Updates
Our second content update is 0.16.4.2 and it provides the following new
features:
- A new playable Warband: The Cult of the Possessed.
- Reserves in Warband management: Warbands now have "reserves"
you can choose from, to organize your Units before going to combat,
based on their class and cost.
- All actions described in the tutorials are now available:
Search and pray are now possible during Missions.
- New Extra objectives: With the search action now available,
various extra objectives have been added as a new option to the Skirmish
games (Marked for Death, Crush their Will, Wyrdstone Rush).
- Turn timer is now available in Skirmish: As requested by our
community of Players, you can now set a time limit for a Unit turn.
As we already stated, we value the input of our players and we've done
some adjustment according to the feedback we gathered:
General Changes
- The Actions of Search and Pray have been added in the game
- Search and Pray cost no Strategy Points but confirm movements
- Impressive units now take the place of 2 Heroes, so a Warband with an Impressive unit is capped at 9 units. The goal is to give more variations to Warbands and let the Player decide if they want to use either an Impressive or 2 Heroes
- The unit “Sigmar’s Zealot” was renamed to “Sigmar's Purifier”
- Players can now gather Wyrdstones. Gathering Wyrdstones has chances to trigger a random Warp Effect on pick up
- Added a temporary boost to all AI units of 30% Wounds to increase challenge. More work will be done on AI decisions and boosts in the future
- Skill description is available in the Wheel during Missions
- Tweaked delete campaign button to be more accessible
- Made inventory equipment screen more usable with the mouse
- Added descriptions in Skirmish menus
- You can now end your turn if you run out of actions in a friendly circle
Item Changes
- Dagger now reduce dodge chances of their enemies
- Spear now reduce dodge chances of their enemies
- Fixed an issue where the Maiden of Sigmar couldn’t re-equip shields if the initial one was removed
- Weapons and armor got perks stats adjusted to fit with the new system
- Added the item Perks “No Dodge” and “No Parry”
- Light armor got an increase in armor absorption
- Heavy armor now reduces movement by 2 meters per circle
- Helmet lost it’s Critical resistance and got a Stun Resistance bonus instead
- Helmet, Light Armor and Heavy Armor penalty to spell casting now properly only affect arcane spells, not divine spells
- Weeping Blades now properly apply a stackable poison debuff
- Warplock Pistols now properly apply a stackable Warp ammo debuff
- Tiring effect is now properly triggered after a Charge
- Having no item equipped in the Offhand slot will now equip a “fist” which provides a bonus to Initiative and Dodge (for now this might not work for the Alternate Weapon Set yet)
Stat Changes
- Agility now increases dodge chances by 5% per points and Athletic
actions by 3% per point
- Base roll for Dodge is now 0%
- Base roll for Leap is now 50%
- Base rolls for Climb are 60% for 3m/ 50% for 6 m / 40% for 9 m
- Base rolls for Jump down are 60% for 3m/ 50% for 6 m / 40% for 9 m
- Strength now increases melee damage by 3% per point
- Toughness now increases Poison Resistance by 4% per point
- Base roll for Poison resistance check is now 10%
- Leadership now increases Psychological tests by 4% per point
- Base roll of Fear, Terror, All Alone and Routing roll is now 10%
- Intelligence now increases spell damage by 3% and Stupidity roll by
4% per points- Base roll for Stupidity is now 20%
- Alertness now increases Range Resistance by 2% and Perception by 4%
per point- Base roll for Perception is now 20%
- Weapon Skill now increases Melee Resistance by 2% and Parry tests by
3% per point- Base roll for Parry is now 0%
- Parrying successfully will reduce the cost of a Counter-Attack made right after by 1 OP
- Base roll to hit in Melee is now 95%
- Ballistic Skill now increases range damage by 3% per point
- Base roll to hit in Range is now 90%
- Shooting a target engaged in Melee now has a -30% penalty
Combat Changes
- Increased the All Alone flee distance
- Initiative is now based only on the Active weapon set and is recalculated at the beginning of every combat Round. Switching weapons will not affect the Initiative Ladder immediately
- Adjusted Tutorials to work with the new Initiative modifications
- The cost of Disengage has been increased to 2SP and 2 OP
- The cost of Flee has been increased from nothing to 1SP
- The Charge ability has been reviewed and modified as follow: the cost has increased to 3 OP, chances to hit penalty is reduced to -10% and damage bonus is increased to +50%. The extra movement remains as it was, the movement of your character.
- The Aim ability has been reviewed an modified as followed: the cost has been changed to 2 OP and 2 SP, the hit bonus reduced to +20% and the crit bonus remains +5%
- Skill cost of a multitude of skills has been adjusted to reflect the combat system changes to 2 and 3 OP costs of base attacks.
Skills changes
Each units now have a unique skills. Check the forum or in-game for more information!