Releases: Battle-Brothers-Legends/Legends-Bugs
Blood & Brawling 16.4.1
Version 16.4.1
DO NOT UNZIP YOUR MOD FILE
Save game compatible: Yes
Fixes
Removed a bad hook
Fixed a serialization issue in skill.nut
Choke now correctly does max damage when the target is exhausted and the user is fresh instead of max damage when both were fresh (thanks to Koltira for finding this bug)
Choke and hand to hand now correctly apply the bonus from muscularity
Tackle hit chance now correctly gains a bonus depending on the target's current fatigue
Ambidextrous gfx is now fixed so that it shows the black/white image while unpicked in the perk tree
Blood & Brawling 16.4.0
Version 16.4.0
DO NOT UNZIP YOUR MOD FILE
Save game compatible: No
Unarmed Perk Tree
#Dev note: Unarmed is back! Rather than insane amounts of direct damage, it is now intended to inflict fatigue, debuff enemies, and choke out high armor, low hp units.
The tree has been added to Berserker commander, indebted, brawlers, wildmen and wildwomen.
Unarmed training and unarmed lunge have been removed.
Kick no longer pushes but staggers and has a small chance of dazing
Choke hit chance and damage scales depending on the difference in fatigue between the user and the opponent
Grapple has a reduces melee defence and initiative and has a chance to disarm
New skill ambidextrous adds a punch to each of your actions if your offhand is free
New skill: Tackle reduces melee skill, initiative, and increases damage taken
Special thanks to Olve for making the art for this perk tree!
Recruitment QoL
Background types (Lowborn, Outlaw, etc.) now visible on tooltips for bros in the inventory screen and hovering over a bro in towns to hire (WNTR Jimmy)
General fixes
Fixes hold the line also giving the incoming skill (thanks to Koltira Winterhorn)
Fixes issue with drum being double gripped as if it was a one handed weapon (Thanks to Koltira Winterhorn)
Added onRemoved function to the ‘return favor’ perk as it was not removed when an oblivion potion was used (Thanks to Koltira Winterhorn)
Usual drum now has a correct DirectDamageAdd line to make its skills use expected armor ignore (previously it just had a common armor ignore from bash skill) (Thanks to Koltira Winterhorn)
Staff block fixed not to provide full bonuses to swordstaff, slingstaff and drums. It was applying full bonuses to those even though it shouldn't (Thanks to Koltira Winterhorn)
Fixed missing script at Large Lumber Village draft list (Abyss)
Fixes an exploit allowing a user to create rations in camp and sell them for a large markup. When creating rations, you will now receive an almost identical item with decreased value
Lurker perk fixed and is now working as the tooltip intended (WNTR Jimmy)
Piercing and broadhead bolts will now apply to named warbow variants
Balance
‘Flogging’ skill on the ninetails now costs 1 AP to perform (was 6) and 5 fatigue (was 20)
Nine tails whip increased from 30 durability to 35
Flaggate skill on the ninetails whip decreased from 3 AP to perform (was 4)
Estoc changed back from onehanded to twohanded
#Dev note: a confusing change but originally due to how reductions were being calculated from supporting skills, this had to be changed to one handed. This is now fixed due to the below.
Lunge removed from Estoc - now uses a new ‘great lunge’ skill
Great lunge overall costs more fatigue and action point cost, but due to the base damage of the estoc will deal significantly more base damage
Removed riposte from Estoc
The rest tent in camp (unassigned) has had its values moved around
Brothers with less than 4 hours resting gain no mood change -> now is 8 hours
Brothers with more than 8 hours resting gain 1.0 mood -> now is 12 hours
Brothers with more than 12 hours resting gain 1.5 mood -> now is 16 hours
#Devnote: it was very easy to rack up cascading mood buffs which made items like happy powder somewhat redundant, this change now puts emphasis back onto managing mood without using unassigned camping as a crutch
Hidden effect tweaked: Upon stepping into hidden terrain and gaining hidden, once the bro is revealed he will retain the hidden effect until the end of the round he was revealed, additionally AI no longer have X-Ray vision on hidden bros (WNTR Jimmy)
Armour has now been improved in some places
Footmen can no longer spawn with a 25 armour mail layer
There are now new bandit body armours which will replace the old versions, bandits are classified into light (~90-130 body armour), medium (~140-165 body armour), heavy (~230-315 body armour) and ultraheavy (~255-375 body armour)
These armours operate as catchalls and are highly random, but as they are in a single file they are much easier to edit and balance.
