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About this mod
The mod adds a large number of small changes for a more balanced and varied gameplay, with some strengthening of many enemies towards the mid-late game.
- Requirements
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DLC requirements
DLC name Blazing Deserts Warriors of the North Beasts & Exploration Lindwurm Nexus requirements
Mod name Notes modding script hooks Modding Standards and Utilities (MSU) - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
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- Changelogs
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Version 3.1.2
- Fixed (hopefully) bugs with the use of the Crippling Strikes perk in combination with some weapons.
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Version 3.1.1
- Fixed a bug with tooltips of new perks.
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Version 3.1.0
- AI no longer uses puncture against nimble and targets with less than 60 body armor.
- Changes to small shields: adds +10 protection from the first melee attack once per turn, removed the effect on additional protection when fighting one on one. If Shield Mastery is taken, does not disable double grip. The durability of the buckler and reinforced goblin shield has been reduced to 5, and the light goblin shield to 3(can spawn on market).
- One-handed spears received a +5 increase in accuracy when dual-wielding, which doubles when taking Spear Mastery.
- Handgonne can shoot in a melee range.
Spiked bolas: The cost of throwing bolas has been reduced to 3 up, the maximum damage has been reduced to 30, damage to armor has been reduced by 10%, the throw range has been reduced by 1, and there are now 8 bolas in the set. 2 ammunition per throw. - Caravan guards are now more aggressive
- The contract for lindwurms is now always three-skull, and lindwurms themselves are found in smaller quantities both under contracts and simply in the world.
- Mercenary and bandit shooters no longer have special priority over shooters, which should help prevent them from being inappropriately rotated.
- Now only legionnaires with shields have quick hands.
- Minstrel now shows fewer useless rumors.
- If an enemy comes to his senses while attempting to escape, he ends his turn.
- The saber's gash attack only deals useful injury.
- Enemy Manhunters now apply the same buff to slaves as a player at level 11 with a whip.
- Changing poachers and Marksmen, poachers gradually become even stronger and begin to walk with a T2 bow over time. Marksmen go only with T1 crossbows until day 60, and then only with T2, and receive crossbow mastery only from Day 40. There cannot be more than 4 Marksmen in a squad.
- *Added the possibility of a legendary orc location appearing with a unique reward; you need to start a new game. Difficult location not sufficiently tested.
- Many bugs and inaccuracies have been fixed.
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Version 3.0.10
- Fixed incompatibility with Davkul Rising Mod.
- In order to increase compatibility with other mods, the functionality responsible for showing stats without stars during a tryout has been moved to a separate file, which is optional.
- Fixed minor bugs.
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Version 3.0.8
- Fixed a bug where flying skulls would incorrectly die when attacked by fighters with Steel Brow, which slowed the game.
- Rachegeist increased AP to 9.
- The Rachegeist now spawns ahead of the others. To do this, you need to start a new game..
- Adjusted the text of effects that are responsible for resistance to stun and disarm.
- Fixed bugs with broken anatomist potions.
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Version 3.0.7
- Fixed a bug where the tryout reset the bonus from the Recruiter.
- Fixed Anatomists's potion not affecting footwork.
- Fixed a bug in the normal version where the Crossbow Mastery would not load the handgonne at the start of the battle.
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Version 3.0.6
- Fixed a critical error after the battle.
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Version 3.0.5
- Tryout now shows base stats (before the influence of traits) without stars.
- Companion changes Agent and Negotiator merged with their mod changes.
- Manhunter start changes merged with mod changes.
- Headhunter perk change merged with mod changes.
- Reverted the change to Throwing Weapon Mastery in the DLC.
- Added perk buff Nine Lives from DLC.
- Canceled Footwork price reduction in DLC.
- Added cheaper Cascade attack of Three-Headed Flail from DLC.
- Removed the AoE buff of two-handed sword attacks in the DLC.
- Added the Aimed Shot buff, which reduces the cost of its fatig cost, but the cost reduction to 7 AP occurs only if you have bow mastery.
- Reverted damage change for two-handed wooden flail.
- Of the innovations related to two-handed flails, only +5% armor damage has been added.
- Canceled gun nerf made in DLC.
- Reverted price changes for armor and weapons.
- Added paint price changes.
- Added background price changes.
- Reverted the brawler starting equipment change made in the mod.
- Saved Kraken minimum damage increase from tentacle destruction.
- Applied the rest of the changes from the DLC.
- Added mod logo in the main menu.
- Removed dagger from Peddler mercenary from starting equipment.
- The start of Bounty Hunter has the ability to hire a Bounty Hunter as a companion.
