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Releases: Battle-Brothers-Legends/Legends-Bugs

Wealthy Wetlands Warriors 17.0.8

02 Aug 13:05
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Version 17.0.8

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Save game compatible: Yes

Events

  • Witches can now identify relics in specific events.
  • Refined some of the effects of relics

Fixes

  • Fixes caravans not loading and unloading their cargo correctly
  • Fixes crash when fighting noble caravan
  • Fixes not having enough guards on valuable caravans
  • Removed resilience runes dropping from stollwurms, fixing a crash when they die.
  • Removed runes from black market due to bug when acquired this way
  • Fixes error from heraldic plates in battle
  • Fixes ancient bearded masks not loading
  • Fixes a few helmets with layers not being layered
  • Fixes gold dust and nuggets not being mined correctly
  • Clarified a few perk and item descriptions

Wealthy Wetlands Warriors 17.0.7

29 Jul 14:27
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Version 17.0.7

DO NOT UNZIP YOUR MOD FILE
Save game compatible: No

Version a: fixes fights not loading in some instances
Version b: fixes enemy flee gamefreeze
Version c: fixes enemy turn freeze when a tattooed southern female dies

YES, MOST OF YOUR MODS WILL BREAK. STOP SENDING US BUG LOGS WITH MODS THAT ARE NOT LEGENDS OR MSU.

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Permanent injuries removed from training tent injury pool, however:

  • trainees now additionally get exhausted about as often as they get injured
  • If you put an injured person in to train and they get injured again, it will be permanent
  • The same fate awaits if they train while exhausted, drunk, hungover, irritable or have a headache

General

  • Burned witch can be a Vala
  • Adds recipe for turning trade spices into 6 cooking spices
  • Recipe for salt into cooking spices buffed to give 7 cooking spices

Fixes

  • Fixes invisible heraldic plates
  • Fixes noble event background
  • Flogging correctly applies graze to all three tiles
  • Female tattoos and scars available in camp barber, won't all align yet. Bigger fix coming
  • Fixes an issue where minstrel brains couldn't be found
  • Fixes issue where orc camps could freeze due to a lack of gold nuggets
  • Fixes longstanding issue where Krastenbrust plate and noble tabards weren't spawning
  • Fixes errors when men at arms couldn't find their shields
  • Temporarily disables flee retreat button due to crashes
  • Fixes an issue where UI elements couldn't be clicked on causing a crash

Wealthy Wetlands Warriors 17.0.6

28 Jul 09:40
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DO NOT UNZIP YOUR MOD FILE
Save game compatible: No

Fixes:

  • Fixes crashes when fighting noble guard, men at arms, manhunter handgonners and manhunter veteran handgonners.
  • Fixes error if a caravan arrived with no items
  • Fixes Camp Kitchen not working properly when upgraded
  • Fixes Heraldic plates not having graphics
  • Fixes instance where faction helmets wouldn't load
  • Fixes more issues with scars and warpaint not loading correctly

Balance:

  • Nine tails flogging can target three tiles
  • Thieves and assassins guaranteed bow skills so they can always act as lookouts for your party

Full v17 release notes here https://github.com/Battle-Brothers-Legends/Legends-Bugs/releases/tag/17.0.0

Wealthy Wetlands Warriors 17.0.5

27 Jul 13:30
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Version 17.0.5

DO NOT UNZIP YOUR MOD FILE
Save game compatible: No

Fixes

  • Fixes errors with women not having scars, tattoos and warpaint. This stops the cause of some corrupted saves and graphics issues
  • Fixes instances where noble and manhunter parties couldn't attack or be attacked.
  • Fixes log errors from caravans exporting invaluable items, this fixes some instances of towns not being enterable
  • Fixes Steelbrow not working correctly
  • Fixes vampires taking too little damage from most weapons
  • Fixes log errors from parties not knowing where they came from
  • Fixes the noble joiner event from giving both disloyal and loyal to the recruit
  • Fixes a typo in the 'helpful' perk
  • Fixes perfect fit not applying the initiative bonus correctly

Balance

  • Big game hunter reworked: gain an additional modifier that deals bonus damage based on the target's missing health. When not fighting beasts, gain +10% ranged weapon damage but no additional modifier. Only works with ranged weapons.
  • Ambidextrous does not reduce AP cost until you have mastery, also doesn't apply to attacks of opportunity
  • Buffs debilitate by reducing the fatigue cost, making it so that it is not lost on miss and adds +15% damage

full v17 release notes here https://github.com/Battle-Brothers-Legends/Legends-Bugs/releases/tag/17.0.0

