Hello Everyone, Rogue Factor and Focus are proud to provide you with this fifth 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. [h1]Updates[/h1] Our third content update is 0.19.4.5 and it provides the following new features: [b] - Consumables:[/b] 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. [b] - Hiring System and new Warband Management UI:[/b] 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 [b] - Improved Overview Map:[/b] 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 [b] - 3 New Maps:[/b] 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. As we already stated, we value the input of our players and we've done some adjustment according to the feedback we gathered: [b]General Changes[/b] [list] [*]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): [list] [*]Eshin Sorcerer [list] [*]Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse. [/list] [*]Rat Ogre [list] [*]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. [/list] [*]Warlock [list] [*]Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse. [/list] [*]Mercenary Ogre [list] [*]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. [/list] [*]Sigmarite Matriarch [list] [*]Divine Spellcaster: Allow the casting of Divine type of spells. Casting might provoke unwanted ill effects called Divine Wrath. [/list] [*]Augur [list] [*]Immunity Eye Injury: Immune to the permanent injury Eye Injury due to blindness. The warrior is blessed with divine vision. [/list] [*]Sigmar Purifier [list] [*]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. [/list] [*]Maiden of Sigmar [list] [*]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. [/list] [*]Magister [list] [*]Arcane Spellcaster: Allow the casting of Arcane type of spells. Casting might provoke unwanted ill effects called Tzeentch Curse. [/list] [*]Possessed [list] [*]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. [/list] [*]Marauder [list] [*]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. [/list] [*]Mutant [list] [*]Mutations: Gifted with a random mutation at Rank 1, 5 and 10. [/list] [*]Chaos Spawn [list] [*]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. [/list] [*]Darksoul [list] [*]Last Stand: Always fights to the death. Prevent using the actions Flee and Retreat. Immune to the effects of being All Alone. [/list] [/list] [*]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 [/list] [b]Stats Modifications[/b] [list] [*]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% [/list] [b]Skills & Spells[/b] [*] Multiple modifications were made, visit the forum for more information. We hope you will enjoy this update and get even more fun out of Mordheim: City of the Damned.