Battle Brothers + DLC GOG

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Battle Brothers + DLC GOG

Post by vastyr »

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Battle Brothers

Genre: Strategy - Turn-based - Historical
Works on: Windows (7, 8, 10)
Languages: Text only: English
Features: Single-Player - Achievements - Cloud Saves - Overlay
Released: March 24, 2017
Size: 1.2 GB
Company: Overhype Studios / Overhype Studios
Installer version: v1.5.0.15_(66209)
Store page: https://www.gog.com/game/battle_brothers

About:
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Battle Brothers is a turn based tactical RPG which has you leading a mercenary company in a gritty, low-
power, medieval fantasy world. You decide where to go, whom to hire or to fight, what contracts to take
and how to train and equip your men in a procedurally generated open world campaign. Do you have
what it takes to lead them through bloody battles and to victory?

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The game consists of a strategic worldmap and a tactical combat layer. On the worldmap you can freely
travel in order to take contracts that earn you good coin, find places worth looting, enemies worth
pursuing or towns to resupply and hire men at. This is also where you manage, level up and equip your
Battle Brothers. Once you engage a hostile party the game will switch to a tactical map where the actual
fighting takes place as detailed turn based combat.

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• Manage a medieval mercenary company in a procedurally generated open world.
• Fight complex turn-based tactical battles with historical equipment and brutal injuries.
• Permadeath. All characters that die in combat will stay dead – unless they return as the undead.
• All characters come with their own background stories and traits. Want a stuttering ratcatcher, a greedy
witch hunter or a drunkard disowned noble?
• Character development without a restrictive class-system. Each character gains experience through
combat, can level up and acquire powerful perks.
• Equipment that matters. Different weapons grant unique skills – split shields with axes, stun enemies
with maces, form a spearwall with spears or crush armor with a warhammer.
• Diverse enemy roster. All enemies have unique equipment, skills and AI behavior.
• A dynamic event system with atmospheric encounters and tough decisions outside of combat.
• Three late game crises – a war between noble houses, a greenskin invasion and an undead scourge –
add a looming threat.
• Two full hours of orchestral soundtrack.

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Overhype Studios is an independent game developer studio from Hamburg, Germany. We are devoted to
making great games that we want to play ourselves. With Battle Brothers we thrive to reflect the
creativity, complexity and originality from the old days when game developers where passionate gamers,
not corporate businessmen. While doing this we took a lot of inspiration from some of best games out
there: The original X-Com, Warhammer: Shadow of the Horned Rat, Mount & Blade and Jagged Alliance.

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Supporter Edition Upgrades

Released: March 24, 2017
Size: 4 MB
Included goodies: soundtrack (MP3) + Lore & Art Book

About: For those of you who really want to support us for developing this game, and in developing
further games, we also offer the Supporter Edition Upgrade. This includes the soundtrack plus a digital
art and lore book with a lot of background info about the game, its art and its creation, as well as our
very first legendary item in the game, complete with a look of its own and a unique background story:
Fangshire.

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Beasts & Exploration

Released: November 29, 2018
Size: 6 MB
Store page: https://www.gog.com/game/battle_brother ... xploration

About:
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The 'Beasts & Exploration' DLC for Battle Brothers expands the game with a larger world, full of
unique hidden locations throughout that offer new possibilities and rewards to the daring adventurer,
as well as challenging new beasts roaming the untamed wilds. Craft your own gear from trophies you
collect, customize your equipment with a new system for armor attachments, and engage in profitable
beast hunting and exploration!

Features
Legendary Locations - Hidden legendary locations offer new possibilities, lore, unique opponents,
and unique rewards for the daring adventurer in a world that is 25% larger.
New Opponents - Five challenging new beasts populate different parts of the wilds, and three
fearsome bosses guard valuable treasure. All of them come with unique mechanics and loot.
Crafting - Trophies from slain beasts can now be crafted into cloaks, armor plating, armor for your
wardogs, shields, potions and other items to customize the look of your hardened mercenaries and
benefit them in combat.
Customize your Gear - Wear cloaks, shoulderguards and more for additional benefits with the new armor attachment system, and use the new paint items to paint shields and helmets in the colors of your company.
New Weapons and Armor - A collection of new weapons and armors allow for new play styles and
character builds.
New Contracts, Events and Ambitions - Engage in profitable beast hunting and exploration.
Immerse yourself in leading a mercenary company with even more illustrated events.
New Music - Two new music tracks accompany you on your adventures.
New Achievements - Challenge yourself with new achievements.

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Support the Developers & Kraken Banner

Released: November 29, 2018
Size: 5 MB
Store page: https://www.gog.com/game/battle_brother ... on_upgrade

About:
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Thanks to the overwhelmingly positive response to the 'Beasts & Exploration' DLC, and many people
expressing their desire to support us even beyond the asking price, we've decided to also offer it as a
special Supporter Edition.

The legendary Kraken is the most dangerous creature in the world of Battle Brothers. Now your
company can boast banner and shields depicting this infamous creature to strike fear into the hearts
of your enemies! The banner is given to you as a 'thank you' for purchasing the 'Beasts & Exploration
Supporter Edition' and can not be acquired separately.