- Starting Swordmaster from the start is given a Duelist Hat and Padded Surcoat.
- Double Mail, Mail Patch, Metal Plates and Rivets, Metal Joint Covers are 50 crowns cheaper.
- Brigand companion buff: increases the frequency of appearance for hire in cities - Raider, nomad, thief, killer on the run, poacher, assassin, deserter, manhunter. Reduces their recruitment cost by 20%.
- Fixed a bug when Resilent worked for fighters in reserve, which crashed the game.
- Bug fixes and minor changes.
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Version 3.0.1
- Fixed a bug with a huge amount of loot and experience from champions.
- Fixed spawn chances of champions in the normal version of the mod.
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Version 3.0.0
- *Fixed errors in perk descriptions.
- *Dungeons no longer get weakened when a squad comes out of them.
- *Mod became compatible with Davkul Rising
- *Fixed a bug with changing the minimum radius of aimed shot.
- *Fixed a bug where the enhanced spear attack dealt full damage to skeletons and ifrits.
- * Fixed a bug with goblin throwers.
- *Adjusted use of AI footwork and lunge in one turn.
- *The difficulty of the tournament has been raised, now it is 75% of vanilla.
- *Fixed incorrect interaction of the parry effect with the stun.
- *Fixed a bug where the game would crash when the Goblin Crossbow pushed a unit from a height
- *Unique one-handed flails have had their headshot bonus chance removed.
- *Fixed a bug where light mercenaries did not have weapons until day 120 after day 80.
- *Brawler now has the following set of starting clothes: Leather Wraps, leather tunic, Monk's Robe, and a bandana with a 50% chance.
- *Fixed a bug where bleeding on a target would knock it back to the end of the initiative bar
- *When a champion necromancer resurrects a zombie, the target gains a regeneration that restores half HP at the start of the target's turn.
- *Orc berserkers don't run away unless they have the minimum morale.
- *Added 5% additional armor ignore for second saber attack.
- *Added bonus 5% hit rate to sling ball projectiles.
- *Weakened the hyena cape for 5 initiatives (from +15 to +10).
- *Increased the number of poison hits when activating Goblin or Spider Venom from 4 to 8.
- *Fixed a bug with loading the battle with nomad leaders on the 60th day.
- *Fixed a bug where retaliatory strikes did not work correctly when punching
- *Fixed a bug when the file with nomad leader changes was not loaded.
- *Fixed a bug when using Berdysh's Split Attack.
- *Added new starts: Headhunters, Swordmaster and Tomb Raiders.
- *Fixed a bug with skulls in the library.
- *Increased the standard armor damage of Unique Goblin Falchions by 5% to 60%.
- *Added separate pictures for stun and disarm resistance.
- *Reworked the smoke grenade effect - instead of increasing the rangedef of those in it, it reduces the rangeskill by 50% of those who try to hit targets in the smoke (works like anticipation).
- *Now enemies use indomitable much more often.
- *Fixed a bug with contracts disappearing from the game.
- *Unique slings have been added, they can be found on desert stalker champions and bought from the southern weaponsmith.
- *Assassins can now become champions, they have a unique shamshir or katal and are always wearing a metal mask.
- *Miasma, fire, and smoke now ends on a turn of the caster.
- *Faction relations begin to drop three days after the start of a Noble House Crisis or Holy War.
- * Background Swordmaster increased minimum hp by 5, maximum by 2.
- *Lindwurm Scale Cloak now weighs 2.
*Lindwurm Shield: +1 melee defense and +8 durability. - *Serpent Skin Mantle now weighs 1.
- *Fixed minor bugs in code, visualization, text errors.
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Version 2.110
- * Fixed freezes during the move of AI with a one-handed hammer.
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Version 2.109
- * Fixed a bug where light mercenaries did not have weapons with them.
- * Changes have been made to the text of the champion version.
- * A Aimed Shot now costs 7 ap if you have the appropriate mastery.
- * Champion version: After the 100th day in the top dungeons of orcs, goblins, ancient undead, nomads and barbarians, the champion leader is guaranteed to spawn.
- * Changed the penalty step on the nimble so that the penalty increases for every 20 initiatives below 100 instead of every 30.
- * Nomad Outlaw removed the sipar shield until day 20.
- * Added Throwing Mastery to the list of possible mastery for the 3 shooters ambition.
- * Fixed a bug when checking for fatality from southerners.
- * Fixed the price of snake oil for sale.
- * Alchemist repaired.
- * The Duelist perk works correctly with a fire spear.
- * Blacksmith now allows you to save items from zombie players.
- * Improved AI of ghosts.
- * Buff Fullforce is displayed correctly.
