Battle Realms: Zen Edition - Also KoMiKoZa
Greetings, warriors!

Another month gone, another update is ready to take off! We've had a lot to deal with this month: fixing some of the more obvious issues with the game, addressing player feedback, figuring out what we want to achieve with this project in the future, updating our social media presence... and a lot more.

This update is bringing a couple major changes to the gameplay as you know it since we're restoring and reintroducing the mechanics that previously refused to work. So please, bear with us, let's go through everything at once.

  

☯ We hear you... Windowed mode is here!

That's right, unlocked by popular request. However, it is still experimental and is only available and set in the Battle_Realms.ini file found in the core game folder. If you don't know how to get there, please, see #6 in our official troubleshooting guide. We will need your feedback on how it performs!

By tradition, AMD GPU (videocard only) users who rely on dgvoodoo2 to have the best possible BR experience will have to take some extra steps in order to make it function properly, but we've done most of the work for you and came up with a new config!

If you're an AMD GPU (videocard only) user, grab {LINK REMOVED}, more information can be found in the troubleshooting guide (#6).

☯ Horse/Rider Damage Distribution Ratio & AoE damage application - now fixed and remixed!

Now this is something that definitely spices up the horseplay in the game...

A little bit of backstory: In the legacy version of Battle Realms horses acted as an (mostly) impenetrable shield for the units that mounted them, that was because of a bug in the code. Originally any damage dealt to a unit on a horse was supposed to be distributed across the rider and the horse according to the percentage set in the database file.

The code, however, skipped an important check resulting in horses always taking 100% of the incoming damage from everything. On top of that, the AoE damage dealt by such Battle Gears as Soul Chill, Whirling Spear, Wrecking Ball etc. woud apply to the horse twice, which effectively made horses extremely weak against AoE Battle Gears.

We restored the code, making the damage distribution work as it was always supposed to, the bug with double damage application was also fixed.

All of that combined makes horses... much less fragile than they used to be, however each clan has a set of Battle Gears to effectively counter horses or damage the rider much more than the horse. We're not gonna spoil a lot, so discover on your own!

Horse/Rider Damage Distribution (General Info):
    Melee attacks - 75% damage to horse, 25% to rider. Missile attacks - 25% damage to horse, 75% to rider. AoE Battle Gears- Percentage varies. For example, Serpent Raider's Caltrops BG will distribute 100% of damage to horse, while Serpent Musketeer with Sniper Scope will distribute 100% of damage to rider instead.
That will cause a bit of chaos in the game's balance, so please, lets us know your thoughts regarding this change.
☯ Battle Realms had... what? Reintroducing hybrid damage!

Many of you probably caught themselves hearing blunt damage audio feedback on Dragon Spearman's or Kenji's kicks, piercing damage audio feedback on Serpent Swordsman's poking attacks etc. And you probably asked yourself, "Do these units sometimes attack with a different damage type?".

Well, wonder no more! The answer is no, the unit damage type stays the same no matter the animation. Many units in Battle Realms are actually wired to deal damage types based on their animations; however, they were limited to dealing only one damage type by the code... up until today!

After continuous discussions within the team and proper analysis by Ed Del Castillo himself, we've decided to lift this limitation and restore yet another unique feature BR was supposed to offer.

We understand this will cause a shift in the game's balance because it directly adds an RNG factor that being the randomization of animations thus damage types, but this also adds more flavor to BR combat and the game as a whole. We will most likely be improving this system as the time goes.

☯ High-poly models for Wolf Brawler, Packmaster and Berserker - here at last, followed by a little bonus!

This has been delayed many times, but for a reason! We're now releasing this to you along with a short story...

Out of all high-poly models (currently unlocked by the 'High' Level of Detail in Options), the Wolf ones were the most outdated. They were much different in design compared to their low-poly counterparts, surely that is something we were quite eager to fix because it just didn't look right. Not only those models were dated in their looks, but some didn't even have proper masks or the 'Shale Armor Equipped' texture that indicated the units wielded their iconic armor.



They indeed have many more polygons, but you can see some things are amiss: hair form and color, Berserker's shield... These models were made before the clan design got finalized, so this is the result. Using the good ol' Liquid tools, we were able to update them using the existing files in the game. Some things are impossible to change (like the hair) without reworking the model completely, so we touched only what we could surely fix.



While the base models weren't really changed (besides mask textures, hair color and Berserker's apparel), we added shale armor variations for Brawler, Pack Master and Berserker. Grayback received a pickaxe update and, together with Longtooth, got updated mask textures.

You might've noticed we also changed the texture on the pack wolf. That is the original high-res texture straight from the year 2000, a real treasure! We did some spelunking, yes.

