- Passe deine Kriegsbanden nach deinen Wünschen an
- Wähle aus zahlreichen verschiedenen Klassen mit einzigartigen Fähigkeiten, die einzigartige Strategien ermöglichen
- Führe deine Truppen in die Schlacht und finde heraus, wie gut sie harmonieren
- Sammle Erfahrung, um Spieler-Spezialfähigkeiten freizuschalten
- Kaufe mit Warpsteinen mächtige Gegenstände und schalte mehr Auswahlmöglichkeiten und Features frei
- Tritt in Gefechten gegen die Kriegsbanden anderer Spieler an
Mordheim: City of the Damned
Sammlung
Du musst angemeldet sein
Über das Spiel

Systemanforderungen
- CPU: AMD/INTEL Dual-Core 2.4 GHz
- GFX: 1024 MB DirectX 9.0c compatible AMD Radeon HD 5850/NVIDIA GeForce GTX 460 or higher
- RAM: 4096 MB RAM
- Software: Windows Vista 64bit, Window 7 64bit, Windows 8 64bit, Windows 10 64bit (32bit OS not supported)
- HD: 8 GB verfügbarer Speicherplatz
- SFX: DirectX 9 compatible
- DX: Version 9.0c
- INET: Breitband-Internetverbindung
- MISC: Internet connection required for online gaming and game activation
- LANG: Englisch
- CPU: Intel Core i5-2500K @ 3.3 GHz or AMD FX-8350 @ 4.0 GHz
- GFX: 2048 MB DirectX 9.0c compatible AMD Radeon R9 270/NVIDIA GeForce GTX 670 or higher
- RAM: 4096 MB RAM
- Software: Windows Vista 64bit, Window 7 64bit, Windows 8 64bit, Windows 10 64bit (32bit OS not supported)
- HD: 8 GB verfügbarer Speicherplatz
- SFX: DirectX 9 compatible
- DX: Version 9.0c
- INET: Breitband-Internetverbindung
- MISC: Internet connection required for online gaming and game activation
- LANG: Englisch
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“There was not a lot that could be done to make Morpork a worse place. A direct hit by a meteorite, for example, would count as gentrification.” ~Sir Terry Pratchett
Some people think that turn-based games are easy to make. I mean, those are literally the games, in which you move your units one after another like in the bloody checkers. Unfortunately for us all, those people are wrong. See, turn-based games? Those are painfully hard to create. Just because in order for them to feel good and satisfying for players, they need to be very polished, comfortable and thought-through. One of the reasons why nobody remembers games like Empire of Magic nowadays, while heck of a lot of people still plays Heroes of Might & Magic III. One wrong decision during the development and the entire formula will begin to fall apart like the house of cards. Even the best developers out there can make such a mistake. Take Firaxis Games and their XCOM 2 (you've just missed, by the way, and it doesn't even matter where did you aim, you just did) for example. Now, the guys from Rogue Factor? Let's... just say that those are far from being the best. When you begin to play Mordheim, you begin to notice every mistake that the young developer can make. Every... single... one of them. See, in this game? There's heck of a lot of ambitions. The guys got one of those fancy licenses from Games Workshop (with the story about magic hammer falling from the sky and turning a city into some dark chaos) and decided to create an epic turn-based game, in which you'll manage your camp, customize your troops and fight the enemies on the big and complicated maps with tons of different goals and complicated design solutions. I mean, seriously. Mordheim is a game, in which you'll be able to climb the walls, enter the buildings, build some basic things (like improvised bridges), interact with the environment and some other cool stuff. A proper 3D graphics with a lot of effects included. Sounds cool, but honestly, what we've got here is yet another one of those “Hey, dudes! Let's make one of them epic strategies! In which player will be able to do anything! It'll be so cool!”. It's just that. Dreams versus reality. And in reality... nobody really thought about how's all that “epicness” is supposed to work. Naturally, the actual product is falling apart. And I'm not talking about the fact that, even though it was released only a few years ago, in my case the game just refused to start without the compatibility mode. I'm talking about the fact that the gameplay mechanics sucks. Hard. See, Firaxis Games? The guys are smart. That's exactly why they didn't even try to make their original XCOM too complicated. Rogue Factor? They did exactly the opposite. For example, the maps here are trying to give you some sort of an exploration feeling, similar to what we usually have in the RPG games. And it doesn't really sound as a bad thing since the game looks fine (not good, not even close to what you can see on the official screenshots, but still fine) and it's hard not to love the original setting, but! It's not an RPG we're talking about. It's a TBS. And when it's about turn-based strategies, all you'll really want is a control over the battlefield. Which is literally impossible here. At least, not without a guide. Every map here (or at least every kind of a map, but I'll return to it a bit later) works differently and introduces its own set of rules. Like, on that map you'll be able to climb the buildings, on this one you'll need to make bridges to avoid toxic damage and so on. And for you? For you it'll mean only one thing – during your first playthrough? You'll be confused as f*ck. All the way long. Most of the time, somebody will just appear from somewhere and kill you. Because “Ha-ha!”