Quite a few updates since I last posted.
The long and short of it is, the game is more or less where it was a few updates ago. This isn't to say they haven't been doing anything; on the contrary, this is an enormously complex game so there's a lot of "back fill" work to be done on it.
Postby Epy » 07 July 2015, 14:10
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 GX 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: Grants 2 Skill Points. This item can only be used ONCE per warrior.
Tome of Magic: Grants 2 Spell Points. This item can only be used ONCE per warrior.
Physical Grimoire: Grants 3 Physical Attribute points. Only ONE Grimoire can be used per warrior
Mental Grimoire: Grants 3 Mental Attribute points. Only ONE Grimoire can be used per warrior
Martial Grimoire: Grants 3 Martial Attribute points. Only ONE Grimoire can be used per warrior
Training: Accuracy = Permanently increases maximum Accuracy by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Agility = Permanently increases maximum Agility by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Alertness = Permanently increases maximum Alertness by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Ballistic Skill = Permanently increases maximum Ballistic Skill by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Intelligence = Permanently increases maximum Intelligence by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Leadership = Permanently increases maximum Leadership by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Strength = Permanently increases maximum Strength by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Toughness = Permanently increases maximum Toughness by 3 points, up to a maximum of 20. Only ONE of the nine Training items can be used per warrior.
Training: Weapon Skill = Permanently increases maximum Weapon Skill 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
Known Issues
Because the game is still in development, some issues remain and could not be fixed in this version or have been discovered since its release. This is a list of the known issues we are aware of so far:
- 32Bit version: We’re seeing more and more instability for the 32bit version of the game, but remain committed to it. This version is only available for players with a 32bit OS. This is a very small minority of players at this point, and with V18s new character meshes, RAM becomes an issue. We apologize for this, and we are working on this again during the optimization pass coming in soon.
- Skills related issues: Some skills are still missing, they will come further down the road. Some skills don't have their FX yet. Feel free to point them out. Not all animations are set properly for the skills, we are still working on this.
- Invisible walls: There might be some invisible walls between two buildings or a building and the street, but the unit should always have another way to go about it.
- Loading might still be long: We've been working on optimizing the loading time in the previous patch and manage to get good results but there's still room for improvement. We've added a tiny animation at the bottom right corner of the screen to show you the loading is still happening and the game's not freeze.
- Using the mouse in GUI with higher screen resolution: We would recommend not to play the game with a screen resolution higher than 1920x1080 as some GUI asset might become difficult to click.
- Information in the Lobby: There are some issues with the information displayed when refreshing the list in the lobby. You might see, for example, a lobby joined by a Steam Friend that is not available to you and that you won't be able to join.
- Switching to another program while playing: If you use Alt-Tab or minimize/maximize the game window while playing or loading, you might end up with a game crash or misbehaving game.
- Desynchronisation during online skirmish: You might encounter some random desynchronization while playing a skirmish online. We are investigating everything that might cause such problem and all the feedback we can get from you will be very helpful.
- Tutorials: Tutorials are outdated, but we can't spend time bringing them up to date at each push since every balance tweak affects units positioning and actions available. As the balancing comes to an end, we will redo them to give them their proper order again.
- Windowed Mode: Even if you’ve selected “Windowed Mode” in the graphic settings, the game will start in “Fullscreen”. Just press [Alt]+[Enter] to change to “Windowed Mode”.
- Artificial Intelligence: AI Rating at Rank 10 is not big enough. So Units will be weak.
If you find any bugs or need some technical help, please refer to the appropriate forum for bugs reporting and technical issues, and do no post in general discussions. The general discussion forum is very hard for us to navigate as there is a lot of movement, so we only look at it briefly.
If you get a game breaking bug, such as a crash to desktop, please make a post in the bug report section, and also send your output log and a copy of your combat log, found in your steam install directory:
- Steam\SteamApps\common\mordheim\mordheim_Data\output_log.txt
- Steam\SteamApps\common\mordheim\combat.log
Email this log to logs at rogue-factor.com and we'll take a look at it. Please link your post/thread in your email so we can return to it. A DxDiag can also be helpful, and if you managed to take a screenshot that will also help quite a bit.
Previous Updates
- All 4 Tutorials of the game: The player will get comfortable with all the combat mechanics of the game.
- Play Skirmish games against AI or friends online: The AI is a little bit easy to beat, but playing against a friend is great fun.
- 6 Campaign Maps with 3 different deployment each: These are the same maps which will be used in our campaign, but with slight differences.
- 6 Procedural Maps with 10 different deployment types: These maps, being generated procedurally will give the player much variety as path, previously open will be closed, and even in the same deployment type, units will find themselves in different buildings etc. This is the great value, We have too many different types of building for me to count, plus props and bridges which are created procedurally to change the map.
