Patch History/Early Access

Official Patch Notes released by Rouge Factor and Focus on Steam News for the Early Access version of Mordheim: City of the Damned.

* see also Patch History/Full Release and Release Notes Early Access Content Update 7 - Part 2 New Features and Known Issues

## Release Notes Early Access Content Update 8 Patch 10 Quick fixes - 11/12/15

Since yesterday's update we ran into a few bugs that would diminish your experience in the game, and we felt obliged to get them fixed and push a quick patch to make sure you will properly enjoy the new dimensions offered in Mordheim: City of the Damned.

This patch version number is 0.22.4.38 and comes with the follow fixes:

General

* Added a new Injury named Amnesia. When suffering from Amnesia, the warrior loses up to 5 XP
* Increased the bonus from “Liberator boon” to 3 meters of bonus instead of 2
* Fixed an issue where the brain of Roaming Monsters was not set properly. This should ensure they focus on the closest target unless they have a kill option in range
* Corrected a check which affected the possibility of properly reloading missions, multi achievements and veteran system
* Fixed the end game calculation on disconnection
* Fixed an issue with the units leveling up to rank 7

We are deeply sorry for the inconvenience and hope this will provide you a better experience.

## Release Notes Early Access Content Update 8 Patch 9 - 11/11/15

This patch comes in as 0.22.4.37. Please read below for a list of corrections, additions, and removals.

General

* Unlocked the Rank 7 for Warriors and Wardbands
* Steam Achievements will now be there and unlock properly
	+ Take note that these are NOT retroactive
* Fixed an issue where only Bloodletters were spawning if a Daemon was to be present. Now all Daemons will be in the rotation of enemies
* Reduced the Base Wounds of Bloodletters, Daemonettes and Plaguebearers by 65 Wounds
* Fixed an issue were Daemons were always spawning during Brutal and Deadly missions. They will not always be present anymore
* In Skirmish the option to add Daemons will be set to OFF by default now
* The chances to suffer from an Ambush or to be Ambushed after selecting a mission has been reduced from 15% chances to 10% chances
* Added more potential nodes for Ambushers in Ambush scenarios
* For the Story Mission 1-3 of the Possessed, Players are not forced to gather all 3 Lures anymore, they only need to gather 1
* The Chaos Ogre has been added to the potential list of roaming monsters
* Fixed an issue with Fylch that should hopefully prevent him from getting trapped into the ground
* Save Game during Single Player Missions
* Fixed an issue where the Liberator’s Boon buff was applied when it wasn’t supposed to be
* Updates on Combat GUI to provide better feedback of what happens to Players (first pass, more to come as this is still a Work in Progress)
* New GUI button in the Warband management to browse available Hired Swords even when your warband is full
* Modified the description of the Mutation “The Eye” to mention it prevents the warrior of equipping Light and Heavy armor
* Improved the message to include which campaign is to be deleted when attempting to delete a campaign
* Added Warriors' footsteps and shout variations on multiple animations and sequences.
* New retroaction GUI display during mission (Still a work in progress, not yet localized)
* Fixed the missing parry animation on Mercenaries and Possessed one handed weapon failed attack
* Fixed the missing parry animation on Skaven with claws
* Fixed an issue where the AI wouldn't use action zones properly
* Fixed an issue that could prevent skirmish games (exhibition or contest) from loading when Daemon were added to the game.
* Added combat log localization
* Tweaked AI

Injuries

In order to increase the will of keeping a veteran in your warband, we’ve toned down and adjusted a multitude of injuries.

* When rolling for injuries, reduced the chances to get “Multiple Injuries”
* Added a new Injury named Deep Wound. The injury takes 5 days to recover, but has no long term effect
* Reduced the recovery time of Severed Arm, Severed Leg and Missing Eye to 5 days instead of 7
* Reduced the recovery time of Concussion, Internal Wound and Maimed Hand to 4 days instead of 5
* Severed Arm: this injury now also provides a 20% bonus to Dodge
* Severed Leg: now doesn’t prevent the use of Charge and Ambush actions anymore. Now reduces movement by 1 instead of 2
* Missing Eye: Perception is increased by 10% instead of being reduced and Initiative is increased by 10 (the 10% penalty remains to Melee and Ranged hit chances)
* Mysterious Ailment: the penalty to wounds has been reduced to -10 instead of -15
* The rating reduction provided by the injuries Concussion, Internal Wound and Skull Fracture has been increased to -15 instead of -5
* Megalomania: the injury doesn’t prevent spellcasting anymore, instead it increases the costs of spells by 2 OP

Items

* Draught of Lucidity and Draught of Calm have been removed from the loot tables since the injuries Half-Crazy and Paranoia are not yet in the game. If you already have some of those consumables they can be sold.
* The rating of items based on their quality has been modified as follow (Normal/ Fine / Masterwork):
	+ Consumables: 2 / 4 / 6
	+ Helmets & Pendants: 5 / 10 / 15
	+ Armor: 10 / 20 / 30
	+ 1H Weapons & Shields: 5 / 10 / 15
	+ 2H Weapons: 10 / 20 / 30
	+ Range Weapons: 10 / 20 / 30
* The rating of Runes/Mark based on their quality has been modified as follow (Regular / Masterwork):
	+ Helmets & Pendants: 5 / 10
	+ Armor: 10 / 20
	+ 1H Weapons & Shields: 5 / 10
	+ 2H Weapons: 10 / 20
	+ Range Weapons: 10 / 20

Rune & Marks

* Mark of Conspiracy now also increase chances to cast spells by 10/20% (5/10% for 1 handed weapons)

Known Issues

* You will see Warriors reposition themselves after a mission reload
* Using multiple delays with mission reload might skip Warriors' turn, in some specific cases.
* If you reload a mission while your Warrior was on an action zone (jump, climb, etc...) you will need to walk out and back in, the action zone, to see the action available.
* The 1st tutorial message, that pops up at the beginning of the 1st mission, will reappear after a mission reload

## Release Notes Early Access Content Update 8 Patch 8 Quick fixes - 10/30/15

As some of you noticed, something went terribly wrong with yesterday's patch. A few bugs were preventing the version from behaving correctly, would it be for the reward attribution (your precious loot!) or other less impacting parts of the game. We are very sorry for the inconvenience and the loss of some wyrdstone. Wishing you a creepy Halloween weekend.

This patch version number is 0.22.4.28 and comes with the follow fixes:

General

* Fixed issues with the loot system preventing players from keeping all items after a victory (Please let us know if you find any new issues)
* Increased the amount of items that will appear during market rotations
* Fixed an issue with books not appearing in Market Rotation for Warbands Rank 6 (they would still appear for other Warband Ranks)
* Fixed issue with the Blue Horrors spawning on other Units
* Fixed multiple UI issues

We are deeply sorry for the inconvenience and hope this will provide you a better experience.

## Release Notes Early Access Content Update 8 Patch 7 - 10/29/15

This patch comes in as 0.22.4.26. Please read below for a list of corrections, additions, and removals.

General

* Contest Mode (Skirmish games with progression)
* Using Alt-F4 or having the game closed unexpectedly will now force either a Voluntary Rout or an Abandon Mission.
* Special Note: we are working on Achievements right now so you can see we have some, but there’s no way to unlock them yet, it’ll come in the future. Achievements are not retroactive
* Daemons will now properly have skills to use
* Daemons will only appear when you have at least 1 warrior Rank 6 or above
* Daemons will now only appear in Brutal or Deadly missions
* Daemons will now focus on closest enemies all the time instead of going to the weakest one if they are not engaged, unless they have a kill opportunity
* XP gained from surviving a battle has been increased back to 2
* Already suffering from Stupidity, the Rat Ogre will never gain the Skull Fracture injury anymore
* The text of “Safe Return” after the battle has been adjusted to be clearer
* Campaign Story missions enemies will now properly get the “Normal” buff
* Fixed an issue with the warband rotation while you face AI to make sure you will see them all on a more regular basis
* Fixed an issue where some props in Story missions would create invisible collisions when removed
* Progression to reach Rank 6 and above on units has been increased slightly (warband was left as it is)
* Modified some of the cameras in game:
	+ Improved Athletic cams
	+ AoE cam allows rotation along with look up and down
	+ Watch cam was slightly improved (camera when it is not your turn)
* Fixed an issue where the Boss of the warband would still give 80% of the Wyrdstone worth instead of 50% as intended
* More HDD Space optimizations: the game is now 7GB large versus more than 20GB before
* More material and LODs optimizations: LODs should pop up less during the game, loading should be tightly faster and the number of FPS should increase in some missions.
* New loading Screens... a lot of new loading screens (242 in total)

Items

* Fixed the Maiden so she can use normal Flails and great Flails while keeping her unique visual for these weapons
* Made the Maiden Flail and Great Flail labelled as “Legacy”. They still can be used but none will drop anymore or appear in the merchant list. They can be sold like any other weapons

## Release Notes Early Access Content Update 8 Patch 6 Quick fixes - 10/23/15

Since yesterday's update we ran into a few bugs that would diminish your experience in the game, and we felt obliged to get them fixed and push a quick patch to make sure you will properly enjoy the new dimensions offered in Mordheim: City of the Damned.

This patch version number is 0.22.4.21 and comes with the follow fixes:

General

* Added the option to Buy/Sell more than 1 item at a time
* Fixed the issue that forced you to kill a Daemon even if the enemy warband’s Morale was at 0 which prevented games to finish properly
* Fixed the Ranks of the Daemons appearing
* Added the option to add Daemons in Skirmish games
* Fixed an issue where the ambusher and ambushed buffs and debuffs wouldn’t apply properly to some deployments
* Fixed an issue where the Offense Point debuff and ambushed warriors wasn’t applied properly
* Fixed an issue where Dramatis Personae wouldn’t have their skills and spells during campaign missions
* Fixed the Formula for the Rune/Mark of Recovery for it to appear properly

We are deeply sorry for the inconvenience and hope this will provide you a better experience.

