Early Access Content Update 6

Hello Everyone,

Rogue Factor and Focus Home Interactive are proud to provide you with this sixth update of the Early Access. Like we did before, we want to present you a list of all the updates that come with this version, but also the known issues and limitations of this Early Access version.

Updates
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.

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 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
 * Vision 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, Luck Trinket, 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: Grants 2 Skill Points. This item can only be used ONCE per warrior.
 * Tome of Magic: Grants 2 Spell Points. This item can only be used ONCE per warrior.
 * Physical Grimoire: Grants 3 Physical Attribute points. Only ONE Grimoire can be used per warrior
 * Mental Grimoire: Grants 3 Mental Attribute points. Only ONE Grimoire can be used per warrior
 * Martial Grimoire: Grants 3 Martial Attribute points. Only ONE Grimoire can be used per warrior
 * Training: Accuracy: Permanently increases maximum Accuracy by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Agility: Permanently increases maximum Agility by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Alertness: Permanently increases maximum Alertness by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Ballistic Skill: Permanently increases maximum Ballistic Skill by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Intelligence: Permanently increases maximum Intelligence by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Leadership: Permanently increases maximum Leadership by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Strength: Permanently increases maximum Strength by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Toughness: Permanently increases maximum Toughness by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
 * Training: Weapon Skill: Permanently increases maximum Weapon Skill 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

We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned. We appreciate all the feedback and help we got from you so far, and want to thank all of you.