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Releases: Battle-Brothers-Legends/Legends-Bugs

Of Farriers and Flames

28 Jan 21:07
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15.0.2.8

Balance

  • Blacksmiths can now spawn as females, which are known as Farriers. This is primarily to alleviate the issue where the Sisterhood origin could not craft most of the legendary items without a blacksmith present.
  • Blacksmiths are now tagged as lowborns, which allows the militia origin to craft legendary armours.
  • Mummies and Alps now receive 1.25x damage from burning damage.

Fixes

  • Recover should now calculate fatigue recovery correctly.
  • Fixes a critical issue in the militia origin.
  • Fixes an issue that caused blue armbands not to spawn on men-at-arms.
  • Fixed, cleaned up, and improved the tooltips for Hold the Line perk, status effect and active skill.
  • Mummies now apply the curse even if an actor kills them without an attack.
  • Converted the racial skills to now use MSU based damage type system for damage reduction. This ensures a much more consistent damage resistance system for entities such as skeletons, mummies etc.

Typos

  • Avatar trait tooltip fixed.
  • Crusader scenario text typo fixed.
  • Typos corrected when a player hovers over free or locked space in the retinue menu.
  • Fixed incorrect tooltip on white wolf mantle attachment.

Juggle This

25 Jan 00:54
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15.0.2.7

  • Fixed syntax error in Juggler Background.
  • Reverted arena scaling due to bugs.

The ImPossible Circus

24 Jan 21:27
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15.0.2.6

Troupe

  • Tavern rumours and drinks are half price as troupe, and you're less likely to get drunk from each round in the tavern.
  • Troubadours are better differentiated from minstels. They are actors and dancers with more well rounded stats
  • illusionist Has more ranged skill, begins in the back row with a slingstaff, has the fast tree instead of organised and occassionally has premonitions. Is better at ranged, but worse hitpoints and stamina. Begins with revolt instead of entice Revoltecfatigue reduced from 25 to 15
  • Troupe has a chance to find another illusionist at a fair
  • New event between juggler and minstrel or troubador resulting in skill increases or injuries
  • New event between minstrel and troubadour resulting in an occassional mood lift

Instruments

  • Drums and lute s hit for less but cost less AP and can be used one handed
  • Named lute cost, AP and damage reduced
  • Drums count as a staff isntead of a mace, lutes are still maces, so your choice of instrument makes a bigger difference
  • Bardbarian drums now drop as loot and are two handed drums. beware, they can also be used against you.
  • Lute Solo max damage reduced from 20 to 10

Jugglers

  • Now have better fatigue, slightly better ranged and lower bravery and hitpoints
  • Now guaranteed dagger tree instead of slings. Starts in troupe with javelins
  • Leap moved to T1 - fatigue costs halved, and then each point of armor weight increases the fatigue cost. Staff mastery increases its range by 1 tile while wielding a staff.
  • Rotation added at T3
  • New Perk Twirl added at T4 - upgrades Rotation to optionally target enemies
  • New Perk Backflip at T6 - upgrades Footwork to two tiles
  • Tumble at T7 now also halves the fatigue cost of Rotation

Balance

  • Southern slaves rebalanced slightly to be more in-line with their rabble cousins.
  • Brigand army contract has been overhauled somewhat. The payout should now be more reasonable and a few typos have been corrected and flavour text restructured. There will always be one warlord that spawns and no more. This warlord will have a mix of vets, marksmen and occasional monks as a personal guard, dynamic spawns will then add to that group.
  • Noble house slingers have had their stats adjusted and sling damage perk removed - this should hopefully make them less frustrating to fight.
  • Peasant versions of the witchunter, blacksmith and squire have been added into general circulation with roaming peasant groups.
  • Southern Arena fights now should scale dynamically based on difficulty factors and are no longer fixed like vanilla. This will make arena fights marginally easier early on and much harder later. (Highly experimental right now, let us know of the balance with the spawns).
  • Hold the line now gives +10 Melee defence, immunity to knockback/grab and reduces overall damage taken by 10%. Hold the line costs 9 action points, 30 fatigue and has a range of 4 tiles.
    Experimental: High tier ghouls (capable of swallowing bros) have been increased in cost for non-hexe parties. Medium tier ghouls lowered in cost slightly. This may help with too many high tier 3 ghouls at later levels.
  • Black monolith garrison buffed. Adds in a few legends enemies to the roster.
  • Witch's hut greatly buffed. Now includes various legendary monsters (calm down it's not 11 stollwurms).
  • 'Obsidian Dagger' item considerably buffed.
  • The Escape Artist perk now reduces the Action Point cost of breaking free from a net and helping an ally break from from a net by 1.

