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Warhammer Necromunda: Underhive Wars - tactical RPG from Mordheim devs

Self-Ejected

Thac0

Time Mage
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Joined
Apr 30, 2020
Messages
3,292
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Arborea
I'm very into cock and ball torture
What is with this curse of shit and mediocrity that seems to afflict nearly every warhammer game? Why is it so hard for people to make something great out of this IP?

Yea its truly bizarre how GW went from a cast iron chastity belt with their IP for so many years to suddenly tossing it naked into a dirty alley and letting anyone with a fiver have their way with it. Total War Warhammer is about the only quality video game to come out that hasnt been hopelessly flawed or abandoned by the devs.

40k Mechanicus is pretty deece, that and Mordheim were the good ones. Both however have scumbag devs that withheld critical updates until they can bundle them with overpriced DLC.
Vermintide 1 was fun but Vermintide 2 hasn't been any sort of meaningfull improvement and has cancerous progression mechanics.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,420
Admech, battlefleet gothic (at least the first one), total warhammer, space hulk deathwing and vermintide are all good.
Battlefleet Gothic suffers from being in real-time in my opinion. Abilities are cooldowns, meaning there is little to do in the meantime and the differences between races aren't as significant as they should be (everyone has morale, for example).

Space Hulk: Deathwing is weak (customization options are nice, but that's about the only really good thing about it). Warhammer 40,000: Darktide (aka Vermintide: Imperial Guard) will probably outclass it.

Also, Blood Bowl 2 is pretty good and Blood Bowl 3 is on its way.
 

Strange Fellow

Peculiar
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Jun 21, 2018
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4,241
Steve gets a Kidney but I don't even get a tag.
40k Mechanicus is pretty deece, that and Mordheim were the good ones. Both however have scumbag devs that withheld critical updates until they can bundle them with overpriced DLC.
What are these critical updates bundled with DLC for Mordheim you speak of
 
Self-Ejected

Thac0

Time Mage
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Arborea
I'm very into cock and ball torture
40k Mechanicus is pretty deece, that and Mordheim were the good ones. Both however have scumbag devs that withheld critical updates until they can bundle them with overpriced DLC.
What are these critical updates bundled with DLC for Mordheim you speak of

Putting new hero units for old factions into DLC instead of just making new factions or releasing them for free is pretty scummy imo. Especially since for me as a mercenaries player both smuggler and wolfpriest are insane, especially compared to the really shitty youngblood hero. Rogue Factor has a good game, but they are not a good dev.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://steamcommunity.com/games/566440/announcements/detail/2899711430019273146

First community update
f689ff30c780f54b8beb5720a4a60a3b28606813.jpg


Hi everyone,

Necromunda: Underhive Wars released two days ago and we'd like to extend a huge thanks to all of you fighting in the twisted tunnels of Underhive! We've been reading and watching your feedback through social media and community hubs in the last 48 hours - thank you for sharing your thoughts about the game. This is the grassroots of future updates.

We're committed to support the game with both technical fixes and new content. The first priority is to fix the remaining technical issues. The team is already working hard on them and we plan an update improving the overall stability in the coming weeks.

Here is what the team is working on in priority:
  • Fixing blocking issues and crashes to improve stability.
  • Fixing corrupted saves. Some of you have reported save corruption issues. if you did, make sure to send us a report to help the team to work on a fix.
  • Fixing various technical issues reported in the last days.

The level of the AI and its speed is a big topic as well. We're investigating what can be done on that front for now and we'll share more info about that later.

34dbf847e25db0163e925481c2593093c536ef1e.png


Please continue to share your feedback with us in the Steam hub, as well as in our official Discord. Don't forget to read the known issues and how to report a bug before posting.

If you encounter any issues, make sure to check out our technical FAQ. We're working on server stability as well. If you can't see the number of players looking for a skirmish in multiplayer, or if you have "connecting" next to your name in the top of the screen, it means you're not properly connected and should restart the game for a quick fix.

Thanks again for your support! We'll share more visibility about the upcoming patch soon.

The Necromunda: Underhive Wars Team
 

BrotherFrank

Nouveau Riche
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Joined
Apr 19, 2012
Messages
1,806
is this good?