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Warriors of the North

Released: May 9, 2019
Size: 17 MB
Store page: https://www.gog.com/game/battle_brother ... _the_north

About:
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The 'Warriors of the North' DLC for Battle Brothers expands the game with a more distinct northern
region, as well as different starting scenarios to pick for your mercenary company. Face an entirely
new faction of barbarians in battle, wear new viking and rus themed gear, and follow the legend of
the ‘Ijirok’, a mythical creature of the frozen north!

Features:
  • Origins - Pick one of ten different origins and play as northern barbarians, peasant militia, or a
    flock of cultists. Each origin has special rules that shape your campaign into a different experience
    from beginning to end.
  • New Opponents - Face an entirely new faction of northern barbarians, complete with their own
    gear and unique mechanics.
  • Legendary Locations - Visit two new legendary locations and fight two new bosses in a quest that
    leads to a legendary reward.
  • Champions - Hunt down enemy champions and face them in battle to claim famed items for
    yourself.
  • New Banners and Gear - Dress in style with a collection of new viking and rus inspired banners,
    shields, helmets and armors. And let loose the new nordic warhound!
  • New Contracts and Events - Earn your stay in the north by taking on new contracts. Immerse
    yourself in leading a mercenary company with even more illustrated events.
  • New Music - Two new music tracks accompany you on your adventures.
  • New Achievements - Challenge yourself with new achievements.
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Support the Developers & Nordic Banner

Released: May 9, 2019
Size: 6 MB
Store page: https://www.gog.com/game/battle_brother ... dic_banner

About:
Thanks to the overwhelmingly positive response to the 'Warriors of the North' DLC, and many people
expressing their desire to support us even beyond the asking price, we've decided to also offer it as a
special Supporter Edition.

The ‘Warriors of the North’ DLC is all about the northern regions and the untamed barbarian tribes
calling it their home. Now your company can boast banner and shields depicting a barbarian deity to
strike fear into the hearts of the southlanders! The banner is given to you as a 'thank you' for
purchasing the 'Battle Brothers - Support the Developers & Nordic Banner' and can not be acquired
separately.
► System requirements
Minimum system requirements - Windows: 7 / 8 /10
Processor: 1.2 Ghz
Memory: 1024 MB RAM
Graphics: OpenGL 3.3 compatible video card with 512 MB
Hard Drive Space: 1500 MB
Mouse Keyboard

Additional Notes: Make sure your video drivers are up-to-date!

Recommended system requirements - Windows: 7 / 8 /10
Processor: 2+ Ghz
Memory: 2048 MB RAM
Graphics: OpenGL 3.3 compatible video card with 1024 MB
Hard Drive Space: 1500 MB
Mouse Keyboard
► bypass gdrive download quota
► The Ninja-King

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Battle Brothers + DLC GOG

Post by ADMIN »

► ChangeLog
Update 1.3.0.25 (23 August 2019)

Changed 'Permanent Destruction' setting to be disabled by default when starting a new campaign as to better reflect the setting prefered by the majority of players.
Fixed issue when continuing to play a campaign with DLC that was started without DLC.
Fixed named Pikes missing as potential loot for locations.
Fixed some minor issues such as typos.


Update 1.3.0.24 (02 August 2019)
We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.

Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps. All while staying true to their lore.

What’s changed? Alps now work like this: They no longer spawn any shadows. Instead, they attack themselves at medium range. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn.

Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. The effect of the spell can also be resisted in the first place with a successful Resolve check. Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again.

The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect.

Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. In other words, each attack on an Alp will change the look of the battlefield and will have you reevaluate your priorities, which mirrors how they’re besieging your mind in the lore.

What does all of that mean? Fighting Alps is now much quicker, it’s different each time, and there’s much less incentive to strip everyone naked before each fight because fatigue is not the deciding factor. The strength of Alps also scales less with their numbers, which makes them viable opponents from the early game until the late game. They’re not the most dangerous opponent in the game, but they can and probably will kill some of your men.

Changelog for 1.3.0.24

Changed mechanics of Alp. See above for details.
Fixed characters unable to move out of a zone of control when their opponent is armed with a three-headed flail.
Fixed exploit that allowed the player to lose effective fatigue by switching to items on the ground.
Fixed various minor issues such as typos.

Update 1.3.0.22 (14 June 2019)
Changed meta data enumeration of saves so that mods that create invalid saves can no longer break the game for players even after they've been removed.
Changed cultist conversion events to also allow for converting all characters with brain damage.
Fixed various minor issues.

Update 1.3.0.21 (7 June 2019)
Changed monetary value of named weapons to be more consistent.
Changed Schrats to be more susceptible to being taunted.
Changed some minor things to further improve AI behavior.
Fixed incorrect cost of 'Spearwall' skill for named Spetum.
Fixed fights involving cultist opponents not loading.
Fixed issue with lone player character fighting against a high tier Nachzehrer.
Fixed potentially incorrect text at the end of Barbarian King contract.
Fixed event after beating the Icy Cave not firing in rare cases.
Fixed various minor issues.

Update 1.3.0.20 (29 May 2019)
Fixed some incorrect tooltip numbers.
Fixed quest marker icon not clearing when aborting 'Armed Courier' contract during a twist where thieves steal the item you are to transport.
Fixed casualty being listed twice in the combat result screen when losing as a single character against a Hexe by being forced to commit suicide.
Fixed armor attachments on corpses not always showing.
Fixed issue with world map generator introduced with last update.
Fixed various minor issues.