Overall, this will make lategame bandits much harder and more rewarding to fight
Bandit backliners, rabble and warlords are unaffected
Barbarian Drum now has -10 fat penalty (up from 0), 40% armor ignore (up from 0), 45 durability (down from 100) and 70% armor damage (up from 0) (Thanks to Koltira Winterhorn)
Usual drum now has 20% armor ignore (down from 50%), 50% armor damage (up from 20%) and 20 durability (down from 60) (Thanks to Koltira Winterhorn)
Potions of knowledge have had their threshold increased from Brewer >= 20 Apothecary >= 30 to Brewer >= 35 Apothecary >= 45 during assignment of the relevant bros to the gatherer tent
Potions of oblivion removed from gatherer tent
Origins
Reworked the logic for origin specific background spawns. It should be much higher overall.
#Devnote: Militia will see man-at-arms, night watch, and leech peddler. Assassin will see bounty hunters, assassins, and southern assassins. Berserker origin will see barbarians and berserkers. Beast slayers will see more beast slayers and guildmasters. The rates are subject to change, let us know if it’s too little or too much.
Beast slayers received a rework to emphasise beast slaying (credit to Emo uses HM1 for implementing all these changes and getting them tested)
All backgrounds have an additional 1/6 chance of spawning with hate for beasts
Any backgrounds that have hate for beasts cost less to hire and maintain. They will also gain a mood bonus
“ranger” type backgrounds are no longer discounted.
#Devnote: this is because it didn’t fit the beast hunter thematic since lots of random bgs are counted within the ranger archetype like bowyer.
World Economy
#Devnote: This is part of our ongoing examination of the World Economy system. This part is looking to increase player agency and make it possible for you to build up settlements that you frequently shop at and complete contracts for.
For every 750 value of goods that you buy and sell at a settlement, the settlement wealth will increase by 1
#Devnote: This is based on the intrinsic value of the item and not the listed price which is affected by things like situations and relations
Contracts have been rebalanced so that they should all provide some wealth upon completion. The amount of increase has generally been increased.
Reduce the wealth drop from greenskins_situation from 25% to 5% (James Luong)
Unlayered Armor
The unlayered armor option has been officially removed from Legends
#Devnote: this required a lot of files to be modified so if you notice any strange behaviour please report it. This will likely break compatibility with some mods. In general, it should be a quick and painless fix for most devs, just remove any checks for unlayered armour in your code.
Typos/writing
Removed the incorrect tooltip on one handed sword mastery that stated taking this perk added a +5% chance to hit on swing and split.
Updated the greatsword specialisation perk to note that great lunge gets +5% chance to hit
Updated tip of the day regarding oblivion potions being gathered from gatherer tent
Small bugfixes to several origins tooltips (James Luong)
Smoke & Faith 16.3.3
Version 16.3.3
DO NOT UNZIP YOUR MOD FILE
Save game compatible: No
#Dev note: this build is a bit of an experiment - we are currently trying new things regarding background accessibility and usability of lesser-used backgrounds. As a result, we expect to get much of the balancing wrong and the game to be a little unsteady in places regarding difficulty. Let us know your experiences with the below changes in the balance discussion forums
General updates
The 'dynamic perks' toggle has been removed from world generation
#Dev note: we've discussed this a lot over the past year and overall, as the mod grows and changes it will get harder and harder to support legacy features only a small subset of players use, this is one of the less major changes we can make at this time.
General fixes
Fixed a broken background tooltip in the Husk and Magister backgrounds
Fixed a missing tooltip of the ‘wither’ skill
Fixed a broken tooltip of the background of the Vala
Fixed a bad tooltip on the youngblood background
Fixed the curious paw item not displaying its intended graphic
Sets the veteran perks for the raiders origin at the intended 2 per level as opposed to the default 5 for each starter
Sets the new company and new southern company scenarios to have the intended 2 veteran perks per level on starters as opposed to the default 5
Places the sureshot trait into the pool of random traits
Implements measures to prevent hires in towns from having their hiring cost reset beyond the first visit (James Luong)
Fixes a crash that occurred if the player chose the Assassin option of the northmen forest ambush event
Fixes the sickle specialist perks so that they apply the 25% bonus to all swords (originally it only affected sickles and goblin blades)
Balance
#Dev note: some backgrounds had inconsistencies when compared to other backgrounds of a similar nature or tier, this general sweep will reduce these anomalies. This balancing pass will also aim to make some more overlooked backgrounds more accessible.
Magister background:
#Dev note: Magister was quite overpriced, and lacked any real working support features
Rebalanced Magister from 32 gold per day to 25
Removed premonition magic tree from the magister as most of the perks were bugged
Magister gains favoured enemy caravan and favoured enemy nobles
Gains the sling perktree
Husk background:
#Dev note: another expensive background that needed a dial down - the only medium armour made them tricky to use even with their benefits.
