I always wondered why they kept making Warhammer games in real time....not a lot of detail here. http://www.strategycore.co.uk/news/gloriously-averting-damnation/
Sounds interesting but also like you're just being led through a series of set-piece scenarios. :-\
Reminds me of Fallout: Tactics but more gooder.
Need to read more..... I have been waiting for someone to try this for ages
This sounds interesting. :)
oi oi oi if this playes out even remotely like the boardgame it will be great.
Especially if they make an online campaign
Mordheim? Nice! ;D
Quote from: Nefaro on March 26, 2014, 04:32:57 PM
Sounds interesting but also like you're just being led through a series of set-piece scenarios. :-\
So, like the TT game then. ;D
Based on a table top I can't see how else it would be perceived.... it has to be based on set piece scenarios.... for my mind it should be like the new xcom but in ye olde worlde style
Quote from: JasonPratt on March 28, 2014, 12:54:52 PM
Quote from: Nefaro on March 26, 2014, 04:32:57 PM
Sounds interesting but also like you're just being led through a series of set-piece scenarios. :-\
So, like the TT game then. ;D
I never liked the mechanics of the Warhammer Minis game. The RPGs were just expanded versions of same, and not very good. Despite obviously being systems only focused solely on a single block of stat numbers, all the extra cool stuff was tossed in as long-winded modifiers for specific situations. Instead of cutting down on the need for rules references, as I suspect was the original aim, it just made for more investigating regarding individual abilities/skills/wotnot. Also not a fan of the d10 or d100 stat rolls that have a long list of DRMs, including the ones from aforementioned situation specific abilities. It can be DRM hell, especially for the RPGs, and rather dull.
However, I think we need more stat & ability heavy Warhammer PC games. I'd specifically like to see a new tactical squad-level WH40K title in the vein of X-Com and both 40K and Fantasy themed Action RPGs like Diablo3/Torchlight2. Just not using the tabletop game mechanics.
That may sound like heresy to some, but that's my take. This new game may use it's own system and be quite fun, so it's not a criticism of that specific title. We don't know much about it yet. If we're lucky, it'll be reminiscent of WH40K: Chaos Gate. :)
If we're lucky it'll be reminiscent of mordheim!! You know, been based on that game and all that :P
And then they'll reskin it and sell it as necromunda and I'll buy that too
Coming soon mordheim but nothing like it at all ;D
Quote from: undercovergeek on March 28, 2014, 01:30:13 PM
If we're lucky it'll be reminiscent of mordheim!! You know, been based on that game and all that :P
Not familiar with it. Hopefully it doesn't use the same game system as the others.
Squad based battles with rpg elements..... it should be awesome
Quote from: undercovergeek on March 28, 2014, 01:46:31 PM
Squad based battles with rpg elements..... it should be awesome
Yeah. I really do have my fingers crossed. Gonna try to keep from expecting too much, however.
Sorry for the sourpuss earlier. "Expect the worst, and you'll never be disappointed", right? :P
lmao - i feel ya
Quote from: Nefaro on March 26, 2014, 04:32:57 PM
Sounds interesting but also like you're just being led through a series of set-piece scenarios. :-\
Having now actually read the description, I don't know how you're saying that...? It seems a lot like the Blood Bowl PC/console adaptation, except with a strategic map.
QuoteGather your warband. You are to seize control of fulcral areas and gain access to precious resources in Rogue Factor's now disclosed Mordheim: City of the Damned.
Set in the Warhammer world's decimated Empire city, Mordheim: City of the Damned is a turn-based tactical game where you lead warbands into bloody and lethal skirmishes. The game blends RPG elements, fast-paced tactical combat and intricate unit customization in a time wrought by chaos and rivalry where only the strongest survive.
After the Comet of Sigmar crashed on Mordheim, the City of Damned turned into a terrifying battlefield where rival warbands fight fiercely for the control of key neighborhoods, looking for glory and fortune by acquiring the very valuable Wyrdstone fragments.
