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

Our grand update is releasing this December, before the New Year! Meanwhile, here's something to pass the time.

Ed makes his appearance yet once again, this time it's the continuation of his first interview with Bored With Nelly, exclusively focused on Battle Realms and its development!

Ed also mentions some secret stuff that's coming in the next update and the future plans of our team.



Miscellaneous info:


  

Join the official server for the game, the universe, and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.

Populated by more than 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug, or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!

Follow Battle Realms:
Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
Today is the 7th of November, exactly 20 years ago the original version of Battle Realms saw the light of day for the first time.

On this special occasion, Ed Del Castillo, the creator of Battle Realms. prepared a video for all the BR fans around the world. :)
Battle Realms: Zen Edition - Also KoMiKoZa
Greetings, everybody!

While the next groundbreaking update for Battle Realms: Zen Edition is being actively worked on and is to be seen this November, here's something to break the silence...

If you're an RTS fan that loves podcasts and is curious about the game industry of the past, present, and future, this very video should be right up your alley.

A youtube user named Bored With Nelly has recently talked to Ed Del Castillo, the creator of Battle Realms.

There's a ton of neat stuff being discussed: Battle Realms, Command & Conquer, Red Alert, Sid Meier's Alpha Centauri, The Lord Of The Rings: War of the Ring, so without further ado, here's the video:


Speaking of videos, Ed is preparing a big one for our dear BR community where he's going to talk about the current state of affairs and future plans, stand by for more info! :)

Miscellaneous info:


  

Join the official server for the game, the universe, and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.

Populated by more than 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug, or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!

Follow Battle Realms:
Stay tuned for more updates!

- The Battle Realms Team
Battle Realms: Zen Edition - Also KoMiKoZa
[ Last Updated: September 1, 2021 - Please, read before jumping back into open beta! ]

Greetings, warriors!

We're excited to announce that it's about time we open up the beta testing for everyone who would like to participate!

Now every player who is interested in helping us improve and speed up the development of the game can opt into the beta and playtest everything either on their own or with friends! However, please keep in mind that "Open Beta" is still work-in-progress and not the actual finished release.

If that very fact does not bother you, feel free to help us contribute by reporting any bugs and issues you may encounter in the appropriate section of our Steam forum or in the specific channel in our Discord server. We can't stress enough how valuable your feedback is for our team and we would like to thank you in advance for taking the time to help us out.

Starting from today, you will be able to find the new "Open Beta" branch under the BETAS tab in the game's properties. If you're unsure where that is, here's a short instruction on how to get there along with a short video:

  • Open your game library in the Steam Client.
  • Select Battle Realms Zen Edition from the list of your games.
  • Right click on the game and choose "Properties".
  • In the newly opened window, navigate to BETAS tab.
  • From the dropdown list, select the branch that says "Open Beta".
  • Don't forget to update the game in Steam after that.

    Notice:
  • In order to opt into the current release version, repeat the same process, but select "None" instead of "Open Beta".
https://youtu.be/_FvofyyMBTQ

With that out of the way, let's see what you can find in this beta update:

1.57.9 Open Beta Changelog:


Technical:
  • LAN and Direct IP Multiplayer modes have been removed. Now, by clicking 'Multiplayer', the player will be taken directly to the Steam Lobbies.

    Unfortunately both of those game modes provide security issues that currently can't be resolved due to the game's age and Steam network not really properly supporting LAN.

    While ruling out Direct IP was a rather easy decision to make, we did want to save the 'old school' spirit by leaving LAN intact, looked for possible solutions but couldn't come up with anything substantial. So it will also have to go unfortunately.

    Steam Multiplayer should by now be an overall better way to play online, but yes, it requires internet connection.

  • Added native support for the following long requested resolutions: 1152x864, 1280x720, 1280x960, 1366x768, 1600x900, 1600x1200.



  • Fixed a hang-crash on loading that randomly occurred when starting a multiplayer match.

  • Fixed zoom issues on journey cinematics for 16:9 resolutions.

  • Improved performance in Multiplayer and fixed minor lobby listing issues.

  • Fixed an issue in lobby listing that brought only "nearby" lobbies instead of displaying all lobbies worldwide.
Gameplay:

Global Unit Behavior & Movement:

5 important global unit control changes:
  • Units will now force-move by default (won't be auto-aggressive during movement).
  • Units will now run by default instead of walking.

  • CTRL modifier key will make units attack-move (instead of force-move- its previous behavior.
  • ALT modifier key will make units walk (instead of making them run - its previous behavior).
  • CAPSLOCK key will display units' health bars.
By popular request and as QoL change, we've reversed default unit movement controls, previously in order to "force-move" units without them attacking things in their way one had to hold the CTRL modifier key, and in order for units to run one had to hold the ALT modifier key (or double-right-click, which wasn't always reliable especially during lags in multiplayer).