- * Changed Named Noble Mail Armor: now durability range 187 - 212, weight range -10 -13.
- * Changed Studded Mail Armor: maximum weight reduced to -14 (from -15).
- * Southern alchemists now sell happy powder.
- * The cost price of happy powder has been increased by 200 (up to 600).
- * Fixed the lack of named items for the champion stalker.
- * Fixed a situation where spiders did not retreat when the cocoons were dying.
- * Reworked the hex of the witches - only half of the damage that the witch received is dealt to the character immediately, and the rest at the beginning of the witch's turn (if she died, then not).
- * Charm of witches hangs an effect for one turn, which reduces the damage and initiative of the enchanted by 35%.
- * The number of witches' guards in the current units has been increased, as well as new units have been added - witches with barbarians.
- * Added one lindvourm and two snakes to the legendary dungeon of witches.
- * Changing guns - reloading always costs 6 up regardless of skill, removed two extreme distant tiles from the affected area, increased the minimum damage by 5, without skill at the beginning of a battle, guns are always unloaded, skill allows you to start a battle with a loaded gun in your hands.
- * Adjusted the AI gunners - now they should shoot less at their own.
- * Corrected AI of zombies - the possessed dead do not go further than three cells per turn.
- * Repaired the excess damage to the character from the hex of witches.
- * Removed the obstacle icon and the inscription about fire on a blocked target when throwing a net from the mastery.
- * Adjusted the use of the one-handed hammer AI special attack.
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Version 2.93
- * Legionnaire's long range accuracy has been reduced from 70 to 60. Fixed the behavior of the ancient guards.
- * Now, if an enemy target died from poison or bleeding, which was imposed by the player (from allies are not counted), the squad receives experience for the deceased enemy, as if he were killed by a dog.
- * Goblin Riders receive steadfast from day 80.
- * Fixed situations where AI did not use area attacks when they were more profitable than single ones.
- * Assassin's robe has been increased by 600 crowns.
- * Hedgeknights no longer have a warbrand, noble knights now have it.
- * T2 one-handed ax removed from the "Lumberjack" background.
- * Berserkers' effect, which allows them to ignore trauma effects, is now visible in the list of effects.
- * Orcs with two-handed weapons no longer use 1 square charge.
- * The watermill boss Rachegeist now have protection from disarm, duelist and fast adaptation, and all the perks of fallen heroes, also the durability of his helmet was increased from 250 to 350. The ghost version lost anticipate, got the ironbrow and quick reflexes perks. Rachegeist now moves for 4 hex, but still attack once per turn.
- * Fallen Betrayer has only the top equipment of the fallen heroes and all their perks from the very beginning of the game. The arming sword was replaced with the Noble sword for them.
- * Fallen Heroes replaced with Betrayers in the mill, additionally added two ghosts (The composition will be updated only with a new game.)
- * Pathfinder added to Officers and conscripts.
- * Disabled AI priority reduction for shield breakage after the first action.
- * Knights, leaders and officers no longer protect shooters.
- * For each successful stun or disarm effect, the chance of the subsequent same effect is reduced by 75% for three turns (the effect is weakened at the beginning of the character's turn).
- * Adjusted the values of unique weapons.
- * Zombies can no longer use the hook ability.
- * Overseer gets backstab from day 50.
- * With the beginning of the Holy / Noble War, relations with all factions begin to decline to unfriendly moods, until you complete 1 crisis quest.
- * In the Privateering contract, armed peasants are replaced by a milita, the number of milita in houses is also slightly increased, for robbing each house they give 20% of the money contract.
- * When killing with a fatality (chopping off / breaking the head), opponents that see death and make a resolution check do it with a -5 penalty.
- * AI uses fast bow shot more often on small ranges.
- * Marksmen from 20 to 60 days lose t1 bow and t2 crossbow, creepling strikes and fast adaptations are swapped according to the days of appearance, from 60 to 90 days they only have t1 and t2 crossbows and t2 bow, from 90 only t2 xbows and t2 bow
- * AI is less likely to use puncture if it can get a retaliation attack.
- * Marksmen with crossbows now have no bow mastery, which increases the range of sight.
- * Goblin shields are lightened to 3 and 5 fatigues in weight.
- * Breaking a shield with a one-handed weapon reduces the target's stamina by 2, and a two-handed weapon by 5.
- * When a new stack of spider venom is applied with the existing one (or is updated), then a morale check occurs.
- * The Resilient perk no longer weakens goblin venom immediately to its minimum strength, only its duration.
- * Desert Stalker does not have a regular knife, gains weapon mastery, cannot spawn without a helmet, and can spawn with a sling and its ammo.