- 4 playable Warbands: Skaven from the Eshin Clan, Mercenaries Reiklanders, the Sisters of Sigmar, and the Cult of the Possessed
- Hideout section, with weapon and armour selection: You're now provided with a chest full of weapons and armours which you'll be able to distribute among your units. Note that at the moment, only weapons and helmets will have a visual impact. The armour will not visually change on the character whether you choose cloth, light or heavy armour (but your changes will affect the stats though).
- Reserves in Warband management: Warbands now have "reserves" you can choose from, to organize your Units before going to combat, based on their type and cost.
- Extra objectives: With the search action now available, various extra objectives have been added to the Skirmish games (Marked for Death, Crush their Will, Wyrdstone Rush).
- Turn timer is now available in Skirmish: As requested by our community of Players, you can now set a time limit for a Unit turn.
- Backtracking is now available in Skirmish: As requested by our community of Players, you can now set a backtracking limit for a Unit.
- Windows 32bits based version: In order to prevent the game from crashing, player on 32bits operating systems should play using the "fastest" settings.
- 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.
- Chat!: You can now chat when in the lobby as well as in game
- Action Log: An action log has been added representing unit actions, and RNG rolls it performs.
- 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
- Consumables: 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.
- Hiring System and new Warband Management UI: 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
- Improved Overview Map: 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
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.
Rogue Factor & Focus Home Interactive.
Re: MORDHEIM: CITY OF THE DAMNED - EARLY ACCES PHASE 7-
Postby Morjax » 07 July 2015, 15:08
Epy wrote: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
[/i][/b]
Thanks to the team for the continued progress! It's a long shot, but has there been any word on when XP and injuries will be implemented? Are those features to be released as we exit early access, potentially sooner, or TBD?
Best regards!
~Morjax
But there aren't many keynote differences from several versions ago. There is still only non-persistent skirmish mode and warband management. You can build your own warband from the ground up now, and make your guys max level (and only max level) so you can raise their stats and load them up with skills and passives. I must have spent two hours just configuring a warband and reading all the stats and skills. There is just a ton of *stuff* to the game mechanically, it's easily one of the crunchiest I've seen in a while. There's also a decent number of model skins and color options to pick from now.
The biggest difference that struck me was that itemization is really coming to the fore. There is a full selection of gear to choose from, including magical and special gear that is handed out at random to guys you hire. It promises the very familiar blue --> purple --> orange rarity system of Diablo/Wow, meaning there will be no shortage of special gear to find and equip. Some of it seems like obvious escalation because magical or epic versions of normal gear are just "better." Gear can have a higher quality level (blue/purple) which makes the item stats just better. Then it can also have a slot for a rune or mark, allowing you to add additional bonuses. It seems a bit grindy to me, but it remains to be seen how rare it all is and how it plays out in the campaign and online (for testing purposes you get x99 of all items in their basic, epic state.)
In addition to that there's now a pretty big list of consumables to equip to your guys. Poultices and potions for healing, brew for courage, bombs, and an assortment of concoctions that grant buffs as well as side effects. There's also "tomes" you can let warband members read that increase stats, grant skill points, increase their maximum stat thresholds and so forth. Looting in game now seems to work as expected too, so you can take stuff from your fallen opponents to fill your empty inventory slots (the number of which is derived from the fighter's stats.)
There's a few more tweaks to the camera and UI to make it more user-friendly. (It's still not super friendly
) They freed up the camera during the "action-taking" segment of a character's turn and during the animation. So you can rotate the camera side-to-side or pitch it if it's in a wall. Even that simple change has done a good deal to make the game feel more flexible and gives you a better sense of where you are. The overhead map has better icons and highlighting now too, so it's easier to see the bigger picture. There's actually some cool things being done with the camera. One Skaven spell I used shoots as a beam effect. And when I chose it, the camera went to over the caster's shoulder and then let me rotate it to target stuff. The game is making use of camera perspective in ways I've rarely seen done but have interesting repercussions for targeting and atmosphere. I dunno, something about aiming that spell while trying to avoid my own guy, from the model's perspective, gave me an instant flashback to playing table top.
The flow of how you're notified about stuff still feels off. It's easy to miss success/failure messages because you're paying attention to the animation instead of looking at the corners of the screen. The event log doesn't capture a lot of what happens either. And occasionally something dramatic will happen and you still don't know why. Like at the start of one of my rat's turns he up and fled combat. I
assume he failed an all-alone test, or someone used an ability on him, or something. It just wasn't clear what had just happened.
Levels continue to be amazing, like a table top set piece. There's at least 10 or so, some of which are variations on the same theme (like a district) while others are completely unique. It's hard to say what's procedural or not about them other than Wyrd Stone and trap placement, because there's just so much of the map and you rarely play on more than a fraction of it. In my last game the enemy split in two as I did around a large noble's house with its own courtyard. 4 turns later my ambushing (and the AI's ineptitude) lost them enough fighters to fail their bottle test and rout. I barely used 50% of the map, if that, because the enemy bailed so soon. Then again, there are various deployment methods per map, and this was the classic "two teams start at their wagon." There are many other deployment scenarios (which doubtlessly will be used in the campaign) that will result in more map coverage.
