With the free 'Of Flesh and Faith' DLC also comes a larger update with balance changes, general improvements and fixes. Below you'll find a list explaining the most important of these.
If you'd like to continue your current campaign with the previous version of Battle Brothers, or continue to play it altogether without the DLC, you can do so as well. Find Battle Brothers in your Steam library, right-click it and select 'Properties'. Navigate to the 'Betas' tab and select the '1.4.x' branch from the dropdown menu. Steam should now update Battle Brothers, and once done, you're ready to go.
Note that most mods will not work anymore until they've been updated by their authors to work with the new version of Battle Brothers. Make sure to remove them, as otherwise the game may not work correctly or crash outright. This includes any language mods.
Changelog for 1.5.0.8
Changed Agent retinue member to now reveal both contracts and settlement situations, but no longer to affect relations gain or decay.
Changed Negotiator retinue member to have the Agent's old effect on relations gain and decay in addition to his current effect of getting you better payment for contracts.
Changed the 'Crack the Whip' skill of the 'Manhunters' origin to cost 10 Fatigue, down from 15.
Changed the 'Whipped' status effect to have a different sprite as it is about to run out.
Changed Indebted in the 'Manhunters' origin to get +10% XP gain, up from -25%, and Non-Indebted instead to get -10% XP gain. The origin didn't quite play out as intended, and this change should help to have the Indebted be more easily replacable.
Changed 'Manhunters' origin to have a Company Ledger item that helps keep track of the number of Indebted and Non-Indebted in the company.
Changed 'Head Hunter' perk to no longer lose stacks on misses.
Changed the bonus damage from the 'Throwing Mastery' perk against targets 2 tiles away to 30%, down from 40%.
Changed the 'Nine Lives' perk to grant between 11-15 hitpoints, up from 5-10, when saving a character.
Changed the fatigue cost of the 'Footwork' skill to 20, down from 25.
Changed the 'Pound' skill to ignore an additional 10% of armor on hits to the head, and an additional 10% with the 'Flail Mastery' perk.
Changed the 'Cascade' skill to cost 13 fatigue, down from 15.
Changed the 'Split' and 'Swing' skills to gain an additional +5% to hit from the 'Sword Mastery' perk.
Changed the 'Aimed Shot' skill to cost 20 fatigue, down from 25, and to cost 7 action points, down from 8.
Changed Two-Handed Wooden Flail to inflict 30-60 damage, up from 25-60.
Changed Two-Handed Flail to inflict 45-90 damage, up from 40-80, and the effectiveness against armor to 115%, up from 110%.
Changed the effectiveness against armor of the Handgonne to 90%, down from 100%.
Changed the shield damage multiplier on named weapons to 1.5x-2.0x, up from 1.33x-1.8x.
Changed the stats of some named armors to be more competitive.
Changed weapon prices. In general, high end one-handed weapons got a little cheaper, and high end two-handed weapons got a little more expensive.
Changed value of paint items to 75, down from 120.
Changed background hiring costs. Disowned Nobles and Deserters are slightly cheaper, Militia are more expensive, and Brawlers are slightly more expensive.
Changed relations gain for completing the 'Escort Caravan' contract with the twist about stolen goods to double of what it was before if the player chooses to fight off the noble house troops.
Changed wording of 'Privateer' contract to be more clear.
Changed Serpents to appear slightly later in the world and in contracts for the player.
Changed Orc Warlords to be more inspiring to lesser orcs.
Changed Kraken to have less health, and destroying tentacles to inflict a higher minimum damage to the Kraken as a whole.
Changed Ijirok to have slightly more health and slightly better stats.
Changed 'Chilled' status effect to last for two turns instead of one. It now applies -3 Action Points and -50 Initiative the first turn, and -2 Action Points and -30 Initiative on the second.
Changed Barber to also allow for the selection of scars that some character backgrounds can already start with in the tattoos category.
Changed various minor things for the better.
Fixed an issue with how targets of the 'Big Game Hunt' contract could immediately wander off and would be hard to find.
Fixed an issue with the 'Break Siege' contract where allied troops might chase some unrelated enemies with the player in tow.
Fixed an issue with how the reward of the 'Raid Caravan' contract is determined.
Fixed an issue with the ability of the Alchemist follower to not consume a crafting component.
Fixed an issue where characters would lose potion effects after battles in which they did not take part in.
Fixed an issue where characters in certain formation slots would not have training effects reduced or removed after arena fights.
Fixed incorrect interactions of the 'Fearsome' perk with some traits.
Fixed rare crash involving the 'Riposte' skill.
Fixed zone of control issue in event fights against allies temporarily becoming enemies.
Fixed Fangshire helm sometimes interfering with the ambition to collect a named item.
Fixed various minor issues with the barber.
Fixed tooltip displaying how many medicinal supplies were needed by the company not taking into account the 'Sickness' injury.