- * Berdysh's armor ignore on AOE attacks has been increased to 40%.
- * Necromancers have anticipate only from 40 days, from 60 days a backstab is added.
- * For Fallen Heroes, the long sword was removed from day 120
- * Reduced steadfast mercenary initiative by 10, added long axe, southern two-handed cleaver and long club.
- * Steadfast perk increased durability limit to 450.
- * The trait Cocky gives 5 additional initiatives.
- * Southern leaders changed in the nimble build and now with hyena skin.
- * Raider leaders can spawn with a two-handed flail and a two-handed club after 60 days.
- * Adjusted possible unique armors for champion leaders to match their builds. Increased durability of many unique non-human weapons.
- * Named Steppe Helmet reduced minimum and maximum durability by 20 and maximum weight by 1
- * Wolf Helmet minimum weight raised by 1.
- * Skull Helmet and Nose Horned Helmet are lightened by 1 and durability reduced by 10.
- * Medmen is immune to poisons.
- * Fixed missing unique items for necromancer champions.
- * At 80 days, spiders begin to rotate.
- Legionnaires are less likely to get a not broken Pike on small days.
- * Fixed bug with whip that ignores armor.
- * Added third attack for Pike with 8 ap and 20 fatigue, has + 10% damage, + 10% ignore, 5 bonus accuracy, range 2, cannot be done in the zone of control, requires polearm mastery to use.
- * Tournament units have been slightly weakened to match the strength of the player's 5 units.
- * Requirements for kraken items are now static and equal to 3, instead of 3 more than in the inventory, as it was in the original.
- * Fixed bugs with kraken from mod.
- * Opened tentacles attack more often than grab. Tentacle damage reduced to 50-70.
- * The kraken now moves 1 hexl if there are no targets to devour.
- * Fixed a bug due to which some attacks of the goblin riders had huge damage.
- * To the bite of a goblin wolf, the minimum damage has been raised by 10, the damage to armor is increased to 70%, as a wolf without a rider retains the bonus of goblins ignoring armor.
- * After 120 days, riders receive an overwhelm.
- * Fixed a bug when bleeding was triggered not at the end of the turn.
- * Fixed a critical bug due to which the checks for morale in the game worked incorrect.
- * Improved AI ghosts
- * Corrected AI use of the deathblow skill.
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Version 2.76
- Romphai durability increased to 48.
- Two-handed axes always impose a stager when breaking the shield, and with mastery - even if they did not break it.
- Stun of a two-handed club only for 1 turn, but for 5 up, with 75% damage.
- Breaking the shield of the longsword has been replaced with a slash attack with 45-50 damage, 80% for armor and 20% ignore for 10 fatigue with + 5 accuracy.
- Removed the Spiked Skullcap with Chain Mail from the southern leaders.
- Moved the appearance of warbrands for raiders to 40 days
- Fixed a bug with spawning of medium mercenaries.
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Version 2.6.0.74
- Removed Worn Mail Shirt before day 40 and Basic Mail Shirt before day 60 for RaiderLeaders.
- Outlaw nomads no longer have t1 southern club after day 60, no whip until day 20, reduced chance of getting whip after day 60.
- All legionnaires will replace broken swords with spears after 60 days.
- Saif is removed from the conscripts.
- Reflexes are removed for Zweihanders.
- Raiders lose their BF after receiving steadfast.
- Leaders only receive pilums from throwing weapons.
- Perk "Executioner" now also gives + 10% damage if the target is under the sand of the nomads or under the net.
- Nomad outlaw is received on the 120th day of the executioner.
- Introduced into the game named versions of estoc.
- Crossbowmen always have short swords instead of knives and daggers.
- "Split" of Estoc now has -5% accuracy without mastery, with mastery the penalty is leveled.
Estoc's maximum damage reduced by 5. - Added champions of Zweihander with a standard minimum chance. Zweihanders have 33% chance to receive an estok.
BF removed from Zweihanders, but Zweihanders champions have it.
Full Force perk removed, removed the duelist's hat. - Adjusted prices of unique weapons in shops.
- Nimble-Mercenary no longer have reflexes.
- Melee conscripts have hp 70 instead of 55.
- No other unit is upset anymore when an allied dog dies.
- Crude Metal Helmet lightened by 1.
Crude Faceguard Helmet lightened by 3.
Closed Scrap Metal Helmet lightened by 4.
Rugged scale armor lightened by 1.
Heavy Iron Armor lightened by 2.
Heavy Horned Plate Helmet lightened by 5. - Slaves received +5 milskil, as well as from day 30 dodge.
- Added a new unit - the Manhunter. Has 55 hp, 65 melee, 65 rangeskil, 10 melee and range def, 120 fatigue, 125 initiative. Has rotation, anti-sipation, nimble, whip and throwing, backstab, fast hands. Found only in units of southern regular armies with slaves. Its task is to buff the slaves by 1 buff level (like the start for the management hunters).
- Reduced requirements for the Agent: now it becomes available upon reaching friendly relations, not allies.
- Adjusted the equipment of medium mercenaries: After 80 days from helmets only: Nordic Helmet, Padded Nasal Helmet, Padded Kettle Hat, Padded Flat Top Helmet, Closed Flat Top Helmet, Closed and Padded Flat Top. Removed Leather Scale Armor (140) from day 80, always with a shield, if not double-handed, removed estok. Removed Mail Hauberk (150) on day 120. Removed Nordic Helmet, Padded Nasal Helmet, and Padded Kettle Hat from helmets. Added Barbute Helmet and Zweihander's Helmet and removed longword and round shields.
- Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. Duelist's Hat (80) was added, Nasal helmet (105) was replaced with Reinforced Mail Coif, on day 120, the falchion was replaced with an arming sord, and a scimitar was added.
- Reinforced Mail Coif is weakened by 5 strength and lightened to 4 weight.
- Removed from three-headed flail-unique bonus chance to hit the head.
- Caravan guards receive steadfast on day 60.
- Mail with Lamellar Plating now has 180 durability and 22 weights at a cost of 1350.
- "Headshot attack" with flails is lightened by 5 fatigues.
- Bf removed from noble sergeants.
- The strength of the spiders relative to the unit has been slightly increased in order to prevent the appearance of units with eggs in the very early game.
- Named weapon can no longer take bonus damage on the shield.
- For bounty hunters, t2 knife was replaced with t3 and it was made so that only a net or buckler was with a knife, Kettle Hat with Mail (215), Nasal Helmet with Mail (200), Nordic Helmet (125), Kettle Hat (115) and Mail Hauberk ( 150), bandana replaced with Hood. removed Heater Shield, Kite Shield and the chance to be without a helmet, added a buckler, issued a backstab, passfind. All those without a shield and two-handed grids have a duelist with a knife removed. Their shooters also removed the chance to be without a hat, removed the Basic Mail Shirt (115), issued an anti-sipate and passfind, removed a dagger.
- Taunt no longer removes the target's zone of control or knocks back the one who applied it to the end of the initiative track.
- Swordmasters no longer have reflexes.
- Many adjustments to militia items to enhance them.
The whole milita got +10 HP and Resolve. All Militia with melee weapons have no chance to be without a hat.
Replaced Tattered Sackcloth with Thick Tunic for Milita Marksmen and issued Bowmaster for 60 days. - Killing a captain or a veteran of the militia gives 50 more exp, the rest of the militia by 25.
- The Quartermaster increases the number of supply items you buy (Not sure if it works correctly).
- The trait Drunkard removed the bonus to damage and added +5 to the resolution.
- Removed rotation for skeletal priests.
- Removed relentless from chozen and barbarian kings.
- The Huge trait now have -10 range def, insteed of -5.
- The trait Drunkard no longer increases damage, gives +10 resolve, -5 Melee Skill and only -5 RangeSkill.
- Nomad leaders: backstabs get immediately and reflexes from day 40, steadfast from day 60. They no longer have shields, unless only champions.
- Fixed many bugs and shortcomings.
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Version 2.6.0.59
- Bug fixes and minor changes.
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Version 2.6.0.58
- Heavy gladiator's patch was lightened by 2, light by 1, gladiator's helmet by 1. (Patches already worn are not updated!)
- Legionnaires now roll pilum for 3 ap (in order to correct the work of AI).
- Bow mastery now reduces the penalty per square of rapid fire to -4.
- Additional treasure from lindwurms only drops from the body.
- The player does not receive additional loot from lindwurms if he was finished off by an ally.
- Duelist's Hat durability increased from 70 to 80.
- Parry gains 60% of initiative instead of 80%. It also does not work if the second hand is occupied by the shield (the exception is the buckler).
- Fixed bug with immortal lindvourm tails.
- Adjusted goblin equipment.
- The throwing accuracy of the net is not penalized from the night.
- Minor bugs fixed.
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Version 2.6.0.51
- Fixed bug with Rotation.
- Fixed errors in the description.
- The percentage of equipment multiplied by the minimum weapon damage has been increased from 25% to 33% in the "Full Force" perk.
- Removed bonuses to accuracy for t3 swords and spears
- Fixed a critical error with the stats of named items.