Rebalanced Husk from 24 to 20 gold per day
Reduced bravery on lurker from 10,20 to 5,10
Gives Husk the heavy armour perktree
Increases husk melee skill from 5,10 to 8,12
Lurker background:
#Dev note: the worst offender of the cultist lineup, the lurker had very good stats for their station and didn't reflect the niche they were supposed to fill
Reduced ranged skill on lurker from 10,20 to 8,14
Reduced lurker daily cost from 20 to 12
Gives lurker the throwing tree
Gives lurker the net tree
Shieldmaiden background:
#Dev note: too reliable and restrictive to use most times due to the guaranteed talents and narrow skillset. They were cheaper hedge knights at half the cost
Removed the guaranteed 3 talent stars from Shieldmaiden’s melee defence
Improved base defence of shield maiden from 5,8 to 8,12
Dervish background:
#Dev note: this is more of an improvement as you can still gain 'tough' on the dervish, which increases their potential
Removed dervish’s guaranteed ‘tough’ trait
Added +10 to dervish’s base hp, improving it from 5,15 to 15,25
Qiyan background:
#Dev note: similar to dervish above, better potential for this character and a stat increase makes them less of a gimmick and more of a budget assassin/duellist
Removed Qiyan’s guaranteed seductive trait
Improved Qiyan’s melee skill from -3,7 to 5,10
Improved Qiyan’s stamina from -3,5 to 5,8
Improved Qiyan’s melee defence from -10,10 to -5,10
Hedge knight background:
Improved hedge knight melee defence from 5,6 to 9,12
Brawler background:
Improved brawler’s health from 5,10 to 10,15
Sellsword background:
Sellsword stamina increased from 0,0 to 6,12
Man at arms background:
Stamina of Man-at-arms increased from 4,7 to 5,10
Guildmaster background:
Guildmaster melee skill increased from 7,7 to 10,14
Indebted (slave) background:
#Dev note: indebted often underperformed in all cases. While this is thematic to their background, it did make them difficult to justify for hiring. This new indebted will aim to make them still expendable but less of a hassle to maintain
Indebted stamina increased from 0,0 to 6,12
Indebted hp increased from -10,-10 to 5,16
Indebted can now roll the following traits: athletic, tough, strong, hate for nobles and spartan
Gains spears perktree
Gains shields perktree
Militia background:
Gains the sling perktree
Can now spawn between levels 1 and 3 as opposed to 1 and 2
Minstrels & Troubadour backgrounds:
#Dev note: Minstrels and Troubadours now share the same stats and perktree, whereas before they were highly mismatched
Troubadours and bards now cannot roll the following traits: asthmatic, fainthearted, nightblind, pragmatic, spartan, shortsighted
Added crossbow and dagger perktrees to troubadours and bard backgrounds
Troubadour has the calm tree, while bard has the fit tree
Both troubadour and bard now have the favoured enemy: nobles perktree and juggler class tree
Troubadour and bard may now spawn with either a lute or drums with equal chance
Troubadour and bard now have the same stats of resolve (10,15), melee skill (0,0), ranged skill (5,5), initiative (5,5).
Troubadour has better ranged potential over the bard
Bard has better melee potential over the troubadour
Manhunter background:
#Dev note: Manhunters are now substantially more dangerous and live up to their namesake, their perktree has been expanded and their stats solidify them as competent fighters (as long as there is a slave or two in the way, that is...)
Manhunters can now spawn between levels 2 and 4
Increased manhunter daily gold cost from 10 to 18 crowns
Manhunters gain favoured enemy: bandits, southerners and barbarian trees
Manhunters gain the cleaver, sword and bow trees.