Bandit Warlord Rebalance

  • Overall, Warlords are now stronger and more independant entities that act as a hardpoint in a garrison. Warlords still carry named items.
  • Warlords now have 'Rally the troops', 'True believer', 'Lone wolf', 'Composure', 'Underdog' and 'Full force' by default.
  • Warlords get 'Battleheart' on legendary combat difficulty.
  • Xp reward upped from 800 to 1000.
  • Action points increased from 9 to 11.
  • Hitpoints from 200 to 225.
  • Resolve from 140 to 180.
  • Melee skill from 110 to 135.
  • Melee defence from 30 to 45.
  • Ranged defence dropped from 30 to 25.
  • Initiative from 170 to 185.
  • Fatigue recovery rate from 25 per turn to 30 per turn.
  • To compensate for these buffs, Bandit Warlords now only spawn in forts and other garrisons, not in roaming parties. Their cost for spawning is now higher than normal and capped to avoid multiple warlord spawns.

Fixes

  • Alps now have resistance to the ranged cascade skill in their racial files.
  • Fixed an issue with drill sergeant follower (training dummies) in the retinue giving errors (REMOVE YOUR PATCH FROM LAST BUILD).
  • Fixed legend chain skills (flail and hook) being 4 range instead of 3.
  • Prayer of faith perk now harms normal cultists and converted cultists as intended.
  • Fixed a potential issue where, in theory, a donkey bought by the militia origin could have a red armband due to it being tagged as lowborn.
  • Implemented a bandaid fix for the gatherer tent in camp. Hopefully this does the trick.
  • Fixed Inspire active skill ID. The wrong ID was causing the active skill to persist even after the perk was removed from a character.
  • Fixed the Tumble perk not reducing the Fatigue Cost of skills e.g. Lunge.

Typos

  • Corrected the language of the parrying dagger description somewhat.
  • Made the 'Avatar' trait more obvious in its effects via tooltip.
  • Prayer of faith perk now states that it hurts cultists rather than "not working" on them.
  • Corrected an incorrect tooltip on 'Field triage' perk, also cleaned up the tooltip it uses.
  • 'Fearsome' perk now stipulates that it only triggers once per attacker.
  • Minor typo changes to 'meat hacker' weapon.

For Modders

  • Donkeys are no longer lowborns.
  • The militia origin now detects 'stabled' characters and does not move them to garbage on creation.
  • Updated MSU to v0.6.26. Check MSU changelog of v0.6.25 and v0.6.26.

Bastard Blades

25 Feb 22:01
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15.0.2.11b

Important: Not compatible with the Of Flesh and Faith dlc or update 1.5.0.8 or later. We are working on an update.

New Features

  • Added functionality to remove all layers from an equipped item. (Shift + Right Click)
  • Added functionality to equip layers on armor in the stash. (Hold Shift and drag onto a base layer in the stash)
  • Added tooltips and new mouse icons for the above functionality.
    Thanks to Taro for these additions!

Infantry Axe Rework

  • Now has the skills Chop(4AP), Split Man(6AP) and Split Shield.
  • Damage: 50 - 70
  • Armor Ignore: 35%
  • Armor Efficiency: 125%
  • Value: 1950

Longsword Rework

  • Removed the Swing skill and replaced it with Overhead Strike.
  • Increased headshot chance to 10% from 5%.
  • Fixed Slash skill having 20% armor ignore instead of the intended 25%.

