Para Mod 1.15

Para Mod 1.15 is a definitive first attempt at community balance for Mordheim:City of the Damned.

Paranoia has been part of the steam community since the beginning and joined in the community input as the developers ironed out the game. He is continuing this spirit by correcting bad decisions and balancing game mechanics. Para Mod 1.15 is discussed on discord for community feedback.

The next Para Mod will reflect the community effort to bring more balance. The goal is for an ultimate definitive Mod everyone will play.

## Game Concept

Paranoia describes the game concept as follows:

ParaMod, while very extensive, has a few defining features around which the rest of the mod has been designed:

1: Large Impressives fit through doorways. This feature makes Large Impressives much more viable, since evading them is no longer downright trivial, which used to make having them a detriment in PvP.

2: All healing is turned into one-shots or otherwise limited, but with a great increase in the amounts healed (standard being 5x the original amount). This limits the abuse of enemies for looting the whole map in a Mission, and makes Story Missions less trivial, as well as allows them have a reasonable impact in PvP without potential for abuse.

3: All Tzeentch Curse & Divine Wrath reduction tools have been removed in favor of other elements, but the base Curse/Wrath odds have been reduced from 15% to -15%, as well as all Spell base Curse/Wrath odds are reduced by 10% from the original values. This is because Curse&Wrath reduction tools were simply orders of magnitude better than every other option available, and highly necessary because Spellcasters were simply too unreliable without. With the removal of those tools and lowering of the odds of these backfirings, Spellcasters have a much more variability on their progression options, since most of their options are no longer false choices due to those reduction tools being so obviously better than anything else they could have. Also, incidentally, this means that low Rank Spellcasters get to contribute to the fight without having higher chance to hurt themselves than their enemy.

4: Buffs and Debuffs, as a general rule, have longer durations. Typically 2 turn durations at Basic level, and 3 turns at Mastery. This is because doing such allows Characters to use a much wider variety of Skills and Spells, since they are not constantly reapplying the strongest ones. Also allows for more precise balancing of Skills and Spells with one another, since the stronger effects could have reduced power in exchange for greater duration, while the weaker ones get to keep their old level of power, sometimes even have it increased, while also getting longer duration to allow them to have more time to be useful.

And, finally:

5: While the aim is to have all Skills and Spells be, at least situationally, worth using, it is just unavoidable that not all Skills and Spells can be made worth their investment required. Thus, a few Skills and Spells have a discount on Skill-/Spell Points required to train them. While a normal Skill/Spell is 2 Points to train to Basic level and 4 Points to bring from Basic to Mastery level, these discounted Skills/Spells are either 0 Skill Points to train at Basic level, or 2 Points to bring from Basic to Mastery level. This way their investment required is much closer to their actual impact, and allows one to make full use of all Skill Slots of a given Character.

## Para Mod 1.15 Patch Notes

03/29/2020 Patch Notes differing from the final release: Para Mod 1.15 Changelog