Manhunters gain the beast class tree
Manhunters will now spawn with a light southern mace instead of a wooden stick
Increased manhunter ranged skill from 0,0 to 7,14
Increased manhunter melee skill from 5,5 to 8,12
Increased manhunter melee defence from 2,2 to 4,8
Increased manhunter hitpoints from 2,3 to 3,6
Increased initiative from 3,5 to 5,12
Increased bravery from 5,7 to 7,9
Witch hunter background:
#Dev note: witchunters now take a slightly stronger lean towards ranged skill as opposed to beast hunters, which allows them to support one another
Improves witch hunter stamina from 0,0 to 3,6
Improves witch hunter melee skill from 0,0 to 1,4
Ranged defence increased from 0,0 to 2,3
Beast hunter background:
Hitpoints increased from 0,3 to 3,5
Melee defence increased from 0,0 to 1,4
Oathtaker background:
#Dev note: rebalanced to be a cheaper, more flexible hedge knight - rather than a better one in most regards
Hiring cost increased from 150 to 350
Upkeep cost increased from 22 to 34
Can now roll ranged skill talents
Cannot roll initiative talents
Gains shield perktree
Loses indestructible tree
Ranged skill increased from -2,-3 to 3,6
Melee defence increased from 4,6 to 5,7
Melee skill decreased from 10,13 to 5,9
Gladiator background:
#Dev note: very expensive and statistically lacking compared to other elite fighters, the new trees gives them greater flexibility and better light armour combat. Price is also increased :)
Gets medium armour tree
Gets shields tree
Daily cost increased from 35 to 38 crowns
Can no longer be scared of the dark
Can no longer have the sureshot trait
Initiative increased from 0,0 to 3,8
Stamina increased from 0,0 to 5,8
Hitpoints increased from 0,0 to 3,6
Now spawns between levels 2 and 5 as opposed to 2 and 4
Killer-on-the-run background:
#Dev note: a problematic background that was often overlooked, they can now be more worth the effort serving as a discount assassin
Now counts as lowborn
Remade tooltip to state the additional chance to hit the head
Gains the assassin magic tree
Melee skill increased from 0,4 to 3,6
Ranged skill increased from 2,3 to 3,5
Melee defence increased from 0,0 to 1,3
Ranged defence decreased from 0,0 to -3,0
Farmhand background:
Melee skill increased from 0,0 to 0,4
Daytaler background:
Now has +2.5 movespeed on farmland, identical to farmhand
Gains the shield perktree
Fatigue increased from 0,3 to 10,15
Melee skill increased from 0,0 to 0,2
Resolve decreased from 0,0 to -2,-3
Hitpoints increased from 0,0 to 4,8
Master archer background:
#Dev note: multiple issues here - namely the fact that they were very rare, very expensive and focused on one or two stats above all else. The disadvantages of the master archer didn't hurt it as much as a comparable ranged background like the arbalest
Can now roll the traits drunkard and weasel
Cannot roll the traits dumb, fragile and insecure
Now spawns between levels 3 and 6 as opposed to 1 and 4
Removed guaranteed 3 starts in ranged skill and fatigue from master archer
Lowered melee skill from 0,0 to -5,-5
Increased ranged skill from 23,25 to 23,27
Decreased melee defence from 0,0 to -3,-6
Increased ranged defence from 5,8 to 6,10
Initiative increased from 0,5 to 8,14
Cannot roll melee defence or melee skill talents
Hiring cost decreased from 1000 to 885
_Miner...
Smoke & Faith 16.3.1
Version 16.3.1 - Save game compatible
General fixes
- Fixed a broken tooltip in the Ijirok armour description causing it not to load properly
- Fixed a backend issue with the steel brow effect generating excessive errors in the logs
Smoke & Faith 16.3.0
16.3.0 - NOT SAVE COMPATIBLE
New content
- Adds a new origin, 'The Free Company'
Dev note: we appreciate that some players want a basic origin that skips some of the early game grind, this is that origin now.
Balance
- Damage on 'Knifeplay' increased from 10-20 to 15-25
- Shieldmaidens adjusted to match their pricepoint: initiative increased, increased ranged skill, reduced melee defence and ranged defence, daily cost reduced from 35 to 30. Hire cost reduced from 300 to 250.
- Shieldmaidens gain the sword perktree
- Shieldmaidens lose their wooden spear and gain a boar spear instead
- Privateering contract duration changed from 5 -> 7 days
- Adds a +15% xp gain modifier to the Vala
Dev note: the Vala does not often get many kills and relies on shared xp, combined with the fact that she appears later in the game this means she is far behind the curve, easily killed and struggles to catch up. This xp increase should help with that.
- The blacksmith/farrier has crawled their way out of financial debt and is no longer marked as a lowborn.