Remember- this is only available if you select 'High' Level of Detail in Options. For reference, if you select 'Very High' LoD, you get the original low-poly BR unit models:



It is done for a reason, we know it's a bit messy, but we will change that in the future updates.

All in all, we're eager to hear your feedback regarding all of this! Let's move on to the full changelog...



1.57.4 Changelog:

  
Technical:
  • Fixed the High DPI scaling issue that made the game render outside of the screen, resulting in an extremely zoomed view.
  • Game can now be played in a window (see more in Highlights above).
  • Fixed game rooms not properly updating settings in the main lobby screen.
  • Fixed lobby refresh time (now it updates upon on an interval).
  • Fixed lobby selection getting reset when the game list was updated.
Gameplay:
  • Fixed horse/rider damage distribution for weapons and battle gears (see more in Highlights above).
  • Fixed horses getting damaged twice by AoE damage (see more in Highlights above).
  • Fixed an exploit that allowed to tame horses faster by partially skipping the peasant taming animation.
  • Fixed battle gears that are supposed to be 'melee' type, like Dragon Spearman's Whirling Spear, Wolf Werewolf's Wolf Bite and such (As a result of this change, such 'melee' type BGs now penetrate Lotus Staff Adept's Dark Canopy or Dragon Samurai's Dragon Skin because the latter two were always supposed to protect from projectile attacks only).
  • Fixed a bug that made golems (and sometimes peasants) go idle when harvesting or collecting water.
  • Fixed units sometimes refusing to train in combat buildings.
  • Fixed magic objects (Death Sentry, Totem, Scorched Earth etc.) not being identified as attackable under certain circumstances (the most vivid example of this is Death Sentry on the water).
  • Fixed unit attachments being rendered separately from units under certain circumstances (like entering buildings).
  • Fixed Lotus Shadow Steed "Symbiosis" Visual FX when its rider is killed.
  • Zymeth and Lotus Clan Watchtowers won't cast lightnings on enemy units stationed in their watchtowers. This used to happen before resulting in both wasting their lightnings.
  • Lotus Reapers won't reset their attack animation when performing execution (innate ability).
  • And most importantly... Golems are now able to run! They didn't do that in vanilla because of a bug.
  
  • Reduced responsiveness delay for multiplayer games, offline games will have no delay at all.
  • Targetable Battle Gears (Death Sentry, Smoke Bomb, Scorched Earth etc.) will now take into account the run order (ALT + Use Battle Gear action). Previously units ignored the run order when activating their Battle Gears resulting in them just walking and losing time.
  • Improved unit disengagement-chase behavior (they won't run around a unit they're chasing, wasting their stamina).
  • Peasants will always choose rice patches that are the closest to nearby huts when harvesting rice.
  • If the base is under attack, the game will play a restored sound FX alert.
  • Restored hybrid damage based on unit animations (see more in Highlights above).
  • Reduced collision radius on units.
  • Game time is now visible on the UI panel (near the resource counter!). This replaces the previously available !time console command.
  • Restored realistic water animation. This will make water more 'wobbly' than it already was. Don't stare at it for too long or you are going to get dizzy!
  • Peasants will now always try to deliver horses to the stables closest to them if multiple stables are built.
  • Tamed horses will face their target when doing their battle gear action. For example, Lotus Shadow Steed will now breath directly on a building, greatly increasing its chances to set it on fire.
  • Tamed horses won't regenerate stamina if units are in the process of mounting them (only when getting on the horse, this is done to reduce the mount/dismount exploit until we find a better solution).
  • Tamed horses without riders will now trample if under attack or run away whenever convenient.

    Journeys (Campaign):
  • Increased Nightvol's hordeling spawn chance.
  • Added effect to Nightvol when spawning hordelings.

    AI:
  • AI will keep group pathing when moving a war party (it won't send units one by one to attack or to reach strategic points, the whole formation will move as one group).
  • AI will wait until units regenerate their health before moving or relocating war parties (this prevents AI sending severely harmed units back to battle).
  • AI lotus won't eat golems using Tier 2 units in order to obtain Battle Gears.
  

We've begun looking into the game balance, every update will basically bring a bunch of tweaks to certain things in the game.
  • Wolf Brawler now deals twice as much damage per hit on his '5 hit combo' animation. Finally Brawler lives up to his character!
  • Lotus Brother Sehk's Yin score generation has been reduced from 5 to 1 (1 per each projectile = 5 score points in total). This Brother would generate Yin quicker than the other Brothers because of this dev oversight (generating 5 score per 1 projectile, resulting in 25 score points per 1 attack compared to the other two brothers' 5 points per 1 attack).
  • Serpent Musketeers' damage to buildings was reduced by 50%.
  • Serpent Musketeers' hitpoints were reduced from 240 to 210.
  • Serpent Musketeers' Armor Multiplier against Blunt type of damage was changed from 0,5 to 1, meaning they will take full 100% damage from blunt attacks.
  • Dragon Spirit (Dragon Monument's Unique Ability) will now penetrate Staff Adept's Dark Canopy and Dragon Samurai's Dragon Skin.

