Mordheim: City of the Damned

Mordheim: City of the Damned

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Kittenpaw Jan 6, 2020 @ 4:51pm
Paranoia Mod - Comprehensive Mordheim Mod
Happy 2020 Mordheim! We are pleased to release our comprehensive Mordheim Mod that features MANY changes we feel better balances and improves the Mordheim experience. We re-imagined many underwhelming skills, spells and units and looked to increase spell and buff/debuff durations for a more balanced game experience. Many skills and spells players once found utterly worthless (looking at you Veteran!) have been totally remade and even some made less costly to train or stat requirements shifted. Basically, we broke the Pyrospace character builder, sorry. We have also introduced what we feel are quality of life and game balance changes including Story Mission rewards (and difficulty), veteran skills and Demon occurrence rates. The mod can be found linked in our Discord Server listed below, just go to the Released Mods Forum. I will attempt to run down a few of the changes below.

Thanks to everyone who has worked on this and we are always happy to have more help if you are interested in assisting development of future versions.

DISCORD [discord.gg]


Skills - Many under-utilized skills have been re-imagined or simply buffed in strength or duration. Most every skill was buffed in duration to 2 turns Basic, 3 Turns Mastery. This necessitated nerfing some skills as well to compensate. Unit unique starting skills were also adjusted accordingly. And again, some were changed in stat requirements to unlock.

Spells - similar to Skills, many had their durations extended or were re-imagined to be more powerful. For example, the Warlock Dispel is now ranged rather than centered on self. Heals were made 1-time use and had their power increased x5 to compensate. Also, curse resistance is a steady rate that can no longer be modified lower. This means you can cast out of the gate without worrying about a curse, but you take risks casting multiple times a round. It also takes away from casters ALWAYS using a staff or equivalent and taking the curse reduction skills.

Quality of Life - click to deploy from over-head map. Large Impressives can now enter small doors just like the Crypt Horror (this is actually amazing). No more overhead map tracking of once spotted units bug (perception is useful finally). Story Mission rewards are actually amazing now. Stone requirements to hit rank 5 reputation are reduced by 40%. Many others.

AI - the units better appropriate stat points now and then take the corresponding weapon. This in turn unlocks more mastery level skills for the AI. AI weapon selection is also improved (for example, no longer will Ogres or Crypt Horrors go with a single 1-Hand weapon and Mercenary Captains will prioritize 1-Hand and Shield etc). Behavior is still under construction, but is improved.

Demons - they now show up from warband Rank 0 on in anything but Normal. They now carry the Normal, Brutal and Deadly buffs that the AI units receive (more damage and HP modifiers). Stats and Skills were better and fully flushed out, same with OP and SP.

Miscellaneous - Mutations are rebalanced. Mission Difficulties had their corresponding Qualities tweaked (example, Normal Very Poor/Poor, Brutal Average/Good etrc.). Potions were significantly changed to mirror changes to skills and for balance.

I am sure I am missing some things, but there will be an official change-log posted at some point. Half the fun is experiencing and finding the changes your self after all. Enjoy and we hope to see you on those dirty streets of Mordheim (and Necromunda, right??).

PS: There will be bugs, please tell us if you find any on the Discord Mods Discussion forum. We will also be working on a version 2.0 with even more changes and more advanced AI.
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Showing 1-15 of 145 comments
Kittenpaw Jan 7, 2020 @ 5:48am 
https://cmr.home.xs4all.nl/mordheim/

Paranoia Mod Character Planner - THANKS QUIST!!! Super work and very useful.
Last edited by Kittenpaw; Mar 2, 2021 @ 5:09pm
Notoko Jan 7, 2020 @ 12:59pm 
Give us a download link.
Kittenpaw Jan 7, 2020 @ 2:34pm 
As stated, you can find it in the Discord Server linked in the post, Released Mods Forum.
Kamen Rider Jan 7, 2020 @ 4:55pm 
Part of me is a bit salty about the story mission changes, I could put em off for a bit while I powered and geared em up to go back and knock em out

It dosnt matter of your like WH whom have more or less “easy” missions but for cult who has some of the hardest story mission in the game for them to remain hard no matter how much you level is a pain

I know you buffed the rewards but still...

Btw did you guys ever do anything balance wise about a reason to ever go 2H over DW in the early game?
NeonHaggis Jan 7, 2020 @ 11:51pm 
Any chance of an upload to nexus or something? Discord never connects for me (in firefox)
Paranoia Jan 8, 2020 @ 2:24am 
Originally posted by NeonHaggis:
Any chance of an upload to nexus or something? Discord never connects for me (in firefox)

Odd, since I never use discord in anything BUT Firefox.
But, I guess, if you do not use Discord otherwise, you'd not want the app on your PC.
Though, in this case, you could just download the app, sign in once, get the link and then you do not need the app anymore.
Kittenpaw Jan 8, 2020 @ 9:32am 
The missions better scale, they are not impossible. Waiting for a full rank 10 warband then doing the first mission, you will still find it to be rather easy, just not laughably so. I would just suggest giving it a try, then judge for yourself.
LarkinVB Jan 18, 2020 @ 7:46am 
The reader in the google drive folder is talking about a rar file for steiners mod launcher. I couldn't locate neither this rar file nor the launcher.
Last edited by LarkinVB; Jan 18, 2020 @ 7:48am
Paranoia Jan 18, 2020 @ 7:51am 
Originally posted by LarkinVB:
The reader in the google drive folder is talking about a rar file for steiners mod launcher. I couldn't locate neither this rar file nor the launcher.

The launcher is, for now, under reconstruction, so it is more generally useful and efficient.
Until then, manually replacing the files will be required.
Kittenpaw Jan 18, 2020 @ 8:13am 
Indeed, we are working on a one-click installer since a few people seem confused on how to copy and overwrite files.
LarkinVB Jan 19, 2020 @ 3:37am 
Played my first game with v1.08 and the opponents leader just had a pistol and a bow as weapons. So I cornered him and he was helpless. Wasn't very challenging and possibly a bug.
Paranoia Jan 19, 2020 @ 4:37am 
Originally posted by LarkinVB:
Played my first game with v1.08 and the opponents leader just had a pistol and a bow as weapons. So I cornered him and he was helpless. Wasn't very challenging and possibly a bug.

Yes, that is going to be fixed in 1.09. There was an error with Mercenary database, which also caused this issue with weapon generation. So, until then, a Character CAN be generated with Ranged+nothing or Ranged+Ranged. Though that is only likely with Mercenaries.
Kittenpaw Jan 19, 2020 @ 8:30am 
It’s possible to turn off Ranged entirely on certain units or guarantee that the Captain always has a Shield. There has been some ‘visionary divergence’ on this matter. Would be interesting to see what the community would prefer: more RNG variety in builds leading to a weaker AI or more structured and predictable AI builds leading to a bit more repetition. Basically we can set which units take what and at which ratios: 1-Hand, Dual, 1-Hand and Shield, 1-Hand and empty and Great Weapon, and then ranged, and bow vs gunpowder odds.
LarkinVB Jan 21, 2020 @ 6:13am 
I think a good variation is fine as long as it isn't ranged only.
Kittenpaw Jan 21, 2020 @ 7:10am 
Yes, we tweaked many numbers to make more sense yet also have some diversity, especially for weapon drops.
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