Balance

  • Armor Piercing Bolts now increase armor penetration damage by 20% (up from 10%), but reduce overall damage by 15% (up from 10%).
  • Mercenaries slightly buffed
    • Low level mercs: gain overwhelm, backstabber and a small chance to spawn with heavier armours. Loses battleforged unless on legendary difficulty, gains nimble. Hp raised from 90 to 110, melee defence raised from 20 to 25.
    • Normal mercs: gains smashing shields, crippling strikes. Hp raised from 90 to 110, melee defence raised from 20 to 25.
    • Ranged mercs; gains nine lives on legendary difficulty.
    • Mercenaries have a small chance to drop additional loot like silverware, treasure and other trinkets. These only drop from battleforged mercs, not low level light mercs or ranged mercs. Loot based perks and origins (see; raiders origin and scholar perk) can increase these droprates.
  • Tweaks made to legendary bandit contract spawnrates and rabble in general. Thugs and low level archers will no longer spawn in the legendary brigand contract location. Rabble should now spawn as normal.
  • ALL named shields have had their base durability increased by their current durability divided by 4, then that value added to their current durability. At lower levels, even basic named shields are getting 11 or more extra base durability. This is before random modifiers are applied, which may increase this value further.
  • Improved Resilient (holdout) perk. Now grants +8 health (from +6) and raises the chance to survive after being struck down from 33% to 66%. This stacks with other sources of the same effect.
  • Undead shields (decayed) lose a small amount of durability but are lighter than their other named counterparts under this change.
  • Living tree shield durability increased from 40 to 60.
  • A few inconsistences with shield stats have been cleaned up.
  • Cultist scenario has had a few equipment tweaks - there is now less forced equipment when starting this origin which should make the special cultists at the start more useful.
  • Mixed up the low level mummy weapons a bit more. They will now spawn with ancient spears and swords in addition to their brass khopesh.
  • Disloyal trait now gives +10 melee defence when retreating, in addition to it's old effect.
  • Distracted effect (see: throw dirt) now has synergies with 'Deathblow'.
  • Nimble perk now provides +10% threshold against injury effects (stacks with other sources, like steel brow).

Improvements

  • Improved Crusader Intro event text.
  • Added fluff to perk description of Big Game Hunter.
  • Updated bases for Troupe, Beasthunter and Crusader origins.
  • Improved Fearsome perk description.
  • Mummy Curse will now stack inside one status effect, instead of multiple instances of it. Also updated tooltip to mention target attraction.
  • Changed Man at Arms to Lowborn and updated the way for it to get blue armband in Militia origin.

Fixes

  • Possible fix for missing textures on reload. Please report any performance instability to us or missing textures on reload.
  • Scenario mode will now work properly.
  • Fixed Trader origin wrong variable causing it to not be loadable.
  • Fixed Ranger origin wrong variable causing it to not be loadable.
  • Fixed Crusader scenario so that only Crusader type backgrounds get the Fortified Mind perk. All backgrounds will still get the perk available in their perk tree.
  • Fixes runaway harem event.
  • Fixes orientation data for some enemies that were facing the wrong way.
  • Berserker background graphic now slightly larger and better definition.
  • Fixed Barbarian Drum graphic not showing in-game.
  • Fixed item logspam.
  • Fixed Unarmed Lunge perk not removing the active skill upon perk removal.

Typos

  • Corrected typo in militia scenario text.
  • A dozen more typos corrected thanks to Dimon485.
  • Added in more lines to Favoured enemy skills which stipulates that the base and scaling modifiers are seperate things.
  • Corrected a typo in 'archery stunt' event.
  • Fixed type in Crusader Intro event text.

For Modders

  • addScenarioPerk will now only mark the perk as non-refundable if it actually also added the skill.

15.0.2.11a

  • Fixed issue causing infantry axes to crash the game.

15.0.2.11b

  • Reverted fixes to scenarios due to lingering bugs.

A Promise Unfulfilled

08 Feb 07:52
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15.0.2.10

Fixes

  • Fixed being able to equip layer items
  • Fixed more infinite consumables
  • Fixed web skill showing damage values in the tooltip
  • Disowned noble background may now spawn as a full female background, named disowned lady.
  • Fixes an issue with the troubadour vs. juggler event.
  • Fixed Double Strike mini icon not appearing.
  • Fixes an issue where possession was not being dismissed when combat ended.

Text

  • Added fluff to perk descriptions of Mark Target, Danger Pay, Hold the Line, Forward Push, Bribe, Return Favor, Perfect Focus, Rotation, Footwork, Debilitate, Indomitable, Rally the Troops, First Aid, Sundering Strikes, Bloody Harvest, Immovable Object, Executioner, Steel Brow, Anticipation, Double Strike, Vengeance, Ballistics and Battle Flow.
  • Added detail to perk descriptions of Revolt and Entice.
  • Improved grammar in Peddler Deal event.