## Release Notes Early Access Content Update 8 Patch 5 - 10/22/15

This patch comes in as 0.22.4.19. Please read below for a list of corrections, additions, and removals.

General

* New improvements to the Pay unit/warband and Fire unit/warband buttons to prevent any miss use
* Pressing Alt-F4 to avoid Death results during the injury roll will not work anymore. Warriors will properly be dead.
	+ Important note: any warriors who avoided dead this way will be properly dead in this Patch and this will be retroactive. There’s no avoiding death!
* Starting a mission as an Ambusher or an Ambushed will provide the following effects:
	+ Ambusher: improve Dodge chances by 20%. The unit also starts with a Dodge and an Ambush or Overwatch stance. This lasts until the ambusher unit takes its turn
	+ Ambushed: reduce melee/range hit chances by 15% and their maximum Offense Point by 1 for 1 complete turn
* Added the total Wyrdstone weight owned in the top right panel with the weight symbol being green
* Added mouse over text to explain why Voluntary Rout or Abandon Mission can’t be used during battle along with their consequences.
* Reduced the Surviving XP to 1 instead of 2
* Modified the Warband XP curve to make it rank faster before Rank 5 and slower passed Rank 5
* The Mutation Wyrdstone Horns has changed slightly. It still provides 50% Wyrdstone Resistance and now, instead of providing magic resistance upon gathering Wyrdstones, it provides a buff that increases Melee and Range Resistance by 5% for 1 turn when receiving damage. Stackable.
* The Mutation Wyrdstone Horns is now available again for Chaos Spawn
* Modified the Search trigger and FX for loot bag dropped by dead enemies to help with Bounty Objectives. It is possible it might be lootable through walls for now, a check will be added soon
* Daemons might make appearances randomly during procedural missions, there’s 20% chances (skirmish options for Daemons will be coming in a future Patch, most likely the next one)
	+ Landing the killing blow on a Daemon will provide 5 XP to the warrior
* Enemy cart will now have loot again, just not as much as they once had since it wasn’t intended for them to have that much
* Removed the timer during deployment in Single Player missions
* Added the option to select which amount of time is available to deploy for Skirmish missions
* Huge assets optimization: the size, on disk and in the RAM, has been dramatically reduced
* UI polish (Still a work in progress)
* Multiple bug fixes

Skills

* Increased the cost of “Ripping Claws” for Daemonettes to 4 OP
* Add a visual representation when a skill/spell is in training Skills
* Added a message when no skills or spells slot are selected

Items

* Blunderbuss damage increased from 19-29 to 22-32
* Duelling Pistol damage increased from 21-29 to 24-32
* Handgun damage increased from 26-32 to 29-35
* Hunting Rifle damage increased from 26-28 to 29-31
* Pistol damage increased from 24-34 to 27-37
* Warplock Pistol damage increased from 23-31 to 26-34
* Added a filter to display enchantment formulas no matter which item is equipped in the Enchanting Tab

Modification to the difficulty system

* Refined the list of available Skills, Spells and Consumables for the AI to use
* AI units will not search or loot anymore during Campaign missions

## Release Notes Early Access Content Update 8 Patch 4 - 10/16/15

This patch comes in as 0.22.4.16. Please read below for a list of corrections, additions, and removals.

General

* The maximum Rank for Warriors and Warbands has been increased to 6
* Procedural AI Warbands will now be randomized with injuries (keep in mind only a small amount of injuries are visible on the model)
* On a successful Jump Down, an Attack made right after will now deal an extra 15% Damage (for a total of 15%)
* On a successful Leap, an Attack made right after will now deal an extra 15% melee Damage (for a total of 30%)
* Impressive Warriors will now properly display their Impressive perks in the Warrior general information section
* Adjusted the wording of the Chaos Spawn “Creation Instability” perk
* Some Campaign Missions have been slightly adjusted based on Player’s feedback
* Increased the Prices of Hired swords
* Fixed and issue where Lad’s Got Talent would make AI generated Warbands not use Heroes properly and fill with Henchman instead
* Added code to make sure all Warbands types (Mercenaries, Sisters, etc.) are faced in procedural missions to improve the variations of encounters
* Deployment Selection: Players will now be able to select where they place their warriors on pre-selected locations during deployment.
	+ This is the first iteration of the system
	+ Warriors are placed based on the Initiative Ladder
	+ This will never be available in Campaign Missions
	+ For now Players will select where to deploy their Warriors even when they are scattered, eventually the choice will be removed during those specific deployments
* The target numbers will now be valid instead of invalid (if the target roll is 94 and you roll 94, it will now be a success instead of a failure)
* Augur will now properly be immune to the injury “Impacted Vision”
* Added a failsafe to teleport warriors that could fall through the world back on the map
* Smuggler's Den wyrdstone shipment selectors will repeat on mouse click
* Added sound FX to traps and teleports
* More optimizations and improvements on the lighting (Work in Progress)
* Optimizations on the loading time (Work in Progress)
* Multiple UI tweaks (Work in Progress)
* Fixed issue where timer would not pause properly during a search
* Fixed an issue with the Charge and Ambush (if this issue still happens, please send your logs)
* Various bug fixes

Skills

* Action order appearance when Cycling Q & E: we switched the order in which Consumables and Stances appear. Stances will now appear before consumables
* Adjusted the description of Swift Charge and Mighty Charge to better reflect their effects
* Fixed an issue where Warlock would gain Spell Points at an unwanted level

Items

* Fixed an issue with the Shop where the list would not refresh properly and could cause some items to seem as if they vanished until getting out and back in the shop
* Items will now sell for 35% (or so) of their Buying Price instead of 50%

Modification to the difficulty system

* Increased difficulties modifier as following:
	+ Normal: Remains as it is right now
	+ Hard: Wounds remains at 20%, Damage bonus increases to 15%
	+ Brutal: Wounds remains at 30%, Damage bonus increases to 25%
	+ Deadly: Wounds remains at 40%, Damage bonus increases to 35%
* Reduced rewards gathered when winning as following:
	+ Normal: Remains as it is right now
	+ Hard: 40%
	+ Brutal: 45%
	+ Deadly: 50%

AI Modifications

* Fixed AI for casters to improve the choices of spellcasting or attacking
* Added a “Killer Instinct” to AI who can put an enemy Out of Action with an attack
* Multiple minor tweaks on AI behaviors
* Fixed an issue where AI during campaign missions wouldn’t use the proper Ambush or Overwatch Stance

## Release Notes Early Access Content Update 8 Patch 3 - 10/8/15

This patch comes in as 0.22.4.11. Please read below for a list of corrections, additions, and removals.

General

* Verminkin will now starts with Shurikens in their second weapon set when hired
* Added an indication for points of interest (search and Wyrdstones) to show they have searched (an eye icon) and another one to show those who have been emptied (a red eye icon). The second one will only be added if you have a visual of the point of interest
* Fixed the name generation to take into account the unit type (no more mercenaries with Ogre names)
* Reduced the duration of the Tzeentch Curse “Mind Eaten” and the Divine Wrath “Abandoned” to 5 turns instead of 10
* The distance from where AI sees you have been reduced from 50m to 30m
* Reinforcements should start appearing a bit earlier in campaign missions (except missions in the Library)
* Market list should not refresh to the top when selling items anymore
* Filters have been added in the Shop panel to sort items by type
* You’ll now be able to increase stats in the Information section of the warriors
* Fixed multiple body parts and equipment issues (work in progress)
* Optimized some assets for a better loading and faster rendering (work in progress)
* Improved lighting (work in progress)

Skills

* Changed the Warlock starting spell from Curse of Rust to Blinding Light.
* Changed the Sigmarite Matriarch starting spell from “Sinful Speech” to “Sigmar’s Might”.
* Changed the Maiden of Sigmar starting spell from “Sigmar’s Might” to “Sinful Speech”.
	+ For any of the effects above, if you had already trained the Mastery version, it will be added if there’s an empty spell slot. If you filled all of your spell slots, one of the spells will be invisible for this Warlock, we’re sorry about this. If you already new the basic spell, sadly you’ll have it twice now. The only thing we can suggest is to restart that character type if this is an issue.
* Swarm: the chances to hit has been reduced to 5% for the regular version and 10% for the mastery version
* Fixed an issue with Lad’s Got Talent and Born Leader that kept the units in the wrong slot. These skills can now only be learned from the Reserve to avoid this behavior

Items

* Heavy Armor, Light Armor and Helmet now display properly that “Disrupting” only affects Arcane casters, not Divine ones.

Veteran System

* The Commander skill now reduced the upkeep costs by 4 gold for the regular version and by 8 gold for the mastery version.
* The Healer skill now reduced the injury cost by 2 gold for the regular version and by 4 gold for the mastery version.
* The Explorer skill has been revised and will now increase the chances to get the highest quality mission of the randomized difficulty by 10% for the Normal version, and by 20% for the Mastery version

Modification to the difficulty system

* AI will now use all type of skills based on his rating and those available to him during the generation of the warband
* Missions remains sorted from Normal, Hard, Brutal and Deadly
* The rating difference is between 0 to 5% form Normal missions and between 0 to 10% for other difficulties
* AI will not have more units than you anymore
* Every difficulty will have different chances to spawn density of Search Points
	+ Normal: Very Poor (40%), Poor (35%), Average (25%)
	+ Hard: Poor (30%), Average (50%), Good (20%)
	+ Brutal: Average (30%), Good (60%), Exceptional (10%)
	+ Deadly: Good (75%), Exceptional (25%)
* Every difficulty will have different chances to spawn density of Wyrdstones
	+ Normal: Very Poor (25%), Poor (25%), Average (50%)
	+ Hard: Poor (15%), Average (50%), Good (35%)
	+ Brutal: Average (20%), Good (50%), Exceptional (30%)
	+ Deadly: Good (65%), Exceptional (35%)
* Every difficulty will improve some of the AI stats by:
	+ Normal: Wounds +10%, Damage +5% (all type)
	+ Hard: Wounds +20%, Damage +10% (all type)
	+ Brutal: Wounds +30%, Damage +15% (all type)
	+ Deadly: Wounds +40%, Damage +20% (all type)
* Every difficulty will let you gather a different % of the remaining Loot and Wyrdstones:
	+ Normal: 35%
	+ Hard: 45%
	+ Brutal: 55%
	+ Deadly: 65%
* Difficulties higher than normal will give an extra amount of XP (the underdog bonus)
	+ Hard: +1XP
	+ Brutal: +2XP
	+ Deadly: +3XP

SPECIAL NOTE: Any missions already on your map while you load the game will not be affected by these changes for the loot and wyrdstones density (for example if you have a Normal mission with exceptional loot after you load the patch, it’s because it was already there when you saved). Any new missions will follow the changes.

