Mordheim: City of the Damned
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locke89




Posts: 2812
Location: Poland
PostPosted: Mon, 2nd Nov 2015 15:25    Post subject:
It's releasing this month, too, I think.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 12th Nov 2015 20:27    Post subject:

Quote:
Rogue Factor’s tactical-RPG Mordheim: City of the Damned showcases its four independent campaigns in the new Campaign Trailer. With a campaign for each Warband, the Human Mercenaries, the Skaven from Clan Eshin, the Sisters of Sigmar and the Cult of the Possessed, explore a unique story and meet the Dramatis Personae!

These battle-hardened heroes of Mordheim will chaperone you through each of the campaigns. They are powerful and unique warriors who can completely turn the tide of battles with unique abilities and skills.

Introduce yourself to Luther Wolfenbaum, Bertha Bestraufrung, Fylch Sharptail and Merga Ottweiler in the trailer below, sampling a taste of their aptitude for combat with new debuff skills, powerful single-target heals, area-of-effect dodge buffs, and a powerful mage spell, Forsake, able to shutdown enemy magic users by increasing the chances of spells backfiring.

Mordheim is a hostile place, so make sure you’re ready when traveling across all the different districts. From the Temple of Sigmar, to the Market District or the Count Steinhardt's palace, Mordheim is not only filled with enemy warbands but also with other evil creatures lurking in the shadows, such as the great Chaos Ogre, the lethal Alluress, the Curator, and many more.

With four fully fledged stories and a slew of procedural missions, Mordheim offers almost endless single player campaign content, as well as its popular online modes.

Fight for glory and Wyrdstone in Mordheim: City of the Damned, available in a few days on PC.
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ixigia
[Moderator] Consigliere



Posts: 65088
Location: Italy
PostPosted: Thu, 12th Nov 2015 23:22    Post subject:
Interesting, me likey. Razz I wasn't even aware that this game existed until now, but it looks good. 'I don't have enough games to play'...said no one ever this year Very Happy Laughing
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 19th Nov 2015 21:17    Post subject:
out of eary access , no rls so far


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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okiosu




Posts: 206
Location: deep inside
PostPosted: Thu, 19th Nov 2015 21:35    Post subject:
Mordheim.City.of.the.Damned-CODEX
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lolozaur




Posts: 26310

PostPosted: Thu, 19th Nov 2015 21:43    Post subject:
looks like shit
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 19th Nov 2015 21:54    Post subject:
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 19th Nov 2015 22:23    Post subject:
okiosu wrote:
Mordheim.City.of.the.Damned-CODEX

So Much Win


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 19th Nov 2015 23:26    Post subject:
Just started this to try it out. After starting the game i get overwhelmed by the menus..


They definately should have done a tutorial that explains the basics of the menus. Instead of having to find and click on every submenu to get a popup with what it does.

// Tried to play the first mission now. I have no fucking clue what is going on.
This plays like a turn based third person action game.
There doesn't seem to be any story in the game. Just some scenarios with objectives like "capture the relic" or kill everyone.

MEH. Not in the mood for something complex like this. Was expecting a game like Blackguards.
Maybe gonna try it again in some days, but i doubt it.
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ixigia
[Moderator] Consigliere



Posts: 65088
Location: Italy
PostPosted: Sat, 21st Nov 2015 00:08    Post subject:
Don't give up Bob! It takes patience (after some initial blatant fails I had to necessarily go through all the tutorials), and after doing those it's definitely manageable. Razz

The game is alright in my opinion. It's almost like fantasy chess, with big focus on the positioning (it truly is vital), and a structure akin to a 3D Darkest Dungeon, only less unforgiving and with many tactics available for the combat (ambush, charge, normal attack, parry, dodge etc - plus the 4 separate classes grant a certain degree of variety).

There is enough depth which is nice, unfortunately indeed the "campaign" isn't exactly as I hoped since it's mainly composed by randomly generated missions with barely no dialogues/story-related objectives..too bad. The gameplay itself works well, the only downside as often happen in such cases is that I can see it getting tiring in the long run.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 21st Nov 2015 00:17    Post subject:
I might give it a another try in a few weeks, with the help of some guide(s) reading.
But like i said, i currently am not in the mood to first having to learn a game to even understand the basics. Maybe i am just too derp for this game. grinhurt


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Thu, 3rd Dec 2015 20:05    Post subject:
http://steamcommunity.com/games/MordheimCotD/announcements/detail/85929573301232135

Quote:

Full Release Patch 1
3 December - Kes
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.



How to help us
If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and 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 and a copy of your combat log, found in your steam install directory:
- Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt
- Steam\SteamApps\common\mordheim\combat.log

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.

