Mordheim: City of the Damned

Mordheim: City of the Damned

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Kes  [developer] Dec 3, 2015 @ 10:15am
Full Release Patch 1
Hello Everyone,

Since the full release of Mordheim: City of the Damned, we continue monitoring the forums and your feedback, to provide you support and fix major issues that could alter your experience in the game.

Today, we present you our first patch (1.0.4.9) since the release, providing the following fixes and improvements:

General Fixes
  • New RNG system (yes, this is not a joke) that should reflects better the odds of performing actions
  • Born Leader now retains the proper attribute bonuses when mastered
  • Fixed the text for Dual Wield debuff that was still displaying 30% instead of 25%
  • Added a collision on all Jail wagon’s ramp to help AI navigate
  • Fixed an issue where the Sister Superior were only given 2 Skill Points at Rank 8 while she was supposed to have 4.
  • The Speed of the Possessed warrior has been increased to Fast instead of being Slow
  • Treasury will now be updated correctly after receiving mission reward
  • Monster and Dramatis names are now properly localized to other languages
  • The “Available units” section is now scrollable using joystick (right stick)
  • The “New arrivals items list” is now scrollable using joystick (right stick)
  • Warriors won't "rubber-band" anymore when moving after they performed an action
  • The Mission Rewards percentage automatically gathered after battle will now be based on your Warriors that are not Out of Action at the end of the fight. The changes will go as follow:
    • Normal: 4% per warrior alive
    • Hard: 5% per warrior alive
    • Brutal: 6% per warrior alive
    • Deadly: 7% per warrior alive
    • Damage dealt by AI units has been increased based on mission difficulties as follow:
    • Normal: Remains as +5% damage
    • Hard: Remains as +15% damage
    • Brutal: Increases to +30% (from 25%)
    • Deadly: Increases to +45% (from 35%)
  • Reduced the request of the first Wyrdstone Shipment from 100 to 75
  • Slightly reduced the Wyrdstone requests for Warband rank 0, 1 and 2
  • Increased the Starting Gold for new Warband from 200 to 250 gold (this is the base value before any Veteran bonus are added)
  • Made sure the proper animation triggers when a buff is received from Wyrdstone effects, Traps and Idols
  • Added the amount of current players playing the game in the Skirmish List
  • Fixed the default selected item in the Hideout menu to prevent misclicks which sometimes lead for Players to enter the wrong menu
  • Improved the highlighting system in the game menus
  • Wounds of the Pink Horror have been increased to be on par with other Daemons
  • It is now impossible to get an Ambush in two scenarios in a row
  • We added a Kick option in the multiplayer lobby
  • "Ready" is now selected by default when entering a lobby, while using a gamepad
  • The curse dealing fatal damage has been changed from 6666 to 9999 (since 9 is the sacred number of Tzeentch)
  • Added command line "-lowSettings" to force game to start using low graphics settings (need to delete option.sg file first)
  • Added command line "-fullLog" to force fully detailed logs (Check the thread "Issues launching or loading the game. Read this first!" for more details)
  • Display ambush range when selecting ambush stance

Unique Story Missions Fixes
  • We removed reinforcements during the Unique Story Missions that takes place in the Library and in the Ballroom
  • Fixed the position of an Objective Marker for the Story Mission 8 of the Skaven
  • Merga will be more passive and focus on her ritual in the missions:
    • Sisters 2-4
    • Mercenary 2-2
  • Added collision on the broken stagecoach-wagon in Act 2-3 of Mercenaries Campaign.
  • Slightly increased Gold Rewards for Act 2 Story missions (sadly this is not retroactive)
  • We made modifications to the Library missions AI behaviour in hope it will prevent the blocking of teleports for more than 1 Turn. Make sure to report if this keeps happening

Runes & Marks
  • Rune of Dismay has been modified as follow:
    • The effect is now Stackable
    • The debuff effect of the 1 Hand enchant has been reduced from -5% to -3% for the normal version and from -10% to -6% for the Mastery version
    • The debuff effect of the 2 Hand/Range enchant has been reduced from -10% to -6% for the normal version and from -20% to -12% for the Mastery version

