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Releases: Battle-Brothers-Legends/Legends-Bugs

15.0.1.20g

05 Sep 18:24
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15.0.1.20g

Fixes

  • Fixes necromancer being unable to resurrect (really real)

15.0.1.20f

05 Sep 17:38
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15.0.1.20f

Fixes

  • Fixes necromancer being unable to resurrect (real real)

15.0.1.20e

05 Sep 15:42
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15.0.1.20e

Fixes

  • Fixes necromancer being unable to resurrect (hopefully for real)

15.0.1.20d

05 Sep 13:18
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15.0.1.20d

Fixes

  • Fixes necromancer being unable to resurrect (for real this time)
  • Fixes freeze when AI characters have to use Hand-to-Hand attacks

Hotfix

05 Sep 10:10
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15.0.1.20c

Fixes

  • Fixes necromancer being unable to resurrect (fr this time)

Hotfix

05 Sep 09:45
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15.0.1.20b

Fixes

  • Fixes necromancer being unable to resurrect

Hotfix

05 Sep 09:04
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15.0.1.20a

Fixes

  • Fixes a lot more backgrounds being identified as untalented than there should have been. #58

The One That Will Break Background Mods

04 Sep 23:46
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15.0.1.20

Changes

Roster Changes

Roster size is now tied to the scenario's "roster tier" and your amount of active retinue hires
Noble starts at tier 2, Beggars start at tier 0, Peasant Militia at tier 6, everything else at tier 1
T0 : 1,
T1 : 6,
T2 : 9,
T3 : 12 / 13,
T4 : 16 / 19,
T5 : 18 / 21,
T6 : 25 / 27
Only peasant militia can get tier 6
Removes +Roster perks from player characters

Ranger origin rework

Druid scenario now changed to "Legacy" - is currently marked for deletion or complete rework and is no longer supported. Druid now merged into ranger origin.

  • Difficulty dropped from 2 to 1
  • Now starts with a Druid - the druid and ranger are friends and both count as player characters. If one dies the game will continue. If both die the game will end.
  • Druid and ranger are both commanders and share the burden of increasing roster size. If one dies the other may still expand the company but only at half the total sum.
  • Intro re-written
  • Druid now has a good and bad ending
  • Starting druid and ranger backgrounds for this scenario have new flavour text
  • All outdoor recruits gain pathfinder and cost 25% less
  • Recruits that do not like the outdoors will instead have the default baseplate and not get pathfinder. They also have a 25% increased cost
  • Small chance of finding rangers and druids in recruitment pools
  • Average chance of finding a herbalist in recruitment pools
  • Good chance of finding wildmen/women in recruitment pools

Recruitment

  • If a background is tagged as a ranger or druid they will gain 25% less upkeep and cost when hired.
  • Everyone else costs 25% more
  • Backgrounds that are not ranger or druid tagged will not gain pathfinder

see the legends wiki on backgrounds to see who is tagged as a ranger or druid

Lone wolf rework

  • Lone wolf now starts with the "favoured enemy: swordmaster" perk
  • Squires, blacksmiths and hedge knights spawn more frequently
  • Blacksmiths, squires and hedge knights have a 15% upkeep and purchase reduction

Throwing axes

  • Normal/named: armour damage increased from 1.1 to 1.3
  • Heavy: armour damage increased from 1.15 to 1.35

this should make throwing axes more viable at destroying armour rather than being inferior to throwing javelins

Background type changes

these changes influence recruitment for specfic origins. They are being rolled out slowly so there will be more to come.

  • Nomad is now a ranger and outlaw recruit
  • Blacksmith, Inventor and Swordmaster are no longer ranger recruits
  • Blacksmith is now marked as a noble (they serve nobles and armies)
  • Swordmaster is now educated (due to their experience and wisdom)

Integrates MAR (Medium Armor Rework by LordMidas and Lukas Tenschouko)

Balance (tier 2) - Gain up to +15 Melee and +5 Ranged Defense. The bonus increases as you wear armor of heavier weight (penalty to Maximum Fatigue) but slowly drops when your Current Initiative is less than twice your armor weight. This drop is faster for heavier armors.

Perfect Fit (tier 3) - The penalty to Initiative from head and body armor is reduced by 30% and all skills build up 15% less Fatigue. These bonuses drop exponentially when your armor weight (penalty to Maximum Fatigue) is greater than half of your Maximum Fatigue after gear.

Lithe (tier 6) - Damage to hitpoints and armor is reduced by 30% when the total penalty to Maximum Fatigue from head and body armor is between -25 and -35. Outside this range the bonus drops exponentially. As your armor takes damage, this bonus drops slowly to half its maximum value at 0 armor remaining.

In the Zone (tier 7) - Melee Defense and Melee Damage are increased by 1% every time you dodge a melee attack, up to a maximum of 25%. The bonus drops by 2% whenever you get hit. If your initiative is greater than twice your armor weight (penalty to Maximum Fatigue) you start the battle with a pre-applied bonus equal to your armor weight above 15.