No, not in its current state.
But the fucked up part is there is potential here, for real I went back to mordheim after trying necromunda and genuinely missed the sensation of freedom and creativity i felt i had in how i approached situations (just a shame it doesnt matter much because the ai will probably do something retarded that makes any tactical genius move redundant). I am curious to see if the devs will actually work on the game and polish it into a gem or if they will merely place a bandaid and release a few basic gang dlcs then call it a day.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://steamcommunity.com/games/566440/announcements/detail/2941374718651376523

WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?

With the 250+ fixes and improvements from 1.1.0.0 and 1.1.0.22 now fully deployed, we’re already turning our sights towards the next update (1.2), which is currently planned for December.

Our plan is to continue working on the AI front, while also continuing to monitor all community channels in order to gather and address your feedback.

We’ve also heard rumours - whispers of a new gang emerging from the shadows of the underhive, eager to claim territory and resources for their House. Unfortunately, none of the scouts we’ve sent out to gather intel have returned - and it seems the only bodies we could recover were strangely irradiated, leading to their quick disposal. Our investigation continues, with new “volunteers” being dispatched daily.

In the meantime, if you encounter any errors with this new version, please don’t hesitate to report them on our Steam or Focus Home Interactive Technical Forums - we continue to read everything with attention, and your community-driven tickets are always one of the main driving forces behind the title’s updates.

You can also consult our detailed Bug Reporting Guide if you would like to know how to join your logs and save files to your reports - these play a big part in helping us to quickly reproduce, isolate and fix bugs of all kinds.

taxfEgm.jpg
 
Joined
Feb 20, 2018
Messages
1,006
is this good?
I am curious to see if the devs will actually work on the game and polish it into a gem or if they will merely place a bandaid and release a few basic gang dlcs then call it a day.

If it's anything like Mordheim, they will release a whole bunch of DLC. Ignore any of the problems with the game, then abandon it in a year's time.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
DLC: https://store.steampowered.com/newshub/app/566440/view/2908726156755721574

House Van Saar joins the fray on December 14!

Greetings!

We are thrilled to reveal that the House Van Saar is joining the battlefield on December 14 as the first DLC of Necromunda: Underhive Wars!

With their brand-new set of skills, unique House perk and high-tech looks, this technological powerhouse is ready to wreak havoc in the Underhive!

zsfdewz.png


Bring heavy fire to the battleground thanks to the Van Saar’s technological advantage

The Van Saar bring a new twist on the signature freedom of movement, tactical depth, and verticality of Necromunda: Underhive Wars. Clad in their signature suits of armour, they are ranged specialists with a penchant for trading movement for further firepower. They’ll blast their enemies away without a second thought, crushing them beneath a wave of lasfire, improvised explosives, bolter shells and automated turrets..

eO8oJKb.png


The Van Saar also allow for the same suite of heavy cosmetic and gameplay customisation as all Necromunda’s gangs. Recruit, customize and grow fighters to create a truly unique and dangerous gang through your own choices of careers, traits, skills, equipment pieces, offensive and tactical consumables, colour schemes, and much more! The choice is yours.

S0vDZv1.png


This represents the next step in Underhive Wars’ live support, which has included months of updates and patches to bring community-driven, post-launch improvements to the game. Stay tuned for even more upcoming contents!


Necromunda: Underhive Wars is available now on PC. The Van Saar Gang will be released on December 14.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
7 bucks.



And updates. https://store.steampowered.com/news/app/566440/view/2931244789084003318

December Major Update, Van Saar Release and 1.2.4.1 Patch Notes

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Greetings, friends and fellow Necromunda: Underhive Wars players -

As always, we hope that this message finds you well.

It is a huge pleasure for us to be back today with the game’s third Major Update, Patch 1.2.4.1, which one again brings a host of improvements and fixes to the game, as well as introducing a brand new faction, the techno-clad fighters of House Van Saar!

We're also happy to celebrate this release with a 40% discount, and an additional discount of 10% for all owners of Mordheim: City of the Damned!

As usual, we’ve got lots to cover in today’s post and accompanying patch notes, so grab your favorite beverage, make yourself comfortable, and let’s dive right in!

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VAN SAAR DLC: NECROMUNDA’S TECHNOLOGICAL POWERHOUSE JOINS THE BATTLE!

The agents of House Van Saar are the latest to join the fray in the violent depths of the underhive! Flaunting high-tech weaponry and unprecedented discipline, Van Saar fighters are also clad in signature protective suits that increase their regenerative capabilities and allow them to ward off damage, making them a fearsome force on the battlefield.