  

Discord has proven to be a very helpful and fun program to use for us, so we're quite keen on maintaining it and have it as a bridge between us and the community. It's already populated by more than 3000 members!

If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with others - we'd like to see you there, come around!

  

Miscellaneous info:

Stay tuned for more updates!

- The Battle Realms Team
Mar 29, 2021
Battle Realms: Zen Edition - nicosafull
Changelog:
- Fixed the synchronization error that would occur when players left mid-match.
- Removed the GameSpy codebase due to it becoming obsolete, tidying up the code.
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings, warriors!

Thanks to everyone who shared their NetLogs to help us track down sync errors, and those reported various bugs that the game liked to boast. We're slowly but surely polishing things up, another update is now ready to be released...

1.57.3 Changelog:

Technical:
  • Replaced password feature with 'private lobbies' (steam exclusive) with according interface changes.

    You can now choose if you want to create a private or a public lobby by ticking/unticking the 'Private Lobby' option. Private lobbies are only joinable via friend invite (done through your Steam friend list) and are not visible in the general Steam multiplayer lobby.

  • Redesigned lobby screen:

    - Fixed a visual bug that resulted in misplacements between text rows.
    - Moved country tag from the game name to a separate column.
    - The last column will now show if the game is started or not.

  • Reduced chances for sync errors to occur when players prematurely leave a match.
  • Fixed crashes on maps that contained a lot of visual effects and wild life.

Gameplay:

Introducing the restored Siege Damage System!

Understandably not many are aware of this, but Battle Realms employs a "Siege Damage System" which is related to how effective a unit is against buildings. However, that only worked for melee units and was, for some reason, disabled for missile units, which resulted in several techniques in the game simply not working (Serpent Cannoneer's "Steel Cannonballs" in the Sharpshooters Guild) or partially working (Dragon Chemist's "Phosphorous Powder" in the Alchemist Hut).

The most notable example of a "siege unit" you know is the Wolf Clan Sledger who eats buildings for breakfast. Basically, a melee focused "siege unit" would deal full base weapon damage to any building where as the same "non-siege unit" would deal 50% of that damage.

We have now made that system work for missile units albeit with some little tweaks. From now on, any missile focused "non-siege unit" will deal 25% less damage to any buildings, where as a missile focused "siege unit" will deal its full normal damage.



Keep in mind that buildings in Battle Realms also have Armor Multipliers, same as units:
Cutting AM - 0,5 - All buildings take 50% damage from cutting attacks.
Piercing AM - 0,25 - All buildings take 25% damage from piercing attacks.
Blunt AM - 0,75 - All buildings take 75% damage from blunt attacks.
Explosive AM - 1 - All buildings take 100% damage from explosive attacks.
Magical AM - 0,75 - All buildings take 75% damage from magic attacks.
Fire AM - 0,25 - All buildings take 25% damage from fire attacks (compensated by fire point damage e.g. Fire consuming buildings).
This makes missile units less effective against buildings unless they're "siege units", which is how the original developers were planning to make it work, but for some reason didn't. The system is now back in the game and affects missile units as it should, the mentioned techniques were rebalanced and now work as intended.

New Siege Damage System changes:
  • Non-siege missile units will now deal 25% less damage to buildings.
  • Siege missile units will deal full damage to buildings.
  • Fixed an interface bug where the attack cursor wouldn't become "gold" when a unit learnt a technique that added siege capabilities.
Introducing more innate abilities!
And our guest today is the Lotus Reaper from the "Winter Of The Wolf" addon. It's no secret to anybody that the "WOTW units" are pretty underwhelming. We'd like them to really stand out, but for now we're not completely sure what we want to do with them. However, as a sneak-peek and an experimental feature, we present a new innate for our reaping friend:

Innate Ability: Execution
Reaper will execute units with less than 20% health.
Go check it out right now and tell us what you think!


Other Gameplay Changes:
  • Serpent Cannoneer's "Steel Cannonballs" technique will now make him deal his full base weapon damage to buildings because it makes him a siege unit.
  • Dragon Chemist's "Phosphorous Powder" technique will now give him an overall 20% damage increase, 75% AoE increase, and will make him a "siege unit" which further increases his damage to buildings.
  • Techniques that were supposed to increase Units' AoE never worked properly and are now fixed.
  • "Bond Of Pestilence" now affects both Infested and Diseased and will increase their AoE by 50%.
  • Previously broken "Pressurized Kegs" technique for Dragon Powder Keg Cannoneer now gives him a 20% damage increase for his missile weapon.