Pick your warbands from iconic Mordheim factions - Sisters of Sigmar, Possessed, Skaven, Mercenaries from the Empire, and many more - and lead your troops to battle. Recruit new units, equip them with enhanced gear. Evolve and customize your warband with the experience gained from each successful mission, transforming them into a terrifying force on the battlefield.
Devise the best strategy to annihilate your rivals. If you fail, some of your units might lose a limb... or worse. Keep in mind that in Mordheim: City of the Damned, a dead unit is lost forever! Consider the environment when formulating your battle strategy, exploiting the unique buildings, ruins or the layout of the streets. Deploy your troops carefully and anticipate the actions of your adversaries to set up ambushes! Organize ingenious battle plans where the talents of your units will be as important as your own luck during key moments of combat.
Loot items and weapons hidden in the ruins, or steal those of fallen opponents. Survive the dangers that abound in the City of the Damned and collect as many Wyrdstones as you can, but remain ever vigilant. Mordheim is one of the most treacherous places in the Warhammer world!
In these epic battles where fame and glory await, your strategy will definitely be your best ally! Visit the four corners of the City of the Damned to complete multiple missions in the solo campaign, or challenge other players in enthralling multiplayer modes.
Hrmm. Maybe you're right. This could still have some decent campaign play.
Guess we won't know the details until more press shows up.
Quote from: undercovergeek on March 28, 2014, 01:30:13 PM
If we're lucky it'll be reminiscent of mordheim!! You know, been based on that game and all that :P
And then they'll reskin it and sell it as necromunda and I'll buy that too
Coming soon mordheim but nothing like it at all ;D
gorka morka :)
That was a fun minigame and could be a super computergame
Mordheim, Early Access on Steam coming soon:
http://store.steampowered.com/app/276810/?snr=1_7_7_comingsoon_150_1
la la la la la
i cannot see it
i cannot see it
Wow that came out of nowhere. I have a lot of fantasy gaming on my plate right now though...no reason to get this in early access.
I don't usually do Early Access anymore, but for this one I may splurge.
oh dear!!!!
Quote from: Tpek on November 17, 2014, 04:11:48 PM
Mordheim, Early Access on Steam coming soon:
http://store.steampowered.com/app/276810/?snr=1_7_7_comingsoon_150_1
Just sounds like a small multi-player arena battle game.
Which may have been okay for the tabletop, but I dunno if there is enough substance there for a PC game since it will probably depend on MP matches. Not much in the way of single-player there.
It looks a bit like a Warhammer Mount and Blade style game, but able to select individual heroes. Am I wrong? What do you think? Units seem to be individuals rather than unit groups of individuals.
Quote from: Boggit on November 18, 2014, 07:19:42 PM
It looks a bit like a Warhammer Mount and Blade style game, but able to select individual heroes. Am I wrong? What do you think? Units seem to be individuals rather than unit groups of individuals.
Ummm.. I thought it's going to be a turn-based tactical game with a pair of short linear single-player campaigns and some multi-player Point Buy arena matches. Or MMOA style xp grinding matches. From what I've read anyway.
Quote from: Nefaro on November 18, 2014, 07:27:38 PM
Quote from: Boggit on November 18, 2014, 07:19:42 PM
It looks a bit like a Warhammer Mount and Blade style game, but able to select individual heroes. Am I wrong? What do you think? Units seem to be individuals rather than unit groups of individuals.
Ummm.. I thought it's going to be a turn-based tactical game with a pair of short linear single-player campaigns and some multi-player Point Buy arena matches. Or MMOA style xp grinding matches. From what I've read anyway.
