Mordheim: City of the Damned – factions and more details

Mordheim_Intro_Logo

Since our last post about the Mordheim: City of the Damned PC game, Rogue Factor have been busy working away on the game, but luckily not so busy that their lead developer couldn’t spend some time to talk to the strategy informer website about the progress they’ve been making.

The interview covers a nice amount of ground, but without masses of detail, but the key highlights are:

Core factions

The main playable factions announced so far are:

    • The Empire
    • Skaven
    • Sisters of Sigmar
    • Cult of the Possessed

It sounds as though the campaign will involve plenty of the other ‘usual suspects’ (how you keep the constituent races of the Warhammer world a secret is a little beyond me, but hey ho) possibly as fully playable factions, possibly as cameo or mission-driven elements. It’s also not yet decided whether the single player campaign will allow you to play heroes and villains, so far it’s just The Empire, apparently.

Proper warbands

It looks like the full range of on-going conditions are likely to be present in the game, with the ability to hire in new members for your warband, permanent injuries (like losing an arm) and even death.

We’ll be able to customise equipment, gain experience for warband members and even hand-pick which team to use for each particular mission or match up. It sounds as though some factions may have built-in restrictions in terms of equipment use (Sisters of Sigmar can’t used ranged weapons) so each warband should have its own particular flavour that matches the Warhammer fluff.

Wyrdstone weirdness and magical chaos

One interesting addition is the role of wyrdstone as both the major ‘currency’ but also as an element with an in-game effect. Picking up wyrdstone may trigger something suitably chaotic and it sounds as though you might even be able to try to actively ‘use’ it to swing things your way. We also get spell casters in the game, but the designers decided to use the chaotic origins of magic to perhaps make it less game-changing than it otherwise might have been, again through the use of random consequences from its use.

Campaign and dynamic maps

Players in multiplayer games will be able to switch between procedurally generated (i.e. pseudo-random) maps and the campaign maps, so things should be kept interesting.

Games Workshop enthusiasts

One of the key things with Rogue Factor is that they appear to be tabletop gamers through and through. As you’ll see if you go and read the interview for yourself they have a real desire to get things right for the Warhammer fans, not simply in terms of making the 3D renders match up with expectations but also in terms of creating a game that reflects that original sense that Mordheim the tabletop game gives you of a grimy city crawling with critters, with everyone struggling for survival and influence. If they get the ongoing warband elements right and get you to really care about one-armed Jim in the same way that I’m sure we all mourned when our best bowman lost an eye, then it should be a cracking game – it’d certainly get me to dust off my PC again!

 

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