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Version 2.6.0.47
- Weakened the special attack of the one-handed hammer: now it does x1.4 damage to armor instead of 1.5, with a mastery of x1.73 instead of x2.0.
- Parry changed (see perk description).
- Gladiators replaced steadfast with battle forge.
- Adjusted raider equipment.
- Fixed bug with champions.
- Fixed bug with snake oil.
- Now the T3 sword and spear, as well as the fenсing sword have double accuracy.
- Leaders only receive top weapons from day 60.
- Fixed minor bugs.
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Version 2.6.0.46
- The mod is fully supported by modhook.
- Zombies up to 40 days less often receive a warfork (1 in 10 chance).
- Experience gained for ghosts and heroes increased by 50.
- Event rate increased by 30%.
- Barbarian rotation should not work on player units.
- Changed the mechanics of receiving candles when sacrificing for cultists: the chance of getting the first candle is 80%, each subsequent one is 10% less.
- Corrected the behavior of legionnaires, all shooters.
- Battle Forge removed for Legionnaires and Auxiliaries.
- Adjusted raider equipment.
- Necromancers no longer have daggers and knives.
- The event for a free space in the retinue is triggered only once per tray.
- Minimum damage to t2 and t3 daggers increased by 5.
- Mercenaries no longer appear without their hats.
- Puncture has been changed - now it deals 50% less damage, however, its damage increases with each missing percentage of the target's health (maximum damage is achieved when the target loses 70% of its health). On panicked targets, Puncture always deals full damage, regardless of the amount of health.
- Mastery of the dagger makes it possible to inflict additional Puncture without retaliation (stacks with backstabber).
- Raiders can now be with daggers and have dagger mastery.
- Snake oil price is no longer fixed.
- Nimble initiative penalties have been changed. There is no penalty for ini 100+, for ini 70-99 there is a 1% penalty per blow, for ini 40-69 2%, for ini 10-39 3% per blow and for ini less than 10 4% per blow.
- Fixed many bugs.
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Version 2.6.0.18
- Fixed critical bugs. New arrows don't work now !!
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Version 2.6.0.16
- "Notched Blade" redesigned into low tier Catal Dagger.
- Adjusted equipment for Mercenaries and Necrosawants.
- Backstabber removed for Goblin Ambushers.
- All t1-t2 clubs are lightened by 1 and 2 weights, respectively Old Morgenstern picture returned.
- The spread of the necromancer's reward for a stolen artifact is now 125-250% instead of 100-300% of the contract price.
- Sling damage reduced by 5, however, added the ability to use the bonus to damage from a double grip.
- Changed nimble - now you need to have 110 ini to achieve no penalties.
- Adjusted raider equipment.
- Fixed a bug where the player could not rotate with allied dogs.
- Changed the start for gladiators - the t3 southern club was replaced with t2, gladiators now have the second level instead of the third.
- Execut increases damage by 20% against undead if they are injured.
- Adjusted the outfit of the bandit leaders.
- The chance to take a shield from Poachers and Slingers has been reduced to 50%.
- The "Quick Hands" perk does not penalize ranged weapon accuracy when activated.
- Fixed description of the "Killing Frenzy" perk.
- Nets completely ignore both shields and "Shieldwall".
- Snake Draw reverted to vanilla version, Serpants only get the "Backstabber" perk from day 30.
- Removed cultist changes to quickly fix related bugs.
- Fixed a bug of a champion without a unique weapon, now a champion with a unique weapon is wearing the best available armor.
- Zombies have Battle Forged from day 80 only.
- Expanded assortment of zombie armor within the same limits.
- Raiders and Reavers receive Bullseye from day 20 only.
- Injured vampires cannot be with a two-handed cleaver until day 80, then they have 20% on it. Whole vampires initially have a 25% chance of a two-handed cleaver, and from day 80 = 33%.
- Reduced the maximum damage of knives except goblin by 5. * Increased ignore by 5% for all knives.
- Reduced armor damage for Rondel and Katal by 5%.
- Requirements for obtaining an alchemist have been reduced to 5 crafted items.
- Wolves no longer use footwork.
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Version 2.6.0.3
- Estoc cost reduced to 2200.
- Godendag and Estoc completely redesigned.
- Fixed many bugs.
- Changed perk "Quick Adaptation".
- Changed attack with special sling balls.
- Changed modifiers of some weapons.
- Event spawn rate increased by 20%.
- Changed the mechanics of receiving candles for the game by cultists - When sacrificing, the chance of getting the first candle is 80%, and with each next the chance is reduced by 10%
- New condition for obtaining a companion "Drill Sergeant" - a fired soldier must be at least 4 lvl (and with injury).