Well that's what I thought too, but I've had a look at Tpek's link on Steam, and those were my initial impressions. Have a look and see what you think after you've seen the two videos. OK, I know it's all pre-alpha, but check it out.
http://store.steampowered.com/app/276810/?snr=1_7_7_comingsoon_150_1
Quote from: Boggit on November 18, 2014, 07:34:51 PM
Quote from: Nefaro on November 18, 2014, 07:27:38 PM
Quote from: Boggit on November 18, 2014, 07:19:42 PM
It looks a bit like a Warhammer Mount and Blade style game, but able to select individual heroes. Am I wrong? What do you think? Units seem to be individuals rather than unit groups of individuals.
Ummm.. I thought it's going to be a turn-based tactical game with a pair of short linear single-player campaigns and some multi-player Point Buy arena matches. Or MMOA style xp grinding matches. From what I've read anyway.
Well that's what I thought too, but I've had a look at Tpek's link on Steam, and those were my initial impressions. Have a look and see what you think after you've seen the two videos. OK, I know it's all pre-alpha, but check it out.
http://store.steampowered.com/app/276810/?snr=1_7_7_comingsoon_150_1
Note that the second video mentions "leaving him with some Action Points" and there are various blue movement range/point circles those characters are each being moved through before they stop and he switches to the next character on his team.
Looks like a 3D WEGO turn-based system, if not IGOUGO.
Edit: Yep, it's turn-based. The second vid demonstrates.
I'd understood it to be xcom warhammer
But I wasn't aware it was mp arena, but then again SOS the boardgame!
Quote from: undercovergeek on November 19, 2014, 03:16:19 AM
I'd understood it to be xcom warhammer
Clearly this should be a thing. O0
^^ Such a thing would be far too awesome to exist, especially looking that good in the screenies. Therefore to spare myself the disappointment, I
I
...i want to believe... :smitten: :smitten: :smitten: :smitten:
Quote from: JasonPratt on November 19, 2014, 08:51:18 AM
Quote from: undercovergeek on November 19, 2014, 03:16:19 AM
I'd understood it to be xcom warhammer
Clearly this should be a thing. O0
Yes, it should. In the meantime, I voted for adding
WH40K: Chaos Gate to GOG. Linky (http://www.gog.com/wishlist/games/warhammer_40000_chaos_gate) It's one of the few games from the 90s I'd still play regularly if it were compatible with modern OSes.
Dunno if that's possible but it doesn't look like anyone's gonna make a new one. This upcoming one is just a 5v5 turn-based multiplayer arena game. :-[
Anxiously looking forward to this one as I played a few tabletop skirmishes. The core of the game is based on a campaign in which you choose a faction and then choose the members of your warband. Warbands range from six to a couple of dozen guys and each faction has significantly different play styles. Customization of the Warbands include picking heroes and fodder guys as well as picking their starting weapons, skills and spells. Skirmishes revolve around both defeating your enemies and making grabs at a mysterious meteorite substance that is randomly placed around the map. At the end of the skirmish, your warband gets xp and gold for kills and collecting the meteorite bits which you can in turn buy new weapons, armor, skills, spells, etc. Guys that die in a skirmish are dead for good and guys that are wounded can carry over to the next skirmish. So there is quite a bit of strategy in managing your warband from match to match.
Trey
Quote from: Great Ajax on November 19, 2014, 10:30:48 PM
Anxiously looking forward to this one as I played a few tabletop skirmishes. The core of the game is based on a campaign in which you choose a faction and then choose the members of your warband. Warbands range from six to a couple of dozen guys and each faction has significantly different play styles. Customization of the Warbands include picking heroes and fodder guys as well as picking their starting weapons, skills and spells. Skirmishes revolve around both defeating your enemies and making grabs at a mysterious meteorite substance that is randomly placed around the map. At the end of the skirmish, your warband gets xp and gold for kills and collecting the meteorite bits which you can in turn buy new weapons, armor, skills, spells, etc. Guys that die in a skirmish are dead for good and guys that are wounded can carry over to the next skirmish. So there is quite a bit of strategy in managing your warband from match to match.
