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berzerkmonkey
Jul 23, 2003

Captain Invictus posted:

I accidentally bought a copy of this for the wrong person, so I've got an extra for 20 bucks if anyone wants it.

Well, I'd take it, but Len has dibs, assuming you don't mind waiting. If he passes, I'll grab it from you.

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Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


berzerkmonkey posted:

Well, I'd take it, but Len has dibs, assuming you don't mind waiting. If he passes, I'll grab it from you.

If you have the money now go for it. I'm perfectly fine with someone sniping it.

Perestroika
Apr 8, 2010

Cynic Jester posted:

There are no partial successes. For attacks, this isn't such an issue, but from what I've seen, they've kept with the GW mantra of "You want to do something? Roll some dice to see if you do anything at all. Maybe you'll even get to gently caress up horribly and ruin the rest of the game for yourself". This includes climbing, jumping down ledges, casting spells(including buffs and heals) and so forth. The percentages for most things are pretty high, but that will just make those times when you fail feel so much worse.

Yeah, just like Blood Bowl, the dynamic of the game very much lies in minimising risks wherever possible and estimating which risks are worth taking. Though it's a bit less severe here, as even if you do fail with a climb/jump move, your unit will only suffer some damage and is otherwise free to keep acting or try again.

berzerkmonkey
Jul 23, 2003

Len posted:

If you have the money now go for it. I'm perfectly fine with someone sniping it.

It's up to Captain Invictus - you called it first, and if he has no problem waiting for the $20, I have no problem with you getting the game.

Perestroika
Apr 8, 2010

A new patch just hit, it contains some bugfixes and balancing:

quote:

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

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Captain Invictus posted:

I accidentally bought a copy of this for the wrong person, so I've got an extra for 20 bucks if anyone wants it.

Have you passed this off to anyone yet?

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.
Got a 2GB update the other day. Looks like they've done a bunch of upgrades.

quote:

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.

- 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 now properly blocks some 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

- 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.


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.

E: Still takes forever to load anything though.

3 Action Economist fucked around with this message at 14:41 on Mar 14, 2015

Perestroika
Apr 8, 2010

A new fairly major update just hit:

quote:

Release Notes Early Access Content Update 4

Hello Everyone,

Rogue Factor and Focus are proud to provide you with this forth update of the Early Access. Like we did before, we want to present you a list of all the updates that come with this version, but also the known issues and limitations of this Early Access version.

WARNING-WARNING-WARNING-WARNING-WARNING: We’ve added a lot of data in this version. The installation of the game now takes about 22GB where it used to be about 7GB. This updated version will have a download size of about 6GB.


Updates

Our third content update is 0.18.4.2 and it provides the following new features:

- Possessed Mutations: Possessed units, when playing with Rank 10, now have random mutations.

- Representative Armours: Changing armours and other equipment is now properly represented on the unit. This completely changes the look of the characters.

- Item Enchanting: Rank 10 Warbands now have weapons which can be enchanted, There is an Enchanting Tab next to the inventory where you can choose the Rune or Mark to put on the item. This is for testing and balancing.

- 2 New maps: One new procedural map and one more unique location (Statue of Count Gotthard) are available for Skirmish.

- Chat!: You can now chat when in the lobby as well as in game. Press "T" to talk

- Action Log: An action log has been added representing unit actions, and RNG rolls it performs. To view the log you can press the key "L"

- Key Mapping: In the options menu, players now have the option to remap the controls of the game. This is also available for gamepads. We’ve internally tested with Xbox, PS4, and a generic Logitech controller. Camera Inversion are now also available.

- New Deployment type: Code named Umbrella. This new deployment is available for all procedural maps and has both Warbands as far away from each other as possible, This is to give a far away option for Players who would prefer this.

- New Cloth: Warhammer is known for skirts, pangs, and other clothy material. We’ve completely changed the clothing in the game. It still needs to be tweaked, but now looks and feels better. It is also much more optimized.

- Respec Button: In the Unit management, you can reset your Warband skills, spells and attributes to their original state. This will also reset the units’ mutations to new random ones, for the Possessed Warband. This feature will only be available during the Early Access.

- Unit Rotation: With all those cloth variations and mutations, you can now admire your Unit under different angles in the Hideout’s Unit Management, using the mouse or the right-stick.