Multiplayer Fixes
  • Added fail safe to avoid connection lost
  • Improved network stability while loading
  • Added a Fix to prevent players from being locked in "Wait for opponent" if opponent disconnect during its turn

Navigation and Terrain fixes
  • Fixed several pathfinding issues involving building doorways.
  • Fixed an issue in the Raven Barracks Map that would cause, on a rare occasion, units to teleport outside of the gameplay area.
  • Fixed an issue in Noble's Quarter Map 1 that would cause procedural props to imprison units inside a building.
  • Fixed various issues with procedural buildings inter-connection over all Merchant and Noble Quarters Maps.
  • Fixed numerous visual bugs with certain buildings.
  • Fixed camera behaviour over several locations in the Great Library and Raven Barracks Maps.
  • Fixed several collision issues in the Raven Barracks Map.
  • Fixed Level of Detail aggressiveness on certain procedural props and terrain elements for all Merchant Quarters Maps.
  • Fixed neutral monsters that would spawn occasionally in the air in Count Steinhardt's Palace Map.
  • Fixed visual issues on a building in Quayside Map
  • Fixed a rare occurrence where the indoor Warband Chest was unreachable.
  • Fixed an issue where you could charge/ambush into the filthy waters of Quayside.
  • Fixed floating Wyrdstones that could appear in Merchant Quarter's Map 4 on rare occasions.
  • Fixed an issue with units that could spawn outside the navmesh in Quayside Skirmishes.
  • Fixed an instance of Nobles Quarter Map 2 that would spawn unreachable Wyrdstones.


How to help us
If you find any bugs or need some technical help, please refer to the thread "Issues launching or loading the game. Read this first!", and 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 and a copy of your combat log, found in your steam install directory:
- Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt
- Steam\SteamApps\common\mordheim\combat.log

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.

Special Note
Please note, that due to the changes in the RNG system, if you kept a combat save before the update, it will be removed and your Warband will be send back to its hideout, without any consequences.

We hope you enjoy this patch. Feel free to check the forums regularly to get information on what's coming next to Mordheim: City of the Damned
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Showing 31-45 of 86 comments
lujk Dec 3, 2015 @ 10:58am 
"The curse dealing fatal damage has been changed from 6666 to 9999 (since 9 is the sacred number of Tzeentch)"

This made me smile :)
Thank you RF, you guys are the best.
Terravallis Dec 3, 2015 @ 11:00am 
Thx SO much for making this awesome game! It got all i want in a game, and is exiting as h... when i char gets downed or get in serious troubble.

Got a small suggestion thou:
When you make the first warband, one should get the oppourtunity to equip the characters with what you want when it comes to armor and arms. What i do now is restart a warband until i see what i want in the shop. Or buy extra peeps, take their stuff and fire em again.

Keep up the good work! Thou my job and life suffer a bit. ,)
mechanoid Dec 3, 2015 @ 11:03am 
"New RNG system (yes, this is not a joke) that should reflects better the odds of performing actions."

Can you please explain this? You said before that your RNG was perfect and that the impression of having strange odds was just in the mind of the players. How can you improve randomness? And the fact that this is no joke - is it a joke?
Mich Dec 3, 2015 @ 11:05am 
Originally posted by Kes:
Check my post above Wendek ;)

Obviously someone had a facepalm moment with the initial upload, but fixing it in under thirty minutes leaves you guys coming out ahead in my eyes.
Beastman666 Dec 3, 2015 @ 11:06am 
Originally posted by npokka Monks:
Originally posted by Sage:

Same. I wasn't even a part of early access. I see the "Early Access" stamp on the intro screen and the version in the ui is 0.22.4.38.

same here (but i was with ea) and after loading the warband i have a messy menuscreen with with many screens seemingly overlapping one another - same a user Kria's screenshot.
Last edited by Beastman666; Dec 3, 2015 @ 11:06am
Skull Dec 3, 2015 @ 11:06am 
Are u guys sure you are not missing the "Greatly improved the AI patchfinding"?
Kes  [developer] Dec 3, 2015 @ 11:09am 
Originally posted by mechanoid:
"New RNG system (yes, this is not a joke) that should reflects better the odds of performing actions."

Can you please explain this? You said before that your RNG was perfect and that the impression of having strange odds was just in the mind of the players. How can you improve randomness? And the fact that this is no joke - is it a joke?

