Mordheim: City of the Damned

  • Moin zusammen,

    etwas sehr schönes ist passiert, Mordheim für PC ist als Early Access raus! Nähere Info s hier:

    http://mordheim-cityofthedamned.com/

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    Mordheim spielt in der Stadt Mordheim aus der Warhammerwelt. Ihr befehligt eine bande auf der suche nach Morssteinen, kämpft gegen Monströsitäten und andere Banden die das gleiche wollen wie Ihr... Reichtum und Ehre !Es gibt Single und Multiplayermodus. Ist im Moment noch Early Access, aber läuft einwandfrei und macht ohne Ende Spaß, Fritz und ich haben uns schon mächtig auf s Maul gehaun da . Also schauts euch einfach mal an ... 8):D:hello:

    Meyer

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Patch zu 2.0

    Schnell wie die Feuerwehr und die Bugs beseitigt die spielrelevant sind, da können sich viele Publisher mal ne scheibe abschneiden, wie zb GAYjin :grana:


    Changelog:

    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.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Hier nochmal ein längeres offizielles Video, hier wird alles haarklein erklärt und gezeigt in Bezug auf Spielmechaniken und so. Falls noch Fragen oder Interesse, fragt mich :P:drink:


    Externer Inhalt www.youtube.com
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • UPDATE TODAY!!!!!!!

    3 neue Maps und vieles, vieles mehr, NUR GEIL!!!

    Changelog:


    Release Notes Early Access Content Update 3 03 月 12 日 - Kes
    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.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Und mal wieder gas gegeben die Jungs und die Spieltiefe signifikant verbessert und auf aufgetretene Probleme umgehend reagiert. Vorbildlich was die da machen, is man von den ganzen anderen Pansenstudios gar nicht nehr gewohnt... :whistling:

    Nachzuselsen im original hier:

    http://forum.mordheim-cityofthedamned.com/viewtopic.php?f=27&t=1034


    oder direkt hier:


    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
    Wounds of maxed warbands to be taken into account.
    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 are now applying on turn start
    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
    Total Wound are now affected by your rank
    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
    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

    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.


    Viel Spaß damit falls es außer Fritz und m ir noch jemand zockt, lohnt echt :drink::thumps:

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

FH2-Fightnight

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