- Improved blacksmith melee defence from -5,0 to 0,3
- Improved blacksmith melee skill from 3,7 to 5,8
- Improved blacksmith hp from 5,5 to 5,9
- Buffs armor piercing arrows armor ignore multiplier from 10% to 30%
- Buffs armor piercing bolts by reducing the damage penalty from 15% to 10%
- Reduced renown loss during the early game
Dev note: exact numbers are zero renown loss while < 250 renown, halved renown loss while < 500 renown
Typos/writing
- Cleaned up and clarified tooltips and text for 'Knifeplay' perk
- Shieldmaidens now have good and bad endings
- Shieldmaiden background text cleaned up a little
General fixes
- Adds a mini active effect image to steel brow rather than using the placeholder lone wolf art
- Fixed a bug on the tooltip of the Ijirok helmet that caused the tooltip to not display
- Fixed a bug where the ijirok bodyarmour was not using the latest values from a prior update
- Adds a scroll bar to the description section of 'New Campaign' ui screen (Necro)
- Fixes a softlock occurring where a user crafted, attached or tried to inspect the hexe cloak item
- Fixes an error where the tooltip on 'hidden' was not refreshing with the correct information
- Fixes an issue where the 'nyctophobia' was spelt incorrectly in the traits manager which was not stopping it from being excluded from background lists
- Fixes the tooltip for throw net so that it doesn’t display damage stats for whatever was in main hand (James Luong)
- Fixes an issue with cudgel (2H mace attack) was not applying daze unto enemies that had stun immunity (James Luong)
- Fixes various multipliers from many scenarios from applying multiple times incorrectly (James Luong)
Dev note: A new function (onGenerateBro) was added to the starting scenario file in order to fix this (you can see the placement in legends berserker scenario file as example) submodders can still use the old onUpdateHiringRoster or the new function name
- Fixes an issue where bros that were neither lowborn or noble cost 50% more (now it correctly applies this only to lowborn bros)
- Fixes an issue with the berserker scenario where non-outlaw combat backgrounds costed 25% more (now they correctly cost 10% less)
- Recommits of Olve's work with adjusted, thinner perk frames for perks redone last patch
- Fixes the following enemies not triggering the relevant Hate for X / Fear of X traits: (Hanter)
- All Mummies (Undead)
- Ancient Gladiator (Undead)
- Orc Elite (Orcs)
- Orc Behemoth (Orcs)
- Halberdier (Nobles)
- Slinger (Nobles)
- Fencer (Nobles)
- White Direwolf (Beasts)
- Skin Ghoul (Beasts)
- Stollwurm (Beasts)
- Rock Unhold (Beasts)
- Redback Spider (Beasts)
- Demon Alp (Beasts)
- Hexe Coven Leader (Beasts)
- Greenwood Schrat and Sapling (Beasts)
- Bears (Beasts)
- Tweaks deathly spectre on the cabal origin to use a new set of parameters for firing with the aim of reducing and stopping game errors when it fires
Cultist origin
- Fixed an issue where tooltips were not being pushed correctly for magister and husk
- Fixed an issue where magister and husk were not registered for sacrifice events
- Fixed cultist conversion boosting melee skill of converter not convertee
- Identified and added +10 melee skill to recruits in events where the player recruits a cultist
- Greatly increased the base hitpoints and melee skill on the Husk background
- Improved the weapon quality of the husk background and tweaked their talent allocations
Favoured Enemy Rework and Fixes
- Fixes legend_favoured_enemy to correctly calculate and display bonuses. These bonuses are now in line with the Perk descriptions. The Perk descriptions have also been updated to clarify that the 10% bonus required to unlock further effects (such as Legendary contracts) are separate from the base 5% bonus. (Hanter)
- Fixes Orc Elite, Orc Behemoth, Caravan Guard, Schrat Sapling not granting the Favoured Enemy bonus per kill
- Hollenhound is now part of the Greater Undead Favoured Enemy group and grants 0.125% bonus per kill (same as Gheists)
- Fixes Greenwood Schrat sapling to correctly grant 0.4% bonus per Favoured Enemy kill
- The Conqueror (from the Black Monolith) now grants a 5% bonus Favoured Enemy (Ancient Dead) kill
- Favoured Enemy bonuses now capped at 25% (including the base 5% bonus)
Dev note: Don’t worry - prior to the fixes in this patch, it was near impossible for players to have even earned more than a 10% bonus
Quality of Life
- Targeting an enemy when the active player character has the corresponding Favoured Enemy perk will now show relevant hit chance and damage bonuses in the tooltip. (Hanter)
- The Hate for X / Fear of X traits, as well as Order of Nature (Beasts), Undead Killer and Noble Killer traits will now show as status effects in relevant battles for clarity. (Hanter)
- New Expanded Armor/Helmet Layer Tooltips: the tooltip for Armor or Helmet sets will now show a breakdown of the max armour and fatigue penalty for each equipped layer, including the base item. This feature can be disabled in the Mod Settings “Misc” tab. (Hanter)
- New Armor/Fatigue Efficiency Tooltip: the tooltip for any Armor or Helmet item will now show the Armor gained per unit Fatigue cost (it simply divides the max armour by the fatigue penalty and rounds the value to 1 decimal place). This may help players better decide which armour/helmet layer to equip. This feature can be disabled in the Mod Settings “Misc” tab. (Hanter)
Dev note: Layered armors and helmets are one of Legends’ unique features, but it can be a little unwieldy sometimes to optimise the outfits. Hopefully these changes help a little, and we welcome any suggestions to further improve this feature.