    After these changes, all techniques in the game work as they should. We may rebalance something later, but for now what matters the most is that they are properly functioning.

  • Lotus Infested and Diseased base AoE has been increased.
  • Diseased One's "Rotting Pool" (after-death innate ability) will now poison any enemies that step in it.
  • Made Chemist's "Mandrakes Spores" rockets' visual effects to follow affected units instead of being stuck in the air.
  • Restored Bandit's "Looting" (Innate Ability) visual effects.
  • Units under "stun" and similar effects will no longer play different idle animations and will be immobile.
  • Improved conditions that prevent stunned units from regenerating health and stamina.
  • Fixed a bug that caused missile units to go into melee range when ordered to attack.
  • Fixed a bug that caused missile units to get 'stuck' when attacking (resulting in endless animation loops).
  • If a building has rally point set beyond the screen borders, it will now point you to the direction of the rally point when selected.



  • Fixed a bug that caused AoE battle gears to not apply damage percentage to horses (whirling spear, concussion smash, etc..).
  • Missile units will not insta-shoot after they disengage from melee combat to prevent exploiting.
  • Fixed !time command, it will now show the real game time instead of the "lobby creation time".
  • If a player's stables is full and peasants still caught horses, instead of idling with the horses, they now will go to stables first and idle there until a slot for horses frees up (player takes horses from the stables).
  • Fixed battle gears not applying on time (delayed) / blinking / never applying (goo, sentry, etc..).
  • Fixed a bug that allowed combat units to attack horses with a help of a peasant (being in the same squad (no more Lotus Brothers abusing wild life for stamina!).
  • Fixed a bug that made units lose stamina while being on a horse and running.
  • Fixed a bug that made 'Poison' not work on projectiles (beware of ninjas' shurikens now!).
  • Units won't regenerate health if poisoned.


Campaign and AI changes:
  • Campaign difficulties have been rebalanced.
    How it worked before (in the legacy game):
    All Campaign levels are always script controlled, not allowing AI to play like it does in Skirmish (full freedom of action).

    An AI profile (like the ones you can set in skirmish) with all stats being 50% was taken as the base enemy model.

    The difficulty levels (that could be set in 'Options') did the following:

    EASY: Set intelligence to 15% and decreased all enemy unit armor by 25%.
    NORMAL: Set intelligence to 30% and decreased all enemy unit armor by 12.5%.
    HARD: Set intelligence to 45%, all enemy unit armor remained unaffected.
    What does 'Intelligence' in the AI profile do? Well, it defines just how good the AI is at matching units against each other e.g. utilizing the damage/armor system and picking proper counters against what player does.

    A little bit after this update, we'll update the Online Guide and provide detailed information on the AI behavior and couple other things.

    How AI works now (Zen Edition):
    All Campaign levels are still script controlled, not allowing AI to play like it does in Skirmish (full freedom of action). Still the same AI profile with all stats being 50% taken as the base enemy model.

    The difficulty levels do the following:

    EASY: Set intelligence to 30% (AI won't recover from 'blindness' effects) and decreased all enemy unit armor by 25%.
    NORMAL: Set intelligence to 64% (AI won't recover from 'blindness') and all enemy unit armor remains unaffected.
    HARD: Changes the AI profile to 'Nightvol' (All stats at 100%, will recover from 'blindness' effects), all enemy unit armor remains unaffected.

    While still limited by campaign scripts, the "HARD AI" will now make more units and attack in more efficient ways, this will now be a tough challenge even for seasoned players.
  • Fixed a bug that made AI sometimes leave tamed horses idling around stables.
  • Fixed a bug that made AI sometimes idle in campaign (campaign scripts will still make them idle here and there).
  • Fixed a bug with AI sometimes not manning watchtowers.
  • AI will now bring back any army to base if under a 'high-risk' attack.
  • AI will now try to position towers near rice fields.
  • AI won't build same buildings more than once (excluding peasant huts and towers).
Community & Discord:

Discord has proven to be a very helpful and fun program to use for us, so we're quite keen on maintaining it and have it as a bridge between us and the community. It's already populated by more than 3000 members!

If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with others - we'd like to see you there, come around!



Miscellaneous info:

Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings, warriors!

We've been collecting your feedback closely, trying to address the most persisting issues in the game. Let's see what this update has in store for everyone. We will preface it with a couple short announcements though:

Journey: Critical bug in Grayback's Journeys related to Diggers is fixed:


We are sorry about that, the bug was introduced with the battle gear targeting change and only affected this particular Digger battle gear, it's fixed now and you can continue leading Grayback's clansmen to freedom!

Multiplayer: Another bunch of de-synchronization triggers has been eliminated:


As improving multiplayer experience be that PvAI or PvP is our main priority, we're bringing more exciting news.