We have reversed these keys to modify movement in the opposite ways, closer to the traditional RTS games. Now one will only need to press CTRL or ALT when they want their units to attack-move or walk respectively. Double click has been completely removed as a way to modify movement.

That means by default all units will force-move and run instead of attack-moving and walking.

This will take some getting used to, more so for our seasoned players (muscle memory is no joke!), but overall we think it's a step in the right direction when it comes to unit controls.


  • When all units are ordered to run, if one or more units run out of stamina in the same selection (group) as the rest, remaining units with stamina will continue running, leaving the "walkers" behind.

  • Units under "Behavior Control Orders" won't chase after other units if engaged.
Stand Ground and Passiveness orders will now be properly memorized by units, and they will retain them even after being engaged in combat (they were previously reset resulting in units wandering away).

Note that units without behavior controls will still act aggressively and wander away on the first sign of trouble.


  • Fixed a bug that made units go back into battle even if the player had ordered to move away (without the use of CTRL (force move) key).
This is only relevant for attack-move. Previously the behavior was overridden, which resulted in units not always listening to move commands.

  • Units on watchtowers will change target if their current target is idling on range, this is to prevent player from sending strong units and idle to "tank" towers.
The logic is a bit raw and will needs some time to be fully fleshed out.

Horse/Rider Damage Ratio made clearer:
  • All melee units will deal 100% damage to horses, all ranged units will deal 100% damage to riders, and all Area Of Effect damage (including Battle Gears) will deal 100% to horse and rider both (200% in total).
We've tested this system extensively and came to a conclusion that it does not benefit the game as it is now and is rather unclear for players. We've made some changes to it that should now be pretty straightforward.

Healer Behavior Changes:
  • Healers won't ignore stand ground order if they find someone in range to heal, they will heal but won't move if target is beyond heal range.
By default, healers on Stand Ground would ignore the said order and walk around to heal allied troops. This has been fixed and all healers will now stand their ground and heal according to their healing range.

In order for healers to move around and heal you will have to put them on the "Guard" order or just click the ground freeing up their behavior controls.

  • Healers won't heal untamed horses.
Horse changes:
  • Horses will now properly show on the minimap depending on their team status: e.g. if they have an owner they will show the player's colors (like units), if not they will show as default brown dots.
  • Horses LOS highly has been reduced (this prevents horses summoned by Garrin's BG from revealing everything they run across, or hidden owned horses idling as scouts.
AI:
  • AI won't destroy its buildings anymore when relocating.
  • AI will use Dragon Monument more accurately now.
  • AI will use its siege units smarter when burning buildings, it will rotate units among buildings to burn them all.
  • AI will gather distant units from same war parties if under attack.
Miscellaneous:
  • Restored height advantages and disadvantages for straight line projectiles (musks, warlocks, etc..).
  • Wolf units with Shale Armor will keep the armor if sent to train in a building.
  • When a player loses the game, their buildings will completely disappear from the minimap instead of leaving their remains.

Have fun, but please remember: It's only an open beta. It's absolutely normal if you prefer to wait for the final public release. But if you're interested in helping us to get there faster, we'll appreciate all of your feedback in the appropriate section of our Steam forum or in the specific channel in our Discord server.

Miscellaneous info:


  

Join the official server for the game, the universe and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.

Populated by nearly 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!

Follow Battle Realms:
Stay tuned for more updates!

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

A new update aimed at improving the gameplay experience is now out. Let's see what's this all about.



1.57.8 Changelog:

Highlights:
  • We've sorted out the crashing issues related to multiplayer games (see below).

  • Added a new mini-map fix toggleable in Battle_Realms.ini (configuration file). You can find it under the [VideoState] section of the .ini file.
    [VideoState] MinimapAlt = 1
    It is optional, generally you would want to use it if you experience critical mini-map problems related mainly to modern GPUs' lack of DX7 support.

    Technical:

  • Players joining Steam MP rooms won't see any room information or chats until the joining is complete (Stability Fix).

  • Joining process regarding Steam MP has been greatly improved. The game will no longer crash when starting an MP match, and it will handle multiple players joining at once better than it used to.

  • Fixed FPS issues related to Musketeers attacking terrain or trees.

    Gameplay:

    Balance Tweaks:

  • Straight line projectiles won't be affected by height advantage/disadvantage. This means units with missile weapons that fire projectiles in a straight line (warlocks, musketeers etc.) will deal the same damage no matter the height difference.