Typos

  • Fixed an issue with player avatar trait not displaying the information correctly.
  • Fixed a few typos in the legends tournament event.
  • 'Hunting mummies' contract typos fixed.
  • A couple dozen typo fixes thanks to Dimon485.

Misc

  • A few more tavern rumors have been added.

For Modders

  • Background parameters such as IsLowborn are now automatically transformed into the BackgroundType system, via convertToBackgroundType() running during a create hook
  • onUpdateDraftsList now has Gender as an optional parameter
  • These changes improve compatibility with mods
  • Removed the findPerk( _perk ) function from character_background.
  • Enhanced the functionality of the getPerk( _perk ) function in character_background. It now takes either a string or a perkDef as its argument and returns the perkDefObject of the perk from this character's perk tree if it has it.
  • Implemented addScenarioPerk( _background, _perk, _row = 0, _addSkill = true ) function in starting_scenario. This function should be used to add origin-specific free perks to characters. _background is the background of the character, _perk is a perkDef, _row is the desired row on which to add the perk, note that if the perk already exists in the character's perk tree then _row is ignored and the perk remains on that row. _addSkill will also add the skill to the character if true, and if false then only adds the perk to the perk tree but doesn't give the perk to the character.
  • Added _isRefundable argument to the addPerk( _perk, _row = 0, _isRefundable = true ) function of character_background. The argument defaults to true. If it is set to false, the the perk won't be refunded during resetPerks() of actor.
  • An existing perk in the perk tree can be made non-refundable by accessing it via getPerk to get the perkDefObject and then setting the perkDefObject.IsRefundable boolean to false.
  • The onBuildPerkTree function of scenarios is now called after the perk tree of the character is built, and hence the PerkTree and PerkTreeMap members of character_background can be accessed during this function.
  • The Legends version is now saved in the savegame metadata and will be printed in the game log when saving and loading a save file.
  • Improved automatic formatting for perk tree mention in perk tooltips.
  • Modding: Updated MSU to v0.6.27.

15.0.2.0

29 Nov 18:45
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15.0.2.0

==== Map sliders are now re-enabled ====

Armours
New armours made for southerners thanks to @Theamson, @traze and @citreneking, these outfits have been assigned to their related groups.

Art
Invictus trait now has a new art asset.

Balance

  • Goblin overseers now have true believer as standard.
  • Goblin shamans now have true believer as standard.
  • Goblin ambusher Resolve changed from 45 to 55.
  • Goblin fighter Resolve changed from 55 to 65.
  • Goblin wolfrider Resolve unchanged.
  • Goblin leader & shaman Resolve changed from 70 to 95.
  • All the above should stop goblins from routing in such large numbers so easily.
  • Orc Elites no longer randomly spawn with named weapons, however they can still spawn with named heavy shields at random.
  • Husk background nerfed slightly.
  • Named blacksmith hammer armour damage multiplier reduced from 4.0 to 2.5.
  • Crucified crusader now loses battleforged & hammer perks, gains medium armour perks and has cleaver mastery, small stat changes to compensate.
  • Harvest rock, tree and bush skills removed - they proved hard to balance and could cause crashes. You can still gain materials by assigning bros with these specialist perks to the gathering tent.
  • Damage specialist skills (milita spears, pickaxes, shivs, etc.) up from 4-12 to 6-16 skill with the specified weapon, applies 35% bonus (2-7) instead of 25% to similar weapons (does not apply to whips, instruments or slings).
  • Swapped Longsword and Greatsword durabilities to make more sense according to the tiers of the weapons. Longsword now 60, Greatsword 64.
  • Fencing Sword durability buffed from 48 to 56.

Fixes

  • Husk background had two items that would not appear and cause errors, these are now fixed.
  • Greater evil strength gain set to 0 when a town is destroyed (was 20), this is a temporary fix for the greenskin crisis becoming too big to handle. Will be revisited later.
  • Hunter's cap no longer has two lines about it granting +1 to vision.
  • Fixed max of 25 units even though it should allow up to 27 units

Typo Corrections

  • Push forward skill now no longer states it gives 10 ranged skill.
  • Ironmonger background had a few typos, that are now corrected.
  • Blacksmith typos corrected.
  • Specialist weapon skill write-ups have been tweaked slightly to be less confusing.

MISC
There are now new tavern rumors to read.