Countless hours of patience and persistence have paid off - we've been hunting down the triggers for sync errors crawling inside the game, and we did eliminate several of them, which, according to our statistics, were at fault for most part of the desyncs.

Not all of them have been found yet, so we're still working on that, however you should be able to have smooth games in MP with your friends. We've tested all of that a lot under different circumstances and scenarios, and it's looking pretty good! Now... let's talk about how you can help us help you:

Introducing NETLOGGING - our sure-shot method to effectively fight synchronization errors.

Having realized that the wretched desyncs are not as easy to fix as we had thought them to be, we had to bring countermeasures, and our go-to was NETLOGGING.

Netlogging is a feature in Battle Realms: Zen Edition that will log any multiplayer sessions in detail into a file. These files (logs) are stored in a dedicated folder called NetLogs.

When a synchronization error happens and players drop each other, the logs will vary and that will allow us to spot the differences between P1, P2, P3 etc. that triggered a desync. That's where we need your help!

If you experience a sync error with a player you know, you (and that player) need to grab the latest log file and send it to us so we could compare them. Let's go through the reporting process step by step:

Reporting Sync Errors as of Update 1.57.2:

You and your friends ran into a sync error, what to do?

  • Step 1 - Try to remember what led to the sync error. Bonus points if you got a video prior to the desync ("Instant Replay" from NVIDIA GEFORCE EXPERIENCE or AMD ADRENALINE). We will need that information along with your netlog file.

  • Step 2 - Navigate to your BR folder and find another folder called NetLogs


  • Step 3 - Grab the Netlog that matches the date and time of your last game. Make sure the person you desynced with does the same.

  • Step 4 - Send the Netlogs from players who dropped each other along with the description of the events that led to the drop to:



  • Step 5 - Receive our heartfelt thanks and feel proud because you've just provided some essential help to the developers.

This is not necessary, but if you want to help speed up the process of fixing the sync errors, please, do follow the guide above. Also remember- the Netlogs don't get deleted so you will have to do that manually if you need to preserve disk space.

With all that out of the way, let's go through the actual changelog!

1.57.2 Changelog:

Technical:
  • Version updated to 1.57.2.
  • Fixed a number of bad sync values that triggered desyncs in Multiplayer.
  • Fixed all FOV bugs (a.k.a black squares) in all game types.


Gameplay:
  • Fixed a bug that prevented Diggers from using their Digging Battle Gear in Grayback's Journey.
  • Fixed a bug that made some units untargettable in Journeys.
  • Restored rice/water shifting fix (had been previously removed for stability).
  • Restored unengageable duration on units (it had previously made horses nearly unmountable when in combat).
  • Wolf Ballistaman & Serpent Cannoneer won't lose their main behavior orders when reloading (such as Stand Ground or Passiveness).
  • Improved the fix that prevents missile units from shooting while being engaged in melee (sometimes it didn't work).
  • Fixed an issue with units not retaliating when engaged in melee while doing something else (building, constructing, attacking).
  • Fixed an issue with peasants when their forced commands not being able to be cancelled (construct on fire, repair while being attacked melee, etc..).
  • Units won't reset their attack animations when they stun the target (spearman, sledgers, etc.).
  • Fixed an issue with stun not working properly on bots.

  • [UnitAI] Run order will no longer make pack wolves retreat.
  • [UnitAI] Instead, if any wolf unit with pack wolves issues the Guard order, their wolves will retreat to them.
Journey:
  • Granted Nightvol a new innate ability:
    Lord of the Horde: if Nightvol is under attack, hordelings will arise to aid him.
  • Nightvol is now immune to Glass Sword of Serpent Swordsman.

AI Improvements:
  • AI will no longer send Ronin to Necromancer's Throne if Necromancer is already summoned.
  • AI will now reassign units when its warparty is severely reduced (no more war parties of 2/3 units or geishas only). AI will also retreat if it senses danger.
  • AI will now water rice in a wiser way.
  • AI will now consider non-AI allies' rice fields when relocating/expanding.
  • AI will now try to build wells near rice fields whenever possible.
  • AI will now order Necromancer and healers to utilize 'Passiveness' when engaging in fights.

That's it for now! We had to delay the fixes for the high-poly Wolf Brawler/Berserker/Packmaster until the next big update, however some progress has certainly been made!



We will also leave some room for speculation regarding this particular screenshot... Any ideas what we're planning deep in our development cave? :)



Community & Discord:

Discord has proven to be a very helpful and fun program to use for us, so we're quite keen on maintaining it and have it as a bridge between us and the community. It's already populated by more than 3000 members!

If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with others - we'd like to see you there, come around!



Miscellaneous info:


Stay tuned for more updates!