- Save on the cloud: The save games are now copied on Steam's cloud

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

General Changes

Each unit rank increases wounds by 15 instead of 10 (increasing maximum Wounds by 50 at Rank 10)
Each point of Toughness will now give 2% of Poison Resistance instead of 4%
Each point of Toughness will now give 3% of Wounds instead of 2%
Each point of Alertness will now give 3% of Perception check instead of 4%
Each point of Accuracy will now give 2% of damage on critical hit
Each point of Intelligence will now give 1% of magic resistance
Each point of Intelligence will now give 3% of mental checks instead of 4%
Each point of Leadership will now give 2% of all alone, fear and terror checks instead of 4%
Base Critical hit has been brought back to 5%
Each spells mastery now increases their curse chances instead of lowering them (the more powerful the spell, the more chance of chaos effects)
Weeping Blades and Fighting Claws will now properly apply the “Dual Wield” debuff instead of the “Tiring” debuff after the first attack.
After casting a spell, a debuff called “Mordheim’s Curse” will affect the caster increasing chances of triggering a Tzeentch Curse or a Divine Wrath by 10%. This lasts 1 turn and is stackable.
Maximum Offense Points of Impressive units has been reduced to 9 instead of 10
Web of Steel will now be usable properly with Fighting Claws
Good range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
Best range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
Each unit got their movement decreased by 2 meters per Strategy Point spent
Increases each item type in the Warband chest to 100 to let player enchant their equipment
All Buffs and Debuffs now have an Effect Type in their description
Poison resist will now be performed on Poison apply instead of on Turn start of the unit
Some adjustments have been made to Charge skills
Some adjustments have been made to Ambush to make them trigger more often
Warp Effect: the buff and debuff have been changed to provide or remove 20% Armor Absorption (instead of a hard number)


All units have been brought up to 45 Stat Advancements Points (despite some of them being unable to increase Ballistic Skills)

Added Points
Black Skaven got fixed and gained its missing Martial
Rat Ogre gained: 3 Physical, 1 Mental and 1 Martial
Ogre Mercenary gained: 1 Physical, 2 Mental and 2 Martial
Maiden of Sigmar gained: 1 Physical, 0 Mental and 4 Martial
Sigmarite Matriarch: 0 Physical, 1 Mental and 4 Martial
Purifier: 1 Physical, 0 Mental and 4 Martial
Augur: 1 Physical, 3 Mental and 1 Martial
Sister Superior: 0 Physical, 0 Mental and 5 Martial
Sister: 0 Physical, 1 Mental and 4 Martial
Novice: 2 Physical, 2 Mental and 1 Martial
Chaos Spawn gained: 2 Physical, 1 Mental and 2 Martial
Marauder: 2 Physical, 0 Mental and 3 Martial
Possessed: 3 Physical, 0 Mental and 2 Martial
Dark Soul: 3 Physical, 2 Mental and 0 Martial
Units who have been brought up to 45 Stat Advances got some maximum increased
Rat Ogre gained: 2 max Agility, 1 max Toughness, 1 max Alertness and 1 max Accuracy
Ogre Mercenary gained: 1 max Toughness, 2 max Alertness, and 2 max Accuracy
Maiden of Sigmar gained: 1 max Agility, 1 max Weapon Skill and 3 max Accuracy
Sigmarite Matriarch: 1 max Alertness, 4 max Weapon Skill
Purifier: 1 max Strength, 1 max Weapon Skill and 3 max Accuracy
Augur: 1 max Agility, 3 max Alertness and 1 max Weapon Skill
Sister Superior: 4 max Weapon Skill and 1 max Accuracy
Sister: 1 max Leadership, 3 max Weapon Skill and 1 max Accuracy
Novice: 1 max Agility, 1 max Strength, 1 max Leadership, 1 max Alertness, 1 max Accuracy
Chaos Spawn gained: 2 max Agility, 1 max Alertness and 2 max Weapon Skill
Marauder: 1 max Agility, 1 max Strength and 3 max Accuracy
Possessed: 1 max Agility, 2 max Strength, 2 max Weapon Skill
Dark Soul: 2 max Agility, 1 max Strength, 2 max Leadership


Skills and Spells changes

Multiple modifications were made to Skills and Spells. Visit the release note post on the forum page for more information.


We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned. We appreciate all the feedback and help we got from you so far, and want to thank all of you.

I haven't really had the opportunity to try it out yet between Mortal Kombat and GTA V, but it does look like they're making pretty good progress.

Perestroika
Apr 8, 2010

Another content update to the Early Access, things seem to be moving along at a pretty steady pace. Proper character advancement is still not in, but everything around it is shaping up fairly well. I've also had some more opportunity to mess around with the warband customisation, which is looking pretty drat decent. It could do with some more thorough documentation, but there's already lots of potential to specialise your dudes into a number of roles.

quote:

Our third content update is 0.19.4.5 and it provides the following new features:

- Consumables: You can now buy and equip your units with items usable during a Skirmish game. From Anti-Toxin to Elven Wine, with a couple of Oil Bombs, make sure you get the right equipment for the mission objective, from the Shop menu.

- Hiring System and new Warband Management UI: Get ready to be a real leader now that you can fully customize your Warband by hiring and firing Units from the new Warband Management User Interface

- Improved Overview Map: No excuse to get lost in Mordheim anymore, the overview map comes with a compass and more information about the current state of the mission

- 3 New Maps: One more unique location (The Raven Barrack) and 2 new procedural maps taking place in the Noble Quarters, offering large procedurally built Mansions, lot of new props, locations and layouts.