For Modders
New armour sets can now be used, their titles are:
theamson_nomad_outlaw_armor
theamson_nomad_outlaw_helmet
theamson_nomad_leader_helmet_facemask
theamson_nomad_leader_helmet_heavy
theamson_nomad_leader_armor_heavy
traze_northern_mercenary_armor
traze_northern_mercenary_cap
indebted_armor_rags
citrene_nomad_cutthroat_helmet_00
citrene_nomad_cutthroat_armor_00
citrene_nomad_cutthroat_helmet_01
citrene_nomad_cutthroat_armor_01
citrene_nomad_ranged_helmet_00
citrene_nomad_leader_armor_00

15.0.1.24

20 Nov 18:07
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15.0.1.24

Balance

  • Druid tweaked:
    • Now fills a support role rather than frontline powerhouse.
    • Starting stats reduced. Stamina favored for spellcasting.
    • 2 stars in Stamina as opposed to 3 in Melee Skill and Hitpoints.
  • Cannibal event score halved and now will only trigger once.
  • Removed halberd from Billman spawn.
  • Removed an armor set from Knights that was only 200 body armor.
  • Removed a helm set from enemy Zweihanders that was only 70 armor.
  • Increased Minstrel and Troubadour hiring cost from 65 to 665.
  • Increased Troubadour daily cost to 19 to match with that of Minstrel.

Fixes

  • Fixed equipping a Witchhunter Helmet making it impossible to load saves.
  • Fixed the Ranger and the Druid scenarios not having the correct world map movement speed.
  • Fixed tooltip descriptions for armor piercing and broad head bolts and arrows.
  • Improved tooltip of poison actives to state that it costs 0 AP if used on round 1 of combat.
  • Appetite of a donkey graphic had the wrong filepath and wouldn't be displayed.
  • Witchhunter typo fixed in background.
  • Drunk nobleman event for Noble origin typo fixed.
  • Fixed the missing mini icon brush for the Legends graze effect.

15.0.1.23

15 Nov 18:30
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15.0.1.23

Misc

  • Bandit Raiders and Veterans now can spawn with Barbute helmets.

Fixes

  • Lowered the spawn rate of slave units spawn in southern armies (lowered the maximum party power for them to stop spawning).
  • Fixed Recruited/Dismissed bros reappearing in the town's roster after leaving the town and entering again.
  • Fixed the Try Out status of recruits resetting after leaving the town and entering again.
  • Fixed the bonuses from the Flesh Mortification perk being swapped between min and max.
  • Added missing mini icon for the omens effect.

Modding

  • Updated to MSU v0.6.24. See MSU Changelog and Documentation.

Dipped in Poison

14 Nov 00:04
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15.0.1.22

Balance

  • Equipment Scaling is now always enabled. The option to disable it has been removed from the new campaign settings menu.
  • Base speed of the Training Grounds camp reduced by 70% of what it was before (from 1.0 to 0.3). Back to basics still increases this by 10% (0.4). Tent upgrade and other factors are unchanged.
  • Removed Split from Longsword (legend_bastardsword) and its named version.
  • Crusader Sword changes: Removed Split Shield. Removed Split. Added Riposte.
  • Cultist requirement for sacrifice dropped from 4 valid members to 3.
  • Craven is now removed by True Believer.
  • Cabal puppets were very low in frequency for higher difficulties. They will now spawn more frequently in settlements which have situations relating to missing people, death, sickness, famine, etc. The more severe the event, the more puppets can be found.
  • Cabal puppets now have a few more outfits to draw from.
  • Hunter's cap now encourages other archers to attack you more often, price reduced from 1500 to 1200. Still grants +1 vision.
  • Witchhunter's helm no longer grants night vision, it instead provides +5 resolve when attacked mentally (sleep, charm, horrify, etc.), this stacks with other effects of the same type.
  • Removed Reclamation perk from Summoner.
  • Increased Heavy Lamellar Helmet Value from 750 to 1000.
  • Increased Southern Conic Helm Value from 350 to 1000.
  • Noble footmen's helmet selection is unchanged, however the weight of their higher tier helmets is now much less. This means that noble footmen should spawn with the heaviest helmet less often and have more helmet variety.
  • Concripts (polearms) should now have stricter spawn rates and not be in every battle in overwhelming numbers anymore.
  • Nomads should have fewer instances of spawning elite units without outlaws/cutthroats.
  • Cannibals now have a much better stat line, outperforming their butcher counterpart.
  • Niqaab - Value, Durability, Fat penalty changed from 115, 50, 2 to 300, 45, 1.
  • Trader origin now starts with a roster size of 6.
  • Special Ammo changes:
    • Armor piercing is now +10% armor piercing, -10% damage.
    • Broad Head is now -10% armor piercing, +10% damage.
  • Poison balance:
    • Spider Poison, Goblin Poison can now be applied for 0 action points during the first round of combat.
    • Apply Poison from Poison Mastery can now be applied for 0 action points during the first round of combats.
  • Great Khopesh:
    • Now has +5 Fatigue built on skill usage just like Orc Weapons.
    • Reduced the base fatigue cost of its Cleave skill from 18 to 15 (will now be 20 total with the +5).