- The Battle Realms Team
Feb 11, 2021
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings, warriors!

Alas, getting rid of synchronization errors has proven to be even more difficult than getting rid of the Horde, we've underestimated our enemy one too many times. Fret not! We will be singling out every desync trigger left in the game.

Thank you for your support and feedback as always! Reading all the comments to Update 1.57 was a blast.

Update 1.57.1 is coming through with more fixes and improvements.

1.57.1 Changelog:


Technical:
  • Version updated to 1.57.1.
  • Internal tweaks regarding Multiplayer stability.
  • Minor lobby improvements.
  • Synchronization errors (desyncs / player drops) will now play a sound and show a proper message .when they happen (we sincerely hope you won't get to see it often).
  • Game speed limitation for Steam Multiplayer lobbies has been reverted.
  • Lobby description will now change if user changes it in the lobby settings. This will be seen by everyone in the Steam Multiplayer lobby.
  • Speed for multiplayer lobbies has been improved.
  • Chat in the multiplayer lobby settings has been fixed: now it's also colored and you can send messages that would be seen by everyone in your lobby.
  • Changing global settings (Main Menu -> Options) will be saved to current player's profile (such as in-game hotkeys).
  • In-game hotkeys will no longer reset when updating/verifying the game through Steam.

Gameplay:
  • Increased difficulty for campaigns as AI there behaved in quite a bizarre way. It is almost the same as the one you encounter in Skirmish.
  • Clan selection dropdown menu will no longer show the selected clan when picking "Random" in Multiplayer.
  • In-game stun has been fixed (units will no longer run around stunned targets, engaging them instantly instead). Attackers will no longer disengage when stunned units are ordered to move/attack.
  • Serpent Cannoneer smoke bomb (machinegunning) abuse has been finally fixed, Cannoneers finally shoot smoke bombs as they should- with a proper reload! Wolf Ballistaman Totem... We're coming for you next!
  • Dragon Samurai Seppuku will no longer give any Yang points if no units are affected.
  • Yin/yang multipliers regarding damage dealt are now fixed (no more 3 Yang points for Samurai Seppuku).
  • Fixed the inability to gain any Yin/Yang in some in-game situations (thanks to user Blankname for providing a crucial report and a save file).

  • [UnitAI] Healers and Necromancer will no longer respond aggressively to enemy attacks.
  • [UnitAI] When putting out fires, Peasants will now take into consideration the nearest water source from the burning building instead of themselves.
  • Destroyable battle gears can no longer be thrown on impassable terrain or buildings.

  • [AI]: AI controlled units will now destroy enemy magic objects (Ballistaman's Totem, Unclean One's Sentry, Ronin's Cursed Swords etc.)
  • [AI]: AI controlled units won't retaliate if a peasant was killed far away from his main base.
  • [AI]: Necromancer pathing fix (no more walking/reposition loop).

More notes:

One change made in the Update 1.57 wasn't listed in the changelog, so we're listing it now.



The "Cinematic Level Of Detail (LOD)" with high poly models was once again moved, this time from 'Very High' to 'High' for a couple of reasons:

  • Main reason is it being on 'Very High' removed some of the minor VisualFX for the (previous) vanilla 'Very High' setting, such as Serpent Cannonner's flag shimmering with blue or Kabuki Sword shimmering with pink.
  • We didn't want to force the cinematic LoD on most users due to not yet fixed and overall inferior looking high poly wolf models.


High Poly Wolf models will be fixed in the next update, we can't exactly say to what degree as we're limited in our capabilities for now, but they'll look better and will have distinct Shale Armor. We'll talk about that one in one of the upcoming announcements, so keep an eye out for it!

Community & Discord:

Discord has proven to be a very helpful and fun program to use for us, so we're quite keen on maintaining it and have it as a bridge between us and the community. It's already populated by more than 3000 members!

If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with others - we'd like to see you there, come around!



Miscellaneous info:


Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings everyone,

As of now, Steam is undergoing some sort of maintenance (which is weird as they normally hold it every Tuesday), which is obviously causing issues for the Multiplayer part of our game.



If you're constantly stuck with "Waiting for OK from host" popup, see an extremely low amount of lobbies or didn't see your friends' lobbies - Steam is at fault here.

We're monitoring the SteamSDK documentation and have already seen quick edits done to it:
Up to 50 results may be returned, but usually it's no more than a couple. The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to k_ELobbyDistanceFilterDefault (nearby). To add filters, before you call RequestLobbyList you need to call one or more of the filtering functions.

There can only be one active lobby search at a time. The old request will be canceled if a new one is started. Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds.



Basically they're trying to change the way Steam handles all lobbies. We'll fix and adjust anything as soon as Valve/Steam settle down with their changes.