Speaking of the AI, it's not too hot. There's two sides to this. One, even when you rank up your warband to max, the AI doesn't seem to fully build its out, resulting in a weaker opponent. (My WB was ranked 2,700 while their's was 1700.) For two, it makes both tactical and strategic blunders with some regularity. Tactically, it will do dumb things like waste a turn climbing a wall to get to one of your guys...then jump back down. Then maybe climb again. Or it will run its guys through a patch of hazards (like a patch of burning oil you threw on the ground) like it doesn't even see it. I basically killed three Sisters of Sigmar with a patch of sticky goo and a patch of burning oil, because I threw it in front of them and they'd charge and retreat right through it. Strategically it's not really up to snuff either. Sometimes it feels like its units don't support each other. It will happily charge one into combat with 3 of your guys, while the other two, who were seeming to support it, spend their time climbing walls or some shit. I can forgive the AI because it's a challenging environment to navigate...but part of me worries that the SP will suffer due to the AI because this game is definitely geared toward MP.
In terms of how well I think everything is gelling mechanically, I think it's starting to come together. There is still a bewildering amount of skills and passives and values to look at. But leveling up your dudes sort of forces you to confront all of it and I'm starting to get the hang of it. Specialization seems to be the name of the game here. There's a lot of active skills you can give a guy, but they're all competing for a limited number of Offensive and Strategic Points per turn. So it doesn't necessarily make sense to load a guy up with a lot of situational skills, and instead of focus on active and passive skills that funnel to one or two kinds of actions. Because almost every kind of action (moving, jumping, climbing, jumping down, attacking, counterattacking, shooting, spellcasting, searching, perceiving, getting hit, avoiding getting hit, morale tests, resistance tests, five or more kinds of stances) has an associated skill or ability to improve it, it's easy to be overwhelmed. That said, flexibility can help because there will be scenarios where a fighter can only rely on themselves and/or may be outnumbered. A slow moving tank may be great in a pitched battle between two halves of different warbands. But surrounded and outnumbered by archers their toughness may not save them where fleetness of foot might. All THAT said, I think there's a lot of potential to create some varied fighters for your warband (and not just simply "ranged guy, melee guy, tank guy, spell caster.") With the right set of skills and equipment, you can make a character designed to scout, or scoop up wyrdstone ASAP, a support buffer/debuffer type, a fast moving melee assassin with ranged backup, a slow moving wrecking ball of a tank that can switch to strong two-handed weapon damage and has a devastating attack ability, and so on.
A note on skills: they've seemed to have gotten a rework. There still a somewhat flavorless "increase chance of blah", but many of them are now straight advantages, instead of trade offs. Which makes it a little easier to envision a fun way to build a guy. Skills had my attention enough this time, I actually took the time to read them all, set up my warband and play a game. Which is more than I could make myself do last time. The game is still complex, it just feels like less pointlessly complex than before.
And when I say complex, I don't mean like, DF complex. There are just a lot of inputs from everything: skills, equipment, buffs, debuffs, all stacked on top of the normal stat calculations, lots of stuff is situational and you have 9+ members of your warband to pay attention to. This doesn't mean you're perfectly informed though. And the lack of keyboard cheat sheet during the match can and will leave you going "how do I see the break down of X or Y" or "how do I see all the stuff affecting my character right now?" that leads to a lot of fumbling on keys to bring up the appropriate overlays. It continues to leave the game feeling kind of cludgy, although it's improved since the last few updates. The method of input still feels like's made for a controller, and between that, not being able to rebind keys and not having the keyboard control scheme accessible, it's still kind of an awkward game to play.
---
All in all the devs are making progress, constantly refining this behemoth of a game. Sometimes I step back and am still surprised how much they're pulling together, from the full 3d rendered environments, to the camera work and logic, to the reams of abilities and skills and equipment (that still need some balance done) to the gnarly maps, to the side stuff like traps and neutral monsters and the whole procedural generation thing. It's got the normal TBS challenges with several FPS considerations and complexities added in. This is the kind of project that I think could crush a dev house, and while the game does have its glaring issues, it's coming along. Part of me wishes I hadn't seen it in early access because it's diminished newer features to me somewhat. EA can make a game look creakier because you've seen it weaker points in its development. But I think once everything is said and done, it will be something to behold. One telling part I think will be the single player campaign. If it delivers with a polished, professional-looking campaign to draw people in, I think it will do very well. (Assuming it doesn't have the EA curse of no one giving a shit when it finally is released.) Part of me suspects and worries though that the SP campaign is going to be bare bones by today's standards (i.e. it's just a framework of AI skirmishes tied together with some screens and there's no cutscenes or voice work or what have you to flesh it out.)