## Release Notes Early Access Content Update 8 Patch 2 - 10/2/15

This patch comes in as 0.22.4.7. Please read below for a list of corrections, additions, and removals.

General Changes

* Fixed an issue where lighting props could break action zones
* Fixed an issue where it would be impossible to leave an Attic
* Fixed an issue where reinforcements would not hunt down players
* Fixed an issue where reinforcements would spawn too far from player units
* The display of mission difficulties will now appear in Yellow for Hard missions, orange for Brutal missions and Red for Deadly Missions
* The Rating difference for missions has been reduced and adjusted to:
	+ Normal Missions: between 0 to 5% of your Warband Rating
	+ Hard Missions: between 6 to 20% of your Warband Rating
	+ Brutal Missions: between 21 to 40% of your Warband Rating
	+ Deadly Missions: between 41 to 75% of your Warband Rating
* The base chances of Perception has been increased from 20 to 40%. Each points of Alertness still provides an extra 3% chances
* The base chances of All Alone, Fear and Terror has been increased from 0 to 20%. Each points of Leadership still provides an extra 4% chances
* Increased all trap Durations by 1 turn
* Reduced Shipment Requests amount of Wyrdstone weight for Rank 1 and up
* Slightly increased the amount of items generated by the Market rotation (should help at Rank 0)
* Reduced the extra wyrdstones requested after failing a shipment to 25% for the first time, 50% for the second time and 100% for the third time
* Reduce Skills Requirements of Normal Skills (not mastery) from 6 to 3, 9 to 6, 12 to 9 for all Skills linked to Attributes (racial skills remains unchanged)
* Fixed a building which had a fake closed door, it will now display no doors as it should
* Regrouped AI units in some of the Campaign Missions
* Adjusted Objectives locations in some of the Campaign Missions
* Updated the GUI to make unpaid units, skill points available and weight request visible in the main screen
* Updated text in Tutorial 03 about Buff/Debuff windows cycling. It was written the windows could be “browsed” which has been replaced by “cycled” to make it clearer (no mouse pointers were intended to be brought up
* Mercenaries will have access back to their beard and mustache customization options
* Removed the “Bring back to cart” objective in most of the missions
* Adjusted the Skulls location of the second Campaign Mission of the possessed
* Reviewed all procedural building interiors (except Mansions for now) to fix incorrectly placed/ impossible to gather search points
* Greatly reduced the chances for Dramatis Personae to trigger a Tzeentch Cure or a Divine Wrath while casting spells
* Fixed an issue where actions zone could be broken in unique Campaign Missions
* Randomized colors of enemy generated warbands (model variations will come later)
* When stealing the enemy, gain a buff that lasts 2 turns called something like “Liberator's boon” (name not final) which increases movement by 2 and reduce the cost of Dodge Stance by 2 SP.
* Speeded up the looting Process
* Icon of equipment Blue or Purple will have the proper color instead of being white all the time
* On the first day of a campaign, all missions will be of Normal difficulties
* Replaced the word “Normal” by “Average” for the Wyrdstone and search points description of missions on the campaign map to avoid confusion with the difficulty
* Fix deployment issues in District 2 that would prevent stealing the Idol
* Dramatis Personae will now be able to Parry if they have parrying weapons
* Added a different button for the Fire Unit and Disband Warband and removed the Hotkey linked to it
* Camp screen will now display more informations such as unpaid fees, wyrdstone delivery or unspent skill points
* In hideout, units will now have an indicator at the top right if they have unspent skill points.
* Daily report will now be on 2 pages if it's too long to fit on 1 page.
* Wyrdstone bags won't be item restricted anymore
* Many User Interface tweaks and updates in the Hideout
* Main menu cosmetic improvements
* Fixed issue with some Monsters not dissolving properly after being put out of action
* Fixed issues with leap fails not properly ending when Unit is put out of action
* Fixed issue while hiring an outsider where training skills where not costing full price

## PROGRESSION IS HERE! Release Notes Early Access Content Update 8 - 9/24/15

Our eighth content update is 0.22.4.1 and it provides the following new features:

* Single Player Campaign Mode: Act 1 (Mission 1 to 4) for all 4 warbands is available, offering a new dimension to the game.
* Veteran System: Perform tasks to gain Veteran Ranks which unlock unique out of combat abilities. This progression is kept and shared for all Warbands.
* Warband and Warriors Progression: Warbands must be started from Rank 0 and all saves, from previous Early Access updates, will be deleted. Warband and Warriors will be able to progress up to Rank 5
* Time System: Only one battle per (in-game) day can be performed. If a Warrior is learning a new spell/skill, is treated after an injury, or is waiting for its upkeep, it won't be available for missions.
* Smuggler System: Gather wyrdstones during your mission, ship them and increase your reputation, with factions, to unlock rewards. Beware, if you're too late on a shipment.
* Permadeath and Injuries: Fighting within the streets of Mordheim won't be without consequences anymore. Warriors might lose limb or worse.
* Fully accessible Hideout and revamp of the Main Menu: You will be guided by a tutorial through a now complete and fully accessible Hideout. Oh, and we change the Main Menu screen as well, hope you'll like it!
* Graphic Options: You will now be able to tweak the visual of Mordheim yourself directly from the Options Menu.

General Changes

* The Idol now have an icon on the Strategy View and will always be visible no matter where it is
* Carrying an Idol will make the bearer always visible on the Strategy View
* Suffering from the spell curses Wyrdlight and Lightbearer will make the victim always visible on the Strategy view
* Modified multiple deployment layouts to increase distance between enemies
* Modified multiple deployment layouts to make sure search/wyrdstone points would remain between enemies on start up positions (never behind and going away from the intended battlefield)
* Added new Trap Effects for all trap types (some beneficial, most detrimental)
* Combat Melee Hit base chances have been lowered to 80%
* When failing an All Alone test, the amount of Strategy Points lost has been increased from 1 to 5
* 8 new "slideshow" tutorials to explain the different parts of the Hideout
* Updated Combat Tutorials
* New warrior customization options (beard, hair, etc...)
* New Ambiant sounds which play randomly during missions (with separate volume in the options)
* A lot of new animations with emote system before an attack, when using a skill, and faster athletic sequences.
* Improved AI with matching rank
* Improved lighting and more grime on walls, roof, etc...

Items

* Shuriken has been added for the Skaven warband. Every Skaven except the Rat Ogre can use them
* Verminkin lost the right to use Warplock Pistols
* Assassin Adept now start with Shuriken as alternate weapon
* Warlock have access to Bow again

Runes

* Rune of Escape: the mastery version has been increased to 3 meters
* Rune of Celerity: the initiative bonus have been increased to 10 for the normal version and 20 for the mastery version
* Rune of the Senses: the bonus has been increased to 25% for the normal version and 50% for the mastery version

Skills

* The Alertness requirement to train Combat Movement have been reduced to 9 for the normal version and 12 for the mastery version
* The Alertness requirement to train Awareness have been increased to 12 for the normal version and 15 for the mastery version
* The melee resistance provided by the debuff of Kidney Strike has been increased to -15% for the regular version and -30% for the mastery version
* The melee resistance bonus of Combat Savvy has been reduced to 5% for the regular version and 10% for the mastery version
* The Intelligence requirement to train Combat Savvy has been reduced to 6 Intelligence for the normal version and 9 for the mastery version
* The Intelligence requirement to train Study has been increased to 9 Intelligence for the normal version and 12 for the mastery version
* The debuff provided by the skill Quick Incision saw its melee resistance penalty increase to -3% for the regular version and -6% for the mastery version
* The debuff provided by the skill Defensive Stance saw its melee resistance bonus remains at to 10% for the regular version and 20% for the mastery version

## Release Notes Early Access Content Update 7 Patch 2 - 8/25/15

Since our latest patch, players ran into different issues that diminished their game experience with Mordheim: City of the Damned, and we felt we had to correct those before the next update.

General Changes

* Fixed gear neck on the Mutant which was causing infinite loading
* Fixed the savegame file corruption
* Fixed issue on campaign save delete, which was not deleting all campaign save.
* Improved AI

We are deeply sorry for the inconvenience and hope this will provide you a better experience.

## Release Notes Early Access Content Update 7 Patch 1 - 8/19/15

This patch comes in as 0.21.4.6. Please read below for a list of corrections, additions, and removals.

General Changes

* The damage of the Deadly Divine Wrath and Tzeentch Curses have been increased to 6666
* Featureless Face: the bonus for this mutation has been increased to 100% for Perception
* Stats should now be capped properly at 25 for Impressive units and 20 for all other units
* Increased the trigger size of Wyrdstones to facilitate gathering
* Mordheim's Curse will now properly add 15% with each time it is added instead of 10%
* Switching between units, in the inventory, will now reset the focus on the main hand slot and update the inventory list
* Base stats are now maxed out using unit type
* Improved overview map
* AI improvements
* Fixed issue with some Units that blocked the player from properly cycling actions
* Fixed issue with fleeing unit not being properly synchronized in multiplayer
* Fixed search points with no trigger in tutorial 3
* Fixed controller related issues
* Fixed camera issues with large Units
* Fixed procedural Warband generation for rank 0
* Fixed issue with some Skaven body parts when selecting a pimple based skin colour
* Fixed a desync happening when players were exiting an AoE zone.
* Fixed current action's information panel not having the proper values.
* Fixed some collision issues in the Quayside map.