Art

  • Widow, Master Archer and Berserker now have new background art.

Misc

  • Disabled map sliders for the time being. This is a temporary change to help us assess what is causing the crash during saving bug.
  • "Reinforced flail" (from file: legend_reinforced_flail) has be renamed to "Reinforced Improvised Warflail" and had its description updated to match to avoid confusion with the vanilla reinforced flail.
  • Witchunter helm now named Witchhunter's Capotain (its not a helmet).
  • Changed a few icons on Jester, Witchunter and Hunter Hat tooltips to make them more visually descriptive.
  • Removed a named leather jacket spawning from "ragged_dark_surcoat" itemlist.

Fixes

  • Major fixes with hiring and upkeep cost code across all backgrounds - loading a save was causing Daily Wage changed by Origin to be reset, which voided the reductions. This is now fixed.
  • Cultist hood crafting is now tweaked - they should now craft correctly and at the correct costs, same goes for cultist leather armour with penance.
  • Penance and dedication perks now state they unlock crafting recipies if taken.
  • Magisters and husks now have a tooltip on their background hover that says they are not eligible sacrifice members.
  • Fixed typo in nightwatch background that caused some towns to not load.
  • Fixed an error in the log that appeared when the possessed zombie died and the turn switched to another actor.
  • Fixed the Voice of Davkul skill not affecting any cultists except converted cultists.
  • Fixed the Song of Life skill providing double the healing than intended.
  • Fixed Embalmed Nobles sometimes spawning without a weapon.
  • Fixed Unarmed Mastery bonuses not being applied correctly.
  • Fixed Parrying Dagger Effect giving wrong defense values.
  • Fixed some typos in Ranged active skill tooltips.
  • Fixed the Tumbleperk reducing the AP cost of all skills.
  • Fixed the female_slave_southern_background missing the Slave background type.
  • Fixed map generation typos.
  • Fixed a typo Bascinet name.
  • Fixed an error in using the Scry skill.
  • Fixed Double Mail Attachment having the wrong durability.
  • Fixed the Fatigue Cost reduction/increase from items e.g. orc weapons or named weapons not being applied properly.
  • The normal beggar commander background tooltip no longer says that the beggar can evolve by killing enemies (as this mechanic is only in the Scaling Beggar).
  • Leech Peddler: flavor text typo and clarity fixes.

For Modders

  • perk_legend_specialist_ninetails_skill & perk_legend_specialist_ninetails_damage files now use this.Const.Items.ItemType.Cultist in all flails and items they affect, rather than listing the items one-by-one.
  • Widow, master archer and berserker background .pngs were not named as they should be, now corrected. (EG. Was: "widow.png" | Now: "background_widow.png").
  • Changed the code of how Legends Settings are handled (settings are now in a table instead of array). See new_campaign_menu_module.nut and new_campaign_menu_module.js.
  • Updated MSU to v0.6.23.

15.0.1.21h

31 Oct 19:47
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15.0.1.21h

Fixes

  • Fixed the battle freezing in combat with alps, unholds etc.
  • Fixed the Orc "Bough" weapon not having the Split Shield skill.
  • Fixed the "Tiny" trait not having the correct damage modifier applied (was -10%, should be -15%).
  • Cultist lurker terrain speed increase fixed.
  • Dedication now stipulates a normal sack works with the skill. Dedication benefit reduced from 25% to 15%.
  • Fixed a typo in the cultist intro.

Modding

  • Updated to MSU v0.6.21. See MSU changelog.