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(I seriously lost a level 8 or 9 caster like that, not one injury in all in carreer, and he killed himself the first time he got the smite result casting some mundane spell)
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Release Note - Full Release (version 1.0.4.1) - 11/19/2015
Rogue Factor and Focus Home Interactive are proud to present you the full release of Mordheim: City of the Damned! After a tremendous year in Early Access and with the help of our amazing community of players, we have finally reached the last step toward one of our greatest and proudest achievement.
Here is a list of all the latest updates that come with this version (1.0.4.1)
Updates
Up to 7 Languages available to play the game: English, Français, Deutsch, Español, Italiano, Polski, Русский
Unlocked progression to Rank 10 for Warriors and Warbands (max rank)
Unlocked story missions of Act 2
Added the introduction video for Mordheim: City of the Damned!
Voice over for Prologue and Epilogue of Story missions have been added
It will now be possible to select a Morale threshold for PvP matches. Be aware that once this threshold is reached, a Morale check will trigger
In Skirmish missions, we added a Rating restriction field when creating a lobby
Added multiple sound FX and narrator lines during missions and in the menus
New musics for all bosses
General Fixes
Fixed the opacity of Quest Helpers to make them more visible in all maps
The Tiring debuff effect has been reduced from -20% to -15%
The Dual Wield debuff effect has been reduced from -30% to -25%
Fixed a quest FX that was not placed properly in the second mission of the Mercenaries
Changed the starting position of the Chaos Ogre in Mercenaries Story mission 4
When a caster suffers from the curse “Smite” or “Tzeentch’s Wrath”, during the next injury roll it can only get one of the following results:
Amnesia
Trauma
Deep Wound
Full Recovery
Near Death
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This is why many people argue over the RNG. Between remembering the bad and mis-remembering the bad there is a disconnect that cannot be swayed.
Honest mistakes can alter perception.
Trauma is the only one of those that has any actual downsides to it there right?
I limit my magic use because I am always afraid of losing someone to something beyond my control. I never use the hedge wizard for that reason.
Wrath is not that bad. Trust me.
Might go play a cast heavy sisters or something. Or possibly double mage.
I'm hesitating, keeping him for the levelled heal and poison skills or ditching him as he is crappy in melee and will be a living handicap with all the now useless ranged skills.
Definitely play more with magic if you haven't already. It can be a major difference maker, particularly and with some warbands it is all but considered required (zombie and necromancer relation).
Also if by double mage, you mean doubling up warlock on a human mercenary band (or a doomweaver combo on any other), do keep in mind the key differences between divine and arcane casting, while remembering that the warlock (human mercs) is an arcane caster.
Different curse. Divine fury and Tzeencth's Wrath, have different curse lists, and different rules. While many match up equivocally, there are one or two outliers specific to one list or another. Be sure to match up right rune for right curse chance (nothing more embarassing that placing a divine fury reduction rune on an arcane caster), and note while both benefit from conspiracy only one receives the downside.
More importantly is the armor difference between casting types. The downside to armor, only applies to arcane, thus the greater tendency for armored divine casters (since there is no penalty). This is not to say that armored arcane casters are impossible but it requires some rather specific building, careful stat balancing, use of intelligence skills to counter stat limitations for melee competence, purple equipment (not only in terms of best reduction runes, but the penalties on armor are much less severe), and either accepting casting less, or actually going for the curse chance (in the case of doomie wrath spam). I have done a few experiments with melee necromancers (I call them death knights) to support terror themes, magisters and doomies (as part of a Khorne theme, light armor using ones too including some as part of a Nurgle theme), and one time when really stoned (this one did not work like as well as others) a warlock.
I use the wolf priests of ulric a lot but I think I will branch out next time I play.
GUIDANCE
Effect: Prevents the effects of Mental conditions (Stupidity, Paranoia, Half-Crazy, Megalomania, and Heroic Idiocy). Can only be used while not engaged.
To be fair, I am not at all certain that it actually does as advertized. Or, at least, I have never witnessed it having been used that way.
But, yes, a fair point. IF it works.