Mordheim: City of the Damned

Mordheim: City of the Damned

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dv 2022 年 3 月 23 日 上午 8:31
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[MOD] Mordheim Monster Magic released
Available at moddb:
https://www.moddb.com/mods/mordheim-monster-magic

The mod includes bugfixes and new features and tries to keep the game as close to the unmodded game as possible.

Controversial features are configureable via launch parameters. See README that's part of the download.

Features in V1.0:
- Frankenstein AI0.2 created by Steiner.
- 12 reserve slots instead of 8.
- Campaign maps are available as random missions. Up to one on any given day. Excludes the Great Library and the location of the active campaign mission if there is one.
- Roaming monsters (daemons and chaos ogre) use masterwork equipment and selected skills.
- Roaming monsters (daemons and chaos ogre) appear in hard missions.
- 46 regular units may appear as roaming units.
- Roaming units may spawn on outdoor wyrdstone locations between both wagons.
- Access to equipment tab during outsider training.
- AI does not mirror player warband. See file README_command_line_parameters.txt for details.
- AI warbands use all unlockable unit types.
- AI units use all customization options.
- Better allocation of attribute points for AI units.
- Ogre, Rat Ogre, Chaos Spawn and Chaos Ogre may enter buildings.
- Dramatis personae with its unique weapons unlocks as free outsider after the final campaign mission.
- Overhead deployment. Bugged in multiplayer. Use only against AI!
- Remember skirmish map settings and restore them if possible.
- Scouting section of mission select screen displays available AI warbands. (default: disabled)
- Mission description in mission select screen includes map name.
- Next/previous unit: Order of units changed.
- End mission screen has a 3rd column for looted items.
- Names of good runes use blue colour on masterwork items.
- Items and runes use their respective colour in all locations (e.g. 2nd weapon set during missions).
- Names for body parts in customization screen.
- Names for colour presets in customization screen.
- Selection (not activation) of end turn displays combat circle.
- Selection (not activation) of overwatch or entrenched displays overwatch range.
- Buff and debuff lists: Identical buffs and debuffs combine into one entry.
- More lines to display hit modifiers.
- More lines to display damage modifiers.
- Leader in main menu new game screen shouts after mouse click instead of mouse hoover.
- Skip intro movie. (default: disabled)
- Bugfix: Fake poison gas cloud.
- Bugfix: Item loss in backpack slots unlocked by +strength armour rune.
- Bugfix: Wagon wheels inside ground on some deployments.
- Bugfix: Add 4 missing strings.
最後修改者:dv; 2022 年 3 月 27 日 上午 3:04
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目前顯示第 91-105 則留言,共 186
DantefromEmpire 2023 年 1 月 8 日 上午 8:32 
引用自 dv
Players can disable a lot of features. "README_command_line_parameters.txt" is the file you are looking for. It is part of the mod download.

Changing 3D graphics: I'll take a look but no promises.

The mod is great and very customizable, i'm having a lot of fun, after reading the readme i realized i can do many of the things i asked about. During these days i've played a lot with this mod and i'm trying to understand some things. Never happened to me that the AI warband replaced 2 heroes with an impressive but i can confirm that i had an impressive while the enemy did not, the commands i was using are: -VER -NSMM -NRMI -NRUDE -CTWE -NIAIW -ESI. I'm really looking to have enemy's warband with impressive while i have all heroes.
At higher rank AI can use multiple henchmans and heroes from a different faction or dlcs, is it possible to customize these features? maybe turning on-off the feature - AI use vanilla units only- or i can customize AI units pick through a specific entry in the database (not an expert unfortunately). Skaven and undead tend to often have multiple units from other warband compared to other warbands, i had match where skaven had 2 ghouls and 2 doomweaver or where undead had 2 doomweaver 1 poison wind globadier and skavens as henchman, is it intended? it's the first time i reach ranks as high as 7 so i don't know for sure.


引用自 GreyHuntr
Yeah, that witch hunter sword grip always bugged me too. A minor thing, but noticeable

I completely agree, let's hope is fixble.

Thanks and greetings to everyone as always
dv 2023 年 1 月 8 日 上午 9:52 
引用自 DantefromEmpire
At higher rank AI can use multiple henchmans and heroes from a different faction or dlcs, is it possible to customize these features? maybe turning on-off the feature - AI use vanilla units only-
Could be, but I don't see the point. Those units don't change difficulty after all.

引用自 DantefromEmpire
or i can customize AI units pick through a specific entry in the database (not an expert unfortunately).
No, not for AI only.

引用自 DantefromEmpire
Skaven and undead tend to often have multiple units from other warband compared to other warbands,
No, they don't. All warbands use identical probabilities. You experience RNG. Standard deviation is high by design.
最後修改者:dv; 2023 年 1 月 8 日 上午 9:58
Dahoota 2023 年 1 月 9 日 下午 11:02 
Loving the mod. I just finished a monster hunt mission and wanted to ask where all the extra narrator's voice acting came from?