Smoke & Faith
16.2.4 - NOT SAVE COMPATIBLE
New content
- New art for Alert, Freedom of Movement, Co-ordinated Volleys, Last Stand & Evasion perks - Thanks to Olve.
Balance
- Makes the wolf from the kennel slightly harder to find
- Adds some additional effects to the items from the old_man_sells event
- Removes resurrectionist perk from gravediggers and graverobbers
Typos
- Changes the wolf leash from referring to a wardog to referring to a wolf
General fixes
- Places a dagger tree into the bounty hunter background
- Steel brow now works as intended by converting stuns into dazes
- Wooden flail now registers as a cultist weapon (thanks to James Luong)
- Fixes vanilla randomization of enemy type for roaming beasts contract behaved weirdly and overly favoured Ghouls
- Increased delay from 800 to 2000 ticks for the Kraken Tentacle movement to combat the issue where tentacles moving would crash/hang the game (experimental, special thanks to Necromancer)
- Adds perks to the perk tree for scaling beggar as originally it would add the effects for all perks, but since it didn't add them to the perk tree, you wouldn't be able to see perks that you didn't already add (thanks to James Luong)
- Fixed an issue where the effect of staff spins (stun + stagger) would apply even if the target is already dazed (thanks to James Luong)
- Removed the resilience rune file completely as it was still being loaded via the crafting manager and causing loops in crafting
- Fixed unkillable Greenwoods and Coven leaders by removing the damage reflection parameter
#Dev note: this is unlikely to return - Fixed Hexe coven leader AI from hanging fights
General origin cleanup
#Dev note: these are general spawnrate cleanups across the board and not indicative of any rework. One major point of feedback is that getting special recruits across all origins was very difficult. This aims to solve that.
- Made the guildmaster from the beastslayer origin more common in towns
- Made the berserker from berserker origin significantly more common in towns, added in wildmen/women into the additional spawn chance
- Cleans up spawnlist for crusader origin
- Greatly increases spawnrates of flagellants, monks, nuns and youngbloods in the inquistion origin
- Adds adv. noble and adv. lady backgrounds to the noble origin additional spawnlist
- Removes druid potential spawn from rangers origin, greatly increases chance for a Ranger to appear
- Cleaned up Sisterhood spawnrates
- Made man-at-arms and nightwatch backgrounds for Militia origin more common
- Peddlers and caravan hands are now more common in the trader origin
Assassin origin
- Gives bounty hunter background access to the dagger perktree
Lone wolf origin
- Fixes donkeys being free to purchase from stables
Cultist origin (special thanks to Rainor)
- Fixes an irregularity with cultist recruiting logic
- Fixes cultists being hired for full price, not 25% off as intended
- Fixes the bonus +10 to Melee Skill not being shown in the background tooltip on cultist types
- Makes the unique recruits to this origin easier to find.
- Corrects a typo in the origin description stating that cultists got whip perks and favoured enemy caravan perks
- Cultist convertees will now gain +10 melee skill as intended
- Fixes an error that caused cultist husks and cultist magisters to be sacrificed in the reoccurring ritual
Cabal origin
- Re-enables deathly spectre on cabal recruits
- Re-enables deathly spectre on cabal starters
- Deathly spectre not given to summons
- Fixes issue with deathly spectre (special thanks to Hanter)
- Bonus +10 to melee skill for graverobbers, cultists and gravediggers given a tooltip on their background info to show this bonus
- Gravediggers and graverobbers now get the resurrectionist perk automatically when hired
Vanilla compatibility
- Fixes oathtakers scenario giving half medicine as opposed to half ammo as intended.
Smoke & Faith
A big thanks to Abysscrane, WNTR Jimmy and Waterplouf for making this update possible
Another big thanks to our two testers, Lite & Grenik, who have worked tirelessly to troubleshoot this build.
##New Content
- Noble fencers can now spawn as champions. Dev note: Noble parties often lacked champions, this should fill that void and make them more rewarding to fight
- Adds a new background image for man-at-arms background
- Adds in a calculation to a ranged weapon tooltip if the entity has the close combat archer perk enabled (Thanks to WNTR Jimmy)
##Assassin origin rework
- Adds a new world marker for assassin origin
- Tiles covered in smoke now give the 'hidden' effect identical to how a bush would.
