that way if it was just a git gud issue. Then they'd say "we've introduced mechanics to make the RNG feel less brutal" or something like that.