Item Changes

* Added a new item for the head slot called “Amulet” which increases Magic Resistance of the user by 3%/6%/9%
	+ You can wait to see them pop in the market if your warband is already created, or they will be added in War Chests of newly created warbands

Runes & Marks

* Rune/Mark of Movement: it now becomes Rune/Mark of Escape and will only increase movement after the action Flee or a Disengage. The movement bonus remains until an action is taken.
* Mark of Devotion: Will now apply the proper percentage instead of one higher than it should

## Release Notes Early Access Content Update 7 - 8/12/15

Our seventh content update is 0.21.4.2 and it provides the following new features:

* Units kitbashing: Not only, can you now customize the color of each body parts on your warrior, you can also choose between all its available variations, from moustaches to cape, there’s a ton of variations available to you.
* New AI System: The AI is now based on the rank, it can use skills and is stronger than it used to be. Get ready for more challenge.
* Revamped Morale System: Many changes have been made to the morale calculation (see separate notes for details)
* Revamped Action Zones System: You can now climb/jump/leap even if there’s a Warrior standing on the other end of the Action Zone, resulting in pushing your ally to make room or engaging your enemy (see separate notes for details)
* Extra gameplay layers: Each unique map can now be played with an extra layer of gameplay for Skirmish Missions. 3 different ones per maps are available at the moment. (see separate notes for details)
* 2 New Maps: The last 2 unique maps are now available: the Market Square and the Count Steinhardt’s Palace.

General Changes

* The maximum Stats of some units were changed:
	+ Youngblood: Agility down to 15, Leadership down to 9, Accuracy increased to 15
	+ Warlock: Toughness increased to 10, Leadership down to 13, Alertness increased to 20
	+ Eshin Sorcerer: Leadership increased to 15, Accuracy reduced to 12
	+ Black Skaven: Leadership increased to 14, Intelligence reduced to 10
	+ Possessed: Leadership increases to 15, Alertness reduced to 9
* Each Hero can now be added up to a maximum of 2 per Hero in a Warband (ex: max 2 Warlock)
* Each Henchman can now be added up to a maximum of 4 per Henchman in a Warband (ex: 4 Marksman)
* The budget of initial stats of Impressive units has been increased to 80 instead of 55. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
* The budget of Maximum stats of Impressive units has been increased to 140 instead of 110. This impacts the Ogre Mercenary, the Rat Ogre, the Maiden of Sigmar and the Chaos Spawn.
* Fixed FX visuals on Teleports locations in Library to improve their visibility
* Reloading a Range weapon will now apply a debuff called “Arm Fatigue” which increases the cost of the next Reload action by 1 SP. This is Stackable.
* Leadership: Each points is now worth 2 Morale Pool Value instead of 1
* The FX color to use the Idol on a Warband Cart has been modified to be different than the Warband Chest to avoid confusions.
* Added an FX when Praying at an Idol on your Warband Cart
* The “Large” perks now also increases Poison, Critical and Stun resistance by 30% as well as Armor Absorption by 15%. This impacts the Ogre Mercenary, the Rat Ogre and the Chaos Spawn (not the Maiden of Sigmar)
* Failing a Stupidity test will now remove on SP and leave the OP on the victim. These can be used later on to Counter-Attack if the user is attacked
* Shooting someone who is covered between 1/4 and 1/2 will now provide a penalties to shooters of -15% instead of 10%
* Shooting someone who is covered between 1/2 and 3/4 will now provide a penalties to shooters of -30% instead of 20%
* The effects of Mordheim’s Curse have been increased to 15% instead of 10%
* All units starts with an increased amount of Strategy Points than before at Rank 0 (the maximum remains unchanged) and will only gain 1 SP during their progression which will be awarded at Rank 5. This will make lower rank battles more dynamic and keep the focus on gathering wyrdstones while fighting instead of forcing the player to choose between both.
* [Esc] key is no longer remappable: pressing [Esc] in missions will act as cancel when available, otherwise, it will open the options menu
* Unit model will now disappear properly when they are not visible
* Large units in ambushing or overwatching stance will now lose their stance if they become engaged before their ambush or overwatch could be triggered
* Improved procedural Warband generation: Generated Warband rating is now closer to the player's rating
* Fixed crash when opening options window after unplugging and plugging a controller.
* Fixed issue with intimidate that did not allowing Units to attack if their Target became stunned
* Unit infos can now be toggled from the tactical view
* Fixed Unit disengaging from an impressive Unit when it's not their turn
* Changed Unit visibility to have unit always visible if targetable
* Entering a zone AoE will now play the buff/debuff animation depending on the enchantment effect given by the zone
* Fixed possible block when ambushing on zone AoE
* Added a 4th zoom level in the tactical view
* Added Monster's animations in library
* Added Dramatis Personae in Hideout
* Fixed missing consumables in loot bag on dead unit
* Several collision issues have been fixed
* Pathfinding has been optimized in multiple areas
* Several localization issues have been fixed
* Many typos and spelling mistakes have been corrected

Skill & Spells Changes

* Hardy: the Wounds increase is now +20 at regular version and + 40 at mastered version
* Acrobatic: increases resistance by 15% for the regular version and +30% for the mastery version
* Vision of Torment: The penalty to Dodge, Parry, Range/Melee Resistance for the Mastery version increases to 15% instead of 10%
* Military Training: The skill will now trigger properly on charge damage as well
* Adaptable Defense: The skill will now trigger properly on charge damage as well
* Blood Sacrifice: The skill will now trigger properly on charge damage as well
* Fatality: The skill will now trigger properly on charge damage as well
* Warp Immunity: Fixed an issue with the Wyrdstone Resistance not be properly set
* Threaten: Fixed an issue where the Regular version was not working properly
* Resist Magic: the requirements have been lowered to 6 Intelligence and the mastery version to 9 Intelligence
* Knowledge – Mordheim: the requirements have been increased to 12 Intelligence and the mastery version to 15 Intelligence
* Head Shot: Increased the hit penalty to -30% on regular version and -15% on master version
* Touch of Palsy: fixed an issue that was preventing the debuff to be applied properly.

Items

* Greta’s Boon: Now increases Perception and Trap resistance by 20% for the Normal version, 40% for the good and 60% for the best.
* Mandrake Root: the penalty now reduces Stun Resistance instead of Poison Resistance
* The cost to reload Warplock Pistols has been reduced to 2 SP instead of 3
* Eshin Sorcerers of the Skaven warband now have access to a Staff.

Enchantments

* Misfortune: the effect has been lowered to 1% and 2% for the regular version and 2% and 4% for the mastered versions

## Release Notes Early Access Content Update 6 Patch 1 - 7/16/15

This patch comes in as 0.20.4.9. Please read below for a list of corrections, additions, and removals.

General Changes

* Add the Smelling Salts to the Warband chests for all Warbands. There was a bug preventing them to appear properly
* Fixed mutation descriptions for arm weapons to incorporate their missing bonuses
* Fixed an issue on some skill descriptions not displaying properly
* Fixed texture issue preventing tutorial 2 from loading
* Fixed error occurring when combat wheel opens on unavailable skill
* Fixed combat circles going through church benches
* Fixed issue with order not being able to target certain units
* Fixed issue with certain skills giving back OP
* Learn button in the Hideout Warband Management's Skills section is now clickable
* Fixed issue with all alone check fleeing Units running into an AoE zone
* Skillbooks will now correctly allow increasing stats up to max
* Fixed issue with joining game via Steam and accessing UI using keyboard
* Cycling now works correctly with semi-constrained camera
* Tweaked camera focus when repositioning
* Log will refresh items visibility less frequently (could previously result in a delay opening larger logs)
* Log will now always scroll to the last entry, except if the log is open and enlarged
* Empty lines will no longer appear in the middle of the log
* Hire cost and buy cost should no longer be null
* Fixed issue with fleeing Unit crossing AoE zone in multiplayer
* Unit cannot equip spear anymore, if its off hand is mutated
* Tweaked War Zone deployments
* Fixed the Oil bomb targeting which highlighted invalid targets
* Fixed perception skill with Skaven, and highlight distance has been increased
* Fixed issue with the portcullis, in the Barracks, preventing attacks and units visibility
* Fixed desync due to multiple overwatch/ambush triggering at the same time

Skills & Spells changes

* Head Shot: can’t be used while engaged anymore
* Acid Breath: Damage has been increased to 7-12 for the regular version and 10-20 for the mastery version
* Warp Mist: the permanent debuff is now added when we exit the area. Anyone staying in the area will suffer damage on turn start
* Veil of Corruption: the Wyrdstone resistance penalty will now be applied as long as the unit is in the zone and the debuff will be applied when the unit leave the zone
* Fixed the description of the skills Born Leader and Lad’s Got Talent to have the proper numbers
* Fixed the description of Attracting Lure Hideout and Mastery to display -15% instead of -10%
* Exhaustion: when used, this skill now also blocks the use of the skills “Meditation” and “Introspection”.
* Wither now also reduces movement by 1 meter for the regular version and 2 meters for the mastery version.

Item Changes

* Armband: fixed an issue where mutations would not apply the “cannot be parried” bonus. Attacks of anyone using Armbands should now never be parried.
* Oil Bomb: the burning debuff is now added when leaving the area instead of when entering it. Going back in the burning area will remove the debuff which will be re-applied when the unit leaves.
* Sticky Sludge: the debuff is now added when leaving the area instead of when entering it. While in the zone, SP and Dodge chances will be reduced (Dodge by 10% for normal, 20% for good and 30% for best). The effects of the debuff remains the same for all 3 variations
* Fixed the damage on the Maiden Flails, they were using old data instead of the new one
* Fixed the bypass armor stat on the Maiden Flails, they were using the old data instead of the new one

Runes & Marks

* Rune/Mark of Protection is now properly Stackable

## Release Notes Early Access Content Update 6 - 6/7/15

Our sixth content update is 0.20.4.2 and it provides the following new features:

* Units colour presets: 12 colour presets for all Units and all their armor variations, but also skin variations for the Skaven, the Rat Ogre and the Chaos Spawn.
* New camera system: Get a better view of the action with more dynamic cameras during close attacks, range attacks, spells, etc...
* New combat circles: the system has been completely revamped to prevent attacks through walls and allow units to engage themselves while on stairs.
* 2 New Maps: 2 new procedural maps located in the Noble Quarters.