Trey
Sounds like it could be interesting. I wonder how they would implement a campaign of that via multi-player?
Being Warhammer Fantasy, and seeing Skaven in the vids (YAY Skaven!), I'm guessing the "meteorite bits" you're talking about is Warpstone. 8) This could also imply that the Skaven rats (a faction?) can use it to mutate their troops into bigger nastier types and fuel more destructive mages?
Out now on Steam (for Early Access)!
BOUGHT!
DOWNLOADED!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F540%2FZcTzzL.png&hash=20fd859361eaa881057c303583a821a97dfaf55f)
You can touch me now.
I SAID YOU CAN TOUCH ME NOW!! :D
(You're going to see me fumbling a lot and complaining a bit in the next several posts; if you want to see the post that first 'sold' me solidly on the game, skip down here (http://grogheads.com/forums/index.php?topic=9684.msg306504#msg306504).)
There are no options yet other than a few simple audio options -- well, not true, the game launches with an independent front end for video resolution and window. The game does screenie from fullscreen by the way. Why are an increasing number of modern games spacking audio on my system?? Not an actual problem for Mordheim per se, just wondering.
Four Tutorials.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F903%2F2tsf5R.png&hash=09c346c87a9ba343b29e692cc887f2bd6fe44d44)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F661%2FE5jPiq.png&hash=2ca22d29e920b47cfde1ec0b45630d4482939697)
So, you can use a gamepad? Hmm... (the little tail is faintly wagging around, hee hee)
Utterly drips atmosphere, but previous screenies showed that already.
Did I just end my turn while mouselooking around? I sure didn't click the right button for ending turn, and when I tried to unconfirm it I think I confirmed it instead.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F913%2F67IpZi.png&hash=d8b58dbd4ba4254e98cf4eda72f60fca25580764)
Not sure where the possessed guy (human chaos) came from.
Combat attacks look nice but are a little quicker than my reflexes for screenshotting at the moment -- mainly because I'm paying attention to how nice they look.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F673%2FBwLVR2.png&hash=b8b0d30f237a891dbac38feddf81c278b14f8c86)
The button prompts are not consistent yet about showing both mouse and pad button options, or about showing one or the other depending on which I'm using at the moment.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F743%2FxfmHnD.png&hash=2d4356f37e9d9bb65cdf1375bc4812b99c5fcedb)
The game assumes I know what the hell the symbols along the top row mean. The designers call that the "ladder" for initiative, but that led me to look for a vertical list of something not a horizontal one. Now my guess is that those symbols represent the pieces on the board for both players, some of which have not been revealed to me yet, and I'm making an educated guess that the ratty looking ones represent my guys (since the tutorial has me playing skaven), but durned if I know which icons represent which pieces of characters or whatever.
Also, this guy looks a lot like a skaven wizard or something of that sort, but he can only attack with a knife. So why even have him in the tutorial at all?
Wait, sorry no, on closer inspection he's just an armored ratman with a club. Man, do I need to get off my diet or what??
Music is portentious (portentous and pretentious ;) ) but nothing to write home about. Will probably turn it off. Some people may like it.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F538%2FghC01w.png&hash=031a96115b7825050b931cc07ba4de41fc3dbfaa)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F910%2F3N78lP.png&hash=91804b00625d23acf85da76b5e405ed77bc3bdfa)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F901%2Fuqbjuw.png&hash=c3bc1cc866b9bfb6d4beecf7e738e3cca07525ac)
I don't have a single solitary clue where Thanquee here is, in relation to anything else I've recently seen happen. If this game has an overmap or something, the tutorial doesn't care about showing me yet. I have no idea where to move or why I would move there. One might suppose from the previous screenshot that I was supposed to move to where I could do something athletic...?
Okay, I don't know why Thanq only has two blue movement points instead of three (one is clearly blanked out -- maybe 3 is the max anyone can have?) but that blue circle in the previous screenie shows the radius he can wander around within without using a 'move'. Meandering around, I found a ledge nearby with a glowing jump-icon on it, and so there's the athletic action the game assumed I'd be doing this turn.