Wealthy Wetlands Warriors 17.0.4

26 Jul 12:39
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Version 17.0.4

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Save game compatible: Yes

Caravans can be a bit better guarded
Buffs debilitate by reducing the fatigue cost and making it so that it is not lost on miss. Also adds +15% damage against debilitated targets

Fixes

  • Fixes an issue where cities couldn't be entered due to an Australian mispronouncing liquor as liguor
  • Fixes a crash when a spiked collar died
  • Fixes scaling beggar sometimes having too many perks to fit on the screen
  • Fixes named bladed pikes not appearing
  • Fixes nose plate not loading in battle or buildings
  • Fixes crowns not appearing in the black market
  • Fixes a typo in the named bladed pike's ID that was causing it to be incorrectly referenced.
  • Fixes incorrect instance of cultists not getting an offhand item assigned in battle
  • Fixed and issue where refugees and supply caravans didn't know where they had come from
  • Fixed a caravan error when world economy was disabled
  • Fixed and issue with faction helmets not loading

Full release notes for v17 here: https://github.com/Battle-Brothers-Legends/Legends-Bugs/releases/tag/17.0.0

Wealthy Wetlands Warriors 17.0.3

25 Jul 12:51
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DO NOT UNZIP YOUR MOD FILE
Save game compatible: Yes

Adds new liquor item to black markets, its expensive but gives you brain damage even faster
Reworked alcohol effects in battle to straight additional numbers rather than percentages.
Added recipes for cheese from milk and dried fish from fresh fish
Inquisition undead crisis made stronger, and made the fight undead ambition available
Unarmed perk tree order reverted except ambidextrous which stays on tier 1

Fixed Adaptive sometimes not giving you a perk tree. - If it can't find a weapon perk tree for your main hand or off hand, it will now keep searching until it finds a trait tree you don't have.
Fixes error with clarity rune not spawning in Black Market
Fixes unable to enter town after a caravan
Fixes some beasts not spawning because they were checking if they were allowed in the tundra
Fixed Small Target defense values not adding up correctly until you get into battle
Fixed an error with padded leather armor not spawning

Reminder: v17 broke a lot of mod compatibility, check your mods if you're having issues

Wealthy Wetlands Warriors 17.0.2

24 Jul 12:30
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Version 17.0.2

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Save game compatible: Yes

Duelist also gains half benefit from the offhand crossbow
Pacifist moves to tier 1 to allow conscientious objection early
Skull chain reduced to +5% chance to hit the head

Fixes
Fixes scenario mode
fixed crash in tactical state from campaign menu issue
fixed adaptive not granting the Shovel perk tree
fixed error in Hidden perk if no armor is equipped
fixed rare helmets not spawning in black market
fixed log error from helmet antlers
fixed log error from greater evil live phase
fixed log error from campaign menu module

Changes missed in v17 patch notes
Clarification - food consumption rate not increased. This was reverted and patch notes not updated.
Training can now rarely result in a permanent injury. Brain damage, a broken knee or a missing finger.
Unarmed tree perk order shifted around
Hand crossbow available in the bowyer event if you have an inventor
Wooden stake condition increased to support witch hunting
Legendary creature rewards buffed and appear in slightly smaller groups.
Piercing shot now increases adds another tile of impact area to handgonne

Wealthy Wetlands Warriors 17.0.0

23 Jul 14:50
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Version 17.0.0

DO NOT UNZIP YOUR MOD FILE
Save game compatible: No

This is a big release with a lot of moving parts. The full patch notes are below, but we know a lot of people like a summary, and to know why things have changed.

##World Economy##

Our dynamic world economy system lets cities rise and fall, but it has been under tuned for a while, with cities not growing unless you babysat them. This doesn't give them much space to bounce back from crises, and it limits availability of buildings and gear. The longer the game goes on, the deader the world can feel. Players have reacted by changing world parameters to ensure all buildings are available and using cheat mods to access the gear they need.

Rather than give the economy a flat buff, we've leaned into the world simulation. We've also made it so cities actually get paid when their caravans arrive based on what goods they exported. We've added more kinds of trade goods and cities will load up more frequent caravans laden with goods from every store in town. These also come with more frequent noble patrols to protect them, and more frequent bandit ambushes so clearing camps from around cities still makes a big difference. We've also added a black market with rare items as a late game improvement to your personal economy.

The flipside of all this uplift is the inflation nerf bat has hit the camp hard. You'll find it much harder to get a free ride unless you upgrade your tents. Upgraded tents are very powerful but still expensive. This provides an incentive to visit cities and contribute to their economy, since what you buy and sell helps them grow.