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


General Changes

Perks have properly been added to all units. Some are new, some were already there. They can be viewed on the Unit Information pane (units not listed have no perks):
Eshin Sorcerer
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Rat Ogre
Stupidity: On turn start, the warrior must perform an Intelligence test if it's not already engaged in melee combat. On failure the warrior cannot take actions.
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Warlock
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Mercenary Ogre
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Sigmarite Matriarch
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Augur
Immunity Eye Injury: Immune to the permanent injury Eye Injury due to blindness. The warrior is blessed with divine vision.
Sigmar Purifier
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Maiden of Sigmar
Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Magister
Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
Possessed
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Marauder
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Mutant
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Chaos Spawn
Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Unwavering: Immune to the effects of being All Alone, Fear and Terror.
Creation Instability: Bound by dark sorcery, once Out of Action they do not suffer from permanent injuries, they can only be destroyed.
Immunity Poison: Immune to Poison effects.
Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
Darksoul
Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
Reduce amount of traps spawned in non-procedural skirmish missions
All Alone, Fear and Terror tests lost their initial 10% bonus, it is now at 0%
Critical hits will now always have a potential Stun effect that can be resisted
Staff: The Tzeentch Curse modifier has been changed to 6/9/12%
Pendant: bonus has been increased to 5%/10%/15%
Helmet: Bonus to Stun resistance has been reduced to 10%/15%/20%
Critical hits now do not have their strength or ballistic skill damage doubled anymore. However, they are guaranteed to perform a stun attempt
Library Map: improved navigation around teleports (removed blockers on candles)
Assassin Adept: both the maximum Accuracy and Intelligence has been reduced by 2
Assassin Adept: the maximum Toughness has been increased by 4
Dual Wield: a 10% to hit penalty has been removed
Dual Wield: the 30% damage penalty is now global and will apply after all damage modifications have been applied
Two Handed: the stacking 20% damage penalty is now global and will apply after all damage modifications have been applied
Two Handed: the penalty on subsequent attacks has been properly set to 20%
Impressive units are now properly immune to the cost increase of attacks, but not to the damage reduction
"Waiting for other player" popup will now be displayed when a player is in the game while the other is still in loading screen.
New "Invite Friend" button available directly in the lobby
Revamped menu navigation in the main menu
Added “Press button to continue” after loading’s done
Fixed Desync associated with Ranged weapons when a unit was almost completely hidden.
Fixed Desync associated with Ambush when Ambushed Unit had 2 handed weapons.
Fixed multiple bugs


Stats Modifications

Weapon Skill: Each points now properly give 4% chances of parry instead of 3%
Leadership: each point now gives 4% to All Alone, Fear and Terror tests
Toughness doesn’t increase Stun Resistance anymore
Each point of Toughness increases Critical Resistance by 1%
Each points of Accuracy now increase Critical Damage by 1% instead of 2%
Intelligence: each point now increases Stun Resistance by 2%



Skills & Spells

Multiple modifications were made, visit the forum for more information.

always be closing
Jul 16, 2005
Wow that is a lot to digest.

I spent about 45min building a possessed warband, and boy was I rewarded, had a skirmish with skaven and routed them in one turn.

They've added a few quality of life features that work awesome. Compass at all time combined with a new tactical overview make planning so much easier. Full screen window mode has been added as well.

Game ran really good I must say.

Martello
Apr 29, 2012

by XyloJW
Is this worth 30 bux yet or should I just wait until it's complete? I have a ton of other games to play anyway but this looks pretty drat good.

Also we def need a Necromunda game. That would rule.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
I would say wait for it, maybe pick it up if you see it on sale. It has a lot more features in since I first got it, but does not have the actual meat of the game yet. Like, you can play around with the items and skills, but the persistent growing warband stuff isn't there yet.

always be closing
Jul 16, 2005
I played two matches today and both froze unfortunately. It was a real bummer because the second game was going to turn 4 and had been a really back and forth affair. I was able to still chat with my opponents, but the action seemed to be hung up.

berzerkmonkey
Jul 23, 2003
Mordheim is 40% off on Steam, bringing it to $19 - it's a flash sale, so it's only good until 1pm EST tomorrow (Wednesday.)

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
How do those that already have the game find it? Does it have any potential as a single player game or is it required to have a human to play against?

always be closing
Jul 16, 2005

Indolent Bastard posted:

How do those that already have the game find it? Does it have any potential as a single player game or is it required to have a human to play against?

At this time, you need to play vs someone for any sort of challenge. I think this game will eventually be something really cool.

Perestroika
Apr 8, 2010

Indolent Bastard posted:

How do those that already have the game find it? Does it have any potential as a single player game or is it required to have a human to play against?

It's planned to eventually have a proper singleplayer campaign alongside the skirmishes against the AI, but it seems very likely that that will be mostly just a sideshow. The focus of the game lies very much on the multiplayer aspect, the singleplayer content mostly seems to be just a way to round things out.

Lack of Gravitas
Oct 11, 2012

Grimey Drawer
I've enjoyed the time I've spent playing it, and what issues I have with the game are purely due to it still being an Early Access game which will be removed as development continues (ie slow load times, lack of warband progression)

Kabuki Shipoopi
Jun 22, 2007

If I fall, you don't get the head, right? If you lose the head, you're fucked!