Remember- even though the game uses P2P, it still depends on Steam as it's directly responsible for all the networking. So if Steam has issues, the lobbies will act unpredictably as well.

-The Battle Realms Team
Feb 2, 2021
Battle Realms: Zen Edition - nicosafull
Changelog:
  • Forced max game speed for Steam Multiplayer games.
  • Disabled password input in game settings.
  • Removed unnecessary popups that could occur when joining a lobby in Steam Multiplayer.
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings warriors! Starting the month (and the year) on a great note!

[...In order to skip storytime and get straight to the changelog, scroll right past the third picture...]

We're quite late on this, but... Happy New Year! We haven't come empty-handed however, we've come bearing gifts! Thank you for your patience, feedback and continuous support.

These have been trying times for everyone, and our team was no exception. We hit one too many walls over the course of development, desperately trying to fix the persisting issues and bring a better version of BR to everyone. We were brainstorming solutions, looking for the most effective ways to deal with a new update, but every time we tried to follow up on what seemed to be the right thing to do, one thing or another just didn't want to budge, ultimately resulting in us starting over and over again.



We even went so far as recovering the original BR code from the 00s, but we were unable to make it work with Steam as it is as ancient as the Dragon itself, thus refusing to compile under Steam's conditions. We were torn between two options: continuing to work on the current SteamBR code that was hated by probably everyone on the team or we could try looking for ways to use the original code and lay the groundwork for Zen Edition that way.

It was rightfully frustrating, but we were hell-bent on this particular goal of making things work one way or another, and we definitely weren't going to give up. It wasn't until one fateful night that our lead programmer (Nicolas- truly the limelight of this announcement. Please, show him some support!) was able to make a breakthrough by finding a proper way to compile the original code while maintaining the good parts from the SteamBR code.



This has been a literal game changer that allowed us to considerably stabilize the game and bring you what is probably the best version of Battle Realms there is.



Ladies and gentlemen, after continuous struggles, ups and downs, highs and lows, we're rolling out a massive update in hopes that it was worth the wait. Now, let's get down to details, shall we?

1.57 Changelog:

Disclaimer: this is a new build of the game, meaning all SteamBR data mods and other modifications will no longer be compatible with it. We've been advising to refrain from modding BR due to these exact reasons.

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Technical:
  • Drastically reduced the amount of Sync Errors in Multiplayer.

  • Fixed flickering in Journey cinematics.

  • Fixed the "Black Squares" bug related to the field of view. Normally you'd see black squares (unrendered terrain when changing FoV with mouse wheel).

  • Fixed various UI bugs.

  • Fixed chat messages (sometimes a certain combination of characters would crash the game, the famous "%a" as an example).

  • Fixed the "Invisible Rendering" bug that occurred due to Wolf Pitch Slinger's attacks.

  • Fixed random crashes when playing.

  • Fixed crashes that occurred if the game had been minimized for too long.

Gameplay:
  • Peasants should not force repair/construct a building on fire.



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Technical:
  • Multiplayer stabilization: improved speed and performance for games with more than 2 players. That means you can close this changelog right now and flood the Steam Multiplayer to have some delightful games with other players or with our improved AI. :)

  • By popular request, we restored the original camera zoom, but added extended rotation over new FoV: you will experience game's original zoom but adapted to new FoV, so evaluating terrain height will no longer be an issue. We hope this hybrid zoom will suit everyone.


Gameplay:

We've introduced a couple Unit AI features that improve the default behavior patterns of certain units.
  • Unit AI: Melee units now engage in combat in a wiser way: originally they rushed all-in to the weakest enemies they could find, now they will keep their priorities while preferring unengaged units as well.

    So, by default, units will essentially try to engage as many troops as they can, instead of just ganging on the weakest units.

  • Unit AI: Healers will now walk on the battlefield aiding those in need. Normal walking if everything's OK and running if a unit is dying.

  • Unit AI: Melee units with secondary weapons (Dragon Warrior, Kabuki Warrior, Samurai & Bandit) will prioritize their melee weapon over their secondary (missile) one.


Since we'd like to believe the Multiplayer is actually working this time, and after observing the community and seeing how many players just enjoy spending time in some AI (bot) rumbles, we might've changed some AI related things, hopefully for the better. Here they are:
  • Reworked AI profiles and added a bunch more for the overall diversity.

  • AI will now take profile parameters into consideration, if the Intelligence parameter is over 65, AI will be able to recover from blindness (Serpent Cannoneer's Smoke BG / Serpent Watchtower's Blinding Flash, etc..)

  • Bots will now learn techniques in a much more efficient way instead of hoarding points for stronger upgrades and heroes.

  • Bot controlled Necromancer now will focus on summoning Spirit Warriors and seeking unit corpses to revive zombies (beware!).

  • Bot controlled units will destroy any magic objects that deal damage to their troops.