Acquiring this DLC allows you to take command of the Van Saar gangs, who come packing their unique looks, weapon skins, House perk and numerous combat skills. Lead these advanced fighters in both the Operations and Multiplayer game modes, where you will be able to recruit, grow, manage and customize all aspects of your new forces.

Driven by their House’s wealth and techno-doctrine, Van Saar fighters will strive to dominate the competition through advanced tactics – controlling the ebb and flow of the battle with their ranged firepower and unique ability to deploy devastating plasma turrets.

Players who do not own this DLC will still be able to face off against human or AI-controlled Van Saar opponents, bringing new content to all Necromunda: Underhive Wars community members.

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PATCH 1.2.4.1 SUMMARY

Patch 1.2.4.1 follows a formula you should now be familiar with, if you’ve followed our previous October and November Major Updates.

Along with the new Van Saar DLC, the Dev Team has continued to focus on community feedback and reports, as well as internal QA tests, in order to continue iteration on many aspects of the experience.

We’ve continued working on the AI and game pacing by making further improvements to the bots’ overall decision-making processes, as well as reducing the time required for these to be completed. AI fighters will now also make notably better tactical decisions in Retrieval missions, perform better pathfinding calculations, as well as display improved accuracy when throwing grenades and other explosives.

As before, we’ve also put a lot of effort into removing various reported crashes, soft blocks and numerous bugs on all platforms - the complete list of which can be found in the detailed 1.2.4.1 Patch Notes below.

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RELEASE WINDOWS

If you’re reading this message, the 1.2.4.1 update should already be LIVE. Release times for the Van Saar DLC contents are shown on the image above.

If your game is set to update automatically, you should now see version 1.2.4.1 in the lower corner of the Main Menu. Previous saves should be 100% compatible.

bf4c89b24d150ddf340c347f126969fc3134cd9d.png


WHAT’S NEXT FOR NECROMUNDA: UNDERHIVE WARS?

With this third Patch and first DLC now fully deployed, our team has already started working on yet another Major Update, which should arrive in early 2021.

Our plan is to continue making fixes and improvements to the base game, while also bringing even more new contents. As always, community feedback and reports will remain one of the main driving vectors behind future development efforts.

We’ve also been told of mysterious disappearances taking place in the lower levels of Hive Primus - whispers of entire patrols - and even fully armed, veteran gangers - simply vanishing in the darkness of its lawless depths.

While these occurrences are not, per se, unusual, they seem to coincide with the reported discoveries of more and more cryptic scrawlings, and of the growing echoes of strange chants sometimes being heard reverberating through the halls of the underhive’s abandoned manufactorums. Denizens of all Sectors are, however, ordered to pay no heed to these seditious rumours and to maintain all production quotas - failure to comply being, of course, subject to severe punishment.

We’ll be back with more details on future Necromunda: Underhive Wars updates after the holidays. In the meantime, if you encounter any errors with this new game version, please don’t hesitate to report them on our Steam or Focus Technical Forums, where we continue to monitor all community-driven tickets with attention.

As always, we also invite you to consult our detailed Bug Reporting Guide if you would like to know how to join your logs and save files to your reports - these have played a huge part in helping us quickly reproduce, isolate and fix bugs of all kinds since launch.

8b53e635a5adfc810eb0c559e605a6e4d960c968.jpg


THANK YOU!

Once again, we would like to sincerely thank all community members for your time and continued support - we’ve made a lot of progress since the game’s release back in September, and we’ll continue to do so in the coming month. We truly appreciate your patience, participation and most valuable feedback!

We sincerely hope that you’ve enjoyed reading today’s update, and that you’ll love all the improvements this new patch brings to the game - not to mention commanding the high-tech forces of House Van Saar!

Before leaving you with the complete 1.2.4.1 patch notes below, we would finally like to take a moment to wish each and every one of you a wonderful holiday season - we sincerely hope you’ll be able to find a lot of joy, love and comfort - even in these strange times.

With this, we wish you all a great day. Stay safe everyone, and we’ll see you in the underhive!

Best regards,
The Rogue Factor Dev Team

COMPLETE PATCH NOTES (v.1.2.4.1)

QUALITY OF LIFE IMPROVEMENTS
  • (COMBAT) Added a Free Camera system which allows players to freely rotate the camera around AI/Human fighters they are currently spectating. This setting can be toggled on and off at will during missions.