Is there an SA irc or maybe a mumble set up for this game yet?

Does anyone have any warband builds they like using? Or maybe can shed a little light on things to focus on when building a warband?

I'm not familiar with the tabletop game and it seems like the game itself kind of assumes I should be :shrug: I understand concepts of building an army from what little 40k tabletop I've played, but that was a while ago.

I made a skaven warband that focused on strength in numbers; a few casters for support/debuff, a couple of melee heroes for damage, a few ranged and the rest were minions. I decided against the big dumb rat.

My point is I really don't have any idea what I'm doing, though I would like to. Either way I'm still having fun! :yayclod:

always be closing
Jul 16, 2005

Kabuki Shipoopi posted:

Is there an SA irc or maybe a mumble set up for this game yet?

Does anyone have any warband builds they like using? Or maybe can shed a little light on things to focus on when building a warband?

I'm not familiar with the tabletop game and it seems like the game itself kind of assumes I should be :shrug: I understand concepts of building an army from what little 40k tabletop I've played, but that was a while ago.

I made a skaven warband that focused on strength in numbers; a few casters for support/debuff, a couple of melee heroes for damage, a few ranged and the rest were minions. I decided against the big dumb rat.

My point is I really don't have any idea what I'm doing, though I would like to. Either way I'm still having fun! :yayclod:

Same here, I made a Cult warband with a badass debuffing caster, couple archers and some thuggish melee guys. Put purple enchanted gear on everyone and hope for the best!

Add me on steam: http://steamcommunity.com/id/alwaysbeclosing

Kabuki Shipoopi
Jun 22, 2007

If I fall, you don't get the head, right? If you lose the head, you're fucked!

always be closing posted:

Same here, I made a Cult warband with a badass debuffing caster, couple archers and some thuggish melee guys. Put purple enchanted gear on everyone and hope for the best!

Add me on steam: http://steamcommunity.com/id/alwaysbeclosing

Added. :v::respek::v:

Perestroika
Apr 8, 2010

New patch just hit, mostly containing some balance changes, optimisation, and some new spells. No experience gain yet:

quote:

Hello Everyone,

Rogue Factor and Focus Home Interactive are proud to provide you with this sixth update of the Early Access. Like we did before, we want to present you a list of all the updates that come with this version, but also the known issues and limitations of this Early Access version.

Updates

Our sixth content update is 0.20.4.2 and it provides the following new features:

- Units colour presets: 12 colour presets for all Units and all their armor variations, but also skin variations for the Skaven, the Rat Ogre and the Chaos Spawn.

- New camera system: Get a better view of the action with more dynamic cameras during close attacks, range attacks, spells, etc...

- New combat circles: the system has been completely revamped to prevent attacks through walls and allow units to engage themselves while on stairs.

- 2 New Maps: 2 new procedural maps located in the Noble Quarters.

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

General Changes
The mutation Wyrdstone Horns has been removed from the Chaos Spawn
Updated Barrack Doors with proper FX and action names
Completed the re-write of the descriptions for Runes-Marks, Skills, Spells and Items
Strength now increases Carrying Capacity for every 3 points (2 initial + S3, S6, S9, S12) up to a maximum of 6 slots
Impressive units (Rat Ogre, Ogre Mercenary, Chaos Spawn, Maiden of Sigmar) got their base wounds increased by 50
Stats of all Heroes have been adjusted to be on the same budget. This means their initial stats along with their maximum stats have been modified. The following units have been changed: Warlock, Champion, Youngblood, Black Skaven, Eshin Sorcerer, Night Runner, Purifier, Sister Superior, Augur, Possessed, Marauder, Mutant.
Barricades of procedural maps have been reviewed to almost never completely block streets and serve as cover instead
All units will start with a Dodge stance activated automatically. If not used, this stance is removed at the beginning of their turn.
Improved texture sharpness and details on all Units
Updated the pathfinding
Polished unit camera so it can work in all screens (inventory, skills, spells and customization)
Polished item/skills/spells description colors
Optimized combat log display to only recalculate hidden items when the scrolling changes
Fixed bug where end game window would not be displayed due to another state overriding it
Teleport sequence is now faster/better
Activate is now in a single sequence
Fixed Rune name colors
Add checks to avoid connections with people that are not members of the current lobby
Fixed bug where user was unable to confirm stats changed with action key
Fixed Descync when casting spells
Overview cam will no longer target enemy units giving away their position
Overview cam will now use zoom button as a toggle instead of zooming in or out using 2 buttons

Skill & Spells Changes
Order: The mastery now properly remains at 4OP base cost and provides the target with a +15% chances to hit.
Enshrouding Mist: targeted has been modified to snap to ground to prevent units out of the zone
Poisonous Mist: targeted has been modified to snap to ground to prevent units out of the zone
Chains of Chaos: the normal version now increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch or Ambush stances by 2 OP instead of blocking them. The Mastery version will do so as well and lock any trained Offensive Skills.
Exhaustion: The wound cost has been reduced to 30 wounds instead of 35
Born Leader: the regular version now increases maximum Intelligence and Alertness by 3. The Mastery version now provides 3 Physical and Martial stat points and 4 Mental stat points
Lad’s Got Talent: The mastery version now provides 3 Physical, Mental and Martial stat points instead of 2