##Build Diversity##

We have many systems encouraging you to use different builds on your characters, but these can sit awkwardly with some of the games core systems like combat and retinue. It can be very difficult to go for a specific build, since its rare to have all the perks and stats you need. To improve this situation:

  • We've reworked the perk trees so that perks come with some of the stats needed to use them.
  • We added new perks like the 'cloth' armor perk group to help non-combat mercenaries survive and help their team.
  • Its now possible for intelligent mercenaries to learn more perks to support their builds or cross class into new builds.
  • The retinue system is also now more closely tied to your mercenaries and their skills.
  • Weaker builds got more tools and buffs to help them keep up

##Variety##
We've always loved vanilla and wanted more content just like it. So all the flesh and faith armors are layered now along with a many more new layers. We've upgraded a lot of our art, added new tactical maps and new enemies. We've also incorporated some of the best submods including Leonion's scrollable perk trees and Autopause implemented as a perk. On top of all the new stuff, we've spent a lot of time on fixing bugs, stopping crashes and optimising performance.

Hats
Vanity:
-Undertaker's Hat
-Torse in 6 colours
-Rotten Torse
-Physician's Hood
-Chaperon in 9 colours
-Felt Chaperon in 9 colours

Top:
-Physician's Mask
-Helm Adornment
-Tarnished Helm Adornment
-Undertaker's Scarf

Helm:
-Full Helm
-Kettle Hat
-Guilded Sallet
-Sir Giles Helm

Hood:
-Beak Hood
-Full Mask

Armors
Cloth:
-Anatomist Robe
-Wanderer's Coat
-Knightly Robe in 8 colours
-Magician's Robe expanded to 6 colours

Plate:
-Heavy Mail in 14 colours
-Noble Scale in 6 colours
-Undertaker's Apron

Chain:
-Wild scale

Cloak:
-Anatomist Hood
-Decorative Cowl in 11 colours
-Duke's Cloak in 4 colours
-Fur Cloak in 4 colours
-Relic Hood in 10 colours
-Religious Scarf in 4 colours
-Tabbed Cowl

Attachments:

  • Amulet Coif - +3 resolve and taunts enemies in battle
  • Spiked Coif - +3 mdef -10 init 20 condition -3 stamina
  • Skull Chain - +10% chance to hit head, +1 fatigue per tile moved
  • Sacred Shield - +5% resolve
  • Iron Pauldrons, Heavy Pauldrons, Strong Pauldrons, Stag Pauldrons, Swan Pauldrons and Guilded Pauldrons

Environment

  • Greater variety of trees, grasses, bushes, logs and flowers on the world map
  • Forest biomes now blend into each other to create more natural looking terrain
  • Beasts can sometimes wander outside their homelands, including legendary beasts. Nowhere is safe
  • Marshes can sometimes be lush wetlands with a new tactical map type. This is more common near forest edges
  • Kobolds can now found in marshes, where they disappear into the undergrowth while their dart guns waylay you
  • You can try them out in a new tactical scenario 'Kobold Swamp'

World economy

  • Caravans now take goods out of each building's inventory of the town they leave, carry the goods in their inventory, and deliver the goods into the inventory of the town they arrive at. Paying the origin town when they unload.
  • Patrols, Mercenaries, Ships, Peasants and caravans are more frequent to increase the odds of caravans making it through and towns serving and thriving.

Introduces a new building: The Black Market.

  • The black market can trade rare goods, curiosities and rare or named items - for a significantly higher price than you would buy them elsewhere. Stock availability is tied to settlement wealth as all shops are.
  • Replaces all barbers with black markets across the world

Attached locations:

  • Increased production rates by introducing smaller versions of their trade goods. This increases the number of trade goods without overall ballooning trade values
  • New items produced are: Fresh fish, Fresh milk, gem shards and fur scraps
  • have expanded descriptions to explain what they do for the town.
  • Rebuilding can happen more frequently

Camp Balance

  • Camp adjusted to make visiting cities more appealing, contributing to their economy.
  • You'll now need an upgraded tent to get full benefit from camping.
  • Regardless of the scenario, you will now always start with a barber tent on day 1 in your camp

Healing:

  • Background healing rate outside camp reduced by 25%, and medicine consumption increased by 10%
  • a healing tent increases healing rate by 10%, with skilled backgrounds increasing the rate and decreasing consumption
  • an upgraded healing tent increases healing rate by 66%

Food:

  • Hunting tent renamed to Kitchen to better reflect its role, description updated to explain what it does
  • Upgraded kitchen now allows production of mead, porridge, pudding and pies, while also increasing the hunting rate and chance of getting better foods.
  • Assigned cooking backgrounds have a small chance to produce cured goods without a cooking perk, though the perk drastically increases the chances.
  • It is still possible to improve food using spices in the crafting tent.