Beyond the ledge I can now see a battered street with a ruined house across the way, and several other jump-down icons cycling, plus what looks like an enemy standing with his back to me.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F537%2FwKFjcc.png&hash=b1f299304569309fb8b9a101cded8c056d9256bc)
Pressing Q or E cycles through the actions available to me here, which are shown by the icons in an unintuitive way but I'm getting the gist of it now. I don't have a clue how this would work on the gamepad.
Left-clicking selects the jump icon that I otherwise just selected with Q or E, and Thanq looks down the drop. The game already gave me a 78% success chance; now it tells me (in the upper right) that if I fail I run a risk of 3 to 18 points damage (apparently rolling 3 six-sided for damage totals on failure).
I left-click again to confirm the jump. Thanquee tucks his spear and shield away, and with a hilarious leaping roll (like an Olympian off a board) dives off the ledge...
...splat on his back!
I didn't quite have time to catch that on a screenie (from LOLing too hard), but here he is getting up.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F538%2FF7D64w.png&hash=89f233eef720eddc5d44e61b82d535e547f0f556)
Best game ever, 100 Wyrdshards out of 10!
Not even kidding: the game could fail now completely afterward, and I'd still like it just for those few seconds.
Going back a couple of screenies, where I'm looking out over the edge to the... quay or whatever it is near the busted dockyard house (which is also down another level) -- I'll show it again for ease of reference:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F537%2FwKFjcc.png&hash=b1f299304569309fb8b9a101cded8c056d9256bc)
Okay, how many ratmen other than Thanq are in this screenshot?
At least two.
I had no idea until I got closer to the obvious enemy. I went back and looked again, and they hadn't popped in or anything, they were there, just not marked where I THEIR OWN PLAYER could see them.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F673%2F7OU9Uf.png&hash=aba1113c5ff40c249dcb196407de5f7bf935ad67)
(On the other hand, I kind of admire and approve about opponents maybe being able to miss enemies in the background like that.)
Meanwhile, I had an option either to jump back up (finishing my second of two move points), which I was tempted to do just to see what might happen if he failed; but I decided not to push my luck for later in the round, and approached behind the Posse member instead.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F540%2Fx8PU2A.png&hash=0f65926b70da4fd7e4f105789395042b40971606)
I haven't finished my move yet, by the way. I could wander around inside that blue circle forever (presumably also into my ally's green circle, if I could reach it), as long as I didn't cross into the enemy's red circle.
Theoretically, sneaking up behind him or at least flanking him from behind would be a good idea.
It's got potential.
I get a Blood Bowl impression from it, being a boardgame port (to some extent) into 3D.
I'm just curious if the multi-player will hold up, as there doesn't look to be much single-player planned. If they have a Blood Bowl style server set up, where you can create persistent squads and level them up as you fight others, then maybe it'll have some staying power. But will it just be head-to-head 5-man squad matches? Or is there some extra Meta-game in between?
Gotta admit, I'm very curious. Because Skaven! And Chaos!
Bought and downloaded myself. I'm going in!
Trey
Not technically the same team that ported BB, but the same publishers (Focus Interactive).
But yes, rather like BB or perhaps Dungeonbowl would be a better comparison.
And we all know how much I like Blood Bowl. >:D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F537%2F5Q3ELP.png&hash=8b52517e037b2415b057641f50cdcd69d16ed058)
The camera is janky as hell. Doesn't help that it normally fixates on a point about two feet above any ratman's head, regardless of zooming in and out (zooming in just ends up looking up toward that invisible point with the ratman mostly obscured by the UI). The auto-cinema perspective picks the goofiest angles and then clips through all of reality to show the shot.
I don't know if that can be improved for a console-ish release, but it damn well could be improved for the PC edition (which of course is what I'm playing).