  • Dragon Spearman: The piercing animations (when not on horse) are now more frequent and deal more damage.
  • Dragon Battle Maiden: Mirror image BG won't count as population.
  • Serpent Swordsman: The piercing damage animation will now have less of a chance to play.
  • Serpent Fan Geisha: if Razor Fan BG is activated, they won't automatically heal units unless manually ordered to.
  • Serpent Necromancer: Necromancer will now deal blunt damage as he was always supposed to.

    General:

  • Improved auto-healing behavior for Geishas. If their target is already on full health, Geishas won't waste a healing animation on them (this is convenient when sending multiple geishas to heal a single unit and all of them performing the healing animation).
  • Pack Wolves will follow Wolf Pack Master's moving behavior (if PM walks, wolves walk too, same with running).
  • Blinded units won't respond to missile attacks or scan for targets.
  • All non-Lotus units riding Shadow Steeds won't regenerate hit points.
  • Fixed some exploits that allowed all peasants to skip horse taming animations.
  • Fixed a leftover-bug that applied BG damage to horses twice.
  • Fixed Serpent Clan population bug that occurred when players reached maximum population when having Necromancer created zombies.
  • Fixed a bug that gave peasant generation rate a small boost every time a zombie died.
  • UnitAI: Improved pathing when chasing a target.
  • AI peasants will not go back to their original base if they had to relocate, AI will even destroy some buildings to relocate them to a new location.
  • If AI is being attacked and outnumbered, it will call upon their closest ally AI for aid.
  • If outnumbered AI will rush to defend its base (before that, the AI armies would just peacefully stroll back, oftentimes to an absolutely disintegrated base).
Miscellaneous info:


  

Join the official server for the game, the universe and the community if you haven't. Discord has proven to be a very helpful and fun program to use for us (as developers), so we're quite keen on maintaining our server.

Populated by nearly 4000 warriors, it is a solid communication bridge between us and all of you.
If you're having issues, planning to report a bug or just want to learn something new about the game and communicate with other fans or even developers -- we'd like to see you there, come around!

Follow Battle Realms:
Stay tuned for more updates!

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

We're releasing yet another small update that fixes a bunch of known issues... Thank you everybody who reached out to us via Discord, Steam Forums and Support Mail, your help is greatly appreciated! Without further ado, let's get right into it.


1.57.7 Changelog:
    Technical:
  • Reduced a number of crashes and bugs related to the joining process in Steam Multiplayer.

  • Fixed the in-game timer, it will now display the real game time independent from the game speed setting.

  • Fixed a check that was performed when accessing the "Multiplayer" screen. Although rarely, that used to cause crashes for certain players.

    Gameplay:

  • Garrin horses can no longer be stolen when they're on their way to him (Call Horse Battle Gear).

  • Horses will be granted all techniques previously researched by a player when their units mount them: this originally happened only when horses were taken from stables, now it will happen with any horse be that the ones called by Garrin or the ones stolen on the battlefield.

  • Fixed a bug that allowed horses to keep moving when a player commanded their units to dismount.

  • Fixed a bug that "triggered" horses to attack and spit fire under certain circumstances.

  • Fixed a bug that prevented combat units from interacting with buildings on fire (any training buildings, stables and watchtowers).

  • Fixed a bug that rendered the stables softlocked after loading save games. Now, the fix prevents the bug from ever happening, but if it you have a savegame where it had already happened, the stables will remain softlocked.

  • AI controlled Bandits can now loot corpses.

  • Doubled the lifetime for all units' corpses, they will now disappear slower.
Miscellaneous info:


  

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!

Follow Battle Realms:
Stay tuned for more updates!

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

We're releasing a small update that fixes a bunch of issues.... and introduces some neat stuff!

RE: 100% Synchronization Error Rate in Multiplayer games vs AI.

We've received a bunch of reports in regards to 100% sync error rate in Multiplayer games vs AI for certain people, this is now fixed! Thank you everyone for reporting! ːlunar2020halodragonː

☯ We hear you... Advanced Tool Tips V1 are here!

This has been requested since a very long time and we're finally able to provide something that we think is very nice. Introducing... Advanced Tool Tips!



Now you can hover over any unit portrait and, instead of just seeing their name, you will also see their attack type, their weaknesses and their resistances if they have any. The best thing? It works even on enemy units!

We're not stopping here and this is to be further improved as well as certain other aspects of the game.

☯ NETLOGS have been disabled.

We no longer require netlogs to be sent to us, thank you to everyone who sent us their reports, once again.

Please, delete your NetLogs folder located in the core folder of the game, you can get there by following the steps shown on the screenshot below:



1.57.6 Changelog:
    Technical:
  • Fixed the countdown timer (popup) when joining a room from the lobby.

  • Reduced the joining timer from 60 seconds to 30 seconds for steam MP games.