QUALITY OF LIFE IMPROVEMENTS
  • (COMBAT) Added a Free Camera system which allows players to freely rotate the camera around AI/Human fighters they are currently spectating. This setting can be toggled on and off at will during missions.

SAVE FILES / DATA INTEGRITY IMPROVEMENTS
  • (SAVES) Fixed a save corruption issue that could cause some loading sequences to become stuck at -65%, requiring a title reboot.

  • (SAVES) Fixed various issues that could lead to different levels of save data corruption.

AI IMPROVEMENTS
  • (AI) Improved the capacity of AI fighters to determine the best hand from which to perform Melee and Ranged skills, depending on the equipped weapons, their state and available AP.

  • (AI) Improved the AI's decision-making time.

  • (AI) Improved the AI's decision-making processes and tactical considerations in all Retrieval scenarios.

  • (AI) Improved the AI's throwing precision when using grenades and other explosives.

  • (AI) AI fighters will no longer attempt to use Ranged Offensive skills in Pit Brawl scenarios.

  • (AI) AI fighters will no longer attempt to move while Stunned.

AI-RELATED CRASH AND BUG FIXES
  • (AI) Fixed a crash that could occur when an AI fighter would be interrupted by an enemy Overwatch.

  • (AI) Fixed a crash that could occur when an AI fighter would use the Machine Strike skill in very specific conditions.

  • (AI) Fixed a rare crash that could occur during the AI's turn.

  • (AI) Fixed a soft lock that could occur when an AI fighter would be incapable of ending its Turn.

  • (AI) Fixed a bug allowing AI fighters to use Grenades in the Pit Brawl game mode.

  • (AI) Fixed a bug causing AI fighters to immediately end their turn after being targeted by an Ambush, Overwatch of Heavy Barrage attack.

  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Gear Factorum map.

  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Sludge Sea map.

  • (AI) Fixed a bug causing incorrect AI Pathfinding on the Stinger Mould Sprawl map.

  • (AI) Fixed a bug preventing AI Fighters from using both hands when performing Offensive Melee skills.

  • (AI) Fixed a bug that would sometimes cause AI fighters to wait until the last second of the End Turn Timer before ending their Turn.

BALANCING CHANGES
  • (COMBAT) Modified the cost of certain Consumables, such as Slaught and Spur, to remove the ability of exploiting their combined use with other cost-reducing skill effects.

FIXED CRASHES - HIVE
  • (HIVE) Fixed a crash that could occur when trying to load a Gang or create a new one.

  • (HIVE) Fixed a crash that would occur when selecting the option to abandon a Sector with no Operation currently in progress.

FIXED CRASHES - GAME MODES
  • (STORY) Fixed a crash that could occur when a fighter would end its turn under specific conditions in Story Chapter 03.

  • (STORY) Fixed a crash that would occur when performing a Save and Quit operation after triggering a specific trap in Story Chapter 03.

FIXED CRASHES - GENERAL
  • (COMBAT) Fixed a crash that could sometimes occur when a fighter would trigger two or more enemy Stance reactions at the exact same time.

FIXED BLOCKERS - HIVE
  • (HIVE) Fixed a soft lock that could occur during the loading process, after creating a new Gang.

  • (HIVE) Fixed a soft lock that could occur in rare situations and prevent players from exiting the Infamy Screen, forcing a title reboot.

FIXED BLOCKERS - GAME MODES
  • (OPERATION) Fixed a soft lock that could occur during the loading of a new profile's first Operation mission.

  • (OPERATION) Fixed a soft lock that could occur during the loading of an Operation in Deadly difficulty.

FIXED BLOCKERS - GENERAL
  • (COMBAT) Fixed a soft lock that could occur when skipping turns in the Pit Brawl and Royal Rumble game modes.

FIXED BUGS - HIVE
  • (HIVE / UI) Fixed a bug causing fighter Trait names to be replaced by placeholder text after returning to the Customisation Menu after a Mission.

  • (HIVE / UI) Fixed a bug causing some Gang Customisation UI elements to disappear after performing a specific sequence.

  • (HIVE) Fixed a bug causing an Unreal crash report to be displayed on PC after closing the game with the Alt+F4 command, or using the Save and Quit to Desktop menu button.

  • (HIVE) Fixed a bug causing some players to lose their fighters' unspent Max Stat Upgrade points after updating the game from the release build to the October Patch build.