Update 1.3.0.19 (27 May 2019)
Changed named item stat generation numbers slightly to create higher quality named items in general, and better light and medium armors in particular. Only applies to items generated after this update.
Changed value of most beast trophies to be higher.
Fixed potentially wrong starting XP of characters in 'Deserter' origin.
Fixed 'Gash' skill used for attacks of opportunity instead of 'Slash' skill.
Fixed visual glitch when a disarmed character's shield is hit.
Fixed world map generator failing on some rare map seeds that result in little water.
Fixed issue with 'Lone Wolf' origin when having two hedge knights in the roster and no other backgrounds.
Fixed various minor issues.

Update 1.3.0.18 (24 May 2019)
Changed Swordmaster champions to perform better against heavily armored characters, as to make them a threat more equal to other kinds of human champions.
Fixed duel twist of 'Drive off barbarians' contract not working properly if the opponent happens to be a champion.
Fixed some legendary locations not being placable on some rare map seeds.
Fixed reminder event after satisfying prerequisites for entering the Goblin City potentially firing after the city has already been destroyed.
Fixed potential issue with crossbowman with the 'Hex' effect killing both himself and a Hexe that is to act next.
Fixed potentially wrong daily wage cost displayed in tooltip when starting a new campaign until equipment was changed once or you entered your first battle.
Fixed various minor things.

Update 1.3.0.17 (20 May 2019)
Changed barbarian named armor and helmet base stats to be based on regular items, and no longer the heavier barbarian items, as to make for named loot of higher quality. Only applies to items generated after this update.
Fixed named Khopesh not working with Double Grip.
Fixed main menu components getting in the way of buttons with very low resolutions.
Fixed tooltip of opponents sometimes incorrectly displaying "Turn done" when in fact that opponent is merely waiting to act again later this turn.
Fixed issue with barbarian AI getting stuck under specific circumstances.
Fixed potentially incorrect button labels with 'Cultists' origin sacrifice event.
Fixed Antidote item not curing all stacks of poison.
Fixed various minor issues.

Update 1.3.0.16 (17 May 2019)

Changed main menu to nudge new players towards picking the right difficulty and origin for their first time playing the game.
Changed minimum contract reward irrespective of renown to be slightly higher.
Changed chance for additional beast trophies with 'Beast Slayers' origin to 50%, up from 25%. The chance to get an additional trophy from the Kraken is increased to 100%.
Changed 'Beast Slayer' background to have higher resolve.
Fixed locations sometimes changing their garrison between reading their tooltip and attacking them.
Fixed various minor things.

Update 1.3.0.15 (16 May 2019)

Changed 'Disarm' skill to cost 5 Action Points, up from 4.
Fixed ambitions sometimes taking longer than intended to register as completed.
Fixed issue with retreat behavior when surrounded.
Fixed characters receiving the 'Split Nose' injury when their nose is missing altogether.
Fixed 'Shieldwall' and 'Spearwall' skills not being usable a second time in the same turn after they get canceled while a character is waiting.
Fixed glitch in AI positioning when protecting other units.
Fixed some other minor issues.

Patch 1.3.0.14 (14 May 2019)
Added more detailed error messages in case some anti-virus software is messing with the game's saves.
Changed some more appropriate character backgrounds to also be recruitable with the 'Peasant Militia' origin.
Changed ambition of having a full roster of 12 men to having a full roster of 16 men when playing the 'Peasant Militia' origin.
Fixed an ambition available with the 'Lone Wolf' origin that is in fact quite impossible to complete given the origin's limitations.
Fixed issue with 'Hammer Mastery' ambition when having not a single character without the mastery at the time of completion.
Fixed various minor things.

Patch 1.3.0.13 (13 May 2019)
Changed 'Cultists' origin to have an additional small chance to find cultists for hire in settlements.
Changed some more events and random mentions to exclude the player character when playing the 'Lone Wolf' origin.

Fixed some origin-specific campaign modifiers not resetting properly when loading from inside a campaign.
Fixed cultists being in a bad mood after their companions died in battle when they shouldn't care.
Fixed face part of tattoos not getting applied when changed at the barber.
Fixed issue with a certain new legendary reward.
Fixed infinite loading screen before combat with champions under certain conditions.
Fixed champions potentially spawning with a shield but no weapon.
Fixed 'Hook' skill being usable while disarmed.
Fixed 'Duelist' perk applying when it shouldn't.
Fixed potentially incorrect AP costs displayed in tooltip when switching items during battle and having the 'Quick Hands' perk.
Fixed hitchance bonus/penalty not applying properly to throwing axes and javelins.
Fixed missing visuals for Reinforced Throwing Net.
Fixed potential save corruption when saving right after accepting a 'Barbarian King' type contract.
Fixed Watermill location not triggering events under certain conditions.
Fixed some other minor things.

Patch 1.3.0.12 (8 May 2019)
With the 'Warriors of the North' DLC comes a big free update that improves the game in many aspects.
Below you'll find a list explaining the most important changes and additions.
Note that all of this is in addition to the many things brought by the 'Warriors of the North' DLC.