  • Bot controlled healers now run to safety if threatened.

  • Bot controlled healers are less likely to disband from war parties.

  • Bot controlled healers will now run away if directly attacked (instead of running to enemy).

  • Bot controlled Tao will use his BattleGear not only if many enemies engage him but also if he engages someone stronger than him.

  • Bot controlled Issyl will use his BattleGear when engaging in combat rather than for movement purposes.

  • Bot controlled Leaf Disciple won't use his BattleGear when in combat, he will use it for scouting and exploration.


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Rollbacks:
  • In order to ensure maximum in-game stability, we had to revert some features that were on our suspect list: zoom-in and zoom-out feature (merged into hybrid zoom instead), quick unit response and the generation speed limitation for peasant huts we introduced earlier (it is, again, unlimited for the time being).

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This time it's a pretty big one! Here's a fun fact: Liquid Entertainment had many unused levels in their archives. We're bringing a part of them to you - have fun with whole 29 maps! More to come in the future updates. :)

2 Player Maps:
  • Checkmate (2).sam
  • Deadlands (2).sam
  • Death In The Mud (2).sam
  • Duel at Dawn (2).sam
  • Mountain Springs (2).sam
  • Rolling Ridge (2).sam
  • Serpent Island (2).sam
  • Siren's Maw (2).sam
  • The Dead Zone (2).sam
  • The Pass (2).sam
  • White Cliffs (2).sam

3 Player Maps:
  • Field of Abundance (3).sam
  • Inspiration Point (3).sam
  • Tatami (3).sam
  • Zymeth Gorge(3).sam

4 Player Maps:
  • After the Deluge (4).sam
  • Arborlake Ruins (4).sam
  • Flathill Forest (4).sam
  • Muckwater Bog (4).sam
  • Peering Down (4).sam
  • Quagmire (4).sam
  • Rivercourse (4).sam
  • Watering Hole (4).sam

5 Player Maps:
  • Exotic Sunset(5).sam
  • Paranoia (5).sam

6 Player Maps:
  • Secluded Canyon (6).sam

8 Player Maps:
  • Old Hermit's Wetlands (8).sam
  • Spider's Pile (8).sam
  • Warlord's Camp(8).sam


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More to come! It's been a lot of hard work, we're immensely proud to release this. We sincerely hope you'll be able to have as much fun with this update as we had testing it.

Don't forget to tell your family and friends how cool this update is, share with everyone you know as well! That would help us a ton, for now we're inviting you to share your thoughts down in the comments.


Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings from the team!

We've been hard at work regarding the updates, the development of 'Zen Edition' is ongoing and we will be making sure the game is going to shine once again.

Today we're asking for a small favor. We would be honored if you nominated the game for the 'Labor Of Love' award in this year's 'Steam Awards' contest.

Battle Realms is a game with quite a backstory... The original (legacy version of Battle Realms, released in 2001, and its addon- Winter of the Wolf, released in 2002) title had 3 big studios involved into its creation. Being Liquid Entertainment's debut project, It had a lot of soul put into it, there was a vision of showing a 'different' Real Time Strategy, with something truly unique and innovative.

Perhaps it wasn't the right time, after the release its initial popularity quickly dwindled away. But it left everlasting impressions on those who had a chance to play it.

The game is still warmly remembered to this day by many, and that is the reason why we're here yet once again, 19 years later.



We are not those 3 big studios, not even 1, but we truly love this game and its universe, and we always looked into opportunities for it to make a return. We're here because Ed Del Castillo never gave up on his IP despite all the unfortunate events that he and his former teams had to face, we're here because there's a new capable team. We hope that our combined effort has proven that to you. Developing 'Zen Edition' is us paying tribute to all the amazing minds that originally worked on this title.

Here's a little blast from the past if you're curious on how it all originally started:

And a little something that dives deep into the core mechanics of Battle Realms:
https://steamcommunity.com/games/1025600/announcements/detail/1703986621070754058

Our journey has only just begun, stick around for more of that Battle Realms goodness. :)

If you agree that this game, and our team, deserves this award, please, leave your vote and help us spread the word on social media.

Thank you for your attention!

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Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
Changelog:
  • Improved lobby joining in Multiplayer, now players are much less likely to 'get stuck' and bug a lobby, and the joining process is generally faster.

  • Overall Game Speed in Multiplayer has been improved.

  • Targeting Magic Objects (such as Lotus' Unclean One's Death Sentry or Wolf Ballistaman's Totem) over other interactable objects such as rice/water has become significantly easier.

  • Boulder SHIFT-pushing exploit fix has been improved. Queuing multiple times to push a boulder now will make a unit stop if the boulder is already rolling.
Happy Halloween, everybody! 🎃

- The Battle Realms Team

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