General Changes

* The mutation Wyrdstone Horns has been removed from the Chaos Spawn
* Updated Barrack Doors with proper FX and action names
* Completed the re-write of the descriptions for Runes-Marks, Skills, Spells and Items
* Strength now increases Carrying Capacity for every 3 points (2 initial + S3, S6, S9, S12) up to a maximum of 6 slots
* Impressive units (Rat Ogre, Ogre Mercenary, Chaos Spawn, Maiden of Sigmar) got their base wounds increased by 50
* Stats of all Heroes have been adjusted to be on the same budget. This means their initial stats along with their maximum stats have been modified. The following units have been changed: Warlock, Champion, Youngblood, Black Skaven, Eshin Sorcerer, Night Runner, Purifier, Sister Superior, Augur, Possessed, Marauder, Mutant.
* Barricades of procedural maps have been reviewed to almost never completely block streets and serve as cover instead
* All units will start with a Dodge stance activated automatically. If not used, this stance is removed at the beginning of their turn.
* Improved texture sharpness and details on all Units
* Updated the pathfinding
* Polished unit camera so it can work in all screens (inventory, skills, spells and customization)
* Polished item/skills/spells description colors
* Optimized combat log display to only recalculate hidden items when the scrolling changes
* Fixed bug where end game window would not be displayed due to another state overriding it
* Teleport sequence is now faster/better
* Activate is now in a single sequence
* Fixed Rune name colors
* Add checks to avoid connections with people that are not members of the current lobby
* Fixed bug where user was unable to confirm stats changed with action key
* Fixed Descync when casting spells
* Overview cam will no longer target enemy units giving away their position
* Overview cam will now use zoom button as a toggle instead of zooming in or out using 2 buttons

Skill & Spells Changes

* Order: The mastery now properly remains at 4OP base cost and provides the target with a +15% chances to hit.
* Enshrouding Mist: targeted has been modified to snap to ground to prevent units out of the zone
* Poisonous Mist: targeted has been modified to snap to ground to prevent units out of the zone
* Chains of Chaos: the normal version now increases the cost of Attack, Counter-Attack, Charge, Shoot, Aim, and the Overwatch or Ambush stances by 2 OP instead of blocking them. The Mastery version will do so as well and lock any trained Offensive Skills.
* Exhaustion: The wound cost has been reduced to 30 wounds instead of 35
* Born Leader: the regular version now increases maximum Intelligence and Alertness by 3. The Mastery version now provides 3 Physical and Martial stat points and 4 Mental stat points
* Lad’s Got Talent: The mastery version now provides 3 Physical, Mental and Martial stat points instead of 2

New Skills and Spells

* Scavenger’s Curse: spell for the Mercenaries. Cost 2 OP. Single target enemy
	+ Regular: curse the target. When it searches or gather Wyrdstones, it suffers from a debuff of -5% to Melee, Range and Wyrdstone Resistance. Stackable.
	+ Mastery: the penalty increases to -10%
* Dread of Aramar: spell for the Mercenaries. Cost 4 OP. Area of 5 meters around the caster
	+ Regular: reduces melee hit chances by 5% for 1 turn. Remove up to 2 current OP. Has 25% chances to break the stances of all victims.
	+ Mastery: the penalty increases to -10%, -4 OP and 50% chances to break stances
* Veil of Corruption: spell for the Possessed. Cost 2 OP. Zone placed within 15 meters
	+ Regular: place a zone of effect on the ground. Anyone entering suffers a 2 turn debuff which reduces Wyrdstone Resistance by 25%. Not Stackable. Anyone gathering a wyrdstone inside the area of effect will gain a stackable debuff that will deal 6-12 damage on the next turn start of the victim.
	+ Mastery: the Wyrdstone Resistance penalty increases to 50% and damage to 12-22
* Visions of Torment: spell for the Possessed. Cost 4 OP. Affect everyone around the caster
	+ Regular: the victims will either all be Stunned if they fail at their Stun Resistance or they will suffer from penalties of 5% to their Melee and Range resistance and 5% to their Dodge and Parry attempts
	+ Mastery: the penalties increases to 10%
* Attracting Lure: Skill for the Possessed warband
	+ Regular: Confuse an engaged opponent and lure him away if he fails a Leadership test. Failing will make the victim Flee after the lure, provoking free attacks for engaged enemies.
	+ Mastery: the test is performed with a -15% penalty

Items

* All consumables except a few can now be used on allies within 3 meters (extremely close). All of those consumables got their cost increased by 1 OP (except Poultice).
	+ Consumable exception: Oil Bomb, Sticky Sludge, Aethyric Focus, Rosary, Mordheim Map, Lucky Charm, Talisman
* Sigmarite Hammer: Lowered the chance to reduce enemies’ chances to dodge to -3/6/9%
* Sigmarite Hammer: Added a chance to reduce chances to trigger a Divine Wrath while Casting by 2/4/6%
* Sticky Sludge: While in the zone, movement is reduced by 2 meters. Entering the zone adds a debuff that reduces maximum SP by 1 and Dodge by 5%.
	+ Good: Dodge penalty increases to -10%
	+ Best: Dodge penalty increases to -15%
* NEW Smelling Salts: Costs 2 SP to use. Can only be used on an ally. Has 35% chances to remove the stun condition afflicting the target.
	+ Good: chances increases to 65%
	+ Best: chances increases to 100%
* All Warbands will have 3 of the following new items for testing:
	+ Tome of Abilities/Magic: Grants 2 Skill/Spell Points. This item can only be used ONCE per warrior.
	+ Physical/Mental/Martial Grimoire: Grants 3 Physical/Mental/Martial Attribute points. Only ONE Grimoire can be used per warrior
	+ Training: Stat= Permanently increases the maximum of one of the 9 stats by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.

Runes & Marks

* Carnage: the bonus increases to 10%/20% for 1 handers and 15%/30% to 2 handers and range

## Release Notes Early Access Content Update 5 Patch 1 - 6/9/15

This patch comes in as 0.19.4.10. Please read below for a list of corrections, additions, and removals.

Fixes

* Improved oil bomb
* Fixed issues with shrouding mist not applying it's effects correctly
* Improved ambush and zone AoE sync
* Fixed desync on engaged
* Fixed crossing an zone AoE, when ambushing
* Fixed Traps triggering when charging
* Game should no longer freeze when shooting a target with no possible animation bones to target
* Fixed crash in range combat
* Fixed unit lock with no action when leaving a friendly circle and closing the overview at the same time
* Fixed crash in overview for Warbands with no wagons
* Fixed main menu load campaign list display with for non 16:9 resolutions
* Fixed an AI loop when engaged through wall (It's still possible to engage through wall, but you wont get stuck anymore)
* Fixed an error occurring when looting a container with more slots than the unit has
* Continue will now correctly select the latest savegame
* Fixed and improved graphical post processes
* Improved overview display
* Players can no longer join lobbies if the game version numbers don't match
* Fixed invisible lobby issue
* Fixed screen resolution overrides when launching the game

General Changes

* We started to re-write the descriptions of Enchantments, Skills and Spells. Some of them will be added in the patch.
* Maximum Stats adjustments:
	+ Maiden of Sigmar: -2 max Leadership, -1 max Intelligence, -1 max Weapon Skill
	+ Matriarch: +1 max Toughness, +1 max Accuracy
	+ Novice: +1 max Strength
	+ Sister: -3 max Leadership, -2 max Alertness
	+ Darksoul: -3 max Leadership, -2 max Weapon Skill
	+ Possessed: -2 max Strength, -1 max Alertness, -1 max Weapon Skill, -1 max Accuracy
	+ Purifier: +1 max Agility
	+ Marauder: -2 max Accuracy, -1 max Alertness, -1 max Leadership, -1 Strength
	+ Sister Superior: -3 max Leadership, -1 max Weapon Skill, -1 max Accuracy
* Weeping Blades: 34-42 dmg. Remains Fast. Remains Parrying weapon. Poison stays as is.
* Bracers: 36-46 dmg. Remains Fast. Still prevent Parry. Lost their hit chances bonus.
* Fighting Claws: 38-46 dmg. Remains Very Fast. Remains parrying weapon. Keeps climb and bypass armor bonus. Lose it's Ambush damage increase.
* Removed the option to Delay for the AI to prevent Delay loops during AI's turn

Skill Changes

* Chains of Chaos Mastery: it will now block Order and Order mastery properly
* Lad’s got talent Mastery: gives an extra 2 Offense Points to bring the unit on par with other Heroes
* Retreat: will properly not work on units who cannot flee or disengage
* Ignore Pain: The Armor absorption of the regular skill has been increased to 10%. Can now only be used once per turn
* Ignore Pain Mastery: the cost in Wounds has been reduced to 10. Can now only be used once per turn
* Daredevil: the requirement to take the skills is now 12 strength for the normal version and 15 for the mastery
* Strongblow: the requirement to take the skills is now 9 strength for the normal version and 12 for the mastery

## Release Notes Early Access Content Update 5 - 6/1/15

Our third content update is 0.19.4.5 and it provides the following new features:

* Consumables: You can now buy and equip your units with items usable during a Skirmish game. From Anti-Toxin to Elven Wine, with a couple of Oil Bombs, make sure you get the right equipment for the mission objective, from the Shop menu.
* Hiring System and new Warband Management UI: Get ready to be a real leader now that you can fully customize your Warband by hiring and firing Units from the new Warband Management User Interface
* Improved Overview Map: No excuse to get lost in Mordheim anymore, the overview map comes with a compass and more information about the current state of the mission
* 3 New Maps: One more unique location (The Raven Barrack) and 2 new procedural maps taking place in the Noble Quarters, offering large procedurally built Mansions, lot of new props, locations and layouts.