. The map doesn't help much and guess what? There's no proper save feature. Quite the opposite, the game will save on every move, just to torture you more. Enjoy. There are many different ways in this game to make you suffer (like various injuries), but no way to properly control battlefield. Talking about the map. Thanks to the fact that the UI here was made with the sole reason – to torture the heck out of you, most likely, you won't even know it exists. So, here's a hint for you all – it's the left stick on gamepad, or the middle mouse button. That is how things work in this game. The UI is so painfully confusing and complicated that I just... * sigh * Let's just say that up to this day I still didn't find a way to close the battle log from gamepad. Same goes to the chat. Nice job, Rogue Factor... nice job... not. The worst thing, though, is the fact that... there's barely any proper campaign here. I mean, Rogue Factor created six factions (some of which are sold separately, because greed), each with their own campaign, but the entire thing is just... eight missions. With some plain and boring text before and after. That's it. That's the entire campaigns here. No complicated story, no interesting characters, no twists, nothing. Just some boring text. And eight missions. Also, you can easily guess the goals. Kill a certain enemy, collect the certain item, interact with the certain mechanism and so on. As the result, after finishing one campaign, you won't really want to try another. Sure, the factions in this game are heavily different, but with such a lame excuse for the story and such a terrible gameplay mechanics... Let's just say that suffering through the entire thing just doesn't worth all the pain. Why did I say “the entire thing” while there are only eight (or even less) missions for every faction? Well, because Rogue Factor did understand that their core campaigns are way, way too short and would take only a few hours to beat. They did understand that and decided to fix the problem. Now, what did they do? They've added tons and tons of repetitive grinding. Ba-dum-ts-s-s... That's it, guys. The story missions here are pretty hard and unfair. So, you'll be forced to do tons of repetitive missions that all look and feel exactly the same. Just to get more experience and money that you can spend in the store. Note that you'll also need to manually pay your mercenaries. Remember good ol' Dungeon Keeper (“IT'S PAYDAY!!!”). Well, in this game you'll need to pay every single unit you hired manually. After every bloody mission... Did I mention that the UI in this game sucks and comes with tons and tons of things that exist with only one purpose – to make your feel miserable? When, it does. Playing this game with a gamepad? Well, the Dark Mistress from Dungeon Keeper would probably enjoy it. You? Not so much. There's also multiplayer here, but... we don't talk about it. There's no server, there's no proper matchmaking and the entire thing feels a lot like taking a dump in the forest. It's very uncomfortable and humiliating. Like I said, we don't talk about it. So... yeah. Despite all the ambitions, Mordheim is as far from a good game, as Ascension to the Throne is far from Heroes of Might & Magic. Did I play worse? Well... I did. But then again, I've played (and finished) Mayhem Studios' Vampire Hunters, so... let's just say I've seen things so bad that I wasn't really scared by what I've seen here. And yet, if you'll ask me whether you should give this game a try or not, then the answer will be... forget about it. Mordheim is one of those terribly rough and unpolished games you usually end up dealing with when you're looking for something different, something non-mainstream. And finishing because you hate quitting. Willingly choosing to suffer through something like this? I don't... think it's a good idea. Dixi.
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It is the greatest turn-based tactical combat game I have ever played.
All of the game mechanics are so finely tuned, that you will agonize over spending a single attribute point for one your characters. All of the factions feel and play different, and each have unique skills and weapon sets they can employ. The item choices, skill selections, and permanent stat boots via books and grimoires gave each character an unbelievable breadth of options for you to min/max your gameplay to suit your personal style. Because the mechanics were so fun, I have 6 simultaneous warbands well into the game. You spend an entire night using the character build sheets to plan out future Warbands. Unless you vehemently hate Ironman Mode and a Random Number Generator (RNG) for rolling, do yourself a favor and get this game. Check my warnings below, though. Most of the negative reviews I’ve seen reference one of the below.The WARNING: This game is not for everyone! There are a few issues that you have to be okay with and or overcome.
They Are: 1 A Steep Learning Curve 2 Ironman Mode Only 3 Random Number Generator 4 Minor IssuesTHE LEARNING CURVE IS STEEP.