Added new main menu background.
Added a choice between two company origins - the classic Hoggart start and a quick start that drops you right into the world. Owners of the 'Warriors of the North' and 'Beasts & Exploration' DLC get additional origins.
Added named variants of Ancient Dead and Goblin weapons.
Added additional loot items for Goblins.
Added new 'Relentless' perk which reduces the impact of fatigue on current initiative by 50%.
Added new 'Cultist Leather Hood' and 'Cultist Leather Robe' items.
Added 'Paint Remover' item for owners of the 'Beasts & Exploration' DLC. Can be both bought and crafted.
Added 15 new event illustrations and updated some older ones.
Added ability for Wiedergängers to pick up weapons from the ground.
Added new 'Auto-Pause After Leaving City' option.

Changed named items to have new attributes depending on item type, e.g. named throwing weapons may have larger stacks.
Changed crafting costs of some consumables from 'Beasts & Exploration' DLC to be lower.
Changed supply caravans to randomly carry either tools, medicine or ammunition in a significant quantity.
Changed trading caravans to carry tools, medicine and ammunition in small quantities.
Changed general frequency of events to be slightly higher.
Changed Goblin City and Witch Hut to have slightly less opponents, and Kraken to have slightly less hitpoints, to tighten the run-up to your next challenges after the first late game crisis has been defeated and you choose not to retire. The Black Monolith remains as challenging as ever. New campaign required to take effect.
Changed ranged attacks hitting tiles other than the intended target to have their damage reduced by 25%.
Changed 'Quick Hands' perk to no longer apply to shields.
Changed 'Bags & Belts' perk to also apply to shields again.
Changed 'Duelist' perk to still work if having a throwable tool (e.g. a throwing net) in the offhand.
Changed 'Resilient' perk to reduce any negative status effect duration to 1 turn, instead of decreasing it by 1 turn.
Changed fatigue cost of 'Adrenaline' skill to 20, down from 25.
Changed fatigue cost of 'Indomitable' skill to 25, up from 20.
Changed 'Throw Net', 'Throw Acid Flask' and 'Throw Blessed Water' skills to benefit from fatigue cost reduction when having the Throwing Mastery perk.
Changed 'Shoot Bolt' skill of crossbows to cost 3AP, up from 2AP, and 'Reload' skill to cost 4AP, down from 7AP.
Changed crossbows to inflict 33% damage to Ancient Dead and Alps, up from 10%. Bows continue to inflict just 10% damage against these opponents, but the new Staff Sling inflicts 33% damage as well.
Changed stack size of 'Spiked Bolas' to 6, up from 5.
Changed AI to make better decisions in a variety of situations.
Changed 'Lock Camera' option on worldmap to turn off automatically when using WASD or dragging the camera.
Changed various minor things for the better.

Fixed various bugs and issues.

Patch 1.2.0.25 (21 January 2019)
Added a +5% chance to hit for you, and a -5% chance penalty to hit for the enemy, on 'Beginner' combat difficulty. Other difficulty levels remain without any such bonus or penalty.
Added additional line to combat log to clarify things in case a ranged attack goes astray and hits another tile than intended, both for you and the enemy.
Changed efficiency vs. armor for all bows to be 10% lower.
Changed maximum amount of Alps in a single encounter to 10, down from 12.
Changed size of Alp parties roaming the land outside of contracts to be slightly smaller on average.

Patch 1.2.0.24 (17 January 2019)
Changed mechanics of Alp. See above for details.
Changed AI to perform better when defending with and against ranged units.
Changed Black Monolith to always drop the Emperor's Countenance as loot again when destroyed. It's no longer dropped as loot by the Conqueror himself, as players might retreat from battle without realizing that this meant that the armor would be lost forever.
Fixed some legendary locations potentially getting sucked into nearby combat without the player having to first unlock them properly via event dialog. Requires a new campaign to take effect.
Fixed game potentially not continuing as characters with equipped wardogs get devoured by a Kraken.
Fixed Kraken sometimes not dropping loot.
Fixed issue with necromancer twist of 'Root Out Undead' contract.
Fixed player strength calculation for scaling purposes not always updating properly.
Fixed another cause for combat between AI parties on the worldmap potentially not ending.
Fixed issues with characters retreating without properly taking into account all opponents that can catch up with them, and thus taking improper routes.
Fixed potential issue with contracts not continuing properly after losing your entire deployed roster in battle, but still having people in reserve to carry on with.
Fixed various minor issues.

Patch 1.2.0.23 (4 January 2019)
Fixed crash on destroying a greenskin siege engine with a two-handed mace.
Fixed potential timing issue with twist of 'Siege Fortification' contract.
Fixed player figurine on worldmap staying invisible when cancelling 'Rebuilding' contract during escort phase.
Fixed Lindwurm Scale Coat attachment not protecting body armor against acidic blood. Only works with attachments applied after this update.
Fixed AI with Quick Hands perk switching between weapons even if stunned.
Fixed issue with ranged AI sometimes moving back and forth instead of attacking.
Fixed various minor issues.