  • Fixed a bug that made lobbies disappear when joining was failed.

  • Reduced INFO spam, it won't repeat itself on every player joining.

  • The game will now show a message when someone is attempting to join (Steam MP).

  • Fixed the country disappearing when re-ordering lobby list (Steam MP).

  • Rooms in the lobby are now sorted by closest distance by default (Steam MP).

    Gameplay:

  • Introduced Advanced Tooltips.

  • Fixed a bug that caused desyncs for some players when playing against AI.

  • Enemy AI units will be revealed in campaign if they don't have any combat buildings, just like in the 'Survival' game mode!

  • Fixed the game timer not showing on wolf console.

  • Made magic objects (Death Sentry, Wolf Totem, Cursed Swords etc.) to be prioritized over combat units, this changes makes those objects easily destroyable as it should've been since the beginning.

  • Death Sentry will now be able to penetrate Lotus Staff Adept's Dark Canopy and Dragon Samurai's Dragon Skin now.

  • Fixed Shinja being afk in campaign under certain circumstances.

  • Improved units re-engaging their enemies when commanded to run away without Ctrl (force move) key. Disengagement process should be easier now.

  • Fixed a bug on Geishas' healing: they couldn't be stopped if they ran to heal because of the fix we introduced in the previous patch, now players can prevent them from running to heal, but will still be unable to cancel their healing animation.

  • Improved context for attack cursor: now, when in forced attack mode, if you hover over a boulder it will provide proper visual feedback (yes, you can attack boulders!).

  • Water spots can no longer be attacked by units.

  • Fixed a bug that made 'hybrid' units (Kabuki, Dragon Warrior, Samurai, Bandit) "wait" when they were forced to attack in missile.

  • Fixed the difficulty setting in campaign in regards to AI Profiles, previously all profiles were being always set to "normal".

  • Fixed a bug that made horses 'aggressive' when attacked by missile weapons.

    This led to some unpredictable horse behavior. A user by the name of highluffy sent us a clip from one of their multiplayer matches. We thought it was extra funny and decided to share it with you:

    Of course it had to be tackled as soon as possible, so it is no longer a thing.

Miscellaneous info:


  

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!

Follow Battle Realms:
Stay tuned for more updates!

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

We're releasing a small update to accompany the big release of 1.57.4. Some things introduced in that update got polished, some exploits in the game got fixed. Take a look!

☯ Can't ride a horse? Spook it!




For the longest time members of the Wolf Clan have suffered from their inability to ride horses. Now, any Wolf unit or hero can attack tamed horses without riders and make them run away!


1.57.5 Changelog:
    Technical:
  • Fixed a visual bug that sometimes distorted the menu.

  • Forced the game to not override player difficulty settings when loading a save game.
    Gameplay:
  • Fixed a bug that allowed peasants to interact with buildings on fire (without extinguishing it) through a rally point set from an active peasant hut (spawning).

    Previously this allowed peasants to train in combat buildings, take horses from stables and man watchtowers that were on fire.

    Now, peasants will no longer be able to 'disregard' all the fire that's consuming buildings. Upon spawning from their huts, if the really point is set to any building on fire, peasants will first go to extinguish it and only then interact with it.

    Also, with this change, you can pretty much automate any extinguishing procedures. But keep in mind that any peasants that 'rallied' to extinguish a building will then interact with it. :)


  • Forced units to avoid idle-ing in combat.

    We've been fighting this one for a while. If you still see units idling mid-combat., please provide a save-game or a video file in any of the bug-report threads.

  • Fixed an animation-cancel exploit related to Geisha healing.

  • Fixed a Dragon Geisha issue when she was regenerating stamina while performing healing.

  • Fixed peasants not being able to deliver horses to non-full stables/wolves den (this happened when 2 or more stables/dens were in play).

  • Fixed stamina regeneration when dismounting a horse.

    Update 1.57.4 did the same but on mounting. Those two combined together allowed certain players to exploit mount/dismount actions that rendered their units invincible (they would loop between mount/dismount) while their horses regenerated stamina for trampling/running away.

  • Fixed horses sometimes running away when units were dismounting them.

  • Fixed stolen horses being damaged by friendly Battle Gears.

  • Fixed horses being tamed forever, never becoming wild after some time.

  • Fixed docking exploit that allowed putting peasants into Serpent's Necromancer Throne and Dragon Monument and activating them.

Miscellaneous info:


  

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!

Follow Battle Realms:
Stay tuned for more updates!

- The Battle Realms Team
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.
...