FIXED BUGS - GAME MODES
  • (MULTIPLAYER) Fixed a bug causing incorrect information to be displayed in the Mission Report in some situations.

  • (MULTIPLAYER) Fixed a bug causing the incorrect team name to be displayed above certain fighters in Matchmaking battles.

  • (MULTIPLAYER) Fixed a bug preventing the Host from building (placing) Lay-Mechanic structures in multiplayer matches.

  • (OPERATIONS) Fixed a bug causing the incorrect display of a Decisive Victory / Flawless Defense message after Forfeiting an HQ Defense mission.

  • (OPERATIONS) Fixed a bug sometimes causing only one available mission to appear, instead of two.

FIXED BUGS - MAP SPECIFIC
  • (COMBAT / MAP) Fixed a bug causing fighters to be teleported inside a water container when ending their turn in a specific location on the Water Still map.

  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck after jumping on a pallet object from the Deployment area on Cargo Dome Arena map.

  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck inside wall geometry after being teleported outside of an End Turn safe zone on the Switchyard map.

  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck on a part of the environment on the Vault Fortress map.

  • (COMBAT / MAP) Fixed a bug causing fighters to become stuck on a part of the environment or to leave the playable bounds on the Stinger Mould map.

  • (COMBAT / MAP) Fixed a bug preventing fighters from jumping off one of the train platforms on the Switchyard Alley map.

  • (COMBAT / MAP) Fixed a series of bugs with the incorrect placement of End Turn safe zones associated with certain doors on various maps.

FIXED BUGS - GENERAL
  • (COMBAT / UI) Fixed a bug causing the overhead bar to disappear on fighters revived after being put Out of Action.

  • (COMBAT / UI) Fixed a bug displaying the Chain Hit skill's buff effects as stacking after multiple uses. These effects do not stack.

  • (COMBAT / UI) Fixed a bug displaying the Chain Hit skill's buff effects upon selecting the skill, prior to using it.

  • (COMBAT / UI) Fixed a bug displaying the Galvanize skill's buff effects as stacking after multiple uses. These effects do not stack.

  • (COMBAT) Fixed a bug allowing Brawler fighters to select the Death From Above skill while no valid targets were present.

  • (COMBAT) Fixed a bug allowing players to earn a Decisive Victory on Pit Brawl missions, even if all their fighters had been put Out of Action.

  • (COMBAT) Fixed a bug allowing the incorrect placement of Turrets and Health Dispensers under certain elevators.

  • (COMBAT) Fixed a bug causing fighters to remain in an Engage state after being separated from their Melee opponent by a moving elevator.

  • (COMBAT) Fixed a bug causing Out of Action fighters to lose effects from Talents, Virtues and/or Vices for the rest of the battle after being revived with an Adrenaline Shot.

  • (COMBAT) Fixed a bug causing some traps to be triggered as they were being deployed.

  • (COMBAT) Fixed a bug preventing fighters from picking-up an Objective Item after it had previously been dropped on the ground.

  • (COMBAT) Fixed a bug preventing fighters from using Stance skills until the end of the current battle after loading a previously-saved mission.

  • (COMBAT) Fixed a bug preventing the Death From Above skill from dealing damage in some situations.

  • (COMBAT) Fixed a bug preventing the Diversion passive skill from triggering properly after performing the Homemade 'Nade skill.

  • (COMBAT) Fixed a bug sometimes preventing fighters from correctly extracting from Retrieval: Archeotech missions while carrying a High Value Casket.

  • (COMBAT) Fixed a bug where buff effects from the Lucky Shooter talent would remain active after the fighter's first ranged attack.

  • (COMBAT) Fixed a bug causing visual LOD artifacts on the VFXs of the Escher Pheromone Canister.

FIXED BUGS - MISC
  • (ACHIEVEMENTS) Fixed a bug causing the incorrect progression tracking of Infamy Tasks linked to Story progression.

  • (AUDIO) Fixed a bug preventing the Roaring Forge sound effects from dissipating once the object had been destroyed.

  • (AUDIO) Fixed various small SFX bugs.

  • (CHARACTERS) Fixed a bug causing some armour pieces to have their mesh appear floating in front of the leg on fighters with the Agile trait.

  • (CHARACTERS) Fixed a bug causing some characters to adopt a T-pose after picking-up an object under certain conditions.

