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  • #16
    Updates

    Our second content update is 0.16.4.2 and it provides the following new
    features:

    - A new playable Warband: The Cult of the Possessed.

    - Reserves in Warband management: Warbands now have "reserves"
    you can choose from, to organize your Units before going to combat,
    based on their class and cost.

    - All actions described in the tutorials are now available:
    Search and pray are now possible during Missions.

    - New Extra objectives: With the search action now available,
    various extra objectives have been added as a new option to the Skirmish
    games (Marked for Death, Crush their Will, Wyrdstone Rush).

    - Turn timer is now available in Skirmish: As requested by our
    community of Players, you can now set a time limit for a Unit turn.

    As we already stated, we value the input of our players and we've done
    some adjustment according to the feedback we gathered:

    General Changes
    The Actions of Search and Pray have been added in the game
    Search and Pray cost no Strategy Points but confirm movements
    Impressive units now take the place of 2 Heroes, so a Warband with an
    Impressive unit is capped at 9 units. The goal is to give more
    variations to Warbands and let the Player decide if they want to use
    either an Impressive or 2 Heroes
    The unit “Sigmar’s Zealot” was renamed to “Sigmar's Purifier”
    Players can now gather Wyrdstones. Gathering Wyrdstones has chances
    to trigger a random Warp Effect on pick up
    Added a temporary boost to all AI units of 30% Wounds to increase
    challenge. More work will be done on AI decisions and boosts in the future
    Skill description is available in the Wheel during Missions
    Tweaked delete campaign button to be more accessible
    Made inventory equipment screen more usable with the mouse
    Added descriptions in Skirmish menus
    You can now end your turn if you run out of actions in a friendly circle

    Item Changes
    Dagger now reduce dodge chances of their enemies
    Spear now reduce dodge chances of their enemies
    Fixed an issue where the Maiden of Sigmar couldn’t re-equip shields
    if the initial one was removed
    Weapons and armor got perks stats adjusted to fit with the new system
    Added the item Perks “No Dodge” and “No Parry”
    Light armor got an increase in armor absorption
    Heavy armor now reduces movement by 2 meters per circle
    Helmet lost it’s Critical resistance and got a Stun Resistance bonus
    instead
    Helmet, Light Armor and Heavy Armor penalty to spell casting now
    properly only affect arcane spells, not divine spells
    Weeping Blades now properly apply a stackable poison debuff
    Warplock Pistols now properly apply a stackable Warp ammo debuff
    Tiring effect is now properly triggered after a Charge
    Having no item equipped in the Offhand slot will now equip a “fist”
    which provides a bonus to Initiative and Dodge (for now this might not
    work for the Alternate Weapon Set yet)

    Stat Changes
    Agility now increases dodge chances by 5% per points and Athletic
    actions by 3% per point
    Base roll for Dodge is now 0%
    Base roll for Leap is now 50%
    Base rolls for Climb are 60% for 3m/ 50% for 6 m / 40% for 9 m
    Base rolls for Jump down are 60% for 3m/ 50% for 6 m / 40% for 9 m
    Strength now increases melee damage by 3% per point
    Toughness now increases Poison Resistance by 4% per point
    Base roll for Poison resistance check is now 10%
    Leadership now increases Psychological tests by 4% per point
    Base roll of Fear, Terror, All Alone and Routing roll is now 10%
    Intelligence now increases spell damage by 3% and Stupidity roll by
    4% per points
    Base roll for Stupidity is now 20%
    Alertness now increases Range Resistance by 2% and Perception by 4%
    per point
    Base roll for Perception is now 20%
    Weapon Skill now increases Melee Resistance by 2% and Parry tests by
    3% per point
    Base roll for Parry is now 0%
    Parrying successfully will reduce the cost of a Counter-Attack made
    right after by 1 OP
    Base roll to hit in Melee is now 95%
    Ballistic Skill now increases range damage by 3% per point
    Base roll to hit in Range is now 90%
    Shooting a target engaged in Melee now has a -30% penalty