On the other hand...
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F673%2FK59jQ7.png&hash=8c4d9a2a63e30f72509627239b8d60bbb25c9780)
...I have a ratman with two warpstone pistols.
My complaints are invalid.
:smitten:
Then to demonstrate critical hits (always inflicts max damage plus double-damage bonuses, creates open wounds leading to further vulnerabilities), and out of action results (from hit points being reduced to zero, putting the piece out of the current battle and maybe giving permanent or temporary injuries or death after-battle)...
...a great horny thing runs up out of the mist and one-shots one of my skaven, before leaping away somewhere else.
Seriously? That thing could clearly win the whole battle by itself!
I didn't have the reflexes to get a screenshot (I'm starting to think I should use NVIDIA's video-capture and then pick screenshots from the video file), but you can see it off to the left in the background of this shot. (The Lovcraftian leftover clinging to the wall on the right side of the screen is decoration.)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F661%2FzTRdws.png&hash=d73d0d2b139829827a4c42747c61d84a21673a3d)
Also I was wrong about the green circles around allies: they indicate where a piece cannot end a move, i.e. not next to an ally.
Finally the tutorial unlocks the strategic overview, allowing me to see the whole battlefield, with all my pieces marked and all identified enemy pieces marked at confirmed or most recently seen positions. Treasures on the map are glowing, too -- I passed one earlier hanging off a cart before my ratguy flipped off a ledge (I think it's up on an earlier screenshot at that time).
The map for this battle area is impressively large; larger than this screenshot can adequately show. 4 times larger at least, maybe 5 or six.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F540%2FBUBff4.png&hash=b33257ea859752ae40137f542ebe3bcf1e9e37ca)
I suspect from game descriptions on the Steam store that this map represents a particular neighborhood of Mordheim, over which teams fight for control. There are also procedurally generated areas, but I doubt this is one of them. If so, I would be even more impressed!
My rat ogre does not give a single damn for whatever damned thing this is.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2F800x600q90%2F661%2FqIdLRY.png&hash=be47ac8463f47ec8ce07ee47e966f0593299d979)
Again, I should think a rat ogre would dominate this game. It has twice as many action points as anything else on my tutorial team, twice as many attack points, and hits very much harder with those two attacks or with one mighty attack (though even the mighty attack's maximum damage doesn't do as much as two successful minimum damage regular attacks, despite costing three action points instead of two. But it might be handy for ensuring an instakill perhaps and so avoiding a counterattack.)
Seriously, there are no downsides to the rat ogre so far as I can see, unlike in, say, any other Warhammer game I've ever played (admittedly not many but let's say Blood Bowl for example).
Despite a couple of my rats being taken out early, I concentrated my pieces on destroying the abomination thing asap, and then focused increasing numbers of my remaining pieces on individual enemies -- pretty standard tactics -- resulting in a win with still 61% of my forces intact. I wasn't able to get near enough to any warpstone fragments to pick them up, or possibly that isn't available in this tutorial (or not available in the beta code yet), or maybe the problem was that I could only get the ratog near one at the end and he doesn't have the ability to recover any.
It absolutely has potential. Worth early access price? Can't say yet; I've only played the first tutorial not a skirmish or campaign (if it's even possible to play one of the campaigns yet). I'm not unhappy yet that I got in early, but it needs quite a bit of polish, too. No zooming in and out of the battle map yet for an example I haven't mentioned.
Too bad Hotseat isn't on the feature list yet (like in Blood Bowl) :(
I'll wait until they get the character progression and other stuff in.
After watching some informational YT vid on the boardgame, it does sound like it could be reminiscent of Blood Bowl style multi-player in skirmish format. Which is good.
Hopefully their netcode is better than that in Blood Bowl. Dunno how many times that damn thing has gone Out of Sync in multi-player matches, sometimes dropping the game halfway through. Great MP setup for that game, but the reliability could be questionable. >:( Different developers, though.. right?