General Changes

-Perks have properly been added to all units. Some are new, some were already there. They can be viewed on the Unit Information pane (units not listed have no perks):

* Eshin Sorcerer
	+ Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
* Rat Ogre
	+ Stupidity: On turn start, the warrior must perform an Intelligence test if it's not already engaged in melee combat. On failure the warrior cannot take actions.
	+ Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
	+ Unwavering: Immune to the effects of being All Alone, Fear and Terror.
* Warlock
	+ Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
* Mercenary Ogre
	+ Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
	+ Unwavering: Immune to the effects of being All Alone, Fear and Terror.
* Sigmarite Matriarch
	+ Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
* Augur
	+ Immunity Eye Injury: Immune to the permanent injury Eye Injury due to blindness. The warrior is blessed with divine vision.
* Sigmar Purifier
	+ Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
* Maiden of Sigmar
	+ Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
	+ Unwavering: Immune to the effects of being All Alone, Fear and Terror.
* Magister
	+ Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse.
* Possessed
	+ Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
	+ Unwavering: Immune to the effects of being All Alone, Fear and Terror.
* Marauder
	+ Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
* Mutant
	+ Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
* Chaos Spawn
	+ Large: Decrease Range Resistance by 10% making the warrior easier to hit with range weapons. Can't use consumable items, or the Search and Activate actions.
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
	+ Unwavering: Immune to the effects of being All Alone, Fear and Terror.
	+ Creation Instability: Bound by dark sorcery, once Out of Action they do not suffer from permanent injuries, they can only be destroyed.
	+ Immunity Poison: Immune to Poison effects.
	+ Mutations: Gifted with a random mutation at Rank 1, 5 and 10.
* Darksoul
	+ Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone.
* Reduce amount of traps spawned in non-procedural skirmish missions
* All Alone, Fear and Terror tests lost their initial 10% bonus, it is now at 0%
* Critical hits will now always have a potential Stun effect that can be resisted
* Staff: The Tzeentch Curse modifier has been changed to 6/9/12%
* Pendant: bonus has been increased to 5%/10%/15%
* Helmet: Bonus to Stun resistance has been reduced to 10%/15%/20%
* Critical hits now do not have their strength or ballistic skill damage doubled anymore. However, they are guaranteed to perform a stun attempt
* Library Map: improved navigation around teleports (removed blockers on candles)
* Assassin Adept: both the maximum Accuracy and Intelligence has been reduced by 2
* Assassin Adept: the maximum Toughness has been increased by 4
* Dual Wield: a 10% to hit penalty has been removed
* Dual Wield: the 30% damage penalty is now global and will apply after all damage modifications have been applied
* Two Handed: the stacking 20% damage penalty is now global and will apply after all damage modifications have been applied
* Two Handed: the penalty on subsequent attacks has been properly set to 20%
* Impressive units are now properly immune to the cost increase of attacks, but not to the damage reduction
* "Waiting for other player" popup will now be displayed when a player is in the game while the other is still in loading screen.
* New "Invite Friend" button available directly in the lobby
* Revamped menu navigation in the main menu
* Added “Press button to continue” after loading’s done
* Fixed Desync associated with Ranged weapons when a unit was almost completely hidden.
* Fixed Desync associated with Ambush when Ambushed Unit had 2 handed weapons.
* Fixed multiple bugs

Stats Modifications

* Weapon Skill: Each points now properly give 4% chances of parry instead of 3%
* Leadership: each point now gives 4% to All Alone, Fear and Terror tests
* Toughness doesn’t increase Stun Resistance anymore
* Each point of Toughness increases Critical Resistance by 1%
* Each points of Accuracy now increase Critical Damage by 1% instead of 2%
* Intelligence: each point now increases Stun Resistance by 2%

Skills & Spells

* Multiple modifications were made

## Release Notes Early Access Content Update 4 Patch 1 - 4/23/15

This patch comes in as 0.18.4.5. Please read below for a list of corrections, additions, and removals.

Added

* Combat Log: Added poison resist; When a Unit makes a roll and its not its turn, its name will show in the combat log
* GUI: Added scrolling to chat and combat log, plus a bigger mode to combat log (press the "L" key a second time to extend it)
* FX: Added trails on Cult of the Possessed Units arm mutations.
* Action wheel: options can now be clicked with the mouse pointer.
* Unit Management: zoom-in on the Unit is now possible

Fixes

* Quick adjustments on Tutorial 01 to have the units act when they are supposed to
* Quick adjustments on Tutorial 02 to have enough SP to perform the actions they are supposed to
* Quick adjustments on Tutorial 03 to have the units act when they are supposed to
* Quick adjustments on Tutorial 04 to have the units act when they are supposed to
* Camp and skirmish will now show the proper leader if a unit learned the skill "Born Leader"
* Hide alternate weapon set in the combat and hideout when unit can't swap weapons
* Fixed graphical bug in the initiative ladder
* Fixed divine wrath value in the right warning message when selecting a divine spell
* Fixed curse targeting an area and targeting nobody
* Fixed chat log input lock when receiving a message and writing a message
* Fixed rank of unit in a skirmish AI warband
* Fixed unit generation in a skirmish AI warband, more heroes and impressive in the warband
* Fixed item attributes and enchantments not properly applied
* Fixed "Blessing of Filth" active skill
* Fixed meshes of most of the Cult of the Possessed warband
* Fixed textures of the Mercenary Ogre and the skaven Rat Ogre
* Curse roll will now tell Succeeded when caster do not get a curse
* Fixed "Tiring Effect" and "Mordheim Curse" applying effect before the end of the action
* Fixed respec and generating random mutations
* It is now possible to reset the controls mappings with the (Y) Xbox controller button.

Balancing Tweaks

General Changes

* The following units had 1 statistic they couldn’t max out with the advancement they were receiving. We shuffled some points around as follow.
	+ Assassin Adept: Was impossible to maximize Agility. Modification are +2 Physical advance, -1 Mental advance, -1 Martial advance
	+ Novice: Was impossible to maximize Accuracy. Modification are -2 Mental advance, +2 Martial advance
	+ Brethren: Was impossible to maximize Accuracy. Modification are -2 Mental, +2 Martial
* Mace melee hit chances bonus increased to 8%/10%/12%
* Bracers melee hit chances bonus increased to 15/20/25%
* The Rune “Expertise” got its bonus increased to 3%/6% chances to hit for the 1 handed version
* The Rune “Expertise” got its bonus increased to 6%/12% chances to hit for the 2 handed version
* The Rune “Perseverance” got its bonus increased to 5%/10% chances to hit for the 1 handed version
* The Rune “Perseverance” got its bonus increased to 10%/20% chances to hit for the 2 handed version
* The Rune “Perseverance” got its bonus increased to 10%/20% chances to hit for the range version
* Dual Wield: the Damage penalty has been reduced to 30%
* Two Handed: The damage penalty of Tiring has been reduced to 15%
* Open Wound: The Debuff description now has an Effect Type
* The following attribute have been changed:
	+ Agility: each points also gives 1% Melee Resistance
	+ Strength: each points also reduce enemy Parry chances by 2%
	+ Toughness: each points also gives 1% Range Resistance
	+ Alertness: the Range Resistance per point has been reduced to 1% (instead of 2%)
	+ Weapon Skill: the Melee Resistance per point has been reduced to 1% (instead of 2%)
	+ Accuracy: each points also reduce enemy Dodge chances by 2%

Skills

* The skill “Armor Proficient” has properly been set to release.
* The skill “Knee Shot” has properly been set to release.
* The skill Guidance has been moved to the Leadership Skill Line
* The skill War Cry has been moved to the Leadership Leader Skill Line
* The skill Guidance has been given to the Eshin Sorcerer by default
* Skills that triggers on “Wyrdstone pickup” are not stackable anymore to fix problematic issues:
	+ Repentance. No changes to the effect
	+ Shadow Lord’s touch. The bonus increases to 5%
	+ Warp Rage. The bonus increases to 15%
	+ Warp Resonance. The bonus increases to 15%
* Knowledge: Mordheim: the master version has its bonus lowered to 2 meters
* Pinning Shot: The Strategy Point penalty has been reduced to 1 for the normal version and 3 for the mastered version
* Adrenaline Rush: the wound cost of the regular version has been lowered to 30 wounds. The cost of the master version has been increased to 60 wounds.
* Righteous Fury: the hit penalty has been lowered to 25% for the normal version and 15% for the mastered
* Divine Revelation: the Range Resistance has been reduced to 25% and the melee to 5% for the normal version, and 50% range and 10% melee for the mastered version
* Armor of Lead: the movement penalty of the mastered version has been reduced to 3 meters
* Armor of Lead: fixed the debuff information. It was displaying the regular information to the victim instead of the mastered information
* Sigmar’s Sight: the perception bonus has been increased to 50%
* Featureless Face: the perception bonus of the Mutation has been increased to 50%
* Adaptable Defense: the melee resistance bonus has been reduced to 3%
* Web of Steel: now also provide a counter-attack reduction after a successful parry
* Onslaught: now also provide a counter-attack reduction after a successful parry
* Bless with Filth: the poison resist is now checked on the damage instead of the on turn start. The apply has been fixed
* Anticipation: bonus has been reduced to 2% for the normal version and 4% for the mastery version
* Guidance: Fixed an issue where Guidance would not immune against stupidity

## Release Notes Early Access Content Update 4 - 4/16/15

**WARNING-WARNING-WARNING-WARNING-WARNING:** We’ve added a lot of data in this version. The installation of the game now takes about 22GB where it used to be about 7GB. This updated version will have a download size of about 6GB.