Special Note
Please note, that due to the changes in the RNG system, if you kept a combat save before the update, it will be removed and your Warband will be send back to its hideout, without any consequences.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned

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randir14




Posts: 4950

PostPosted: Thu, 3rd Dec 2015 20:44    Post subject:
No fix for vsync causing insane loading times. That's why I gave up on the game, I can't play with screen tearing and stuttering but vsync makes load screens 2-3x longer.
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djaoni




Posts: 8061

PostPosted: Sat, 5th Dec 2015 21:01    Post subject:
Someone needs to force these fucking devs to play a mouse-driven turn-based game.

I was in the mood for something turn-based and I like the setting, so I decided to give this a go despite the horrible looking UI. It's even worse than I expected it to be. It's like the game was only made to show how badly a gamepad focus can fuck up UI and controls. Deployment is basically unusable and takes 5-10 minutes instead of the 10-20 seconds it would take with a proper camera and mouse control. I would've accomplished as much in ~50 minutes that I did in 2+ hours if it wasn't so shoddily made.

Hopefully they'll come to their senses and fix the abomination of an UI because the actual game is decent enough, though it needs way more variety in warbands. It doesn't seem very likely that they'll actually bother fixing anything, but a man can hope..
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Nodrim




Posts: 9597
Location: Romania
PostPosted: Sun, 6th Dec 2015 22:22    Post subject:
You are over-exaggerating or doing something wrong if the deployment takes 5-10 minutes. The UI is visually pleasing and provides every information you need, but there are some control bugs and the fact that the mouse cursor isn't implemented everywhere makes it annoying at times.
But if you can get past these minor problems and u'r not bothered by the average production value, Mordheim is a pretty damn good game, extremely difficult as well.
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xyzg




Posts: 1835

PostPosted: Sun, 6th Dec 2015 22:26    Post subject:
djaoni wrote:
Someone needs to force these fucking devs to play a mouse-driven turn-based game.

I was in the mood for something turn-based and I like the setting, so I decided to give this a go despite the horrible looking UI. It's even worse than I expected it to be. It's like the game was only made to show how badly a gamepad focus can fuck up UI and controls. Deployment is basically unusable and takes 5-10 minutes instead of the 10-20 seconds it would take with a proper camera and mouse control. I would've accomplished as much in ~50 minutes that I did in 2+ hours if it wasn't so shoddily made.

Hopefully they'll come to their senses and fix the abomination of an UI because the actual game is decent enough, though it needs way more variety in warbands. It doesn't seem very likely that they'll actually bother fixing anything, but a man can hope..


Haven't you heard Djaoni, it's all about the real time combats now. Turn based is too old skool. It's all about reacting without the need to think anymore.
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KeyserSoeze




Posts: 800

PostPosted: Sun, 6th Dec 2015 22:37    Post subject:
Logic tells me that GW should have made tons of $$$with their sickly overpriced warhammer models, but most of the time they try to make a video game they seems to have no money to spend.

This looks so fucking budget, and so do most of their games and its the same with the animated movie that was released some years back.

Why dont they make a selected few games instead and make them AAA instead of making 100s and 99% looks like total crap.
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dannofdawn




Posts: 2227

PostPosted: Sun, 6th Dec 2015 22:44    Post subject:
These games like Bloodbowl and Space Hulk are too safe for me to enjoy them as video games. Playing tabletop games on the PC isn't as fun as playing games design as video games.

The mechanics in these games are unique, but they are limiting the mechanics just to be faithful. I want to see more customization like create your own class, that kind of thing, stuff that can't be done on tabletop. Like what Hearthstone did with the WoW TCG.
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xyzg




Posts: 1835

PostPosted: Sun, 6th Dec 2015 22:56    Post subject:
KeyserSoeze wrote:
Logic tells me that GW should have made tons of $$$with their sickly overpriced warhammer models, but most of the time they try to make a video game they seems to have no money to spend.

This looks so fucking budget, and so do most of their games and its the same with the animated movie that was released some years back.

Why dont they make a selected few games instead and make them AAA instead of making 100s and 99% looks like total crap.


It's just licensing the brand makes them a hefty profit KeyserSoeze. They probably don't care so much about quality control so long as the money keeps coming in. In this day and age I can't really blame them for it either, even if it's against my ideals. Just look at Steam and Valve, they greenlight any old shit nowadays.
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r3dshift




Posts: 2818

PostPosted: Sat, 19th Dec 2015 12:47    Post subject:
Just tried this game last night and I quite like it so far. Does the multiplayer mode work in case of the yarr version? Via Tunngle, for example...?