The GOOD: It’s a complex system of fielding up to 10 different character classes per warband, each with various limitations on the 9 different attribute stats, (3 physical, 3 mental, 3 martial), each with different mins and maxs for each, up to 10 skills (5 passive 5 active) for each character to combine, 3 different permanent stat boosts via books, and utilizing up to 5 pieces of equipment plus carried items. The possibilities are tremendous, with high levels of MIN MAX customization to suite your style. When you get a physical point to spend, you can increase Strength, Toughness, or Agility. A point in any will positively affect between 3-5 OTHER stats and or resistances that are connected to that attribute. Strength increases damage, reduces the enemies’ chance to parry, and allows you to carry more. But that’s at the expense of not putting it into Agility, which improves your melee resistance by 1 percent (less damage and opponent less likely to hit you), increases dodge by 5% (a special stance requiring spending movement points that allows a chance to dodge and avoid damage after an enemies successful hit roll.), and a 3 percent chance to pass climb, leap, and jump tests for maneuvering around the map. At the expense of the third physical trait of toughness. Each faction has race-specific skills they can learn, and race-specific heroes and henchman, each with their own caps on every attribute. Not every class has access to every skill or weapon. There are in the range of SEVENTY (70+) Active skills to choose from, as well as an additional SEVENTY (70+) Passive skills to choose from, and each skill has two Tiers, the second being better but requiring more of your training points that are very limited, all play into which of the up to 10 skills your character can have. Then your equipment choices can affect movement range, initiative order, damage, ability to climb, damage absorption, etc., allowing you to overcome some stat deficiencies via equipment with stat boosts. Plus there are 3 levels of gear, and each piece of higher gear can have one enchantment (of over 100+) from two different enchantment tiers. The BAD: Your first warband will suuuuuuuck for A LONG TIME if you’re new. Especially since the missions that give you more experience will be nearly impossible in the beginning. This means that your chosen playstyle will take quite a while to develop. The game will also straight up own you for every mistake you make as a newb. DO NOT get attached to any of your initial henchman or heroes. Some of them will die, or lose an arm, leg, eye, or multiple injury combination that they effectively become worthless and you have to fire them and start over with someone new. So that awesome “I’m controlling the battlefield and playing how I want!” feeling is a ways off on a new game for most factions as a new player. THIS IS KEY FOR BEGINNERS: Learn what all of the deployment types mean, and remember that where there are two types, it’s random which one you’ll be.IRONMAN MODE WILL DESTROY YOU
There are no manual saves, no reloads, no do-overs. You make a mistake, your guy could get knocked out of action, his equipment stolen, and permanent injuries rolled. You need to be careful with who you bring, how you play them, and what missions you take. Be prepared to lose anyone and anything you bring with you. Combine this with the steep learning curve and you will be punished early and often until you learn from your mistakes, or just quit the game in frustration. Just remember, it’s about the WARBAND, and not any individual leader or hero. At the start, focus on collecting equipment and gold. As your warband levels up, you can hire new warriors that are already at level 7 instead of 0. (Just remember to check the bio tab for injuries before hiring!!!) View your warriors as expendable until you start putting gold into their skill training. Ironman also means you can’t try out any skills or skill combinations then reload. There’s no testing lab. If you hate your choices, use your characters as the expendable units you don’t care about while you level up their replacement. Or just fire them.RANDOM NUMBER GENERATOR
Yes, RNG can be a pain sometimes. This gets mitigated later on when you have great guys with great equipment. If the chance of a character getting knocked out and you losing a fight comes down to a single swing, there’s room for improvement in your strategy. It IS annoying having a 95 percent chance to climb for my guy only to see him fail 3 times in a row and get knocked out because he was on the ground. But in confirmation bias fashion, most people forgot about that time their ranged shots at 62 percent chance to hit landed 3 times in a row with a crit that KO’d an enemy. The further into the game I get, the less it’s a factor for me.MINOR ISSUES
Several of the interface options take a while to get used to. You can’t drag and drop character icons on the Warband Management screen to determine who you field next mission. Instead you have to click to a separate deployment screen interface and then click on the icon for each character and click on an empty spot to move them to. And cycling through your characters in the Warband Management screen also feels random. When you actually deploy on a mission, rather than drag and drop the characters where you want them, you place them in initiative order and have to randomly cycle through the available deployment spots. It would be much simpler to select where you want them to go with the cursor, but instead you have to go through all the spots to find the one you want. And their order seems randomly determined, as on many missions there is no rhyme or reason why the selection spot has to cycle through 12 other options before moving to the spot ADJACENT to the one you were just at. UGH that can be a total pain on a few select deployment scenarios. Overall not too bad, but once in a while I just roll my eyes and ask: “Why did they think THIS was a good way to do deployments?”Conclusion I have gotten more than 600 hours out of this game, making it one of my favorite games of all time, and certainly the best Turn-based Tactical Combat game I’ve ever played. My enthusiasm and love for the game only grows the more I play it.
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Release:19.11.2015
Genre:
Actionspiel
Entwickler:
Rogue Factor
Vertrieb:
Focus Home Interactive
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel