Support us, Your donations help keep the Forum online and allow us to buy more Games,Include forum name in donation or message it.

DonationButton

Mordheim City of the Damned Trainer

MrAntiFun

Staff member
Website Admin
Joined
Apr 20, 2014
Messages
11,091

Current Trainers:
Mordheim City of the Damned V0.14.4.4 Trainer +2
Mordheim City of the Damned v0.16.4.6 Trainer +2
Mordheim City of the Damned V0.022.4.28 64bit Trainer +4
Mordheim City of the Damned V1.0.4.1 64bit Trainer +3
Mordheim City of the Damned V1.0.4.18 Trainer +6
Mordheim City of the Damned V1.2.4.4 Trainer +6
Mordheim City of the Damned V1.3.4.1 Trainer +6
Mordheim City of the Damned V1.3.4.5 Trainer +6
Mordheim City of the Damned V1.4.4.1 Trainer +6


Options:
  1. Inf.Health
  2. Inf.Money
  3. Super Stats
  4. Weak Enemy
  5. Inf.Fragments
  6. Inf.Shards
  7. Inf.Clusters
Notice:
  • Cheats may take 20 seconds to activate so if trainer freezes just wait on it ,It doesn't crash .
  • First start game world then activate health , stats and weak enemy cheats
  • Go to shopping window first then you will be able to activate money cheat,Fragment cheat ,Shard Cheat and cluster cheats then switch from the window and go back to it again and you will have money cheat effect
  • Weak enemy if left activated it will allow you to finish a fight winning without the need to fight ,Must be activated before going into a fight though .
  • For Shards ,Fragments ,Clusters cheats to work make sure you have at least one of each or the only thing you will get is a visual value so on selling these stuff also make sure you keep at least 1 so you will be able to use it again.
 



Important Announcement to All Users on MrAntiFun.net Click Here


Ad Note

Attachments

Last edited:

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
well you caught me sleeping /by surprise I didn't see that you had made a trainer for this until just now so this is a belated thankyou but a belated thankyou is better than no thankyou so I say to you thankyou (OI) ;)
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
when you update the trainer is there anyway you can get rid of the reload for the gun/bows users



allso if you can do anything about the climbing and falling odds while the inf health might make that you take no damage from falling it would nice to see the odds - % raised that you can climb without falling back down


sadly i use the word might because i never got a chance to use the first trainer before it didnt work
 
Last edited:

Avenger93

Active Member
Joined
Sep 22, 2014
Messages
58
I am also curios if we will get an update for the trainer. It seems there's not enough attention given to this game which is a real shame. Also, if I may suggest something: could we perhaps have some character editing featurea? Like stat points and spell points?
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
i am going to add a disclaimer on behalf of MAF in the video you might see your warband doing 1000+ damage but with the newest Trainer when you play you will not do that kind of damage well there is no need as he changed a few things so you doing 29+ damage is the same as you doing 1000+ was in the video (thats with F2 activated ) i prefer just Activating F1 longer skirmish /longer game but to me more fun
 
Last edited:

Avenger93

Active Member
Joined
Sep 22, 2014
Messages
58
Well an update would be nice when you have the time MAF. The new one finaly gave us stat/skill and spell points so seeing an option for those in the trainer would be fun.
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
hmm game updated to v.0.17.4.4 and broke the existing trainer 100% (a patch today that took longer than 5 seconds) but still only skirmish mode exists i want some main course i am tired of the appetizers:D
Release Notes Early Access Content Update 3 Patch 1


This patch comes in as 0.17.4.4. Please read below for a list of corrections, additions, and removals.

Added
  • Control: Added option to disable gamepad, option to invert camera controls and modified options menu to enable proper gamepad navigation
  • Possibility to select stats in the unit sheet module (points, crit chance, armor, etc..) and view their description (over the stats module in inventory, skills, spells)
  • Show bounty objectives in overview map
Fixes
  • Minimum distance between each traps to prevent double trap effects in close quarters
  • Issue with Unsettling Charge effect lasting longer than expected
  • Poison effect of the Weeping Blades are now applying on turn start
  • Poison effects of Skaven Traps
  • Units should now properly have default items equipped (such as fist for not using 2h or something in their off hand)
  • Spell Curse of Rust to remove armor absorption in % instead of hard numbers
  • Swapping character in warband management with the gamepad
    • Losing focus when canceling the create game popup
    • You can now learn mastery even if the slot are full
    • Unit with bow will now be able to run normally in the stairs
    • Issue where two network messages are sent causing a desync (set unit to idle state when sending message)
    • Changed infinite symbol to unlimited (localisation)
    • Credits will not loop when over
    • Bug where setting unit armor to default would set a white square as the icon (should now show cloth icon)
    • Toggleable menu items will now default to their untoggled visual state
    • Issue where swapping with a impressive would choose a leader as an additional swapping unit
    • Bug in which clicking on bottom buttons with the mouse could lead to a crash

    Balancing Tweaks
    • Weapon Skill now also increases chances to hit in melee by 2%
    • Ballistic Skill now also increases chances to hit in range by 2%
    • Wounds of maxed warbands to be taken into account. Each units should now have 100 more wounds (10 per rank)
    Known Issues
    • Mercenary Ogre Stances: The weapons might be floating during the stance animation of the Mercenary Ogre
    • Other Known Isses: Please refer to the Update 3's Release Note for previous known issues
    We hope this patch helps you get a better experience with the current state of our game. We aren't stopping and there should be an update coming up soon with more maps to enjoy Skirmish game, Rune/Mark system, the combat log and a chat system.
 
Last edited:

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
Release Notes Early Access Content Update 4 APRIL 15-2015
Community Announcements - Kes
Release Notes Early Access Content Update 4

Hello Everyone,

Rogue Factor and Focus are proud to provide you with this forth 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.

WARNING-WARNING-WARNING-WARNING-WARNING: We’ve added a lot of data in this version. The installation of the game now takes about 22GB where it used to be about 7GB. This updated version will have a download size of about 6GB.


Updates

Our third content update is 0.18.4.2 and it provides the following new features:

- Possessed Mutations: Possessed units, when playing with Rank 10, now have random mutations.

- Representative Armours: Changing armours and other equipment is now properly represented on the unit. This completely changes the look of the characters.

- Item Enchanting: Rank 10 Warbands now have weapons which can be enchanted, There is an Enchanting Tab next to the inventory where you can choose the Rune or Mark to put on the item. This is for testing and balancing.
- 2 New maps: One new procedural map and one more unique location (Statue of Count Gotthard) are available for Skirmish.

- Chat!: You can now chat when in the lobby as well as in game. Press "T" to talk

- Action Log: An action log has been added representing unit actions, and RNG rolls it performs. To view the log you can press the key "L"

- Key Mapping: In the options menu, players now have the option to remap the controls of the game. This is also available for gamepads. We’ve internally tested with Xbox, PS4, and a generic Logitech controller. Camera Inversion are now also available.

- New Deployment type: Code named Umbrella. This new deployment is available for all procedural maps and has both Warbands as far away from each other as possible, This is to give a far away option for Players who would prefer this.

- New Cloth: Warhammer is known for skirts, pangs, and other clothy material. We’ve completely changed the clothing in the game. It still needs to be tweaked, but now looks and feels better. It is also much more optimized.

- Respec Button: In the Unit management, you can reset your Warband skills, spells and attributes to their original state. This will also reset the units’ mutations to new random ones, for the Possessed Warband. This feature will only be available during the Early Access.

- Unit Rotation: With all those cloth variations and mutations, you can now admire your Unit under different angles in the Hideout’s Unit Management, using the mouse or the right-stick.

- Save on the cloud: The save games are now copied on Steam's cloud

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
Each unit rank increases wounds by 15 instead of 10 (increasing maximum Wounds by 50 at Rank 10)
Each point of Toughness will now give 2% of Poison Resistance instead of 4%
Each point of Toughness will now give 3% of Wounds instead of 2%
Each point of Alertness will now give 3% of Perception check instead of 4%
Each point of Accuracy will now give 2% of damage on critical hit
Each point of Intelligence will now give 1% of magic resistance
Each point of Intelligence will now give 3% of mental checks instead of 4%
Each point of Leadership will now give 2% of all alone, fear and terror checks instead of 4%
Base Critical hit has been brought back to 5%
Each spells mastery now increases their curse chances instead of lowering them (the more powerful the spell, the more chance of chaos effects)
Weeping Blades and Fighting Claws will now properly apply the “Dual Wield” debuff instead of the “Tiring” debuff after the first attack.
After casting a spell, a debuff called “Mordheim’s Curse” will affect the caster increasing chances of triggering a Tzeentch Curse or a Divine Wrath by 10%. This lasts 1 turn and is stackable.
Maximum Offense Points of Impressive units has been reduced to 9 instead of 10
Web of Steel will now be usable properly with Fighting Claws
Good range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
Best range weapons gain an increase of 5 meters in distance they can shoot (based on the normal weapon)
Each unit got their movement decreased by 2 meters per Strategy Point spent
Increases each item type in the Warband chest to 100 to let player enchant their equipment
All Buffs and Debuffs now have an Effect Type in their description
Poison resist will now be performed on Poison apply instead of on Turn start of the unit
Some adjustments have been made to Charge skills
Some adjustments have been made to Ambush to make them trigger more often
Warp Effect: the buff and debuff have been changed to provide or remove 20% Armor Absorption (instead of a hard number)

All units have been brought up to 45 Stat Advancements Points (despite some of them being unable to increase Ballistic Skills)
Added Points
Black Skaven got fixed and gained its missing Martial
Rat Ogre gained: 3 Physical, 1 Mental and 1 Martial
Ogre Mercenary gained: 1 Physical, 2 Mental and 2 Martial
Maiden of Sigmar gained: 1 Physical, 0 Mental and 4 Martial
Sigmarite Matriarch: 0 Physical, 1 Mental and 4 Martial
Purifier: 1 Physical, 0 Mental and 4 Martial
Augur: 1 Physical, 3 Mental and 1 Martial
Sister Superior: 0 Physical, 0 Mental and 5 Martial
Sister: 0 Physical, 1 Mental and 4 Martial
Novice: 2 Physical, 2 Mental and 1 Martial
Chaos Spawn gained: 2 Physical, 1 Mental and 2 Martial
Marauder: 2 Physical, 0 Mental and 3 Martial
Possessed: 3 Physical, 0 Mental and 2 Martial
Dark Soul: 3 Physical, 2 Mental and 0 Martial
Units who have been brought up to 45 Stat Advances got some maximum increased
Rat Ogre gained: 2 max Agility, 1 max Toughness, 1 max Alertness and 1 max Accuracy
Ogre Mercenary gained: 1 max Toughness, 2 max Alertness, and 2 max Accuracy
Maiden of Sigmar gained: 1 max Agility, 1 max Weapon Skill and 3 max Accuracy
Sigmarite Matriarch: 1 max Alertness, 4 max Weapon Skill
Purifier: 1 max Strength, 1 max Weapon Skill and 3 max Accuracy
Augur: 1 max Agility, 3 max Alertness and 1 max Weapon Skill
Sister Superior: 4 max Weapon Skill and 1 max Accuracy
Sister: 1 max Leadership, 3 max Weapon Skill and 1 max Accuracy
Novice: 1 max Agility, 1 max Strength, 1 max Leadership, 1 max Alertness, 1 max Accuracy
Chaos Spawn gained: 2 max Agility, 1 max Alertness and 2 max Weapon Skill
Marauder: 1 max Agility, 1 max Strength and 3 max Accuracy
Possessed: 1 max Agility, 2 max Strength, 2 max Weapon Skill
Dark Soul: 2 max Agility, 1 max Strength, 2 max Leadership
Skills and Spells changes
Multiple modifications were made to Skills and Spells. Visit the release note post on the forum page for more information.

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.
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
yes but it is really not worth a update since skirmish mode is the only thing possible to play last time i looked i will/would hold off untill they atleast get the single player campaign part of the game finished(last time i looked none of it was playable) .since every little update this game had broke trainers .
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
@tal onzy I forgot this game until now,it seems to be in early mode since so loooong....
they have messed with skill balance and so forth but have not added anything to singleplayer aspects as zero % of the single player campaign has been released .

rest assured i will be one of the first inline to ask bug plead and or ***** MAF's coconutz when the right time comes but this is sadly not the time yet
 

tal onzy

Donor
Donor
Joined
May 21, 2014
Messages
1,178
well today =July 7 2015 yes i even put the year because by the time i get a whiff/taste of the single player campaign i fear it will be the year 2020:(
but today brings /brought close to a 5 gig hmm patch and here are the results if your keeping score at home

Release Notes Early Access Content Update 6
JULY 7 - KES
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
Visions 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, Lucky Charm, 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/Magic: Grants 2 Skill/Spell Points. This item can only be used ONCE per warrior.
Physical/Mental/Martial Grimoire: Grants 3 Physical/Mental/Martial Attribute points. Only ONE Grimoire can be used per warrior
Training: Stat= Permanently increases the maximum of one of the 9 stats 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.
 
Last edited:

Avenger93

Active Member
Joined
Sep 22, 2014
Messages
58
Well they added the campaign mode at long last, any chance we can get a new version of the trainer? Or someone to look into the skillpoints aspect since I can't figure out how to find them with cheat engine (I've managed to find gold and wirdstones and in battle hp)
 
Top