- Adds a new background unique to this origin - the bounty hunter
- Rewrites the intro event text and many of the aspects of the starting scenario of the origin, including the story, starting perks and supplies
- Updates assassin and southern assassin skills and traits to be marginally more powerful (not specific to this origin)
- Completely reworks assassin perktree with new skills (Thanks to WNTR Jimmy and Abysscrane for most of this)
##Tweaks & Balance
- Militia melee AI will be much more reserved in engagements and prefer not to engage initially, but will frequently chase down enemies and dogpile them if they think they have an advantage. Dev note: Militia were too aggressive and often fed enemy AI resolve bonuses as a result, this change should make them less of a liability.
- Removes resilience runes from crafting
Dev note: this is part of the steel brow rework that seeks to remove some blanket immunity for both players and AI - blank immunity to effects is not an engaging mechanic and often trivialised fights where the ai relied on stuns or grabs which made them very boring to fight - Adds wolves into kennels as a possible item to be bought
- Fixes a balance issue where named bandit leaders could spawn with named whips
- New training grounds that limits xp gain after level 11 to prevent afk xp farming. Bros after 11 can get a buff that gives more xp from their next battle. (thanks to Kvothe for this rework)
- Gave estoc a one handed sword tag but it still requires both hands. Added tooltip explaining this for better clarity.
- Favoured enemy: greater undead now gives a 5% bonus to resolve base against its associated enemies when active in addition to its old effect.
- Favoured enemy: caravan perk now grants 10% more loot dropped per instance of the perk (but only when fighting caravans). Dev note: enemies in this category were often easy enough to kill. This change sweetens the pot and allows raiding playstyles to gain an advantage.
- Hexe cloak remade. Now gives +10% resolve and +40 resistance against mental attacks.
- Trader origin now has an increased chance to find hedge knights in town rosters
- Ijirok armour now grants 25% damage resistance to ranged and throwing attacks when worn. Increases damage taken from fire attacks by 50% (for both pieces).
- Ijirok no longer has nimble, unless you are playing on Legendary combat difficulty. Dev note: Feedback was loud and clear on the Ijirok testing we did on a previous build recently - the fight was too hard and the rewards were too slim. The armour set has now been improved and the fight made slightly easier to balance the two parts out.
Blacksmith changes:
- Removes requirement of blacksmith from various crafted items
- Blacksmith upkeep reduced from 50 crowns to 23
- Blacksmith given marginally more base melee skill
Greed perk rework:
- OffensiveMultiplier = from 18.0 -> 4.0 per 10K
- DefensiveMultiplier = from 2.0 -> 5.0 per 10K
- ResolveMultiplier = from 16.0 -> 3.0 per 10K
- Softcap is at 50K crowns, which grants half the bonus to every stat increment per 10K crowns beyond this point.
- Greed tooltip updated to reflect the above.
Dev note: Greed had very heavy scaling and could be easily exploited, this new formula still rewards bros with this perk and encourages them to accumulate wealth without making those bros pass the usability of professional fighters.
- Tweaked the parrying dagger (named and normal) values to be more consistent. Item description made more clear. Dev note: Some named parry daggers could roll better than shields, which wasn't fair on shield users.
- Tweaked the crusader origin starting event to be less cluttered
- Upped the durability of the greenwood schrat's shield from 64 to 128 (NOT the player shield)
- Enemies with greenwood schrat racial types (hexe coven leaders + Greenwoods) now take +50% damage from fire based attacks (compared to none from before, as normal schrats take +33%) and also return 15% of the melee damage received to the attacker.
- Fixes the cabal deathly spectre trait from reading struck down bros as dead bros and turning them into zombies
- Allows converted cultists to gain deathly spectre when converted
- Gives an additional +10 melee skill to cultists, graverobbers and gravediggers when recruited by the Cabal.
- Fixed an issue where zombie action points were displayed as '-3/6' on some occasions - they will now display correctly as 6/6 or lower
Dev note: Issues with potential recruits being too weak and there not being any buildable focus are frequent points of feedback of the Cabal origin. Cultists gaining additional stats should allow a better focus to be had for lategame company building. The main cabal issues have now been fixed and should be more well rounded off. Some issues still remain but this origin will get new specific events and content at a later date. - Cultist recruits from the cultist origin now gain +10 melee skill by default when hired or converted
- Cultist Magister now has a much higher chance to spawn in the cultist origin
- Starting cultists in the cultist origin now have +10 Melee skill at the start
- All cultists should now have a chance to spawn as female as intended (thanks to Rainor)
- Recruitment rules will now properly apply to cultists in this origin (thanks to Rainor)
Random party tweaks
- Removes magic origins from random party
- Adds in missing southern backgrounds to random party
Dev note: Magic backgrounds were not functioning as intended and now shouldn't spawn in random party starts, they were a large source of bug reports that will be mostly fixed when magic is reintroduced later on. You can now get both the southern backgrounds legends and vanilla adds in via this start now as well. Don't worry it is still possible to spawn with a donkey.