Well, the developing company is technically different, and I know the BB dev company is still going because they're not far from releasing BB2.
It is definitely not anywhere near as polished as the original release of BB was, but it's still beta (or maybe very late alpha, hard to say).
The basic tutorial was super-basic -- I saw evidence that the code for jumping up instead of down was either turned off for the tutorial or not installed yet, and other than moving and basic hits the only 'special ability' active was the 'one bigger hit' available for the Big Guys. But that might only be true about the basic tutorial, not the game as a whole currently. I have no idea if flanking or other environmental factors confer bonuses or not. I think and feel the first tutorial could have been designed a lot better.
Note that I haven't even tried to see if there's an online manual yet back at Steam.
I have the cash, and I am dying to pull the trigger on this one.
Any word on when the next big update will be? As great as this game looks..it DOES appear to be a little thin on content currently.
Wow thanks for all of the above Jason...this looks potentially excellent.
Okay, having felt up to snuff tonight (or less sniffling anyway) to finish the tutorials, I'm pretty stoked about eventual campaigning in this game. I learned a lot more about how to make things work with the gamepad, though it's still a little clunky. I played a random skirmish battle with Reik mercs vs a skaven warband, and fortunately they forgot to bring a rat ogre to a true ogre fight. :smitten:
Right now, random battles between those two faction types are the only game in the game, though a Khorne chaos faction (I think, seems Khorny) and the Sisters of Signund are featured in some of the tutorial missions. There are also random monsters and individual looters who may show up on the map to get in the way -- in one of the tutorials a Nurgle daemon tried to throw its guts down with the Khorny thing on my side, and the Khorny thing helped it with that task. :coolsmiley:
I am not sure that points of interest and the ability to pick up neighborhood loot or raid the basewagon of the other faction (or to pray while near one's own shrine on the basewagon) are in the game yet: I ran a couple of mercs over to the skaven wagon after dealing with their rearguard, but they failed their morale check at the beginning of the next round so I didn't get to see if any extra 'taking' abilities trigger. In a campaign, "out of action" players will slink off (wounded or to die) between rounds taking their weapons but leaving behind any loot they carried; I gather before this happens they can be looted of their weapons, too. Any team forced to flee the area will also keep any loot they've picked up, though whoever controls the neighborhood at the end of the fight gets to harvest all remaining loot free of hassle. This is certainly not yet active in the game system.
Is this potentially as good as Focus' Blood Bowl translation? Hard to say -- that thing is ravingly good and has had plenty of polish over several years. But my current feeling is yes, it has the potential.
Is there any reason to buy in at early access yet? No, unless you just want to support the project early. There is no 'game' yet aside from random two-faction skirmishes, which are admittedly fun but naturally feel disconnected; certainly not worth the asking price unless a major sale occurs. I do think the full game will be worth a non-sale asking price, or it has that potential anyway.
As an aside, the only serious AI bug I detected was a tendency to disengage from a fight only to re-engage the same fight immediately. I can't think of any reason tactically to do that -- a piece can change weapons while engaged. I saw this happen several times, once twice by the same piece the same round! Maybe the computer was role-playing skaven skitterishness...?
(Disengaging means spending a pair of action points to back carefully out away from melee lock without being backstabbed by everyone you're currently engaged with in those red circles in the screenies. You can also order your piece to flee, which immediately frees you from melee lock to move as you want without action cost -- but every piece whose red circle you're in gets a free hit at you! This reminds me that rear and flanking attacks per se seem non-existent, though there can be benefits to double-teaming an enemy piece as that forces a morale check every round, failing which will cause the enemy to free itself from the enfilade at the cost of free whacks against it.)
Nothing new on Mordheim yet; just wanted to ask an ad/mod (if one reads the thread) to update the thread title to something more topically clear. Kthxbi.
Gotta say, I'm reaaaaaallllllyyy looking forward to what this game can do.