Patch 1.2.0.22 (3 January 2019)
Added new 'Hardware Sound' option to audio options menu. This is enabled by default, but can be disabled if you experience any issues with sound such as sound effects missing or playing abnormally quiet/loud. Requires restart of the game to take effect.
Changed tools to be available more often and in higher quantities in larger cities and settlements with surrounding manufacturing locations.
Fixed Kraken head not showing properly on its assigned tile in some cases.
Fixed combat between AI parties on the worldmap not resolving in some cases.
Fixed characters not deserting the player when they should.
Fixed news about conquered towns and random events sometimes not firing during civil war late game crisis. You may get spammed a bit with events upon loading an existing save until the event queue is unclogged.
Fixed Potion of Oblivion not properly removing skills and effects gained from perks.
Fixed combat freezing on AI turn under specific circumstances.
Fixed issue with 'The enemy is retreating' dialog sometimes awkwardly appearing when the next round has already started.
Fixed various minor issues.

Patch 1.2.0.21 (20 December 2018)
As a small christmas gift, this update adds a new blood red variant of all common helmets. They're available for purchase in shops and as loot for everyone, and owners of the 'Beasts & Exploration' DLC can also dye helmets in red. No new campaign is required, but it'll take a couple of days for the new helmets and paint item to show up in shops around the world.

The update also brings another adjustment to the balance of the Nimble perk. Alps are on our list of things to look at, but they'll have to wait until after the holidays. Until then, merry christmas and happy holidays to you!

Added blood-red variants of all common helmets.
Added new recipe for crafting red paint.
Changed 'Nimble' perk to grant damage reduction to hitpoints up to 60%, down from 66%, lowered exponentially by the total penalty to maximum fatigue by head and body armor after the first 15 points.
Changed three-headed flails to no longer potentially lose durability with each connecting strike, but only once per skill use.
Changed 'Lunge' skill of fencing sword to no longer calculate its damage bonus after fatigue from current skill use is applied, but before. Effectively, the skill will do more damage now.
Changed events for legendary locations to now automatically dump the lowest value item from your inventory, if the inventory happens to be entirely full, in order to make room for legendary item rewards.
Fixed 'Famed Explorer' achievement not registering as completed.
Fixed crash on fleeing Lindwurm dying while attempting to leave a zone of control.
Fixed crash on Irrlichts dying to bleeding damage right while they're ensnaring someone.
Fixed issue with ambitions to discover legendary locations not working properly.
Fixed issue with combat in 'Raid Caravan' contract not working properly.
Fixed issue with loot not working properly as Wiedergangers reanimate right after clicking to end the battle via dialog.
Fixed issue with Saplings and Wiedergängers potentially showing as stuck in the ground if attacked during their initial raising-from-the-ground animation.
Fixed permanent injury visuals still showing on characters after being cured with a certain item.
Fixed named two-handed flails having no improved values over their common counterparts. The fix only applies to weapons generated after the update.
Fixed various minor issues.

Patch 1.2.0.20 (18 December 2018)
Bugfixes and a balancing change for the Nimble perk.
Changed 'Nimble' perk to now grant damage reduction to hitpoints up to 66%, but lowered exponentially by the total penalty to maximum fatigue by head and body armor only after the first 15 points. In effect, this should encourage wearing light/medium armor over cloth.
Changed Alps to no longer use the 'Sleep' skill when the player has ordered a retreat, as to make retreating from large numbers of Alps always a possibility. They still can use the 'Nightmare' skill on anyone already sleeping when the retreat is ordered, though.
Changed Alps to have a penalty to initiative at the very first round, as to give the player more of a chance to spread out at the start.
Fixed ambition success events triggering more than once in some cases.
Fixed ambitions for discovering legendary locations not working properly.
Fixed visuals for armor attachments sometimes not updating immediately when replacing one attachment for another.
Fixed 'Lunge' skill not doing the same damage as displayed in tooltip.
Fixed AI not using the 'Prong' skill of the Spetum.
Fixed crash on killing a Kraken if the deathblow was to destroy one of its tentacles.
Fixed game freezing on opponents dying to the 'Riposte' skill.
Fixed game potentially freezing as Schrats take damage from Miasma.
Fixed game potentially freezing if losing a city to the undead during the 'Last Stand' contract.
Fixed game potentially freezing when falling back from attacking objective in 'Raid Caravan' contract.
Fixed 'Patrol' contract not starting when spawned while the faction still has 3 settlements to patrol between, but accepted shortly after one of them has been lost.
Fixed 'Haunted Woods' contract not starting when spawned at settlements with tiny woods only.
Fixed various minor issues.

Patch 1.2.0.19 (05 December 2018)
Changed 'A Pact with Witches' contract to be slightly easier.
Changed rewards in 'Big Game Hunt' contract to be a bit higher for bigger beasts.
Fixed training hall effects not lasting for the correct amount of battles.
Fixed two-handed weapons potentially disappearing from bags for a charmed character.
Fixed issue with 'Break Siege' contract.
Fixed 'Hunting Lindwurms' and 'Big Game Hunt' contract sometimes changing their skull rating when opening negotiations.
Fixed characters dying from a hex not showing up in obituary.
Fixed issue with ambitions not triggering.
Fixed various minor issues.