- Composure & Stalwart perks removed from all player backgrounds, Steel brow reworked to provide immunity to stuns and turn them into dazes instead. Dev note: flat immunity was very game-y and broke some fights quite substantially in terms of balance (see: orks). Instead we wanted to draw focus back on some perks that were often not picked due to them underperforming and make them more powerful.
##QoL Changes
- The amount of brothers listed on the roster tooltip is now limited to 12 (Thanks to Darxo)
- Zombies summoned by the player now have poison immunity
- All favoured enemy perks have been reformatted to be more clear. Dev note: all of these perks were very messy and due for housekeeping. Hopefully these are more digestible to read - some players were put off by the number of words in these skills.
- All favoured enemy perk titles have been changed to singular as opposed to plural - before they were an mix of tenses
- Favoured enemy: Vampires renamed to 'Favoured enemy: Greater Undead' to reflect that this group also contains ghosts, embalmed and banshees in addition to necrosavants
- Favoured enemy: bandits renamed to 'Favoured enemy: Brigand'
- Favoured enemy: caravans renamed to 'Favoured enemy: Peasantry' to reflect that it impacts both caravans and peasants
- Corrects old information present in the training tent tooltip saying that it gave players an xp boost after training
- Typo fixes for a few items and events
- Adds in missing info to trader event explaining that the origin has an avatar and how hiring mechanics work
- Slightly shortens the guild master background text
- Changes retinue reminder event to have a minimum cooldown of 33 days (compared to vanilla 0). Event now talks about retinue as equipment rather than people
- Man-mangler weapon now has its weapon skills in the correct order (overhead -> great slash -> split shield) compared to (great slash -> overhead -> split shield)
- Terrain Modifier that are equal to 0% are no longer listed on the roster tooltip (Darxo)
Lone wolf origin
- Fixed a bug where donkeys in stables could be bought for 0 crowns
- Lone wolf now spawns with additional ranged talent stars so they may make use of ranged weapons more.
- Melee champion event decreased from 55 days cooldown to 22 days cooldown
- Ranged champion event decreased from 45 days to 20 days cooldown
- Berserker event decreased from 144 days to 66 days
- Blacksmith event decreased from 115 days to 45 days.
Dev note: A quick fix for feedback regarding lone wolf recruits coming in too slow. I did intend more events to be made on release but making and troubleshooting them takes a considerable amount of time. More events will come and when they do these events will be adjusted again
##General Fixes
- Removes unarmed perktree from all backgrounds that have it. There is a slim chance backgrounds can still roll with it but in this manner we can ensure we do not break submods until this is reworked.
- Fixes the 'old man sells' event (Thanks to Kvothe for providing this fix)
- Removes traits that true believer should be removing on cultist origin when cultists are hired or started with
- Potentially fixes an issue where hyenas would spawn in frozen regions
- Fixes an issue where the adventuring party crusader could spawn with two stacks of the 'unde...
Sojourn v4
16.1.4
Fixes:
- Discovering the Legendary Ancient Mastaba or the Tournament Ground now correctly counts as discovering a legendary location for the purpose of the Retinue
- Revert change to the rotten flesh effect from the last release
- The changed Icon for completing the Camp Training should now persist after loading a savegame
- fixes crashes with the bandit army contract
- fixes a gamefreeze when ending a battle with a greenwood schrat shield in your bag
- fixes missing formatting in alp-in-hole event and in forest-ambush event
- Fixed a typo into FE: southerners contract
- Fixed a typo in demon alp and alp contracts
- Fixed a typo in cabal origin introduction
- corrects a few other typos
Sojourn v3
16.1.3
Changes:
- 'Off-Book Deal' now states its duration of 3 days in the tooltip
- 'Greed' Defensive Bonus is reduced greatly
- 'Greed' Bonus gained from Crowns above 25000 is reduced by 95%
Fixes:
- corrects stamina cost of leather neckguard to -2
- summoned zombies are now gaining the correct 'rotten flesh' effect
- fixes bug with 'collector_wants_trophy_event' event making it unable to procc
- fixes bug preventing the lonewolf 'companion_caravan' event from working
- fixes a bug preventing the 'Bandit Army' contract from working
- fixes the missing formatting in various recent events
- corrects some typos
Conscription
16.1.2
- fixed bug in Conscript Gunner background with adding equipment. (Thanks Druwski)