This update should fix a problem for some people who are unable to pass the first year on PC. Be aware that it might reset your progress in the game. Apologies in advance if it does that.
What an update! I was so focused on finalizing audio, non binary scripts, and animations, I didn't realize how much I had to share! We have alot so get something to drink and some food.
A visual summary of the work that has been finalized in the last month. All the models for the demo are in game! These are prefabs that are built by Unity. We still have a couple of things to do with them. Lighting overlays to have the models match the ambient lighting in the scene. Also planning eye tracking (Partially done) and full body tracking the speaker. This is currently very WIP, and we are trying to get it in the demo. It's a possibility it won't make it. I will do my best though! Also sounds are almost done. I suck at OBS so the audio isn't near as good as ingame. We have a few bugs we are cleaning and refining in the audio department to ensure a complete and immersive experience. Things Left to do for Closed Beta: 1. UI: The UI here is only a placeholder. We have the full UI in development right now. Chat box is nearing completion with functional buttons for save, load, auto progress, and settings. Design and concept is already figured out for the entirety of the UI. Boxes are already made. Options, galleries, and the preliminary H Scene buttons and button rigging are happening right now.
The UI will color match the background as default. The UI will "float" on the screen in a very subtle animation, with buttons "glowing" to highlight choices made. This will be throughout the whole of the UI experience to ensure consistency: Chat box, Options Menu, PDA, Galleries, ect.
WE HEARD YOU! There will be a dev menu you can reach and change the UI colors to whatever you wish. Thank you for the valuable input!
Character Selection will be a panel style setup with Male /Female, then Binary, non binary in a visual art format. The buttons in the video are merely placeholders. This is why the save states was so important. These choices will be remembered throughout your whole save.
2. H SCENE: Tempo, grabbing and interaction, VA. These all play into the scene, and future H Scenes throughout the entire game. With UI in place, we can rig the buttons and interactions. If anything slows us down. It will be testing and making design decisions for the H Scene Format. The goal is to have an easy to use Scene with options for all the scenes. There are technically two H Scenes, Male and Female Route. H Scene work in Unity is planned to start at the Start of April.
3 Fan Art and Achievements: I want to include fan art. At the very minimum, we will have some fan art with credits in the gallery to unlock, on top of the H scenes. However, I will posting a public patreon poll for the character selection panel art to allow fan art done of the main characters! If this goes well (Credits will always be a big part of this project) we will have Fan Art sprinkled in Cut Scenes, ect. Maybe even some panels (example: The Wall of 100 Commissions via Projekt Melody's fan base.)
Achievements will be mostly funny and punny. They are meant to be fun and quirky, and may play into a community joke, based on the route.
Final Polish Before Closed Beta: Audio, Script and Animation Changes, H Scene integration: these are what we are focused on for closed beta. During the Closed beta phase, we will introduce the translated builds with localization requirements for those countries in to test. There will be an NDA in place for testers to ensure no story is spoiled. We will warn you at least two weeks in advance when we are ready for Closed Beta. I will keep you guys in the loop. Remember, this is OUR game. So many have worked to get us here. We will try and accommodate as much as possible.
Her main role is to be the person you talk to while traveling to different routes. You can ask her questions, talk about the weather, or get more information on the location you are going. She will be instrumental in your completion of the game. There will be questions you ask her that will make some routes alot easier. DO NOT UNDERESTIMATE HER ROLE.
The Main Demo Trailer!
B1NARY Interview#1: Introduction
These are released in the order they will appear in the main release, and will cover all of the main / supporting roles.
Two more are planned before demo release: Ai Candii (April), and Asterella Star/ Szy (Demo Podcast Party)
Then we will continue these until every role is covered. Maybe even the cameos...
Its been a long road, and I feel we are finally getting to the meat of the project. With almost all of the parts in place, we can start fleshing out the story in earnest. The demo release marks the start of an amazing journey into the digital realm. I hope you all enjoy the adventure!
Until Next Month! Project Lead / Writer: TherinWhitten
The Textorcist: The Story of Ray Bibbia - Headup Games
Dear Fellow Exorcists!
Friendly reminder incoming: As announced in February our DLC The Textorcist: The Village will release in March, March 17th to be precise.
More then three years after the initial release the DLC will include three new chapters, three devilish bosses and new music tracks from Carbon Killer. And even more:
3 new exciting boss fights
A new adventure set in the past
3 new twisted typing mechanics that will challenge your skills
New adrenaline infused soundtrack by Carbon Killer
A story that fits all the letters between B and Z Horror Movies
Type new spells and dodge new bullets at the very old same time
Not an NFT, buy at your own risk
The Steam pages for The Textorcist: The Village and the soundtrack by Carbon Killer are live since today. Please assign them to your wishlist, this would help us a lot: