Releases: Battle-Brothers-Legends/Legends-Bugs
Chickens & Demons 18.2.7
Version 18.2.7
SAVE INCOMPATIBLE WITH 18.2.6
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Fixes
- Fixed a cosmetic error in the calculation of the hitcap modifier tooltip
- Resolve bonuses from the Cultist perks 'Scourging', 'Flesh Mortification' and 'Penance' to apply their resolve bonuses after all other skills.
- The 'Leap' skill tooltip will no longer show damage values.
- The damage reduction from "Berserker Rage" perk can no longer reduce damage from a status effect or attacks that aren't from skill (eg, bleeding, Redback poison, Alp nightmare, etc...).
- Fixed an issue with the parry dagger sound files.
- Fixed an issue where "Return Favor" was crashing the game when it triggered during the user's turn.
- Fixed a bug from the Vala's "Spiritual Bond" that results in Vala being unable to die.
- Fixed double negatives appearing the the tooltip of armour piercing ammo (thanks to Emo Used HM01).
- Fixed 'Smackdown' perk not properly applying the 'Baffle' status effect on hit as intended (thanks to Emo Used HM01).
- Fixed The Emperor's armour dropping the wrong type of armour.
- Fixed favoured enemy archer perk overwriting it's own effects.
Quality of Life
- Merged the mod 'adaptive armours' into legends with permission of the author.
- Added more enemy engagement numbers and a mod option to display exact enemy engagement numbers.
- Merged the mod 'Jimmy's Tooltips' made by Jimmy and contributions from Necro, the current version is an experimental one and subject to change.
Balance
- The berserker from the berserker origin will now start with the melee defence ranges to match the non-origin berserker (increased from -5,-5 to 10,10).
- Added cooking perks to miller/baker background.
- Merged scythe specialist perks into pitchfork specialist perks and added scythes to pitchfork item type.
- Basilisk Drone: loses 'Escape Artist' and 'Headhunter' perks in addition to 5 melee/ranged defence. Gains 5 melee and ranged defence plus 'Headhunter' perk after day 35 and 'Escape Artist' after day 50. Splits aggressive and flanking AI from 30/70 to 40/60 respectively.
- Wiedergangers (all variants) now start between 45% and 100% health.
Dev note: In vanilla, the strength of zombies was not an issue due to fixed spawnlists, however, in larger scaling enemy grounds introduced by Legends, these masses could be very tedious and difficult to cut through. With the tweak, you will have a mixture of strong and weak zombies which makes fights more engaging by giving some targeting priority and indexing to the player, rather than just 30+ full health entities to cut through. This is not fully set in stone and will be tweaked as we go.
- Saifs are now swords and cleavers, and benefit from some perktrees as a hybrid weapon.
- Scythes are now polearms and cleavers, and benefit from some perktrees as a hybrid weapon.
- Throwing Spears, Heavy Throwing Spears and Javelins are now both throwing and spears, and benefit from some perktrees as a hybrid weapon.
- Throwing Axes and Heavy Throwing Axes are now both throwing and axes, and benefit from some perktrees as a hybrid weapon.
- Bolas are now both throwing and maces.
- Added the favoured enemy archer perktree to Hunters, Ranged companions, (ranged) Nomads, (ranged) conscripts, Cultist Lurkers, Master Archers, Ranged Nobles, Ranger and Ranger commander backgrounds.
- Merged 'Meek' perk into 'Blend in' perk to allow more build options.
- You can now get the 'Inspiration' tree from 'Adaptive' if holding Banner.
- Taking 'Recuperation' and 'Rebound' perks will buff 'Rebound' and allow to get bonus fatigue regeneration over 75% fatigue instead of over 90% fatigue.
Art
- Emo Used HM01 updated 66 weapon icon files for named weapons that were incorrect, including the named parrying dagger, named longsword, named footman's axe and more. I love them so much.
- They have also graced us with a new named 2h Khopesh skin.
Typos
- Vala chant/trance perks now stipulate that the Vala's staff is needed to use them.
- Various typos fixed from user reports.
- Recuperation will now correctly state that it regenerates 2 extra fat each turn instead of end of turn.
- Pacifist will now correctly state that bros get xp in reserves.
Official Legends Patch 4 for 18.2.7
Requires to be loaded with the build 18.2.7, not instead of it
Changes from this patch:
- Fixed a vanilla bug.
- Fixed "Duelist' perk doesn't work with parrying dagger and may grant more armor penetration than intended.
- Fixed the notification popup to properly troubleshoot issue while using MSU v1.3.0, if you're still having issues - download the mod
Modern Hooks
or useMSU v1.2.7
- Fixed an issue with cultist whip skills.
- Fixed an issue with zombie brushes not being drawn.
- Fixed a potential incompatibility with MSU
- Added an icon highlighter to show which stats of a named weapon/shield are better than its original stats
Chickens & Demons 18.2.6
Version 18.2.6
SAVE COMPATIBLE WITH 18.2.5
DO NOT UNZIP YOUR MOD FILE
REMOVE ALL YOUR PREVIOUS OFFICIAL LEGENDS PATCHES
Fixes
- Allows the nets perktree to be received from the perk adaptive when held as an offhand item.
- Fixed an issue with the event queue which caused events to not trigger.
- Fixed "Vala's Chant of Fury" causing the game to freeze if the enemy is killed by a bleeding effect inflicted by one of player's party members.
- During the new spider contract, the player party will be deployed first then the eggs in the centre. This stricter logic to properly enforce the conditions to get a valid empty tile to spawn assets like eggs, trees and spiders will fix hangs on load for this battle.
- Fixed an issue regarding frozen UI when trying to open retinue screen. The cause was from the "bounty hunter follower".
- Fixed forceful swing to only apply to melee attacks, as intended.
- Fixed several issues with the slingshot regarding hit chance and tooltips.
- Fixes 'Resilient' perk to properly make Redback poison last 1 turn.
- Fixes the 'dazed' effect occasionally crashing the game in specific circumstances.
- Fixed a fringe case with the 'voice of Davkul' where the ability may crash the game if an allied quest NPC is present on the battlefield.
- Fixed the 'sanctified' effect from holy flame causing a crash error.
Balance
- Steel brow perk tweaked - will now allow stacking of '+damage to head' effects.
A normal headshot will do 1.0 * (damage) vs steel brow, while perks like 'brute' will do 1.1 * (damage).
This will overall increase the damage of your bros, but also nerf steel brow vs enemies with 1h axes.
- Composite Bow gains the "Short Bow" item tag, thus, allowing it to get the full effects from "Small Game" and "Poachers Arm" perks.
- Marginally increased the base chance to hit on slingshot.
- Increase chance to encounter the beggar in the snow.
Quality of Life
- When a caravan picks up food from a settlement, it will no longer pick items that are near their expiration date.
- Added minimum and maximum chance to hit sliders in settings.
- Improved legibility of intensive training tooltip.
For Modders
- Changed convertPerkToUIData from background and perk ID back to just perk ID due to this generating incompatibilities with Submods.
- A new file has been created called 'faction_weapons' in the 'config' folder.
You may use this file to refer to specific sets of weapons from factions (eg, 'MilitaryMeleeWeapons2h')
This means you may apply effects from perks, traits and other vectors to sets of weapons, or just assign a weapon set to a recruit, starting bro or enemy.
This list currently does not contain shields or named weapons, and the entries in some categories may be subjective.
Chickens & Demons 18.2.5
Version 18.2.5
SAVE COMPATIBLE WITH 18.2.4
DO NOT UNZIP YOUR MOD FILE
REMOVE ALL YOUR PREVIOUS OFFICIAL LEGENDS PATCHES
Fixes
- Amends a situation where a user with an unidentified relic in their accessory slot instead of a stash would cause the event to run through all possible situations that could occur.
- Fixes yet another possible use case where a named one-handed sword riposte could crash the game.
- Solved an issue where the 'siege fortification' contract was failing to create the battle instance correctly (Thanks to Breaky).
- Donkeys should no longer cause game crashes when in your company roster - they can now also use bag slots freely, for now.
- Fixed an incorrect tooltip description claiming strange meat could be consumed in battle.
- Fixed tooltip of steel brow using a ranged defence bullet point, as opposed to the special bullet point.
- Fixed a rare bug where a dismissed/disbanded Vala with a chant skill could cause a game lock (Thanks to Breaky).
- Fixed a use case where a Noble Slinger killing an entity from far away may result in a game crash due to AI agent trying to evaluate the killed entity.
- Fixed a rare issue that only happens when a character receives a permanent injury.
Quality of Life
- Player characters, special characters, puppets and donkeys can no longer get 'fat' or 'gluttonous' traits from events related to eating too much (in some cases, these instances may generate with these traits still).
- Adds the engineer hat into the black market stock rotation.
- Greatly expands upon the tooltip of Spirit Bond for the Vala (Thanks to Breaky).
- Cleans up and improves tooltips of all Vala skills (Thanks to Breaky).
For Modders
- Added 'Items_template' to Legends repo and build data which can be found as a .png at gfx/ui/items. This template establishes a backdrop for all items which you are free to use in your own mods.
Chickens & Demons 18.2.4
Version 18.2.4
SAVE INCOMPATIBLE WITH 18.2.3
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Fixes
- Fixes randomized unit abstract not registering scenario difficulty, leading to a crash
- Fixes named flails causing game crashes.
- Fixed crash related to named one-handed swords with the new riposte effect.
- Fixed tooltip for named shamshirs not appearing.
- Fixes named shields not being recovered without the blacksmith retinue.
- Fixes players getting the fake emperor armor after beating "Black Monolith" legendary location.
- Fixes "Nighttime" effect and "Night Owl" trait modifying stats incorrectly. This causes characters have "Night Owl" to have worse stats than without it.
- Fixes a bug where rune of defense always rolled 3-9 instead 3-6.
- Fixes contract description being lost after loading gamesave.
- Revised fix for blacksmith and tailor lone wolf events, removes the wildcard strings that were not defined.
- Increases the minimum coin offered in the bribe event of the return item contract from 100 -> 120 to stop the dumbass stranger offering you payment that is exactly the same to what you were getting paid originally. Learn economics dumbass.
- Prevents items from being equipped on donkeys using hotkeys.
- Prevents donkeys from using bag & accessory items.
- Fixed an issue with the 'escaped slaves' origin that prevented it from starting.
- Fix crash when rider of Kobold Wolfrider dies.
- Fixed the item from the mountain armor craft to not be invisible (the layered version is currently broken so an unlayered version has been swapped in for the time being)
Balance
- Decreased 'Webknecht Abduction' contract battle strength from 80 to 30.
#Devnote: Luft here - basically the maths on this one was stacking multiple types with elements like battle difficulty and such. The actual count of eggs, webs, etc. has not changed, but this means you should only be getting ~3-7 spiders on start plus whatever the eggs shit fourth as opposed to 16-22 spiders plus the eggs (4 on avg.), making this more manageable. Payment pool has also been risen slightly to make this one more rewarding.
Quality of Life
- Moves Zombie bite skill down in priority, so it will now trigger after weapon attacks on reactions, but before hand to hand attacks (if applicable).
- Holy flame tile effect can completely deny undead corpses within its AoE from raising back to life again (this also causes the "Raise Undead" active skill from Necromancer enemy to fail), however, it doesn't stop them from doing so after the tile effect has expired.
- Clarified and expanded the difficulty tooltips in the world setup screen.
- Hunting Webknecht contracts no longer have placeholder text, and have some additional text by Cato.
- Several contract screens have been changed from 'negotiations' as the header to a title more specific to said contract (thanks to Cato).
- Each contract has many different description templates now. It should be less boring reading the same description over and over (thanks to Cato).
- Adds a handful of new string descriptors to inanimate objects (thanks to Cato).
- Adds two dozen new contract descriptions (thanks to Cato).
- Changes the crafting recipe for mountain and skin armor to use padded surcoats instead of gambesons because there were multiple types of gambeson making crafting these items confusing.
Typos
- Fixes 'most' of the typos from Discord community board - thank you as always to those who reported them. To those that saw the typos and did not report them - I'll see you soon.
- Fixes over a dozen typos reported by our Russian translator for Legends, Dimon485. You are a wonderful person and the rats have agreed to eat you last.
- Corrects typos for cripple, druid, inventor master archer shieldmaiden and taxidermist backgrounds (thanks to Cato).
- Fixes several typos within lone wolf recruitment events (thanks to Cato).
- Corrects tooltip typos in named warlock hood (thanks to Cato).
- Corrects typos in deliver money contract (thanks to Cato).
Chickens & Demons 18.2.3
Version 18.2.3
SAVE INCOMPATIBLE WITH 18.2.2
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Fixes
- Fixed two items relating to the graphics and functionality of the new basilisk craftable items
- Updated the copytext description of the Basilisk trophy
- Improved serialisation, which may affect the frequency of the save corruption
Chickens & Demons 18.2.2
Version 18.2.2
INCOMPATIBLE WITH PREVIOUS SAVES
DO NOT UNZIP YOUR MOD FILE
Mod Integrations
- Integrates the 'Events and Ambitions Delayed Fix' by Hackflow/Suor into Legends (version 0.7)
Enemies
New Beast: Basilisk
New enemy: Basilisk Drone
- 2 new blueprints
- 2 new basilisk items
- 3 new basilisk drops (2 crafting 1 loot)
- 2 new AI packages
- A test scenario file
This is a WIP and will be expanded upon in the next release
1 new Contract and roaming spawns forthcoming
You can test the new enemy in the tactical scenarios in the main menu screen
All sounds, game concepts and art courtesy of a very talented artist, Wellington McSkellington.
New Noble Unit: Noble Elites
- Adds the "Noble Elite Footman" (realized after creating that there exists a "Veteran Footman" already, he will be taken care of)
- These are intended to be a direct upgrade to the regular Footman unit, typical armor rolls are around 200+ -ish
- They can occasionally roll the stronger-variants of Footman weapons, e.g. a Noble Sword vs the Arming Sword
- Will always have Battleforged, some basic shield perks, rotation
- Can roll perks such as: Colossus, Full Force, Muscularity, Feint, Recuperation, Underdog, etc
- Generally a direct upgrade in stats to the Noble Footman by like 5-ish across the board
- Reworks the "Veteran Footman" into a "Royal Guard"
- These guys have big mode shield perks, and tower shields
- Sometimes adorned with their noble's ornament, they boast significant melee defense and body armor
(Seer made sure these can't roll Underdog but if they do by chance please let me know god I am so sorry if you see this thing with Underdog)
- Adds the "Noble Sureshot"
- These are a direct upgrade to the Arbalester
- Will always roll either a Warbow or a Heavy Crossbow
- Have around 140-150ish body armors, and actual head armors unlike Arbalester
- Arbalesters really only have ballistics, these guys don't have overly many perks just that they're good for them. e.g. Wind Reader bowman
- These guys have generally lower initiative and cool outfits
- Adds the "Noble Pollaxe"
- They currently roll a few 2-Handed weapons: Polehammer, 2H Wooden Hammer, 2H Mace, Warbrand, Swordstaff
- Very similar in trees to the Noble Elites
- Guaranteed Indomitable (mostly testing to see if they ever actually use this ability)
Thanks howlsyue for the suggestion
Thanks FrankerZFG for the army uniforms mod on the Nexus, which inspired a lot of the changes and improvements to the cosmetic system for nobles
Rework: Demon Alp
- No longer sets everything on fire, but instead casts a black mist to weaken players, making them more vulnerable to sleep and nightmare attacks
- No longer screams at player face like a karen. Demon alps now have access to the "Sleep" and "Nightmare" abilities like the regular alps but stronger in every aspect
- Has a long range attack that only targets sleeping characters. Deals minor armor ignoring damage and then manifests the affected character's nightmare into the real world
- Always accompanied with a few nightmarish creatures, usually in a group of 3, they can be direwolves, human bandits, serpents and tentacles (when naught dream turns into nightmare :evilgrins:)
- Always drops a weapon rune upon being killed by the player
As the team believe demon alp should be better as its job to support the regular alps and be worthy the title of legendary beast. This rework was made to improve that aspect and make the fight more challenging and even deadly if players didn't prepare for it. Fire and Screaming may not be effective against players but a horde of potentially endless nightmare might probably be. Be mindful so as to not be consumed by this new nightmare.
Rework/reimplementation: Lone Necromancer Origin
- Primarily remade because people wouldn't stop asking me and I hate all of you. Shit yourselves. - Luft.
- A reworked origin that was pulled some time ago due to code errors, with some new features and changes over Cabal.
- 'Siphon' skill now costs 10 fatigue rather than 20. Tooltip of Siphon clarified a little.
- Some unintended behaviour with Siphon persists, enjoy it while it lasts I guess.
Contracts
Contract Descriptions Update
Most contract descriptions have been rewritten with more flair.
The following contracts have been renamed:
- Coin Delivery -> Treasury Transfer
- Destroy Orc Camp -> Orc Warcamp
- Escort Envoy -> A Diplomatic Mission
- Expedition -> Relic Hunt
- Intercept Raiding Parties -> Southern Raids
- Defend Settlement (undead) -> Death Denied
- Drive Away Beasts -> Taking Action
- Hunting Beasts (southern) -> Desert Beasts
- Raze Location -> Intimidation
- Root Out The Undead -> Purge the Undead
Huge thanks to Cato for the submission.
New Settlement Contract: Drive Away Beasts
Dangerous beasts have been spotted near a settlement. Hunt them down before they cause any trouble.
- Possible enemies encountered are the same as the Roaming Beasts contract
- Local poachers may offer to join you on the hunt for a fee
- If all poachers survive, completing the contract has a chance of adding the new
Word of Mouth
settlement situation- 10% discount on items sold to the player
- 50% more recruits
- An enterprising Peddler in your party may attempt to negotiate with the poachers
- If all poachers survive, completing the contract has a chance of adding the new
- More prominent in the early game
- Mutually exclusive with the
Roaming Beasts
contract (both contracts will not be available at the same time in a settlement)
This contract is designed to be an alternative spin on the vanilla Roaming Beasts contract, the key difference being not having the
Disappearing Villagers
negative settlement situation, and instead potentially rewarding the newWord of Mouth
positive situation upon completion of the contract. In addition to the situation rebalancing from18.1.0
, this is intended to further balance out the potential for settlements to get excessively stacked with negative situations due to the overall increase in number of available contracts as part of the Contract Overhaul in18.0.0
.
New Settlement Contract: Webknecht Abductions
Webknechts have abducted several townsfolk from the settlement. Find their nest and rescue the townsfolk.
- Mutually exclusive with the
Roaming Beasts
andHunting Webknechts
contracts (only one of these contracts can be available at a time in a settlement)
This is a WIP and will be expanded upon in the next pre-release
- A skeletal version is available for testing, featuring a battle that starts with you in the middle of the rescue attempt and surrounded by Webknechts
- Rewards scale according to how many of the townsfolk you keep alive
- Future updates will add more possible battle starts and a more elaborate questline
Perks
Rework: Meek
Meek
now provides the following effect instead:
- Once per combat encounter, the first attack made against the character always misses
The original Meek perk gave an increasing chance to force enemies to reroll their attack the less Resolve and Melee Defense a character had. This didn't work well for 2 reasons:
- Scaling inversely with Melee Defense directly contradicts Small Target from the same Cloth Armor Perk Group, which increases Melee Defense
- The probabilistic gains of forcing an enemy to reroll attack are quite small, amounting to barely noticeable gains in "Effective" Melee Defense
Balance: Small Target
Small Target
now requires the user to be wearing body armor. Being naked in the body slot disables the perk completely.
Update: Faith Perk Group
Prayer of Faith
Baffled
effect now also applies to embalmed and cultists- Updated tooltip to clarify that the effect's strength is based on the user's Resolve
Prayer of Hope
Disintegrating
effect now also applies to embalmed- Updated tooltip to clarify that the effect's strength is based on the user's Resolve
Holy Flame
Consecrated
effect now properly applies to undead (including embalmed)Consecrated
effect additionally deals 10-20 damage at the end of each turnConsecrated
andSanctified
effects are only active while an entity is standing in on a tile where the holy flame is active- Updated tooltip to better explain the behavior of the effects
Rework: Nets Perk Group
Net Repair
Net Repair
additionally allows the character to ignore the weight penalty from nets (both when equipped and when placed in the bag)
Net Casting
Net Casting
additionally has the following effects:
- Equipping nets into a free offhand is always a free action. Applies to nets both from the bag and on the ground.
- Nets thrown by characters with this perk have a chance to be reusable in battle.
- If the target breaks free:
- Regular Throwing Nets have a 25% chance to be reusable
- Reinforced Throwing Nets have a 50% chance to be reusable
- If the target is killed before breaking free:
- All Throwing Nets have a 100% chance to be reusable
- If the target breaks free:
- If a net is thrown by a character without the Net Casting perk, the chance of the net appearing as post-battle loot remains the same as before.
Net Mastery
Escape Artist
has had all its effects merged into Net Mastery
.
Escape Artist
perk is no longer part of the Net Perk Group for players.Escape Artist
will continue to be usable by non-player entities and have the same effect as before.- When loading a save where a player had purchased the
Escape Artist
perk, the perk will be refunded.
Nam...
Camps & Contracts 18.1.1
Version 18.1.1
COMPATIBLE WITH EXISTING SAVES
DO NOT UNZIP YOUR MOD FILE
Randomized Units
- Adds the new Caravan Polearm, a low-tier 2-tile range Caravan unit
- These are intended to be about the strength of a caravan hand
- Fixes raiders not getting any perks (Low tiers)
- Fixes raiders getting really good equipment too early
- Raiders no longer get guaranteed Battleforged, Brawny, and Executioner
- Fixes units on legendary difficulty getting 1 less perk, and correctly makes non-legendary difficulty get 1 less perk
Tweaks
- Add Bounty Hunters to qualifying backgrounds to unlock the Bounty Board retinue
- Increase minimum randomized food amount (from foraging / hunting) from 25% to 40% of the food item's maximum amount
- Increase the base chance to get loot items from hunting (with Expert Hunters) from 20% to 40%
- "Focused Hunting" mode with the Camp Kitchen upgrade will still double this rate, now increasing it to 80%
- Increase the base chance to get improved food items from hunting (with Meal Preparation) from 20% to 40%
- "Meal Preparation" mode with the Camp Kitchen upgrade will still double this rate, now increasing it to 80%
- Guild Master background now has a guaranteed Nimble perktree, which should stop him/her from getting the battleforged tree randomly#
- Nomad origin now applies a 25% discount on hire and upkeep for Nomads, Bladedancers and Muladis
Art
- New art for Mutton item by Shiro
Fixes
- Fix named parrying daggers not working
- Zombie bites no longer trigger parries
- Fix Anatomists and Oathtakers not having stat projections in their background tooltips
- Fix Disciple of the Inquisition trait incorrectly showing
+10 Hitpoints
bonus instead of+20
- Fix Slaves Uprising contract not being completable for Nomad origin
- Fix game getting stuck during an event from the Free Greenskins Prisoners contract
Background stat shifts
- Cultist Lurker now has stats more inline with the poacher, specifically starting with less negative health, stamina, ranged defence, melee defence, and ranged skill. But gains slightly more melee skill and a reduced upkeep and hire cost
- Cultist Husk has had a slight stamina buff and gains more melee skill and initiative but in exchange has lost ranged skill, melee defence and ranged defence.
- Cultist Magister gains the Sickle & Sword trees (including brewing/gathering skills), more melee skill, potential starting resolve and ranged defence, but also slightly more upkeep cost.
Dev note: there was an oversight regarding southern and barbarian slaves not inheriting stats from the slave background, which made them much weaker. The below now corrects this.
- Slaves (GET BACK HERE!) have had their max potential hitpoints reduced, but also have slight increases to all stats randomly.
- Barbarian slaves gain the heavy armour tree and hate for southerners tree, but they also gain a significant bias towards fatigue, melee skill and resolve at the exchange of defences and initiative.
- Southern slaves gain the 'throw dirt' ability that nomads have, and have a bias towards initiative, defence and ranged skill.
Typos
- Fix winery attached location description
- Fix healer's tent description
- Fix merchant background description
- Fix hardened flat top helm description
- Fix hardened kettle helm description
- Fix tools and supplies tooltip
- Fixed a typo in Cultist scenario displaying that converted cultists gain the 'True Believer' perk.
Camps & Contracts 18.1.0
Version 18.1.0
COMPATIBLE WITH EXISTING SAVES
DO NOT UNZIP YOUR MOD FILE
Randomized Perk Changes
- Bandit Raiders now spawn with Randomized Perks
- Removes the "Cloth Armor Tree" from Bandit Thugs (can no longer roll Meek/Small Target)
- Slightly lowers Bandit Thug overall Perk Power
- Adds in previously guaranteed perks from weapons on Legendary Difficulty
- (Sort of for Modders), changes Shields to also spawn within the config files, this fixes issues with 2-handers spawning primarily with PTR but possibly on later-tier enemies
Settlement Situation Stabilisation
Situation Rebalance
Rebalanced the effects of various negative situations tied to contracts.
Added new rumours and updated the descriptions to reflect the new recruitment pool additions from the situation effects.
- Abducted Children
- Recruitment modifier of 0.5 removed
- Buy Price modifier of 1.25 remains
- Sell Price modifier of 0.75 remains
- Increased chance of hiring witch hunters
- Disappearing Villagers
- Recruitment modifier increased from 0.5 to 0.7
- Buy Price modifier of 1.25 removed
- Sell Price modifier of 0.75 remains
- New Rarity modifier of 1.1
- Increased chance of hiring ratcatchers and beast slayers
- Marauding Greenskins
- Rarity modifier of 0.75 remains
- Recruitment modifier or 0.75 remains
- Increased chance of hiring sellswords, deserters, and hedge knights
- Terrified Villagers
- Buy Price modifier of 1.25 remains
- Sell Price modifier of 0.75 remains
- Recruitment modifier increased from 0.5 to 0.8
- Increased chance of hiring gravediggers and graverobbers
- Terrifying Nightmares
- Recruitment modifier increased from 0.75 to 0.8
- Increased chance of hiring witch hunters and beast slayers
- Unhold Attacks
- Buy Price modifier of 1.1 remains
- Sell Price modifier of 0.9 remains
- Rarity modifier of 0.9 remains
- Recruitment modifier of 0.75 remains
- Increased chance of hiring beast slayers and sellswords
- Ambushed Trade Routes
- Buy Price modifier of 1.2 remains
- Sell Price modifier increased from 1.1 to 1.2
- Rarity modifier of 0.75 remains
- Increased chance of hiring caravan hands, peddlers, and thieves
The contract overhaul increased the frequency of contracts and their associated negative situations. This resulted in unlucky moments where settlements would be stacked with multiple overlapping negative situations, to the point where recruitment could become impossible. These changes soften the impact of these negative situations and also gives them more flavour by offering recruitment opportunities.
New Situations
Adds two new settlement situations aimed at refreshing the recruit roster for struggling local economies by increasing the settlement roster multiplier and removing some bad events. Both situations currently can randomly trigger in Tier 3 settlements
Company Disbands
- Recruitment multiplier of 1.5
- Increased chance of recruiting Sellswords, Hedge Knights, Swordmasters, Master Archers, Retired Soldiers, Deserters, Militia
- (Noble origin) Increased chance of recruiting Warriors, Footmen, Arbalesters, Adventurous Nobles, and Hedge Knights
Rallied Militia
- Immediately removes all of the following situations:
- Ambushed Trade Routes
- Abducted Children
- Disappearing Villagers
- Raided
- Unhold Attacks
- Recruitment multiplier of 1.3
- Greatly increased chance of hiring militia
- (Militia origin) Increased chance of recruiting Men-At-Arms
Also added a new settlement situation to act as a potential bounceback mechanism for settlements overwhelmed by negative situations:
Militant Townsfolk
- 10% chance of triggering in Tier 1 and Tier 2 settlements when any of the following situations are added:
- Abducted Children
- Ambushed Trade Routes
- Disappearing Villagers
- Marauding Greenskins
- Raided
- Terrified Villagers
- Terrifying Nightmares
- Unhold Attacks
Has the following effects:
- Reduced food, minerals, and building materials
- Greatly increased recruitment pool
- More peasantry weapons in the market
Legends Version in Save Files
- Starting from this build, you can now see what Legends version was run for the save file in the Save/Load menu
- Any saves made before you start using this patch will not have stored the Legends Version, so it will not show anything in the Load/Save menu
- When you overwrite an older save with a newer Legends version, it will update the version in the save
Fixes
- Fixed crash when completing barbarian king contract
- Fixed crash when loading a battle where an enemy with dynamic perks spawns with a 2H weapon
- Fixed an issue when the Vala leaves the party
- Fixed an issue when playing with origins from submods where the player is unable to enter the settlement
- Added additional checks to greenskins contracts to avoid some errors
- Helmet tooltips now show the layered name similar to Armor
- Kobold darts ammunition now uses a placeholder image
- Added tooltip hint indicating durability regen on the crafted Schrat Shield
Typos
- Fix typo in Ancient Scale Harness description
- Fix typo in Assassin Commander background
- Fix typo in Amulet Coif description
Camps & Contracts 18.0.0
Version 18.0.0
DO NOT UNZIP YOUR MOD FILE
Save game compatible: No
IF YOU HAVE ANY PATCHES FROM THE PREVIOUS BUILD REMOVE THEM. THEY ARE INCLUDED IN THIS BUILD.
Major gender changes
Backgrounds
The following backgrounds have been deleted and merged with their male counterparts;
- female_beggar_background
- female_beggar_commander_background
- female_bowyer_background
- female_butcher_background
- female_daytaler_background
- female_farmhand_background
- female_miller_background
- female_servant_background
- female_minstrel_background
- female_slave_background
- female_slave_southern_background
- female_tailor_background
- female_thief_background
- female_thief_southern_background
These female backgrounds have been removed from the following files, balance of remaining female backgrounds has remained mostly the same;
- character_backgrounds
- large_coast_fort
- large_farm_fort
- large_farming_village
- large_fishing_village
- large_mountains_fort
- large_snow_fort
- large_snow_village
- large_steppe_fort
- large_steppe_village
- legends_coast_fort
- legends_farm_fort
- legends_farming_village
- legends_fishing_village
- legends_mountain_fort
- legends_snow_fort
- legends_snow_village
- legends_steppe_fort
- legends_steppe_village
- legends_swamp_fort
- legends_swamp_village
- medium_coast_fort
- medium_farm_fort
- medium_mountains_fort
- medium_snow_fort
- medium_steppe_fort
- medium_steppe_village
- medium_swamp_fort
- medium_swamp_village
- small_coast_fort
- small_farm_fort
- safe_roads_situation
- free_company_scenario
- sisterhood_scenario (starting backgrounds have been changed)
- framed_beggar_scenario
Additionally;
- Removed female checks from adv. noble - female file stays separate
- Removed female checks from disowned noble - female file stays separate
- Nuns, seers, wildwomen, shieldmaidens and Valas are untouched and are still separate
- Female nobles and disowned nobles have had their stats tweaked to be more ranged focused than their male counterparts - before they were somewhat in the middle.
- Nomads can now be female, opening up an additional combat southern recruit for the sisterhood origin.
- The following backgrounds can now spawn as female (a bug was previously suppressing the behaviour)
- Witch Hunter
- Refugee
- Ratcatcher
- Militia
- Trader
- Man-At-Arms
- Herbalist
- Assassin
- Killer on the Run
- Flagellant
- Cripple
- Cripple (Southern)
- Caravan Hand
- Caravan Hand (Southern)
- Assassin
- Assassin (Southern)
Dev note: on the front end, this will have no real effect at first. But it will solve the following issues: 1) background pushes will be less chaotic, meaning its easier for rarer backgrounds to spawn now. 2) these were created under a much older system going back over 2 years now, we have had a system in place to generate male or female backgrounds in the same file rather than creating new ones. It also means less code clutter for everyone. 3) This is likely to solve the issue where men and women can spawn with the wrong bodytypes, as these backgrounds cross wires with the battle sisters setting.
Battle Sisters (Gender Equality)
The "Battle Sisters" campaign setting has been changed to the following 3 options:
- Disabled
- Enabled
- Enabled (Cosmetic)
When enabled, most backgrounds will be randomly assigned male or female. Some backgrounds will remain exclusively male or female.
Disabled: The vanilla experience. No backgrounds or non-Vanilla female enemies
Enabled: Being female has gameplay effects (+10 Fatigue, -10 HP)
Enabled (Cosmetic): Being female has no gameplay effects
NOTE TO MODDERS: This will break any references to the now-defunt "All" and "Specific" settings. This will break any lines similar to the following:
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() == "All"
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() == "Specific"
To check if the game allows for female backgrounds, we recommend switching to the following check instead:
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() != "Disabled"
Camping Tent Updates
New Quality-of-Life Features
- When Camping, you can now see how many hours have elapsed
- The Camping Report event will also report how many hours have elapsed
- New button to assign all characters to the currently active tent
- New Assignment Presets system
- Save up to 8 different camping assignment presets with customizable names
Click on one of the 8 number slots and then click on "Save" to save the current camping assignments to the slot. You can give the slot a custom name by clicking on the paper icon next to the "Leave" button. By default, to load a preset, you will have to click on the preset slot and then click on the "Load" button to apply the preset. Alternatively, you can enable "Faster Camping Preset Switch" in the Mod Settings, where clicking on a preset slot will immediately apply it
Camp Kitchen Overhaul
The Camp Kitchen (recently renamed from Hunting Tent) has been completely reworked. In the past, hunting yielded a fixed set of possible rewards. We have introduced a new system of Biomes and Targets
- The player's position on the world map determines the current Biome
- Each Biome has different possible Targets that can be foraged or hunted, which varying rarities
- Foragable Targets include roots and berries, mushrooms, grubs, fruits, nuts and seeds, and so on
- Huntable Targets include various small and big game, and even several of the game's monstrous beasts
- Some Targets require the knowledge of specific backgrounds to be obtainable
- The assigned hunting party will randomly select a Target to forage/hunt, and will spend a randomized amount of time foraging/hunting the target
- Upon a successful forage/hunt, each Target has a fixed raw food item that is guaranteed to drop
- Mercenaries with the Meal Preparation perk provide a chance for an additional improved food item to drop
- Expert Hunter backgrounds also increase the Hunt Tier (from 0 up to 3) based on the Level. A higher Hunt Tier allows the hunting party to hunt more dangerous prey
- Mercenaries with the Alcohol Brewing perk continue to provide a chance to drop Wine or Beer over time
- Upgrading the tent with the Kitchen Tent grants the following:
- Increase foraging / hunting speed by 15%
- Unlock the new "Hunting Mode" button, allowing players to customize the priorities of the hunting party
- Increase the chance to obtain bonus loot, improved food items, and brewed items
- Expert Hunters provide a chance for an additional loot item to drop upon a successful hunt
- Expert Hunters increase the Hunt Tier at a much greater rate
- Cooking backgrounds very slightly increase the chance to yield improved food items from successful hunts, even without the Meal Preparation perk
- Brewing backgrounds very slightly increase the chance to yield brewed items, even without the Alcohol Brewing perk
- Brewers can also produce Mead
- Unlocks food crafting in the Crafting Tent
All the new hunting-related information is visible to the player on the Info panel at the bottom right corner of the Commander's Tent screen.
This includes the following:
- The current Hunt Tier
- The current biome
- Possible Targets in the current biome, their estimated foraging/hunting times, and their requirements if the current hunting party does not meet them
IMPORTANT NOTE: Many of the new food items are still using placeholder art. We will gradually add new icons over time as our amazing artist Shiro finishes them
Contract Overhaul - Categories
We have reworked how Settlement contracts (not Noble or City-state) are generated. Each settlement now has 5 categories of contracts it has the capacity for:
1 Economy
Contracts related to the economy of the Settlement.
- Caravan
- Deliver Item
- Deliver Coin
- Return Item etc
2 Battle
Contracts related to dealing with threats to the Settlement in the form of organised armies of varying species
- Defend settlement from bandits
- Destroy barbarian camp
- Investigate cemetery etc
3 Hunt
Contracts related to hunting down beasts and monsters that plague the local residents
- All hunting-related contracts
4 Legendary
Contracts related to Legends Favoured Enemy perks. Intended to be high difficulty contracts with high value rewards
5 Wildcard
This Category provides slots for any of the above Categories
Here is the current limit for the number of open contracts at a time at each Settlement Tier:
Tier 1
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 1
Tier 2
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 2
Tier 3
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 3
The rework also comes with new graphical icons on the Settlement screen representing each of the 3 categories. (NOTE: these icons are for SETTLEMENT contracts only. City-State and Noble contracts do NOT have these icons) For an added convenience, hovering over any contract (including Noble and City-state) in the Settlement screen now shows the contract name and a brief description of the contract in the tooltip, even before opening the contract.
Several contracts have had their cooldown periods significantly reduced, and regular settlements now have a base cooldown of 1-2 days before being able to issue a new settlement contract.
To prevent players from being able to constantly farm contracts from a single settlement, we have introduced a Contract Streaks system
- Each time a player accepts a contract from a settlement, their Streak at that settlement increases by 1
- The settlement's new contract cooldown period increa...
Wealthy Wetlands Warriors 17.0.9
Version 17.0.9
DO NOT UNZIP YOUR MOD FILE
Save game compatible: No
Fixes
- Fixes stollwurm crash on death (Thanks to Grenik)
- Fixed an issue in oracle and witch hut event for identifying relics
- Removes barber from the camp ambition checklist which fixes a softlock where the user could not finish the ambition due to no barbers generating on the map.
- Fixed 'small target' perk defences being set to the bonus instead of being increased by the bonus.
Dev note: There's a known issue with armor perks where sometimes the values don't update as you're changing up your armor sets. This should be purely visual and the values should display correctly when you enter combat - Fixed game hanging/crashing when entering the Hunting tent while camping when the player has a Miller/Butcher/Cannibal in their roster (thanks A4410 for providing the error log)
- Fixed the following hunting contracts not spawning at all:
- Lindwurms / Stollwurms (should spawn in steppe and farming settlements)
- Schrats / Greenwood Schrats (should spawn in lumber settlements)
- Unholds / Rock Unholds
- Unholds with swamp skin (should spawn in swamp and lumber settlements)
- Unholds with frost skin (should spawn in snow settlements)
- Unholds with regular skin (should spawn in tundra and mining settlements)
- Webknechts / Redback Webknechts (should spawn in lumber settlements)
- Fixed the following hunting contracts spawning in wrong settlement types:
- Alps / Demon Alps (should not spawn in lumber settlements)
- Hexen / Coven Leader (should not spawn in snow settlements)
- Skin Ghouls (should not spawn in snow settlements)
- White Direwolves (should not spawn in snow settlements)
- Fixed the following Settlement Situations not spawning at all:
- Lost At Sea (fishing settlements)
- Full Nets (fishing settlements)
- Draught (steppe and farming settlements)
- Good Harvest (steppe and farming settlements)
- Snow Storms (snow settlements)
- Mine Cavein (mining settlements)
- Rich Veins (mining settlements)
- Hunting Season (lumber settlements and forest forts)
- Fixed runes spawning without any stats and added them back to blackmarket
- Fixed swamp citadels missing buildings when using decked out citadels (Thanks to Qetnaf)
- Fixed Event where a character in reserve gains gluttonous not working correctly, which coincidentally also caused the placeholder text to appear in the event text
- Fix Vala event triggering only during Undead Crisis
Art
- Adds a new artwork of the Saint's Rib relic by Shiro
- Adds an icon in for blackmarket for the settlement preview context menu.
- Adds 3 new background images for Magister, Husk and Lurker cultists and a new puppet background by Olve
New
- Caravans have a 1% to trade breads (enough to feed 10 men in 15 days) instead of any other kind of goods. Why not?
- 'Stolen Documents' retinue gains an additional effect: "Allows player to see up to 3 of the most valuable goods that are being transported by caravans". This effect only works if world economy setting is enabled.
Balance
- Removes the unique water of life item from the black market
- Embalmed slaves no longer use a wonky bow and instead use a 1 handed sling
##Dev note: wonky bows could hit quite hard for such a low level enemy, slings are more thematic for the setting of the embalmed and the lower damage will make them more manageable. - Geists are now full champions, as a champion they now gain: Underdog, Fast Adaptation, Nine Lives and 12 action points max.
- Reduce the minimum (Moral) Reputation requirement for Deliver Money contracts from 80 to 40 (the lowest possible score for a "Neutral" rating)
- Increases the frequency of the Return Item Contract (bandit follow the footprints) contract for the first 20 days.
- Increases the payout for the deliver item contract
- Caravans can no longer cost more than 2% of settlement wealth in one trip
- Rebalance the type and number of goods carried by caravans. Depending the size and type of settlement, caravans can transport more or less valuable goods
- The number of caravan guards is scaled with difficulty. This should give caravans a better chance to fend off raiders in mid-late game
UI
- The tooltip for (Moral) Reputation in the Factions & Relations screen now additionally shows the numerical value, similar to Renown.
Typos
- Deletes or amends incorrect or outdated tips
- Added new loading screen tips regarding V17 changes
- Goblin poison is no longer specified as 'spider poison' in the item description.
- Add gendered pronoun support for "The most powerful opponent _ vanquished" tooltip
- Various spelling and grammatical fixes
Full Changelog: https://github.com/Battle-Brothers-Legends/Legends-Bugs/commits/17.0.9
Full Changelog: https://github.com/Battle-Brothers-Legends/Legends-Bugs/commits/17.0.9