We mentioned it a few times already on the forum, we simply change the algorithm in hope of a better repartition of numbers. Here's the exact quote from Katarak:



"For many years now the Mersinne-Twister algorithm has been the standard for RNG. It's a solid RNG, but in the case of videogames where the amount of randoms requested are comparatively low, It is not well Equidistributed. It also suffers from "bad states" where the "randomness" of the numbers will be skewed. It also has a warmup behaviour (where the initial X random numbers aren't really random).

SFMT is the usual algorithm used which corrects a little bit of these issues.
https://www.wikiwand.com/en/Mersenne_Twister#/SFMT

Furthermore, WELL, based on MT and developed by some of the same engineers, presents better equidistribution, and removes (or atleast diminishes) warmup.
https://www.wikiwand.com/en/Well_equidistributed_long-period_linear

WELL is what we used in the Mordheim.

Despite all that, there have been many reports internally, and externally that our RNG doesn't provide adequate randomness, is skewed to one side of the percentile spectrum etc. People saying that they have 75% chance to succeed their climb and fail 6 times in a row. All these situations are real. How often they happen, I don't know, but there is enough noise about them for them to be tackled somehow.

Discussions have bounced around between Kes and I about the best approach to correct this and normally talks go to "cheating" the random. This is something we did when working on Dawn Of Heroes (DS) where you might have a very powerful skill at 25% chance to succeed. You only had the opportunity to use the skill about 4 times in a match. If you failed all attempts then you felt cheated. In order to counteract this we cheated the randoms for every fail. You had 25% chance. If you failed that would go up to 50% chance. and once you succeeded it would drop back down to 25%.

This to us, however, is totally last resort. It will change a lot the behaviour of the game. Change it's charm, and totally change the difficulty curve. Many people state that the AI cheats with its random, but I can guarantee it does not. The random rolls work exactly the same for all warriors in the game. Yours, Deamons, Bosses, All AI, Injuries, Market rotation, etc.It is totally unbiased, we just call the WELL algorithm and get the value.

Rencently, a new RNG algorithm has surfaced. So new in fact it doesn't even have a wikipedia page.
http://www.pcg-random.org/
I took the time to read the docs, and it seemed interesting. Some interesting points are better equidistribution and faster computation. The computation time is most probably negligable, but I still feel in my heart that it will reduce loading times where we do over 5000 random checks sometimes.

So we just plugged it in, removed WELL, put in PCG. That's it. We didn't add any cheats, we didn't add skewing code. We just replaced the algorithm. PCG should provide more balanced results.

I hope this clears up everyone's concerns about the RNG changes.

Thanks,
Katarak"
Last edited by Kes; Dec 3, 2015 @ 11:10am
Anarkhaos Dec 3, 2015 @ 11:12am 
Game newly available after the 2nd patch.

Thanks for your reactivity.
mechanoid Dec 3, 2015 @ 11:13am 
Sorry, but random is random is random is random, there can be no better algorhithms except their results were not random in the first place.
Kes  [developer] Dec 3, 2015 @ 11:15am 
Originally posted by mechanoid:
Sorry, but random is random is random is random, there can be no better algorhithms except their results were not random in the first place.

That is false, check my post just above. A random that rolls high high high low low high high is a worst random than one that rolls high high low high low low high. :)
mechanoid Dec 3, 2015 @ 11:15am 
Ah, thanks for adding this, you were faster than my reply, this is interesting and explains it.
Kes  [developer] Dec 3, 2015 @ 11:15am 
Yeah sorry it wasn't in my first reply to you, I had to dig for the info of Katarak and come back to copy-paste it! :D
Last edited by Kes; Dec 3, 2015 @ 11:16am
Salami Dec 3, 2015 @ 11:16am 
LOL i though i had the patch, and it didnt work with old warbands. So removed my 30hour save of Mercenaries. Gah. Still gonna try Sisters
Cheox Dec 3, 2015 @ 11:17am 
Works fine again! My respect for re-patching in less than 30min!
Stymie Jackson Dec 3, 2015 @ 11:20am 
Someone got fired.
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Date Posted: Dec 3, 2015 @ 10:15am
Posts: 86