Our third content update is 0.18.4.2 and it provides the following new features:

* Possessed Mutations: Possessed units, when playing with Rank 10, now have random mutations.
* Representative Armours: Changing armours and other equipment is now properly represented on the unit. This completely changes the look of the characters.
* Item Enchanting: Rank 10 Warbands now have weapons which can be enchanted, There is an Enchanting Tab next to the inventory where you can choose the Rune or Mark to put on the item. This is for testing and balancing.
* 2 New maps: One new procedural map and one more unique location (Statue of Count Gotthard) are available for Skirmish.
* Chat!: You can now chat when in the lobby as well as in game. Press "T" to talk
* Action Log: An action log has been added representing unit actions, and RNG rolls it performs. To view the log you can press the key "L"
* Key Mapping: In the options menu, players now have the option to remap the controls of the game. This is also available for gamepads. We’ve internally tested with Xbox, PS4, and a generic Logitech controller. Camera Inversion are now also available.
* New Deployment type: Code named Umbrella. This new deployment is available for all procedural maps and has both Warbands as far away from each other as possible, This is to give a far away option for Players who would prefer this.
* New Cloth: Warhammer is known for skirts, pangs, and other clothy material. We’ve completely changed the clothing in the game. It still needs to be tweaked, but now looks and feels better. It is also much more optimized.
* Respec Button: In the Unit management, you can reset your Warband skills, spells and attributes to their original state. This will also reset the units’ mutations to new random ones, for the Possessed Warband. This feature will only be available during the Early Access.
* Unit Rotation: With all those cloth variations and mutations, you can now admire your Unit under different angles in the Hideout’s Unit Management, using the mouse or the right-stick.
* Save on the cloud: The save games are now copied on Steam's cloud

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

* Each unit rank increases wounds by 15 instead of 10 (increasing maximum Wounds by 50 at Rank 10)
* Each point of Toughness will now give 2% of Poison Resistance instead of 4%
* Each point of Toughness will now give 3% of Wounds instead of 2%
* Each point of Alertness will now give 3% of Perception check instead of 4%
* Each point of Accuracy will now give 2% of damage on critical hit
* Each point of Intelligence will now give 1% of magic resistance
* Each point of Intelligence will now give 3% of mental checks instead of 4%
* Each point of Leadership will now give 2% of all alone, fear and terror checks instead of 4%
* Base Critical hit has been brought back to 5%
* Each spells mastery now increases their curse chances instead of lowering them (the more powerful the spell, the more chance of chaos effects)
* Weeping Blades and Fighting Claws will now properly apply the “Dual Wield” debuff instead of the “Tiring” debuff after the first attack.
* After casting a spell, a debuff called “Mordheim’s Curse” will affect the caster increasing chances of triggering a Tzeentch Curse or a Divine Wrath by 10%. This lasts 1 turn and is stackable.
* Maximum Offense Points of Impressive units has been reduced to 9 instead of 10
* Web of Steel will now be usable properly with Fighting Claws
* Good range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
* Best range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
* Each unit got their movement decreased by 2 meters per Strategy Point spent
* Increases each item type in the Warband chest to 100 to let player enchant their equipment
* All Buffs and Debuffs now have an Effect Type in their description
* Poison resist will now be performed on Poison apply instead of on Turn start of the unit
* Some adjustments have been made to Charge skills
* Some adjustments have been made to Ambush to make them trigger more often
* Warp Effect: the buff and debuff have been changed to provide or remove 20% Armor Absorption (instead of a hard number)

All units have been brought up to 45 Stat Advancements Points (despite some of them being unable to increase Ballistic Skills)

Added Points

* Black Skaven got fixed and gained its missing Martial
* Rat Ogre gained: 3 Physical, 1 Mental and 1 Martial
* Ogre Mercenary gained: 1 Physical, 2 Mental and 2 Martial
* Maiden of Sigmar gained: 1 Physical, 0 Mental and 4 Martial
* Sigmarite Matriarch: 0 Physical, 1 Mental and 4 Martial
* Purifier: 1 Physical, 0 Mental and 4 Martial
* Augur: 1 Physical, 3 Mental and 1 Martial
* Sister Superior: 0 Physical, 0 Mental and 5 Martial
* Sister: 0 Physical, 1 Mental and 4 Martial
* Novice: 2 Physical, 2 Mental and 1 Martial
* Chaos Spawn gained: 2 Physical, 1 Mental and 2 Martial
* Marauder: 2 Physical, 0 Mental and 3 Martial
* Possessed: 3 Physical, 0 Mental and 2 Martial
* Dark Soul: 3 Physical, 2 Mental and 0 Martial

Units who have been brought up to 45 Stat Advances got some maximum increased

* Rat Ogre gained: 2 max Agility, 1 max Toughness, 1 max Alertness and 1 max Accuracy
* Ogre Mercenary gained: 1 max Toughness, 2 max Alertness, and 2 max Accuracy
* Maiden of Sigmar gained: 1 max Agility, 1 max Weapon Skill and 3 max Accuracy
* Sigmarite Matriarch: 1 max Alertness, 4 max Weapon Skill
* Purifier: 1 max Strength, 1 max Weapon Skill and 3 max Accuracy
* Augur: 1 max Agility, 3 max Alertness and 1 max Weapon Skill
* Sister Superior: 4 max Weapon Skill and 1 max Accuracy
* Sister: 1 max Leadership, 3 max Weapon Skill and 1 max Accuracy
* Novice: 1 max Agility, 1 max Strength, 1 max Leadership, 1 max Alertness, 1 max Accuracy
* Chaos Spawn gained: 2 max Agility, 1 max Alertness and 2 max Weapon Skill
* Marauder: 1 max Agility, 1 max Strength and 3 max Accuracy
* Possessed: 1 max Agility, 2 max Strength, 2 max Weapon Skill
* Dark Soul: 2 max Agility, 1 max Strength, 2 max Leadership

Skills and Spells changes

* Multiple modifications were made to Skills and Spells.

## Release Notes Early Access Content Update 3 Patch 1 - 3/19/15

This patch comes in as 0.17.4.4. Please read below for a list of corrections, additions, and removals.

Added

* Control: Added option to disable gamepad, option to invert camera controls and modified options menu to enable proper gamepad navigation
* Possibility to select stats in the unit sheet module (points, crit chance, armor, etc..) and view their description (over the stats module in inventory, skills, spells)
* Show bounty objectives in overview map

Fixes

* Minimum distance between each traps to prevent double trap effects in close quarters
* Issue with Unsettling Charge effect lasting longer than expected
* Poison effect of the Weeping Blades are now applying on turn start
* Poison effects of Skaven Traps
* Units should now properly have default items equipped (such as fist for not using 2h or something in their off hand)
* Spell Curse of Rust to remove armor absorption in % instead of hard numbers
* Swapping character in warband management with the gamepad
* Losing focus when canceling the create game popup
* You can now learn mastery even if the slot are full
* Unit with bow will now be able to run normally in the stairs
* Issue where two network messages are sent causing a desync (set unit to idle state when sending message)
* Changed infinite symbol to unlimited (localisation)
* Credits will not loop when over
* Bug where setting unit armor to default would set a white square as the icon (should now show cloth icon)
* Toggleable menu items will now default to their untoggled visual state
* Issue where swapping with a impressive would choose a leader as an additional swapping unit
* Bug in which clicking on bottom buttons with the mouse could lead to a crash

Balancing Tweaks

* Weapon Skill now also increases chances to hit in melee by 2%
* Ballistic Skill now also increases chances to hit in range by 2%
* Wounds of maxed warbands to be taken into account. Each units should now have 100 more wounds (10 per rank)
* Rat Ogres now have access to high rank bracers when you start a new campaign
* Base chance to crit has been reduced to 0% (from 5%)
* Item Crit chances had been reduced (for example, Swords now provides crit bonus of 2% for normal quality, 3% for good and 4% for best (so max 8% when dual wielding them)
* Each Accuracy point will now give a 1% crit chance instead of 2% per point
* The skill Resilient got his bonus doubled to 10%/20% crit resistance.
* The effects of Open Wounds have been reduced to reducing Melee and Range hit chances by 10% (instead of 20%). Still stackable.

Known Issues

* Mercenary Ogre Stances: The weapons might be floating during the stance animation of the Mercenary Ogre
* Other Known Isses: Please refer to the Update 3's Release Note for previous known issues

We hope this patch helps you get a better experience with the current state of our game. We aren't stopping and there should be an update coming up soon with more maps to enjoy Skirmish game, Rune/Mark system, the combat log and a chat system.

## Release Notes Early Access Content Update 3 - 3/12/15

Our third content update is 0.17.4.2 and it provides the following new features:

* Max ranked Warbands: All Warbands are available at rank 10 allowing you to try and test many skills and spells combinations on all available Units.
* Skills and Spells: A new menu is now available in the hideout allowing you to customize the skills and spells your units can learn.
* 3 New maps: One new procedural map and two more unique locations (The middle bridge and the Great Library) are available for Skirmish.
* New musics for Hideout: Each Warband has now its own hideout music.
* Backtracking: Users can now choose how many backtracking circles they have.
* Unity 5: That’s Right! We are now running the latest version of Unity. It brings a little bit of optimizations to realtime and loading, and 32/64bits versions depending on your Operating System. However it can also bring a few weirdo bugs! Generally we feel the game is much more stable than it was. If you had odd graphic bugs or bugs we never figured out, now is the right time to try the game again. There are certain issues which are very hard for us to fix as they are internal to the engine.