Patch 1.2.0.17 (29 November 2018)
Added new main menu background.
Added icons to the main menu showing what DLC are installed or missing.
Added 24 new settlement situations for a more dynamic economy.
Added 16 new character traits.
Added ability to pay for a tryout and uncover a potential recruit's traits before hiring them.
Added button to end the current round and have all your men skip their turns until the next round starts.
Added ability to give potions, strange mushrooms and antidote to other characters in battle without having to drop them on the ground first.
Added 'Free Ally' skill to free adjacent allies from nets, webs and vines.
Added 'Grant Night Vision' spell to Goblin Shamans.
Added lots of new event and contract illustrations.
Added more names for characters, settlements, regions, items, locations and opponents for more variety.

Changed world map to be 25% larger and include two additional settlements. New campaign required to take effect.
Changed map seed to use words made up of characters from a to z, and no longer exclusively numbers in hexadecimal notation. For example, the word "overhype" is now a possible map seed.
Changed XP required for veteran levels to increase by 1000 for every level. In effect, the first levels are attainable roughly as fast as before, but attaining the following levels takes longer as to cut down on the attribute inflation for very long campaigns. Also, with a linear increase in XP cost, there's no longer any sudden roadblocks where one veteran level would require twice as much XP as the previous one did. And because enemy strength scales in part with the levels of your characters, having the average level a bit lower in long campaigns will also reduce the number of enemies a bit, leading to quicker combat and less pressure to replace everyone with superhumans as time goes on. Note that when loading old campaigns, veteran level characters may seem to need excessively much XP to level again - this isn't the case when starting new campaigns.
Changed starting size of stash to 99, up from 90.
Changed named shields to always have either the same or better fatigue penalties than regular ones.
Changed strength of roaming beasts to scale more depending on distance to civilization, and less on campaign time.
Changed enemy bases to be more proactive in sending out parties to intercept enemies threatening them, but also have a weakened garrison while doing so.
Changed all end game crises to start slightly later, to take slightly less time to defeat, and to fade out more smoothly.
Changed greenskins and undead to be a bit less active in destroying settlements, as to make using the 'Permanent Destruction' setting more viable.
Changed chance of any human dying during the Undead Scourge crisis to return as a Wiederganger to be lower.
Changed 'Escort Caravan' contract to give better directions, an approximation of the time required (e.g. two days), pay slightly more per tile of distance, to support payment per head, and to have a cap on distance, especially in the early game.
Changed 'Armed Courier' contract to have a cap on distance, especially at the start of a campaign, to pay slightly more, and to give an approximation on the time necessary for travel if going by road.
Changed 'Defend Settlement' contract to make sure that there's bases of the attacking faction near enough to not have the player need to wait for too long for the attackers' arrival.
Changed contracts to be more readily available at the very start of the game.
Changed renown to decrease by -2 each passing day, as stories about your company will slowly fade from people's memories unless you continously create new ones.
Changed effect of different training regimes at Training Hall to be slightly stronger and made them stay for a certain number of battles, and no longer a certain number of days. Also, they're more affordable now.
Changed costs and stats for various character backgrounds to some degree, and introduced a random +/- 10% factor for all daily wage demands, so you'll find cheaper and more expensive recruits also within the same background.
Changed how daily wages for mercenaries employed by the player are calculated. Instead of a flat +2 crowns for every level, it's now a cumulative 10% on the wage for every level until the 11th, and then 3% on the wage for every level afterwards. In effect, there's less wage pressure in the beginning, low tier backgrounds have become cheaper to employ in the longterm, and some backgrounds have become more expensive to keep around if they reach veteran levels.
Changed how retreating works. If your men are already on the edges on the map, you'll safely retreat as before. If they aren't, they'll now attempt to move to the edges of the map by themselves until either they succeed or die. While this is going on, they'll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level.
Changed enemies and player characters to make no more than 2 attempts to flee from a position in a single turn.
Changed morale checks to always have a 5% chance to succeed or fail, just like attacks do.
Changed dropping items to the ground, or switching between hands and bags, to no longer grant effective fatigue to spend in the same turn.
Changed polearms to have a -15 chance to hit targets directly adjacent, reflecting how long and unwieldy they are in close combat. Picking the 'Polearm Mastery' perk will remove this penalty.
Changed 'Polearm Mastery' perk to reduce the action point cost for using skills of polearms from 6 to 5. The 'Repel' and 'Hook' skills now always apply the 'Staggered' effect, even without the mastery.
Changed 'Hold Out' to be called 'Resilient' and have a new effect; any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced by -1 turn, to a minimum of 1 turn.
Changed description of 'Shield Expert' to include the fact that picking it grants a +15% bonus to hit chance to the 'Knock Back' skill. This was already true in previous versions, but the game neglected to mention it.
Changed 'Killing Frenzy' perk to count the turn the effect first triggers as part of its 2 turn duration.
Changed 'Reach Advantage' to provide a bonus of +5 to melee defense per stack, with a limit of 5 stacks, instead of the +20% of total melee defense per stack it provided before.
Changed 'Nimble' perk to now give consistent damage reduction to hitpoints up to 75%, but reduced exponentially by the total fatigue penalty of body and head armor. Fatigue penalty from other equipment does not affect the damage reduction, but neither do the 'Brawny' perk or traits.
Changed 'Battleforged' perk armor damage reduction to be based on current total armor value, and no longer maximum total armor value. Also, a status effect now displays details on the effect as with 'Nimble'.
Changed 'Underdog' perk. The defense malus due to being surrounded by opponents is negated, as was previously the case. However, if an attacker has the Backstabber perk, the effect of that perk is now negated, and the normal defense malus due to being surrounded is applied instead.
Changed 'Brawny' fatigue reduction to 25%, down from 30%.
Changed 'Bags & Belts' perk to no longer entirely remove the fatigue penalty for two-handed weapons and shields.
Changed Lindwurms to have slightly more hitpoints, and to give significantly more XP. Their 'Tail Slam' skill now has an equal chance to either stun, daze or knock back their target. Also, they're a bit less rare now.
Changed out some assets for updated versions.
Changed AI of many enemies to perform better in a variety of situations.
Changed AI to make better use of parallelization for faster turn processing times.
Changed savegames to use compressed fog of war information for smaller file size and faster cloud synchronization.
Changed lots and lots of smaller things for the better.