I'm guessing it has to be all extra unused content hidden in the game files? If so it seems there's so much stuff the Devs left unimplemented.
dv 2023 年 1 月 10 日 上午 8:08 
引用自 Dahoota
I just finished a monster hunt mission and wanted to ask where all the extra narrator's voice acting came from?
I have no clue what you are talking about. Guess I have to activate that sound to find out? Or will you tell me?
最後修改者:dv; 2023 年 1 月 10 日 上午 9:47
Dahoota 2023 年 1 月 11 日 上午 2:46 
I just meant that there appears to narrator audio for loading screens of the missions you added that aren't in vanilla. In particular for the missions featuring campaign maps. Maybe I'm wrong/just missed something.
最後修改者:Dahoota; 2023 年 1 月 11 日 上午 3:19
NeonHaggis 2023 年 1 月 24 日 下午 11:26 
Trying this mod out finally - the extra surprise wandering critters was brutal but lots of fun. Like having the extra reserve spaces, looks like I'll need them. :steamthumbsup:
最後修改者:NeonHaggis; 2023 年 1 月 24 日 下午 11:26
miniaaar 2023 年 2 月 14 日 上午 6:29 
I came back to Mordheim to try the mod.

Everything is working nicely and I must say, the non-mirroing of the AI warband throws some (welcomed) curveballs. My rats will remember their last mission against not one, not two, but 3 Vampire leaders!

The DeamonHunt and Gold Rush missions are also a nice change of objectives. I don't know how hard it was to implement, but the fact that modders could do it seems like another of those missed opportunities to improve the game from Rogue Factor...
dv 2023 年 2 月 15 日 上午 10:03 
The probability to face three enemy leaders when you have only one is very low. You got lucky.

It took me a while to undestand the code for objectives. Once I did, implementing the additional ones was easy.
最後修改者:dv; 2023 年 2 月 15 日 上午 10:07
miniaaar 2023 年 2 月 25 日 上午 9:06 
"Lucky" is not the term I would use. Vampire Leaders aren't really the easiest to deal with as a progressing skaven warband. But fortunately, I had a great range PWG who did an awesome job.

I haven't faced three leaders again it's true. But two leaders isn't a rare occurence. And it's refreshing. I also like the random roaming monsters. I'm not sure if that's useful to add henchmen in the list but random heroes, leaders and impressives are nice to see once in a while (in 50 missions, I saw 1 Darksoul, 1 Rat Ogre and 1 Sister Superior).
dv 2023 年 2 月 25 日 上午 10:18 
The 46 reguiar units apprear as neutrals in 11.5 % of hard, brutal or deadly missions. Assuming your 50 missions include normal ones, 3 sightings seem about right.
最後修改者:dv; 2023 年 2 月 25 日 上午 10:18
ghetto 2023 年 2 月 25 日 下午 9:44 
Contemplating ways to remove icons indicating where stone and characters are?
dv 2023 年 2 月 25 日 下午 11:57 
No, not at all. Players won't like that. I'd have a revolution at my hands.

Having said that, it's not difficult to do.
Paranoia 2023 年 2 月 26 日 上午 4:58 
引用自 ghetto
Contemplating ways to remove icons indicating where stone and characters are?

That is something I had thought at some point, that or disallowing Overview, as a Deadly difficulty feature. But I came to a conclusion that removing features is not exactly interesting way to increase difficulty, and, secondly, there is a narrow line between "harder" and "just more annoying". So I decided to ask DV to create the feature of capping Backtracking to 2 on Deadly instead (forcing people to use Perception instead of just walking around and undoing repeatedly).

Difficulty that just makes enemies beefier: Bad, but sometimes unavoidable unless one wants to allow AI to cheat, as making AI better is way above our pay-grade of volunteering.
Difficulty that removes features: Bad. Increasing difficulty should force me to make use of all tools at my disposal, not just take the tools away.
Difficulty that adds new features: Good.

Hence why ParaMod has the following ways to ramp up difficulty:
Hard: Daemons start appearing. New feature compared to Normal gameplay.
Brutal: (also) Ambush/Sneak Attack scenarios appear. New feature compared to lower difficulties.
Deadly: Backtracking limited to 2. Not a new feature, but removes the training wheels from Players, since AI can not backtrack. Not Backtrack 0, however, because, as mentioned, there is a line between harder and just plain annoying.

...Sorry if this was a bit out of topic, there was feature creep in this very comment as I wrote it.
miniaaar 2023 年 2 月 27 日 上午 2:27 
I really liked what you did with the two additional objectives (gold rush and deamon hunt).

As you are allowing the dramatis personae to be available once the campaign is finished, do you think you could create a special mission as well to kill other warbands dramatis personae?

By that I mean:
- Campaign is finished, you unlock your dramatis personae.
- If you take him in a mission, there is a chance (same as ambush mechanic) that the mission changes and that the ennemy warband also get their dramatis personae (if ennemy warband is distinct than your own). The mission additional objective becomes to kill that additional Dramatis Personae.
- Ideally this type of mission would trigger only 7 times (one for each of the potential ennemy Dramatis Personae) but I don't know if a counter per warband is possible.
- Ideally this would only occur for deadly difficulty mission so that the dramatis persona gets the usual buffs.

- Alternatively, instead of mimicking the ambush mission system, it could be its own mission type that you see on the general map with the deadly difficulty hardcoded.

Do you think that would be 1) feasible and 2) interesting?
dv 2023 年 2 月 27 日 上午 8:29 
A "leaderhunt" type of mission is certainly possible. I can also force the Dramatis Personae clone into the AI warband. "Deadly only" limitation is trivial.

Change the mission like ambush? Probably not. Either create a leaderhunt mission on the map or spawn a 2nd objective in addition to the normal one.

Once for each potential enemy? That is easier said than done. Requires meddling with savegames. Probably not.

To answer the questions:

1) Feasible?
Yes it is.

2) Interesting?
I think so. Players see a unit they otherwise woud not.
Leaderhunt as an objective might be too easy, though. Compare it to Marked for Death.
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張貼日期: 2022 年 3 月 23 日 上午 8:31
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