  • (LOCALISATION) Fixed various localisation and translation issues.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,524
Van Saars my ass, no story missions, no rad weapons, no nothing. It's just a cosmetic skin pack with a pay-2-win OP turret. That's it.
 
Last edited:

Zombra

An iron rock in the river of blood and evil
Patron
Joined
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Messages
11,842
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I mean, we knew the other gangs would be added later, but the single player campaign about the 3 starter houses was already written. It's not like they can rewrite the whole campaign to make it 4-way compliant.

Do the VS at least have their unique skill list added to the game too? Skimming the PR shows that they have regenerating hit points, I'm betting that's probably all they really get. Emphasizing again that "hit points" were not a thing at all in the original game. :(
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,524
That whole story structure was as dumb as the rest of the game. They literally just needed to make a better Mordheim-like game. Mordheim structure allowed for story integration no problem. Instead, they wasted shit tonne of resources on a boring campaign in which you play preset characters instead of your own gang throughout. This game is wreck through and through.

Do the VS at least have their unique skill list added to the game too? Skimming the PR shows that they have regenerating hit points, I'm betting that's probably all they really get.
The only thing different between the gangs are some skills and perks - the cheapest and lamest way to do it, no other difference beyond cosmetics, unlike TT in which every gang is truly unique. It sort of worked in Mordheim but even in that game you actually had gang-specific weapons, unlike this crap.

You can check for that thing you mentioned in this vid:

 
Last edited:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,629
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.focus-home.com/en-us/ne...ew-gang-in-action-in-an-explosive-new-trailer

“Van Saar Gang” DLC is available now, see the new gang in action in an explosive new trailer

Necromunda: Underhive Wars, based on Games Workshop’s iconic license, is expanding today with a first DLC for PlayStation 4, Xbox One and PC! Alongside yet another major update focusing on community feedback, developer Rogue Factor and publisher Focus Home Interactive are excited to present the Van Saar gang, members of a technological powerhouse that bring their brand-new set of skills, unique House perk and high-tech looks to the violent gang conflicts of the underhive!

Make high-tech ambushes your enemy’s nightmare with the Van Saar!

The Van Saar bring a new twist on the signature freedom of movement, tactical depth, and verticality of Necromunda: Underhive Wars. Clad in their signature suits of armour, they are ranged specialists with a penchant for trading movement for further firepower. They’ll blast their enemies away without a second thought, crushing them beneath a wave of lasfire, improvised explosives, bolter shells and automated turrets.

Recruit, customize and grow fighters to create a truly unique and dangerous gang through your own choices of careers, traits, skills, equipment pieces, offensive and tactical consumables, colour schemes, and much more! The choice is yours.

This represents the next step in Underhive Wars’ live support, which has already included months of updates and patches to bring community-driven, post-launch improvements to the game. Stay tuned for even more upcoming contents!

Necromunda: Underhive Wars as well as the Van Saar gang DLC are available now on PlayStation 4, Xbox One, and PC. Get up to 50% off on the base game with Steam’s Daily Deal and the Focus Home Interactive Publisher Sale on Xbox! Watch the new trailer today! Visit our official store for more information.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://steamcommunity.com/games/566440/announcements/detail/3043840041561150165

House Cawdor arrives on February 16!
Greetings!

We are delighted to reveal that House Cawdor is going to war on February 16 as the second gang DLC of Necromunda: Underhive Wars!

This ferocious cult of battle-hardened fanatics is ready to convert and conquer the Underhive!

c3fd5366ef050d19010569b03c88a93335d1b685.jpg


Ward off battle damage as you carry the Cawdor’s prophecy of universal destruction.

The Cawdor bring a fanatical bent to the action-packed, vertical shootouts in Necromunda: Underhive Wars in both single and multiplayer modes. Bound by their beliefs and forever hiding their faces behind elaborate masks, Cawdor zealots will shrug off blows that would cripple other fighters, maintaining their full battle capabilities even when grievously wounded.

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Cawdor fighters also allow for the same suite of heavy gameplay and cosmetic customization as all other gangs. Recruit, customize and grow these mysterious cultists to create a truly unique and dangerous gang through your own choices of careers, perks, skills, armor pieces, weapons, consumables, color schemes, and much more!

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The arrival of the Cawdor gang follows on from the release of the Van Saar gang and several major patches, as part of Necromunda: Underhive Wars’ post-launch support.

Necromunda: Underhive Wars is available now on PC. The Cawdor Gang will be released on February 16.
 

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