New Skills and Spells
Scavenger’s Curse: spell for the Mercenaries. Cost 2 OP. Single target enemy
Regular: curse the target. When it searches or gather Wyrdstones, it suffers from a debuff of -5% to Melee, Range and Wyrdstone Resistance. Stackable.
Mastery: the penalty increases to -10%
Dread of Aramar: spell for the Mercenaries. Cost 4 OP. Area of 5 meters around the caster
Regular: reduces melee hit chances by 5% for 1 turn. Remove up to 2 current OP. Has 25% chances to break the stances of all victims.
Mastery: the penalty increases to -10%, -4 OP and 50% chances to break stances
Veil of Corruption: spell for the Possessed. Cost 2 OP. Zone placed within 15 meters
Regular: place a zone of effect on the ground. Anyone entering suffers a 2 turn debuff which reduces Wyrdstone Resistance by 25%. Not Stackable. Anyone gathering a wyrdstone inside the area of effect will gain a stackable debuff that will deal 6-12 damage on the next turn start of the victim.
Mastery: the Wyrdstone Resistance penalty increases to 50% and damage to 12-22
Visions of Torment: spell for the Possessed. Cost 4 OP. Affect everyone around the caster
Regular: the victims will either all be Stunned if they fail at their Stun Resistance or they will suffer from penalties of 5% to their Melee and Range resistance and 5% to their Dodge and Parry attempts
Mastery: the penalties increases to 10%
Attracting Lure: Skill for the Possessed warband
Regular: Confuse an engaged opponent and lure him away if he fails a Leadership test. Failing will make the victim Flee after the lure, provoking free attacks for engaged enemies.
Mastery: the test is performed with a -15% penalty

Items
All consumables except a few can now be used on allies within 3 meters (extremely close). All of those consumables got their cost increased by 1 OP (except Poultice).
Consumable exception: Oil Bomb, Sticky Sludge, Aethyric Focus, Rosary, Mordheim Map, Lucky Charm, Talisman
Sigmarite Hammer: Lowered the chance to reduce enemies’ chances to dodge to -3/6/9%
Sigmarite Hammer: Added a chance to reduce chances to trigger a Divine Wrath while Casting by 2/4/6%
Sticky Sludge: While in the zone, movement is reduced by 2 meters. Entering the zone adds a debuff that reduces maximum SP by 1 and Dodge by 5%.
Good: Dodge penalty increases to -10%
Best: Dodge penalty increases to -15%
NEW Smelling Salts: Costs 2 SP to use. Can only be used on an ally. Has 35% chances to remove the stun condition afflicting the target.
Good: chances increases to 65%
Best: chances increases to 100%
All Warbands will have 3 of the following new items for testing:
Tome of Abilities/Magic: Grants 2 Skill/Spell Points. This item can only be used ONCE per warrior.
Physical/Mental/Martial Grimoire: Grants 3 Physical/Mental/Martial Attribute points. Only ONE Grimoire can be used per warrior
Training: Stat= Permanently increases the maximum of one of the 9 stats by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.

Runes & Marks
Carnage: the bonus increases to 10%/20% for 1 handers and 15%/30% to 2 handers and range

3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.
Oh optimization!

I may have to play a little today then.

Perestroika
Apr 8, 2010

Every time Steam starts updating this I get psyched for a moment thinking it's finally released, but nope it's another EA update. Apparently still no leveling, though at least now you can go maximum Mordbarbie on your units:

quote:

Our seventh content update is 0.21.4.2 and it provides the following new features:

- Units kitbashing: Not only, can you now customize the color of each body parts on your warrior, you can also choose between all its available variations, from moustaches to cape, there’s a ton of variations available to you.

- New AI System: The AI is now based on the rank, it can use skills and is stronger than it used to be. Get ready for more challenge.

- Revamped Morale System: Many changes have been made to the morale calculation (see separate notes for details)

- Revamped Action Zones System: You can now climb/jump/leap even if there’s a Warrior standing on the other end of the Action Zone, resulting in pushing your ally to make room or engaging your enemy (see separate notes for details)

- Extra gameplay layers: Each unique map can now be played with an extra layer of gameplay for Skirmish Missions. 3 different ones per maps are available at the moment. (see separate notes for details)

- 2 New Maps: The last 2 unique maps are now available: the Market Square and the Count Steinhardt’s Palace.