    Combat Changes
    Increased the All Alone flee distance
    Initiative is now based only on the Active weapon set and is
    recalculated at the beginning of every combat Round. Switching weapons
    will not affect the Initiative Ladder immediately
    Adjusted Tutorials to work with the new Initiative modifications
    The cost of Disengage has been increased to 2SP and 2 OP
    The cost of Flee has been increased from nothing to 1SP
    The Charge ability has been reviewed and modified as follow: the cost
    has increased to 3 OP, chances to hit penalty is reduced to -10% and
    damage bonus is increased to +50%. The extra movement remains as it was,
    the movement of your character.
    The Aim ability has been reviewed an modified as followed: the cost
    has been changed to 2 OP and 2 SP, the hit bonus reduced to +20% and the
    crit bonus remains +5%
    Skill cost of a multitude of skills has been adjusted to reflect the
    combat system changes to 2 and 3 OP costs of base attacks.

    Skills changes
    Each units now have a unique skills. Check the forum or in-game for more information!

    Commentaire


    • #17
      Pour ceux qui veulent voir ce que ça donne en vidéo, Etrigane a joué les tuto du jeu :



      Commentaire


      • #18
        Je me le suis acheter vu qu'il est en promo sur steam je vous donnerais mon avis par la suite

        Commentaire


        • #19
          Je viens de l'acheter , on va pouvoir se taillader la tronche en multi

          Commentaire


          • #20
            Je reviens sur le sujet après le bug de la matrice simplement pour ajouter un superbe artwork que j'ai envie de partager :

            Commentaire


            • #21
              Salut tout le monde, bon il n'y a pas eu de messages sur la sorties des deux nouvelles bandes :
              - les répurgateurs
              - Les morts-vivants

              Donc, je voulais savoir si certains avaient des retours à faire sur leur impressions, les gameplays ou autres. Je vais tester les morts-vivants et leur leader vampirique dans les jours qui viennent perso

              Commentaire


              • #22
                Salut.
                Je joue avec les morts-vivants en ce moment, et le DLC permettant de recruter des globadiers.
                Globadier + zombie = plein de fun empoisonné, j'aime beaucoup.
                Les chasseurs de sorcière, c'est moins mon truc. Ils sont pas super originaux par rapport aux autres factions.

                Commentaire


                • #23
                  Excepté des ajouts, où en est le système de jeu ? Ça fait longtemps que je ne me suis pas penché sur ce Mordheim qui m'intéresse beaucoup, mais dont le contenu me laisse, en souvenir du moins, une grosse impression de bancal. Et de développeurs finalement peu présents, aussi, pour améliorer le tout. Où est-ce que ça en est tout ça ?

                  Commentaire


                  • #24
                    Justement, c'est peut-être un des jeux à ma connaissance qui a reçu le plus de mises à jours post-sortie.

                    Le problème de Mordheim est simple, il n'a pas de système de tournoi à la Blood Bowl et ça rend le jeu vite moins intéressant en multi (voir quasiment nul)

                    Commentaire


                    • #25
                      Bon beh pas plus d'avancements sur ce jeu avant un bail.. selon les développeurs. Qui en fait, et j'imagine que ça reste une grosse nouvelle, bossent sur une adaptation de Necromunda : https://steamcommunity.com/app/27681...6086911843423/

                      (Dans les premières réponses au topic un bonhomme s'exclame "oh no, no more work on Mordheim ?", ce à quoi un développeur répond "beeeh oui, on est un petit studio et pour l'instant on va se focaliser sur ce nouveau projet ; même si éventuellement à l'avenir on reviendra sur Mordheim")

                      Commentaire


                      • #26
                        Est-il possible de faire un tournoi de Mordheim ? Je veux dire, on créé chacun une équipe et on fait des tours sur des types de parties / cartes aléatoires ?

                        Commentaire

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