Frant wrote:
Shitass games are ruining piracy.
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Nodrim




Posts: 9597
Location: Romania
PostPosted: Mon, 21st Dec 2015 23:47    Post subject:
The Game Slashers wrote:

For all the hours I've put into this game I’m still not sure if I can recommend it. Its price tag is getting dangerously close to that of AAA titles, but without the high production value that comes with this type of game. Mordheim is visibly crippled by its lack of production value at every step. It’s clunky, lacking unique content and in desperate need of an AI that can keep up. Overcoming all these issues can be hard. In return it can easily offer dozens of hours of challenging battles, tactical ingenuity and detailed characters development. Factoring in the multiplayer which provides the most intense experience and the replay value that comes with this type of games and there is already a lot of value in Mordheim: City of the Damned.
For the fans of the tabletop games it is great to see a new game in their favorite universe. The fans of tactical turn based games will find it as a good distraction until XCOM 2 comes out. And for the rest of the players it is probably safer to wait for a sale. As for me, it’s an enjoyable game with extremely high potential delivered in a tin crackling shell that constantly undermines Mordheim's best qualities.



Source:
http://thegameslashers.blogspot.ro/2015/12/mordheim-city-of-damned-review.html
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Thu, 4th Feb 2016 17:54    Post subject:
http://steamcommunity.com/games/MordheimCotD/announcements/detail/842540082127002906

Quote:

Hello Everyone,

Today we are proud to release the 3rd patch (v1.1.4.8 ) for Mordheim: City of the Damned. We are also releasing 2 new exclusive Hired Swords: the Smuggler and the Globadier, available as DLC in the Steam Store!

Our version of the Unity Engine has also been updated to its newest version (5.3.2) in order to improve the loading times, and fix several bugs.

We hope you will enjoy these improvements, and look forward to seeing you fight in the dark streets of Mordheim: City of the Damned.

New Content

New Hired Sword Warriors available upon purchase as DLCs on Steam!


General Changes

Loading times have been reduced by 40-50%!
The duration of Wyrdstone effects have been increased to 2 turns
Everyone now has a “Throw” animation for thrown consumables


Navigation Fixes

It is no longer possible to charge Warriors that are on different heights in the Quayside & Midbridge Maps.
Extra chests should no longer block Warriors inside a building in Quayside while playing with extra objectives.
Fixed collision issues with Noble's Quarters unique Mansion buildings.


Bug Fixes

Various localization and grammar fixes
The debuff window is now hidden during other player's turn
Improved AI warrior's movement near corners
Plaguebearers are now immune to Stench of Nurgle
Fixed application of poison on charge attacks
Fixed Manticore acid spit auto success
Fixed double loot bag spawn when killing a warrior using an offensive spell


Special Note
Due to the changes made to speed up the loading times, if you load a combat save from before the update, you will be returned to the hideout before the mission, with no consequences. We apologize for this inconvenience!

How to help us
If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and 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 experience 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 and a copy of your combat log, found in your Steam install directory:
- Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt
- Steam\SteamApps\common\mordheim\combat.log

Email these logs 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.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned

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randir14




Posts: 4950

PostPosted: Thu, 4th Feb 2016 18:03    Post subject:
Nice to see they fixed load times, maybe I'll give the game another chance now.
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Prandur




Posts: 2685

PostPosted: Thu, 6th Oct 2016 10:33    Post subject:
So, I've been playing this a bit in the last days, and so far it seems awesome. Kind of like a mix of XCOM (missions + roster management) on ironman mode and darkest dungeon. Yup, there's no saves, only autosaves -> no savescumming!

The combat system is also fairly complex.
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trucane




Posts: 1300

PostPosted: Thu, 6th Oct 2016 21:46    Post subject:
Tried the game a bit during the last free weekend and it was pretty fun although all fun disappeared when I found out that the enemies leveled out with you in every single way despite the game having a forced time progression
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Prandur




Posts: 2685

PostPosted: Thu, 6th Oct 2016 22:45    Post subject:
 Spoiler:
 


Edit: The story missions - the ones that you need to do to actually end the story part of the game (i.e., the goal of the singleplayer playthrough) do not scale to your power. So there's a good reason to progress - while progressing makes standard missions harder than not progressing, you need to train a strong team to actually finish the campaign.

Phew, a great game almost got ruined by a stupid design choice Smile
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Fri, 7th Oct 2016 23:57    Post subject:
Prandur wrote:
 Spoiler:
 


Edit: The story missions - the ones that you need to do to actually end the story part of the game (i.e., the goal of the singleplayer playthrough) do not scale to your power. So there's a good reason to progress - while progressing makes standard missions harder than not progressing, you need to train a strong team to actually finish the campaign.

Phew, a great game almost got ruined by a stupid design choice Smile


Ive been enjoying it quite a bit, and havent seen quite a game like it, in the sense that punishes your mistakes so hard that you end up having some of your (ex) best fighters, with woodlegs and stumps.. when they get maimed, they really get maimed, permanently. That ads perfectly to the brutality of the warhammer setting, and weights heavily on your moves Smile


Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.

EyePatchLives wrote:
Press X to tame beasts. YOU ARE DA BEASTMASTER!!!
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Prandur




Posts: 2685

PostPosted: Sat, 8th Oct 2016 11:07    Post subject:
The undead warband will officially be announced soon btw. Anyway, I highly recommend trying this game out if you like games like xcom or darkest dungeon).
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