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

General Changes

The maximum Stats of some units were changed:
Youngblood: Agility down to 15, Leadership down to 9, Accuracy increased to 15
Warlock: Toughness increased to 10, Leadership down to 13, Alertness increased to 20
Eshin Sorcerer: Leadership increased to 15, Accuracy reduced to 12
Black Skaven: Leadership increased to 14, Intelligence reduced to 10
Possessed: Leadership increases to 15, Alertness reduced to 9
Each Hero can now be added up to a maximum of 2 per Hero in a Warband (ex: max 2 Warlock)
Each Henchman can now be added up to a maximum of 4 per Henchman in a Warband (ex: 4 Marksman)
The budget of initial stats of Impressive units has been increased to 80 instead of 55. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
The budget of Maximum stats of Impressive units has been increased to 140 instead of 110. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
Fixed FX visuals on Teleports locations in Library to improve their visibility
Reloading a Range weapon will now apply a debuff called “Arm Fatigue” which increases the cost of the next Reload action by 1 SP. This is Stackable.
Leadership: Each points is now worth 2 Morale Pool Value instead of 1
The FX color to use the Idol on a Warband Cart has been modified to be different than the Warband Chest to avoid confusions.
Added an FX when Praying at an Idol on your Warband Cart
The “Large” perks now also increases Poison, Critical and Stun resistance by 30% as well as Armor Absorption by 15%. This impacts the Ogre Mercenary, the Rat Ogre and the Chaos Spawn (not the Maiden of Sigmar)
Failing a Stupidity test will now remove on SP and leave the OP on the victim. These can be used later on to Counter-Attack if the user is attacked
Shooting someone who is covered between 1/4 and 1/2 will now provide a penalties to shooters of -15% instead of 10%
Shooting someone who is covered between 1/2 and 3/4 will now provide a penalties to shooters of -30% instead of 20%
The effects of Mordheim’s Curse have been increased to 15% instead of 10%
All units starts with an increased amount of Strategy Points than before at Rank 0 (the maximum remains unchanged) and will only gain 1 SP during their progression which will be awarded at Rank 5. This will make lower rank battles more dynamic and keep the focus on gathering wyrdstones while fighting instead of forcing the player to choose between both.
[Esc] key is no longer remappable: pressing [Esc] in missions will act as cancel when available, otherwise, it will open the options menu
Unit model will now disappear properly when they are not visible
Large units in ambushing or overwatching stance will now lose their stance if they become engaged before their ambush or overwatch could be triggered
Improved procedural Warband generation: Generated Warband rating is now closer to the player's rating
Fixed crash when opening options window after unplugging and plugging a controller.
Fixed issue with intimidate that did not allowing Units to attack if their Target became stunned
Unit infos can now be toggled from the tactical view
Fixed Unit disengaging from an impressive Unit when it's not their turn
Changed Unit visibility to have unit always visible if targetable
Entering a zone AoE will now play the buff/debuff animation depending on the enchantment effect given by the zone
Fixed possible block when ambushing on zone AoE
Added a 4th zoom level in the tactical view
Added Monster's animations in library
Added Dramatis Personae in Hideout
Fixed missing consumables in loot bag on dead unit
Several collision issues have been fixed
Pathfinding has been optimized in multiple areas
Several localization issues have been fixed
Many typos and spelling mistakes have been corrected

Skill & Spells Changes

Hardy: the Wounds increase is now +20 at regular version and + 40 at mastered version
Acrobatic: increases resistance by 15% for the regular version and +30% for the mastery version
Vision of Torment: The penalty to Dodge, Parry, Range/Melee Resistance for the Mastery version increases to 15% instead of 10%
Military Training: The skill will now trigger properly on charge damage as well
Adaptable Defense: The skill will now trigger properly on charge damage as well
Blood Sacrifice: The skill will now trigger properly on charge damage as well
Fatality: The skill will now trigger properly on charge damage as well
Warp Immunity: Fixed an issue with the Wyrdstone Resistance not be properly set
Threaten: Fixed an issue where the Regular version was not working properly
Resist Magic: the requirements have been lowered to 6 Intelligence and the mastery version to 9 Intelligence
Knowledge – Mordheim: the requirements have been increased to 12 Intelligence and the mastery version to 15 Intelligence
Head Shot: Increased the hit penalty to -30% on regular version and -15% on master version
Touch of Palsy: fixed an issue that was preventing the debuff to be applied properly.

Items

Greta’s Boon: Now increases Perception and Trap resistance by 20% for the Normal version, 40% for the good and 60% for the best.
Mandrake Root: the penalty now reduces Stun Resistance instead of Poison Resistance
The cost to reload Warplock Pistols has been reduced to 2 SP instead of 3
Eshin Sorcerers of the Skaven warband now have access to a Staff.

Enchantments

Misfortune: the effect has been lowered to 1% and 2% for the regular version and 2% and 4% for the mastered versions

We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned. We appreciate all the feedback and help we got from you so far, and want to thank all of you.

They also go into more depth about the morale and action zone changes:

quote:

New Features
Revamped Morale System!

The Leadership stat will now have a greater impact on the game
The calculation of Rout test has been changed.
Upon Reaching 0 Morale, the warband Routs automatically
Each warriors now have Morale Pool value which they add with their fellow warriors to form the Warband Morale Pool. This is purely based on their Leadership, their Skills and their Enchantments
Each warriors now have a Morale Impact stat based on their unit type which is removed from the Warband Morale Pool when the warrior is taken Out of Action
Stealing the enemy’s Idol will now impact the Morale of the enemy Warband. Should they recover it, the lost portion of Morale will be regained

Revamped Action Zones System!