Here's Unit Lost (a British internet game review team) geeking heavily over the game while playing a random Skaven vs. Skaven skirmish. (Skavirmish?)
Quote from: JasonPratt on November 29, 2014, 10:59:33 AM
Gotta say, I'm reaaaaaallllllyyy looking forward to what this game can do.
I admit - I am too. After watching a couple vids, I picked it up at the discounted price. I don't plan on messing with it much until it's been filled out some more, but it's off to a decent start.
Also agree that the thread Subject should probably be changed to "Mordheim".
Just a reminder to any ad/mods around -- the thread title ought to be changed to reference Mordheim, please. :)
Phase 2 of Early Access went live today.
QuoteHello Everyone,
Rogue Factor is proud to provide you with this first 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 issue and limitations of this Early Access version.
UPDATES
Our first content update is 0.15.4.4 and it provides the following new features:
A new playable Warband: The Sister of Sigmar.
New Hideout section, with weapon and armour selection: You're now provided with a chest full of weapons and armours which you'll be able to distribute among your units. Note that at the moment, only weapons and helmets will have a visual impact. The armour will not visually change on the character whether you choose cloth, light or heavy armour (but your changes will affect the stats though).
As we already stated, we value the input of our players and we've done some adjustment according to the feedback we gathered:
Combat
Melee Attack made with 1 handed weapons had its cost reduced to 1 OP
The cost of Charge and Ambush has been reduced to 1 OP
Melee Attack, Charge, Ambush and Skills made with a Two Handed Weapons or Dual Wield costs 1 extra OP
Shoot made with non-firearms range weapons had its cost reduced to 1 OP
The cost of Overwatch has been reduced to 1 OP
The cost of Aim has been reduced to 2 OP
The Hit Chances of Aim has been increased
Aim now also have extra Crit Chances
Shoot, Overwatch, Aim and Skills made with a Firearms range weapons costs 1 extra OP
The base cost of Reload has been increased to 2 SP
The base roll to hit with a range weapon has been reduced to 70%
Damage of all weapons have been revised and adjusted
Damage of non-Firearms range weapons are on par with 1 Handed weapons
Damage of Firearms range weapons is now on par with Two-Handed weapons
The Shooting Distance of range weapons has been revised and modified
Damage of Spells have been adjusted
Damage of Skills have been adjusted
Characters
The amount of initial Offense Points and Strategy Points has been adjusted for all units
The Movement stat of every unit has been reduced by 2 meters per circles
The Base Wounds of all units have been increased
Damage modifiers of Strength on Melee Actions is now a percentage rather than a hard number
Damage modifiers of Intelligence on Spells is now a percentage rather than a hard number
Damage modifiers of Ballistic Skill on Range Actions is now a percentage rather than a hard number
Wounds bonus from Toughness is now a percentage rather than a hard number
Impressive Units have been adjusted to be a 2 Hero VS 1 Impressive battle
During a flee, the Unit is now literally running away from its Enemy, not just stepping back.
General
Tutorials and their messages have been adjusted to reflect the combat modifications
The base roll to climb a 3 meter zone is now 60, a 6 meter zone is now 50 and a 9 meter zone is now 40
Fixed Righteous Fury to remove the OP right away when successful
The % required to initiate a Rout Test for Warbands has been increased from 25% to 35%
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:
2 Actions not available in missions: In the 3rd Tutorial, one message is about looting an enemy. This is also being implemented and will be available soon. The last is praying at the Idol, in Tutorial 4. We're working on adding this for the next update.
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.
Unit stat not updating on item selection: When you assign an item to a unit, in the customization screen, the unit stats will not update automatically on screen.
Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investing everything that might cause such problem and all the feedback we can get from you will be very helpful.
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.
I 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.
Too long; didn't read version:
A lot of balance tweaks, some bug fixes, some UI polish + Sisters of Sigmar now active in skirmish + weapons and armor can now be assigned before the skirmish.