Fixed game sometimes not continuing when a Lindwurm retreated from the battlefield.
Fixed game sometimes not continuing when a character that used the 'Taunt' skill died in the same turn.
Fixed rare issue with frenzied direwolves not dying properly.
Fixed issue with 'Reset Equipment After Battle' option not working properly under very specific circumstances.
Fixed issue with 'Last Stand' contract where the game would potentially freeze when defending settlements isolated on small islands.
Fixed 'Caravan Escort' contracts failing without battle in some cases.
Fixed combat slowing down in very long campaigns for some people.
Fixed player banner bonus not being updated immediately after moving.
Fixed wrong damage values displayed in tooltip of 'Knock Out' skill.
Fixed morale chain events being displayed in the wrong order in the combat log under certain conditions.
Fixed 'Nine Lives' perk not properly resetting after triggering once combat is concluded.
Fixed coastal settlements not being reachable by boat in some cases.
Fixed various minor issues and annoyances.

Patch 1.1.0.8 (10 January 2018)
Changed a few things to further speed up AI turns with the 'Faster AI Movement' option turned on.
Fixed achievements on GOG not working properly.
Fixed characters not being content with being in reserve while they're sick.
Fixed rare issue with contracts from permanently destroyed settlements.
Fixed various minor text issues.

----------------------------------

Patch 1.1.0.7 (12 December 2017)
Changed name of Fallen Hero without head to 'Headless Fallen Hero' to make it more clear that this is intended behavior.
Fixed rare issue with fresh undead becoming untargetable during the Undead Scourge endgame crisis.
Fixed initiative penalty due to waiting not being applied correctly.
Fixed Necrosavants not dropping Shimmering Ashes.
Fixed 'Horrific Scream' of Geists being subject to height level restrictions.
Fixed potentially wrong reward amount mentioned in one of the 'Drive Away Bandits' texts.
Fixed Black Monolith being selected in one of the 'Find Artifact' twists as the new target.
Fixed AI sometimes being confused on swamp terrain.
Fixed incorrect tooltip hint for muddy ground and plashy grass on swamp terrain.
Fixed 'Split Hand' injury not being affected by 'Hold Out' perk.
Fixed news about conquered settlements in the noble war crisis sometimes arriving too late and preventing other events from firing.
Fixed various minor issues.

----------------------------------

Patch 1.1.0.6 (24.10.2017)
Added a new opponent with unique mechanics and loot: the Lindwurm
Added a new set of Lindwurm-themed named armor, helmet and shield
Added a new usable item: Flask of Acid
Added a new Lindwurm-themed banner to choose for your mercenary company
Fixed game potentially freezing after combat ends under specific conditions.
Fixed 'Reset Equipment After Battle' option not working properly for specific combinations of equipment.
Fixed "Never Give Up" and "Savior" achievement not being unlockable on GOG.
Fixed damage bonus from eating mushrooms not being displayed properly in some skill tooltips.
Fixed tooltip from a necromancer that himself has been raised from the dead not showing properly.
Fixed damage inflicted to a Direwolf's natural armor not being displayed in the combat log.
Fixed damage inflicted not displayed properly in combat log in rare cases.
Fixed various minor issues.

Patch 1.1.0.3 (06 September 2017)
Fixed 'Broken Leg' injury not applying the effect listed in its tooltip properly.
Fixed remaining fragments of greenskin or undead hordes potentially destroying settlements even after the respective crisis has officially ended.
Fixed incorrect movement speed for player party on world map while using the faster speed setting.
Fixed 'Siege Fortification' contract failing when it shouldn't.
Changed ambitions to destroy orc, goblin or undead locations to only register as successful and award a trophy item when there is at least one free item slot in the stash.
Support the software developers. If you like this game, BUY IT!
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Re: Battle Brothers + DLC GOG

Post by Montonius »

Patch 1.3.0.21 dropped today.
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Re: Battle Brothers + DLC GOG

Post by Rh0m13uzz »

yea on gog galaxy.. no offline installer... :dntknw:

OFFLINE https://www.gogdb.org/product/1590012242#downloads

GALAXY CLIENT ONLY: https://www.gogdb.org/product/1590012242#builds
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Re: Battle Brothers + DLC GOG

Post by greatergood45 »

Thanks, vastyr. You're the best!