For Modders

  • Adds new BackgroundType system which replaces isNoble/isCultist/etc, read the pinned post in #submod-chat for more info (THIS WILL BREAK MODS THAT MODIFY BACKGROUNDS)
  • Now requires and integrates the Modding Standards & Utilities (MSU) mod. Submodders should get in touch for important changes and questions. A documentation will be released soon(tm).
  • MSU adds a new WeaponType system which automates this.m.Categories creation for weapons and allows for SIGNIFICANT simplification of how perks like Legends weapon specialist skills work (look at perk_legend_specialist_butcher_damage or similar) as well as increased reliability

Fixes

  • Fixes any inconsistencies between Weapon Categories and specialist perks thanks to new WeaponType System.
  • Fixes named helmets randomly switching between different vision numbers
  • Fixes unarmed not being affected by traits and perks that should affect it
  • Fixes a bunch of crafting recipes not showing layered icon
  • Fixes Holy Flame not blocking resurrections
  • Fixes worn items not getting repaired
  • Fixes helmet aesthetic vanity layer not getting repaired
  • Fixes missing tooltips for non-humans
  • Fixes field repairs
  • Fixes hunting big game
  • Lowers tent resell value
  • Removes unarmed weapon tree (not class tree)

Gladiator Hair Color Crash Fix

31 Aug 01:27
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Fixes

  • Fix Holy Flame and remove Hold the Line from it
  • Fix crash due to incorrect gladiator background hair color
  • Adjusts Hollehund bite icons

For Modders

  • Add name, fullname and title to skill and perk vars.
  • Make arena champion and invictus use vars rather than a modified function

Gendered Pronouns for Everyone

29 Aug 23:21
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Changes

  • Stollwurms get Battle Flow
  • Integrate Leonion's bigger log mod (top version for now, as bottom version has problems with scaling)
  • Return item contracts with a bribe will show original contract reward when the bribe is offered

===Katar dagger;===

  • Now has deathblow instead of puncture, damage increased by 5
  • Has 15 more durability (now 75)
  • Has 10% more direct damage

===Caravan AI;===

  • Caravan hands will be more eager to engage enemies in melee (or chase down ranged units), however they will not break formation.
  • Caravan hands will stay in formation a little more often (and will split up less)
  • Caravan hands have a stronger desire to finish opponents off that are near death or fleeing (which means they spread their damage out less)
  • Caravan hands will avoid engaging multiple opponents at once (no more rushing headfirst into 3 orc warriors), unless the donkey is in danger
  • Caravan hands will dogpile enemies engaged by allies more often (this increases their effectiveness by a large margin)

Typical behaviour is now;
Is the donkey in danger? if not, stay.
Is another caravan hand in combat or a donkey engaged? If so, engage.
Are all nearby enemies dead and no caravan hands engaged? If so, return to donkey.
Am I (or the donkey) being hit with a ranged weapon by an enemy within a distance I can reach in a turn? If so, engage unit.

  • Caravan hands are still very defensive but only on legendary combat difficulty

===Attachments;===
Gladiator attachments;

  • Light attachment dura up from 35 to 45
  • Heavy attachment dura up from 60 to 75

All attachments halfed in price, except for gladiator attachments and attachments made from beasts (unhold fur cloak, whitewolf cloak, etc.)

===Named Shields;===

  • Undead heater shield durability improved from 32 to 35
  • Undead kite shield durability improved from 48 to 51

Result:

  • Undead named shields and item farming made marginally less pointless.
  • Undead shields are now much stronger in durability but still weak statsically.

===Southern Attached locations, pt.2;===

  • Southern attached locations now spawn related tents for legends...
  • Incense Dryer = enchanting + crafting tents
  • Plantation = healing + gathering tents
  • Silk Farm = repair + salvage tents
  • Stone Watchtower (Southern) = scouting + training tents
  • Miltia barracks = fletching tent
  • Goat farm = hunting tent

===Tumble and Lunge;===

  • Tumble now increases AP cost of lunge to 3, not 2.

For modders

  • Perks, skills, backgrounds & endings can now all use a new shared gendered pronoun system. Look at adventurous noble for an example on how to use it. z_legends_language.nut for source

Fixes

  • Makes the new green retreat flag work properly with a variable tooltip
  • Changes a lot of enemies from having innate resistances or skills to having the appropriate perk
  • Fixes potential crash after hexe fight
  • Fixes buyback exploit
  • Fixes mismatched ethnicities for certain backgrounds
  • Fixes infinite boneplating
  • Fixes some healer tent issues
  • Fixes 2 skull big game hunt contract not working
  • Fixes multiple issues with bribe
  • Fixes named lute being one-handed
  • Makes matching set effect visible as a status effect (like nimble and battleforged)
  • Other minor fixes
  • A lot of Typos and Syntax fixes in this build, hopefully no more missing full stops