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

* Fixed climb to remove an extra unwanted -6% and -12% penalty on climb of 6 and 9 meters
* The base chances to hit with range weapons have been reduced back to 75%. It was at 90% by mistake
* Falling damage should now bypass armor properly
* Armor absorption has been transferred in percentage of absorption rather than hard numbers
* Armor Absorption bypass has been transferred in percentage of bypass rather than hard numbers
* Increase the cost of Switch Weapon to 2SP and 1 OP
* Warlock lost access to Bows and Long Bows
* Captain and Youngblood lost access to Handgun
* All item’s damage and bonus have been revised
* All units should have proper default items in their Second Weapon set if they can have a second weapon set.
* Modified Trap generation numbers to hopefully prevent having traps that are too close to each others
* Increased minimum shooting range to be 5 meters instead of 4 (must be at least 5 meters away from the victim in order to be able to shoot)
* Changed several animations, and added intermediary “engaged” idle animations.
* Skaven Claws can now parry
* Stances have been fixed: their enchantment will now be removed as soon as they trigger (this includes Dodge, Parry, Ambush and Overwatch)
* Bonus to AI’s wounds has been reduced to 20% instead of 30%
* Reduced the Wyrdstone Rush % to gather to be either: 45%, 50%, 55% or 60% of all the Wyrdstones
* Reduced the Bounty targets to vary between 20% and 30% of the enemies’ Warband
* Blunderbuss now properly affects multiple targets in a cone area
* Blunderbuss blocks some offensive skills that are meant to be only single targeted

Combat Changes

* 1 Handed with an empty hand:
	+ +10% to Dodge
	+ + 10 to Initiative
* Dual Wielding
	+ Reduce damage dealt with all attacks by 33%
	+ increase cost of attack by 1 OP after the first one
	+ Not stackable
* Two Handed
	+ increase cost of attack by 1 OP after the first one
	+ Reduce damage of all attacks by 20% after the first one
	+ Stackable
* Firearms
	+ increase cost of all attack by 1 OP

Fixes

* Desynchronisations
Flee: We corrected a desynchronisation when a unit attacked an enemy which had fled on it’s turn.
* Traps: When a user triggered a trap, their position might not have been the same on both machines.
* Engaged: Some engaged units didn’t update their stats properly at turn start
* Copyright: We’ve fixed the copyright screen which was not positioned properly.
* Death by curse: curses now behave accordingly and the unit dies correctly if killed as a result of the curse.

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:

* Mutations: The Possessed warband doesn't have their mutations yet. We are working hard to bring this feature in, yet the Chaos Gods are not willing to let us do so yet (go figure! They really are the chaos gods after all).
* Skills related issues: Some skills are still missing, they will come further down the road. Some skills don't have their FX yet. Feel free to point them out. Not all animations are set properly for the skills, we are still working on this
* Highlighting: Our highlighting system currently affects the fog, making it seem it is clipping through the environment. It is very visible in the Hideout, but doesn’t detract from gameplay.
* 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.
* Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investigating everything that might cause such problem and all the feedback we can get from you will be very helpful.
* Tutorials: Tutorials are outdated, but we can't spend time bringing them up to date at each push since every balance tweak affects units positioning and actions available.
* Artificial Intelligence: AI Rating at Rank 10 is not big enough. So Units will be weak.
* Windows 32bits based version: In order to prevent the game from crashing, player on 32bits operating systems should play using the "fastest" settings.

## Release Notes Early Access Content Update 2 Patch 1 - 2/12/15

This patch comes in as 0.16.4.6. Please read below for a list of corrections, additions, and removals.

Fixes

* Unit spawning on one another: Some players reported issues with online skirmish starting with units spawning on top of each other. This has been corrected, and with it, many situations that could lead to desynchronization during a Skirmish game.
* Wyrdstones rush count: Wyrdstones count issue that resulted in winning the game as soon as you looted is no more.
* Counter after parry: is now available again if the defendant has enough Offense Points available.
* Victory screen: when the enemy fails its routing test, you will now be rewarded with a proper Victory screen
* Timer sound and visual: As players requested we changed the visual of the timer, it now has only 3 digits and perform a sound notification when it’s your turn to play and when the timer reaches 10 second left to play.
* Optimization surrounding wyrdstones: we have optimized the rendering and loading of the assets.
* Visual improvements: weapon don’t disappear anymore, we added new animations for the Chaos Spawn and new running cycles for the Mercenaries.
* Overwatch: now uses the same code as Shoot which should solve the issue of the Maiden of Sigmar's range resistance being bypassed

Balancing Tweaks

* Shield melee resistance is now 5/10/15%
* Cost of Disengage has been reduced to 1 SP and 2 OP
* Successful Charge attacks will now add a debuff of -10% hit chances on the victim if they counter-attack right after
* In order to shoot at a target, the shooter need to see 40% and more of the victim to be able to shoot (before it was 25%). This is based on the point of view of the shooter and not from the camera

We’re not making a list of Known issues, as known issues that are not listed above are still being worked on so you can assume they still exist. A full list of known issues will be compiled for the next Content Update and added on the forum in another post.

We hope this patch helps you get a better experience with the current state of our game. We aren't stopping here and the next Content Update should bring new maps to enjoy in Skirmish along with the possibility to play max ranked Warbands.

## Release Notes Early Access Content Update 2 - 2/3/15

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.

## The Cult of the Possessed enters Mordheim: City of the Damned. Start of Early Access Phase 3 - 2/3/15

Mordheim: City of the Damned now features a fourth playable Warband - the Cult of the Possessed - and introduces extended warband management and new mission objectives in Skirmish mode.

With three Warbands previously available to players - the Mercenaries of the Empire, the Skaven of Clan Eshin, and the Sisters of Sigmar - Mordheim: City of the Damned welcomes now the Cult of the Possessed, bringing the total of playable Warbands to four. New content and new features are of course planned for release in the near future, including extended Warband Management.

The Cult of the Possessed: Worshipers of the Dark Gods of Chaos, the Cult of the Possessed is a group of degenerates and mutants gathered together seeking to gain the favour of the Shadowlord by returning the Wyrdstone to the Pit, slaughtering all those they find trespassing on their master's domain. They of course boast their own skills, such as Terror, a passive skill which has a chance to enforce a leadership test on any unit that passes his threat zone, or Boon of Chaos, which will buff up a squadmate, increasing physical, mental or martial statistics.

Reserves management: Extending the Warcamp, the 'reserves' management option allow you to choose which of your units will head in and out of combat, allowing you to strategically place units in the heart of battle depending on the match load out you might need for the fight.

New Skirmish mission objectives: New skirmish objectives are introduced in this new update: Marked for Death have your hunt for a specific enemy unit - Crush their Will is reminiscent of capture the flag, where you have to steal the enemy's idol while protecting your own, and finally Wyrdstone Rush, where you will have to gather the precious green shards and secure them.

More features will be available in the near future, such as Warband leveling.

## Release Notes Early Access V2 Patch 1 - 12/17/14

Here is the first patch for EA V2. Major changes here are for the cameras, as well as some balancing tweaks. You will see that not all bugs reported by the community are handled in this patch, but that is to be expected on such a short time frame while we continue to work on other aspects of the game to move full production forward.

This patch comes in as 0.15.4.7. Please read below for a list of corrections, additions, and removals.

Fixes

* Cameras: The cameras for attack actions (melee / ranged) have been disabled and a fixed camera is now presented.
* Typos: miscellaneous un-localised strings have been localised.
* Charge/Ambush: Charge-ing and ambushing will now have unit direct itself to enemy instead of straight line. If blocked by an obstacle, action will be cancelled.
* AI: AI warband generation has been revised, and AI teams will now have Impressive units. This should make the game more challenging.

Tweaks

* Skirmish menu has multiple corrections.
* Tutorials have been updated to match gameplay changes.
* Updated several instances of "invisible walls" but there are still some we know about.
* Corrected certain pathfinding problems on stairs, but others exist.

Balancing Tweaks

* Cost for Base Attack, Charge and Ambush is now 2 OP.
* Weapons with Tiring Effect have action costs increased by 1 OP for second and consecutive attacks and for 1 turn. The effect remains if you switch weapons. Impressive units are immune to this Effect.
* OP for Shoot and Overwatch have increased for all ranged weapons.
* The amount of OP per unit has been revised.
* Adjusted damage for Two Handed weapons and firearms.

## Release Notes Early Access V 2 - 12/11/14

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).

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 has been adjusted
* Damage of Skills has 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.

## Mordheim: City of the Damned turns into Early Access Phase 2 - 12/10/14

Greetings Mordheim fans!

Rogue Factor's turn-based tactical-RPG Mordheim: City of the Damned will receive its first content update on Thursday the 11th, having successfully launched its Early Access campaign - to 90% 'very positive user reviews on Steam' - a few weeks ago. Based on the Games Workshop tabletop game, from Thursday Mordheim: City of the Damned will now feature The Sisters of Sigmar, and the first part of the Warcamp - a hub from which you manage your warband and other activities - with weapon and armour management.

Mordheim: City of the Damned launched with The Mercenaries of the Empire, and The Skaven of Clan Eshin, with the first content update slated for Thursday bringing that total to three. The Cult of the Posessed along with a host of other features will be released in the near future according to the Early Access road-map on the Steam page.
For a detailed explanation of exactly what's coming in this first content update, see below:

The Sisters of Sigmar: A magic and melee based warband deemed as 'heretics' by the broader Cult of Sigmar because they miraculously survived the impact of the twin tailed comet. Completely devoted to their god, the Sisters of Sigmar seek to cleanse Mordheim of the many evils within the city walls, locking away the wyrdstone to ultimately contain its corruptive properties. Their skills include 'Healing Circle', an AOE healing spell. 'Comet of Sigmar', a magical attack that bypasses armour. And finally "Blessing of Speed", which increases movement of its target by 1 meter, and increases climb, leap, and jump-down checks by 10%.

The Warcamp: The Warcamp is a hub from where you'll head into skirmishes and manage your warband. This feature will be updated incrementally, to include more activities throughout Early Access and to release.

Armour and weapon customisation: In this update, you will be able to change the armour for each unit in your warband with statistical changes. Visual changes will be coming later in the Early Access. You will also be able to change weapons, with two sets for each unit. Visual changes for weapons are included in this update.

Do not worry about looting items for now - as we head into Early Access Phase Two, we've given you a whole lot of armour and weapons to choose from, which can be accessed from the Management area of your hideout!

Can you survive in the City of the Damned!

Rogue Factor & Focus Home Interactive