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Version 2.5
- Fixed bug with champions.
- Adrenaline skill changed.
-
Version 2.4
- Fixed a critical bug with caravan hand.
-
Version 2.3
- Fixed some critical bugs, also many things were adjusted.
-
Version 2.2
- Goblin Spear Ignore increased by 5%.
- Composite bows firing range increased by 1.
- Raiders receive t3 flail from day 60.
- Assassins under the "Drive away nomads" contract appear when the squad is more famous.
- Fixed a critical bug with raiders in wolf skins.
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Version 2.1
- All shooters got the "Backstabber" perk.
- The "Indomitable" perk has been removed for fallen heroes, and now their champion versions have 9 odes and spend 1 more on movement.
- The effect of the "Bullseye" perk is increased by 10%, as well as the second bonus, which reduces the penalty to accuracy per cell, has been removed.
- The owner of the "Crippling Strikes" perk can now inflict a debuff on undead.
- Fighters with the "Bloodthirsty" trait now increase morale on kill more easily.
- Champion Barbarian Chosen now has the "Reach Advantage" perk.
- Fully equipped Legendary armor sets provide powerful effects.
- Estok weight reduced to 10, its minimum damage is increased by 10.
- Crisis base duration increased by 25 days.
- An attempt to fix the spawn of too strong units in the early days.
- Many bugs fixed.
-
Version 1.9
- Last Patch Changes(few tests in practice.)
- Changed/Fixed AI of many enemies: Ranged enemies are more cautious, fixed Assassin’s AI, Conscipt AI updated to work with new firelance, enemies using Hammer-type weapons will now use shatter skill better. Skeleton Honor Guards will now wait before advancing.
- Stunned units no longer use Recover or Rally.
- Allies no longer rotate with player units.
- Swordmaster background initiative increased by 10
- Decayed Coat of Scales(240) and Decayed Coat of Plates(260) costs decreased by 1000gp
- Barbute (-9/190) cost decreased to 2000
- Zweihanders Hat cost increased to 1800, can now appear at armorer’s
- Unarmed attack costs 16 fat. This change is done to avoid stupid AI behaviour when exhausted. If you are angry with this change and actually build fistfighters let us know :)
- Alchemist: requirements decreased to 10 crafts and Cook requirements decreased to 6.
- Minstrel: always provides useful rumors.
- Changed parry formula of "Quick Reflexes" to make perk useful for all kinds of armor.
- Puncture: reworked: will now trigger attacks of opportunity on a miss. Opportunity attack is done at -20 melee skill and -25% damage malus. Puncture gets +15% chance to hit against panicked enemies.(this penalty can be circumvented by backstabber perk)
- Reason:: This is a part of anti-looting system we implemented.
- Backstabber: allow to ignore first retaliation from puncture
- Spear Mastery grants a chance to set tiles on fire when missing with firelance “Ignite” skill.
- Nimble works correctly and better now.
- Adrenaline: is now designed to aim at 150 initiative and will provide actual inititative boost that accounts for nimble, dodge and similar perks. Increases initiative by 50 + X , depending on if you Ini is lower or higher than 100. It will grant +150 INI if your current initiative is 0 or lower but +0 INI if your initiative is already at 150.
- Bows: quick shot penatly per tile is decreased to -6% (from -4%). Does not benefit from +1 range granted by bow mastery.
- New weapon added **Estoc**
- **Goedentag** changed and improved
- **Pickaxe and military pick** increased minimal damage by 5. All hammer type weapons weight is increased to 10, pickaxe to -12. Shatter armor costs 20 FAT(up from 25) , Batter costs 12 FAT(up from 14)
- **Woodcutter’s Axe** minimal damage increased by 10.
- Rebalanced early day headgear of raiders.
- Some rework of nomad leaders, gladiators, sergeants, zwaihanders, swordmasers, goblin ambushers, fallen heroes and Mercenaries gear.
- All Barabarians gain Relentless. Barbarian Thrall: On day 40 gains overwhelm and chance to have no armor or headgear lowered to 10%
- If you have a modhook, additional scaling of opponents is activated after 70 days.
More details on google doc.
-
Version 1.8
- Fixed a bug where Nimble was working much weaker than it should.
- Fixed a bug where adaptation was giving more stacks than it should.
- New arrows now work on T3 bows. Minor bugs fixed.
-
Version 1.7
- New types of arrows and crossbow bolts against different targets.
- Reduce the number of morale checks for Screaming of ghosts by up to 3.
- Adding t2 flails for armored zombies. Removed long weapons from the necromancer's guard.