Training:

  • Training speed halved, upgrading the tent doubles the rate
  • it is possible to get permanent injuries from training

Gathering:

  • Description updated to explain what it does, making it clearer you're offsetting medicine consumption rate.
  • miners and woodsmen sent to gather will return smaller versions of their resources until they're high level.
  • no longer requires both apocatheries and brewers to produce potions. Instead needing apocatheries and upgraded tent

Repair:

  • rate slowed by 33% outside camp, camp passive repair rate decreased closer to normal rate, mercenaries assigned and skills increase the rate further
  • upgraded tent multiplies the rate by another 33% while decreasing tool use by 33%. Description improved

Scrap:

  • item durability required to produce a tool nerfed to 30 from 15. Upgrading the tent reduces this by 66%

Noble armies

  • Nobles have much smaller armies with harder high tier units closer to Orc Elites
  • Fencers, Halberdiers and Slingers are all stronger and appear later in your campaign.
  • New unit: Noble Guard - High tier with plate armor
  • New unit: Man at Arms - Very high tier with decorated armor and new helmets
  • You can try them out in a new tactical scenario 'Noble Camp'

Retinue changes

  • Implemented a new requirement system for retinue, incorporating legends backgrounds and perks
  • Changes to the UI screen of world_campfire_screen_hire_dialog_module.js to fit with the use of the new requirement system for retinue.
  • Converted all scripts in retinue/followers folder to use the new system.
  • 'Stolen Documents' now has an alternative requirement: 'Raid 3 caravans'.
  • 'Training Dummies' doesn't require certain specific backgrounds to have a permanent injury. Has has an alternative requirement: 'Won 50 battles'.
  • 'Meeting Point' has an alternative requirement: 'Negotiated for the payment of contracts 10 times'.

Background changes

  • A few outlier backgrounds have been brought back closer to average stat ranges to increase the variety of compositions.
  • Arbelester loses 5 stamina and 10 initiative, hiring cost increased. To make them a bit less powerful without impacting their core benefits
  • Beggar gain up to 2 mdef and 3 ranged defense, from years taking abuse on the streets
  • Cannibal gains 5-10 melee attack, 5-8 initiative and 3-2 hitpoints. To make the trade-off more worthwhile
  • Cripple gain 0-5 resolve and 0-5 fatigue, a little more likely to persist through their hardship. still not great.
  • Eunuch gains 5-15 initiative 0-5 hitpoints and 0-10 bravery, they gain situational advantages, and can be a bit less frail, but still aren't fighters.
  • Foot soldier loses -5 ranged skill and -5 initiative, hiring cost increased. A bit less dominating without losing their core benefits
  • Historians gain 0-5 bravery, 0-7 melee skill, -3-3 Mdef, -6-6 Rdef, -5-5 Init. This increases variability, making it possible to rarely find some who know a little bit about fighting, but also possible for them to be worse
  • Maids gain 0-10 Bravery, 0-5 ranged defense, 0-10 in...
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Blood & Brawling 16.4.3

19 Jun 20:14
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Version 16.4.3

DO NOT UNZIP YOUR MOD FILE
REMOVE YOUR PATCHES THEY ARE ALREADY IN THIS BUILD
Save game compatible: Yes

New Content

  • Adds/replaces over two dozen event images with new event images (credit to Poss)

Balance

  • Increases the spawn rates of barbarians and berserkers within the legends_berserker origin
  • Master archer given normal arrows on spawn to greatly reduce their cost for hiring

Fixes

  • Fixed Staff Daze skill to correctly apply Dazed and Staggered (when Staff Spins perk is taken) effects to stun immune enemies
  • Fixed named armours not appearing correctly in the taxidermist for crafting
  • Integrates the 'Hidden fix' patch
  • Fixes several incorrect gfx filepaths on various skills
  • Fixes master archer so that it'll naturally roll talents instead of having 0 stars

Technical

  • Adds the new method of pushing origin-related backgrounds to all origins (only included berserker, militia, beast slayers, and assassin origin last patch)
  • Remove some log information from starting scenarios

Blood & Brawling 16.4.2

07 Jun 17:27
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Version 16.4.2

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Save game compatible: Yes

Fixes

Fixed an issue where bad filepaths were causing bandit armours not to appear

Fixed an issue where favoured enemy tallies were not being counted correctly