With so many new things added or changed with last week’s huge ‘Goblin Update’ it doesn’t come as a surprise that quite a few new bugs popped up as well. This quick update fixes a bunch of them and brings some minor balance adjustments based on your feedback over the weekend.
We’ve also taken the liberty of renaming all the difficulty levels. Battle Brothers is not an easy game, so we’ve removed the implication that it may be one by renaming ‘Easier’ to ‘Even’. This is now also the default difficulty level when clicking the ‘Start Campaign’ button in order to get new players to start with the easiest difficulty mode available (which still offers plenty of opportunity for failure). Most players will start playing a new game on medium difficulty, but with Battle Brothers that isn’t necessarily the best approach. The other difficulty levels have been renamed to ‘Challenging’ and ‘Deadly’ in order to better reflect the playing experience. The actual effect of the difficulty levels hasn’t been changed, only their label and the default difficulty setting.
As a side note, some of us won’t be available for roughly one week starting tomorrow. This means that progress will slow down for the duration and our ability for technical support and bug fixing will be limited until our return. See you soon!
- Added damage numbers shown in combat log also on killing blows.
- Changed starting resources for Orc and Goblin bases to be lower so that they send out smaller/weaker parties in the very beginning. This will only take effect upon starting a new campaign.
- Changed threat values of some Goblin and Orc units so that they’re rated as more difficult now on the worldmap.
- Changed worldmap speed of Goblin Wolfriders to be lower to give the player a chance to escape them until we have a chance to solve other general balancing issues with the major worldmap rework.
- Changed companion backgrounds to never start with the Drunkard trait.
- Changed Throwing Net to no longer gain additional range with height level difference as ranged weapons do.
- Changed Cruel Falchion to no longer have a bonus chance to hit the head.
- Changed Goblin shields to give 5 less Melee Defense. They’re tiny shields, afterall.
- Changed Puncture skill to never inflict critical hits for additional damage.
- Changed Break Free skill to have each failed attempt increase the subsequent chance for success by 10%. Just keep at it!
- Changed Cultist Hood to reduce vision by 1 just based on how it looks.
- Changed wardogs to automatically be unleashed if their handler gets killed before they’ve been unleashed wilfully.
- Changed wardogs to have slightly more hitpoints.
- Changed Houndmaster background to unleash wardogs always with confident morale.
- Changed names of difficulty levels to ‘Even’, ‘Challenging’ and ‘Deadly’, and made ‘Even’ the default setting.
- Changed bleeding damage to be applied to characters when ending or waiting their turn, and no longer when starting it.
- Changed defensive AI to better take into account range advantages.
- Fixed Landsknechts and Militia attacking the player’s wardogs.
- Fixed body injury layer on Orcs not displaying properly.
- Fixed some incorrect values for worn headgear.
- Fixed bug that could mess up the turn order as fleeing Goblin Wolfriders get killed, have the wolf survive and be immediately next to act.
- Fixed Break Free skill not being removed after battle.
- Fixed characters with negative defense values having absurdly high values after saving and loading the game again.
- Fixed crash on spawning Bandit Leader in some instances.
- Fixed potential savefile corruption related to Goblin Shaman’s Insect Swarm. Yikes!
- Fixed issue with wardogs refusing to die properly after their former master has died.
- Fixed issue with ranged AI positioning when having reduced vision (e.g. at night).
- Fixed issue with sellsword event.
- Fixed Pathfinder perk not applying correct values together with Clubfooted or Athletic character traits.