- Blend In renamed in Quick Reflexes and swaped perk position with Steadfast.
Quick Reflexes now can prevent damage from first succesful attack per turn with chance=range def.
Some bug fixes.
-
Version 1.5
- Injuries that only affected stamina now have an initiative penalty.
- Spiders do not retreat as long as there are eggs on the battlefield.
- Poison and Bleeding now deal damage at the end of a character's turn.
- Broken nets now drop. You can create a whole from two broken ones at the taxidermist.
- Fixed and updated equipment for raiders and their leaders.
- Fixed AI for ranged units and Assassins.
- Bug fixes and minor changes.
-
Version 1.4
- Fixed another bug with endless loading of the battle against armored zombies and against nomad leader. Raiders and outlaws receive flails only from day 40.
-
Version 1.3
- Fixed a bug with endless loading of the battle against armored zombies.
Fixed some rare bugs.
Fixed incorrect descriptions for Headhunter, Fortified Mind and Footwork perks, also some incorrect weapon descriptions.
ManHunters origin: The duration of the Manhunters' whip was increased by 1 turn and its cost was reduced to 3 AP. Reduce the required number of slaves out of combat to 50% -1 of the total number of people.
- Fixed a bug with endless loading of the battle against armored zombies.
-
Version 1.2
- Patch for 1.4.0.46 version of the game
-
Quick Summary
English Patchnote
Русский Патчноут
To further increase the difficulty in the late game, it is highly recommended to install TaroEld's More Scaling mod(after 200 days version).
It is recommended to start a new company for this mod.
Installing
1. Download the zip, and place it in: steamapps/common/Battle Brothers/data
2. There is no need to unzip it. (To uninstall just remove the zip file from the data directory)
3. Requires the latest version of Battle brothers, Blazing Deserts, Warriors of the North, Beasts and Exploration and Lindwurm DLCs. Also requires the latest version of Modding script hooks and MSU.
Discord server with chat for your questions and ideas, also with pre-release test builds.
Contributions:
HAXbI4 (GoodGame)
Contributors:
RAyet
WorldSitar (https://www.youtube.com/channel/UCrWy5RWTVGAlfIXv1-NfoWQ)
TOXAsh (https://www.youtube.com/channel/UCcsS0H-FxpyVn0eWPyNm1XA)
Belial (DePraestigusDaemonum)
Special thanks to
TaroEld
Leonion
Sato
Poss
Grokov
Luftwaffle
CultCultyCultist
@firsanova_art
TaroEld for his scaling mod
and everyone who gave us new ideas and tried the test version
- Many changes to enemies to make them more balanced but also more challenging, especially in mid-late game
- Looting strategies are nerfed in many ways from puncture to enemy early days gear
- Buying armor and some of top-tier weapons made cheaper
- Improved armor selection for the player, with new perks and armor balance (as opposed to either Battleforged or Nimble builds)
- Changes to many weapons that were not very exciting before such as Spetum, Two-Handed flail, Bucklers and many others.
- Two Handed Weapons will now require Mastery to be as effective as in Vanilla (no longer can be easily used by anyone)
- Perks improved and Rebalanced, added 3 new perks.
- Ranged Defence made more attractive with some perks using this attribute and changed AI behaviour of ranged enemies.
- New origins.
- A separate Champion Version of the mod where dungeons drop additional treasures worth ~5000 crowns instead of unique equipment. Also increased the chance of champions appearing by 5%. The cost of rumors has been reduced.
English Patchnote
Русский Патчноут
To further increase the difficulty in the late game, it is highly recommended to install TaroEld's More Scaling mod(after 200 days version).
It is recommended to start a new company for this mod.
Installing
1. Download the zip, and place it in: steamapps/common/Battle Brothers/data
2. There is no need to unzip it. (To uninstall just remove the zip file from the data directory)
3. Requires the latest version of Battle brothers, Blazing Deserts, Warriors of the North, Beasts and Exploration and Lindwurm DLCs. Also requires the latest version of Modding script hooks and MSU.
Discord server with chat for your questions and ideas, also with pre-release test builds.
Contributions:
HAXbI4 (GoodGame)
Contributors:
RAyet
WorldSitar (https://www.youtube.com/channel/UCrWy5RWTVGAlfIXv1-NfoWQ)
TOXAsh (https://www.youtube.com/channel/UCcsS0H-FxpyVn0eWPyNm1XA)
Belial (DePraestigusDaemonum)
Special thanks to
TaroEld
Leonion
Sato
Poss
Grokov
Luftwaffle
CultCultyCultist
@firsanova_art
TaroEld for his scaling mod
and everyone who gave us new ideas and tried the test version