The base functionality of the Climb, Leap and Jump Down action zones remain the same as before
However, now should an ally or an enemy block the destination of the target and there is room for them to move, they will be moved to a nearby point. If the warrior is an enemy, the user of the action zone and the moved unit will end up engaged in combat
Based on the action taken and if the user succeed or fail, there will be benefits or penalties applied to the Action Zone user
Climb Success: if the user ends up engaged with an enemy on top, the enemy will have a 20% penalty to Dodge/Parry the next melee attack of the climber. The next action after climbing must be a melee offensive action or the bonus is lost
Climb Fail: No extra penalties since you cannot climb if you are engaged at the bottom of a Climb Zone
Leap Success: the Leaper will gain a bonus of +15% melee hit chances and +15% melee Damage on its next melee attack if it ends up engaged after the Leap. The next action after Leaping must be a melee offensive action or the bonus is lost
Leap Fail: If the Leaper is not engaged after falling, no extra penalties apply. If the Leaper ends up engaged after falling, the engaged enemies are allowed to “Counter-Attack” the Leaper after it gets up if they have enough Offense Points to do so.
Jump Down Success: the Jumper will gain a bonus of +15% melee hit chances and -1OP cost on its next melee Offensive skill if it ends up engaged after the Jump. The next action after Jumping must be a melee offensive action or the bonus is lost
Jump Down Fail: If the Jumper is not engaged after falling, no extra penalties apply. If the Jumper ends up engaged after falling, the engaged enemies are allowed to “Counter-Attack” the Jumper after it gets up if they have enough Offense Points to do so.

Extra Gameplay layer for Skirmish missions

Temple of Sigmar
Option 1: Nothing extra added
Option 2: Being inside the Temple provides the Holy Ground buff to anyone, which improves chances to cast Divine spells by 100% and reduce chances to cast Arcane spells by 100%
Option 3: Same as Option 2 plus, there are Sister corpses which can be found around the Temple, one of them carrying the keys to open the treasury doors to access unclaimed loot. Also 6 Sigmar shrines can be used based on the Warband allegiance with different effects:
Order Warbands can pray to gain a buff which increases All Alone, Fear and Terror by 10% and Melee Hit Chances by 10% for 2 turns (Not Stackable)
Destruction Warbands can destroy them to prevent Good warbands from Praying and gain a buff which increases Melee Damage by 10% for 2 turns (Stackable)

Quayside
Option 1: Nothing extra added
Option 2: Oil barrels can be tipped over and lit on fire to block some areas of Quayside. Any unit entering the will take damage
Option 3: Same as Option 2 plus, some rooms of the abandoned houses are locked and requires a key to be opened. Those rooms are filled with unclaimed loot and the corpses of the owners are laying around somewhere carrying the keys

Middle Bridge
Option 1: Nothing extra added
Option 2: Skaven abandoned some crates of poison globes which can be broken to fills specific areas with poisonous gas Anyone entering the poison clouds will suffer some damage and effects
Option 3: Same as Option 2, plus the 4 gigantic loading cranes of the Bridge are lowered down close to the river and might hold some unclaimed loot. They can be activated to gain access to treasures

Raven Barracks
Option 1: All doors are opened and cannot be closed/used
Option 2: All doors are either closed or opened and are useable to be closed/opened as desired
Option 3: Same as Option 2, plus some of the doors' levers are broken. The levers must be found and repaired to opened the broken gates to gain access to the unclaimed loot

Great Library
Option 1: All sections of the Library have a debuff to let Players know in which area their units are. The debuffs have no other effects
Option 2: All sections of the Library have a debuff to let Players know in which area their units are. Each debuff has a different effect:
Blue: -1 Movement
Red: -25% Range Resistance
Orange: -25% Melee Resistance
Green: -25% Poison Resistance
Pink: -25% Critical Resistance
Yellow: -25% Stun Resistance
Cyan: -25% Armor Absorption
Purple: -25% Magic Resistance
Option 3: Same as option 2 plus, Wards of deadly (very very deadly) dark magic protects chests of loots spread inside the library. Hidden magical wands must be found to break the wards and gain access to the unclaimed loot

Ballroom
Option 1: Nothing extra added
Option 2: The sides of the Ballroom are filled with weird fumes which have ill effects on any units going through or standing in it
Option 3: Same as Option 2 plus, three sections of the palace are locked: the Parlor, the Salon, and the Guardhouse. The proper key must be found to gain access to unclaimed loot

Market Place
Option 1: Nothing extra added
Option 2: The market is filled with pools of Corrosive acids left by an unknown creature. Anyone entering these area will suffer damage. Planks can gathered and used as a bridge to pass over the pools without damage
Option 3: Same as Option 2 plus, three warehouse are still locked, their treasures unclaimed. The corpses of the owners can be found in the area with the keys still in their pockets

