Wolfe
Arbiter
- Joined
- Oct 21, 2015
- Messages
- 432
My thoughts about it: http://thegameslashers.blogspot.ro/2015/12/mordheim-city-of-damned-review.html
The graphics are what one should expect from a game with a limited budget. The texture quality could and should be higher than this, but the artistic direction is spot on recreating the architectural grandeur of a city from the Warhammer universe even if it is in ruins. The green grayish pallet with a little brown here and there might be upsetting for some, but this is how many envision this bleak universe and I found it in ton with the lore and extremely atmospheric.
Every type of unit looks the same as every type of armor and weapon looks the same and while looting something new and powerful could be exciting, part of that excitement dies when the new hammer looks like the older hammer.
I disagree with the graphics part completely to be honest. For a turn-based strategy game the graphics are the best that ever existed, only compared to nuXCOM. I don't get how such a game with proceduraly generated maps etc could have even better textures than these.
It's not a spectacle shooter.
If there is some tb-strategy with better graphics out there, feel free to point it out, I'd love to try it out
Just picked this up recently. The interface is dreadful at times, but otherwise the game is great. The long load times seem to be due to level generation rather than actual asset loading so I'm not sure how much room for optimization there is in the future. But on the bright side, the level generation they're using gives quite good results.
I see from a quick look around that Mordheim's been just about universally panned. A lot of the complaints are people essentially raging over not understanding the game mechanics, which are actually quite thoroughly explained in the tutorials, and getting punished by RNG for taking huge risks. Anyone that's played Blood Bowl will probably be totally immune to the RNG fuckery because these two games are close brethren in that regard. There are some legitimate complaints regarding the interface, but most of these annoyances can be overcome with player familiarity and thus don't represent a persistent nag. One thing that stands out to me is the lack of clarity on the overlay map - it's hard to tell if there is a path in some places without actually inspecting it close-up. In a game that's heavily focused on planning, this is a persistently annoying flaw.
I've never played tabletop Mordheim or Necromunda so I can't comment on whether it's a faithful recreation, but I really do like the combat system with the zones of control, ambushing, dodge/parry, and all the interesting special abilities that can be earned to build a custom warband. The game is not only full of stats, but one can take characters in wildly different directions by directing those stats; and this in addition to the skill system gives huge flexibility to the player to exploit the combat mechanics in just the way they desire. Add in interesting tactical options with the map generation (natural chokepoints, ledges/high ground, cramped hallways etc.) to provide a very meaty and full sense of strategic satisfaction. I'd recommend this game to anyone that can appreciate a complex combat system.
It has like 12 "campaign" missions per faction that indeed have different goals. They are also generally pretty hard too, but also give nice rewards.You sure there is only "kill all enemies" missions? I remember some story missions had different objectives ,like cleanse some statues with special heroes on your side and such.
The game consists entirely of two things - pre-combat planning and combat missions.
Pre-combat planning is basically managing your warband - assigning statpoints to your individual soldiers to move them in the direction you want, giving them passive and/or active skills to allow for new abilities and more specialization, and determining the composition as a whole of your warband (it grows in size and there are more options for troop types when the warband levels). There is also a shop - a very important part of the game where you can buy items to kit out your soldiers (or you can loot items you want to use off enemy corpses). In addition, there is a meta-level system called the Veteran system where you are essentially allocating passive bonuses to your warband as a whole (though most of these bonuses deal with management/funds etc.). Lastly, there is the wyrdstone market, which is the mechanism through which you gain funds but also serves as a way to unlock management-style bonuses.
This warband management feels somewhat like the base management that is available in X-COM, though they're quite different. Everything else is selecting missions on the map and playing through those missions on a tactical scale. There is no real endgame or goal or story, you just keep leveling your soldiers, leveling your warband, and doing more and more missions. The missions are a bit like scenarios. The objective is always to rout the enemy, but the scenario offers a secondary objective (which will result in more XP gained and more loot).
I'm not sure if the warband system is enough to count as "other than combat" since we seem to have different ideas about what that entails. I would consider X-COM, for example, to be game that doesn't "have much other than combat." I unfortunately have not played Space Hulk or Warhammer Quest and so cannot weigh in from that perspective. You can easily find youtube vidoes of Mordheim campaigns, I suggest you watch what people do between missions and see if that satisfies your concerns.
Thank you for the explanation. It sounds like breach & clear, which (besides the combat which I didn't care for) sounds like it had a similar upgrade system between battles. I need more carrots on a stick than that. Xcom has base building, researching, production, etc. It has a significant amount of content to engage in between battles.
CTRL turns detailed percentage breakdown on/offfuck this games interface is the worst shit I have ever used. You cant select anything, why the hell would anybody think this is a intuitive way to design a game interface? The game is full of information and stats most of which is hidden or very hard to bring up. For instance I know one of my skaven I bought some pistols for but once in the combat interface is there any fucking way to check the alternate weapons or Armour your guys are wearing? the alt key cycles through all sorts of shit but I can't figure out how to find out how each character is equipped. The official wiki says 'warrior info' can be looked at by using the left CTRL key but nothing at all happens when I use that key. I even changed the key map to another key in case my CTRL button was not working and still nothing happens.
Today we are proud to release the 3rd patch (v1.1.4.8) for Mordheim: City of the Damned. We are also releasing 2 new exclusive Hired Swords: the Smuggler and the Globadier, available as DLC in the Steam Store!
Our version of the Unity Engine has also been updated to its newest version (5.3.2) in order to improve the loading times, and fix several bugs.
We hope you will enjoy these improvements, and look forward to seeing you fight in the dark streets of Mordheim: City of the Damned.
New Content
- New Hired Sword Warriors available upon purchase as DLCs on Steam!
General Changes
- Loading times have been reduced by 40-50%!
- The duration of Wyrdstone effects have been increased to 2 turns
- Everyone now has a “Throw” animation for thrown consumables
Navigation Fixes
- It is no longer possible to charge Warriors that are on different heights in the Quayside & Midbridge Maps.
- Extra chests should no longer block Warriors inside a building in Quayside while playing with extra objectives.
- Fixed collision issues with Noble's Quarters unique Mansion buildings.
Bug Fixes
- Various localization and grammar fixes
- The debuff window is now hidden during other player's turn
- Improved AI warrior's movement near corners
- Plaguebearers are now immune to Stench of Nurgle
- Fixed application of poison on charge attacks
- Fixed Manticore acid spit auto success
- Fixed double loot bag spawn when killing a warrior using an offensive spell
Special Note
Due to the changes made to speed up the loading times, if you load a combat save from before the update, you will be returned to the hideout before the mission, with no consequences. We apologize for this inconvenience!
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 experience 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 these logs 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.
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
I hope these two DLC heroes are just aquick money grabway to thank the devs, because a new warband would be nice.