Statue Count
Option 1: Nothing extra added
Option 2: There’s a magical instability which affects everyone on the map. This debuff increases chances of Tzeentch Curses and Divine Wrath by 200%. The instability causes any arcane spell casted close to the Statue to have a 100% increased chances while any Divine Spells have its casting chances reduced by 100%
Option 3: same as Option 2 plus, Jail wagons are spread around the map and can be set on fire by anyone. Those Jail wagons often carry some unclaimed loot which can be acquired if the Jail wagon is opened. To do so, one must find the Jailer's corpse and get the keys

dogstile
May 1, 2012

fucking clocks
how do they work?
I thought they'd abandoned it to be honest.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
They arew still working on it, but they haven't given us leveling, and I don't want to spend two hours making a level 10 warband that everyone else seems to be using.

my effigy burns
Aug 23, 2015

IF I'M NOT SHITPOSTING ABOUT HOW I, A JUNIOR DEVELOPER IN JAVASCRIPT KNOW EVERYTHING THERE IS TO KNOW, PLEASE CHECK TO BE SURE MY ACCOUNT WAS NOT COMPROMISED BY A CLIENT-SIDE BOTNET, TIA

Grey Hunter posted:

They arew still working on it, but they haven't given us leveling, and I don't want to spend two hours making a level 10 warband that everyone else seems to be using.

So as soon as they add leveling in any half-assed way, I'm in. An SA mordheim league would be amazing.

always be closing
Jul 16, 2005
Dev update posted earlier this week:

Kes @rogue Factor posted:

Hi guys,

We all know you are all eager to get your hands on progression. Normally our development cycle would've made us push this Update sometime this week, but truth is we still have some bugs to destroy and some things to iron out. We are working hard around the clock to get the update ready for next week (pray to Sigmar!).

We just wanted to let you guys know and keep you in the loop.

Once again, thanks for your support and your feedback. The next update will be our biggest ever and we hope you'll enjoy it! :)

- Rogue Factor team

Looking forward to it, and agree with my effigy burns, SA league will be amazing.

always be closing
Jul 16, 2005
More on Warband progression as it pertains to the next update:

quote:

- No respec buttons, nor market refresh, no cheats, everything fresh and new with no going back
- Players starts with X Gold and 1 Leader. You start with 1 Leader slot and 3 Henchman slot and can hire warriors that are available (2 of the 3 heroes are not available at rank 0, same with the Impressive unit)
- Gear is limited to what is on sale at the market on Day 1 and what is found on the battlefield as you fight. What is on sale is random like the whole Market system

quote:

No more Warband Rank 10. You can only start from the beginning from next Update and on, as the game will be played at release. Warband and Warriors can be levelled up to Rank 5 max for now.

Seems like there could be some lovely rolls as far as what is available on your day 1, but I don't really mind it as im not the spergiest min-maxer around.

captainhowdy
Jan 3, 2014

Now kindly undo these straps.
Soo, anyone playing this then, now that progression is out?
I gave it a shot with a Skaven Warband, feel it's a little too much on the "constant struggle" side for now.

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord
So is the game good now?

always be closing
Jul 16, 2005
I've been flat out, haven't had a chance to play yet.

Exmond
May 31, 2007

Writing is fun!
Im interested in this but early access games always give me an icky feeling

captainhowdy
Jan 3, 2014

Now kindly undo these straps.
I like it, it's just that the difficulty feels a little too steep..constantly feels like an uphill battle. Otherwise i actually recommend it.

Filthiest Alf
Jul 26, 2007

it would be spiteful to put jellyfish in a trifle
One of my rats took a bad fall with low hp and lost his arm. Now the clumsy little guy cant climb or use a shield. I dunno whether to fire him or keep him on the payroll as the team mascot.

always be closing
Jul 16, 2005
Anyone around and want to play in the next hour?

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

Filthiest Alf posted:

One of my rats took a bad fall with low hp and lost his arm. Now the clumsy little guy cant climb or use a shield. I dunno whether to fire him or keep him on the payroll as the team mascot.

No squad bloat ever. Kick that scrub.

Untimely Brigand
Mar 28, 2007

captainhowdy posted:

I like it, it's just that the difficulty feels a little too steep..constantly feels like an uphill battle. Otherwise i actually recommend it.

Have you been looking at the point value of the enemy warband before you do your mission? If you spend 5gp to scout another mission you may find something more doable, otherwise you'll definitely be fighting uphill if their point value is significantly higher.

Safety Factor
Oct 31, 2009




Grimey Drawer
The campaign is single-player only right now, right? I played a little with a Sisters warband and it seems like the game finally has something worth doing. I'm a sucker for progression like that. Is there an easy way to pay everyone after a mission instead of clicking through each individual warband member? It's super clunky, but really that applies to the UI in general. It needs a lot of work. Still, I think there's a good game underneath it and with some more polish it'll get there.

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Exmond
May 31, 2007

Writing is fun!
Allright how does this game work progression wise? I was expecting to make a warband and for them to have skills, but so far its been blindly zerging the opposing team.

Im playing the Sigmar Ladies, I don't think they have ranged options do they?

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