If you don't mind, may I ask for installer v1.3.0.22 if it's available?
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Re: Battle Brothers + DLC GOG

Post by vastyr »

Update!
  • added full installer + 5 dlc v1.3.0.25_(31936).
  • updated ChangeLog.
► bypass gdrive download quota
► The Ninja-King
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Re: Battle Brothers + DLC GOG

Post by metal_babble_sword »

Battle Brothers v1.4.0.32 including the Blazing Deserts DLC was released today on GOG and there's a download available.

If some good Samaritan would be so kind as to share, that would be greatly appreciated! Thanks!
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Post by Lukapolwart »

► Changelog 1.4.0.32 (13 August 2020)


Added a new player banner as a thank you for your continued support.

Added combat environments reflecting locations where battles take place. Attacking a bandit camp will now have that camp appear in combat, and likewise will a graveyard or some ruins. Locations may have fortifications like walls and palisades, which you'll be informed about in a location's tooltip and the engage dialog.

Added exploration mode, allowing you to start with an entirely undiscovered map.

Added toggleable highlighting of any tiles blocked by environmental objects (such as trees) in combat via button and hotkey.

Added treasure items selling for full value as possible loot for all beasts, old and new, in order to make fighting them a more profitable endeavour.

Added a line to the tooltip of any items used in crafting to inform you of this fact, as to better differentiate between crafting and loot items, if the Beasts & Exploration DLC is installed.

Added tooltips explaining in more detail beforehand what is expected of the player, and what the expected rewards are, when choosing between ambitions.

Added tavern rumors about situations of nearby settlements, including some hinting at the presence of particular beasts, as well as rumors specific to each of the late game crises, and reduced chance of pure flavor rumors slightly.

Added 'enter' cursor to display over locations that can be entered on the world map, like friendly settlements.

Added better and up-to-date tutorial videos.

Added '-nohwcursor' command line option for people experiencing issues with their mouse cursors.

Changed 'Nine Lives' perk to also clear any damage over time effects (e.g. bleeding, poisoned) upon triggering, and to give improved defensive stats until the character's next turn.

Changed 'Relentless' perk to also remove the penalty to initiative when waiting with a character.

Changed 'Head Hunter' perk to guarantee a hit to the head for your next attack after hitting the head of your target once. Resets after your hit connects or if you miss your attack.

Changed 'Fearsome' perk to also carry a penalty equal to 20% of the attacker's resolve for each morale check triggered by inflicting damage.

Changed 'Sword Mastery' perk to lower the threshold to inflict injuries with the 'Gash' skill to 50%.

Changed 'Rally' skill to cost 5 action points to use, down from 6.

Changed 'Indomitable' AP cost to 5, up from 3. The previous cost erased too much the choice between going offensive or defensive and allowed you to have the best of both.

Changed 'Adrenaline' skill to cost 1 AP, up from 0.

Changed 'Fast Adaptation' perk to give +10% chance to hit with each miss, up from +8%.

Changed 'Brawny' perk to reduce the fatigue penalty from armor and helmet by 30%, up from 25%.

Changed 'Anticipation' perk to always give a minimum of +10 to Ranged Defense.

Changed 'Knock Back' skill to have a fatigue cost of 20, down from 25.

Changed 'Repel' and 'Hook' skills to have a fatigue cost of 25, down from 30.

Changed 'Split Shield' skill to trigger the 'Overwhelm' effect.

Changed 'Exposed Ribs', 'Stabbed Guts', 'Grazed Kidney', 'Deep Chest Cut' and 'Deep Abdominal Cut' injuries to have more of an effect, including reducing hitpoints of the victim to certain thresholds if currently above. In essence, those injuries are now a bit more useful for the player to inflict upon enemies, and both the 'Crippling Strikes' perk and the 'Gash' skill were indirectly buffed this way.

Changed Ranged Defense levelups to range from 2-4, up from 1-3. Only affects characters generated after this update.

Changed damage of Scimitar to 40-45, up from 35-45, and increased efficiency vs. armor to 70%.

Changed damage of Three-Headed Flail to 30-75, up from 21-66.

Changed damage of Billhook to 55-85, down from 60-90, and efficiency vs. armor of 140%, down from 150%.

Changed efficiency vs. armor of Polehammer to 185%, up from 175%.

Changed damage of Reinforced Boondock Bow to 30-50, up from 25-40.

Changed damage of Heavy Javelin to 35-50, down from 40-55.

Changed damage of Heavy Throwing Axe to 30-50, down from 35-55.

Changed Living Tree Shield to regenerate by 10% of maximum durability each turn.

Changed Undead Trophy to double the wearer's resolve when defending against fear and mind control skills, and no longer grant complete immunity.

Changed surrounding mechanics to no longer count stunned characters, or characters armed with ranged weapons, towards the surround bonus.

Changed zone of control mechanics for actors that are stunned or without skills to actually perform attacks of opportunity (like if armed with a ranged weapon) to no longer exert zones of control.

Changed 'Dazed' status effect to -25% damage, -25% initiative and -25% max fatigue, down from -35% of each.

Changed 'Charmed' status effect to make the afflicted immune to some morale effects, as to avoid odd situations of characters fleeing after the charm has worn off.

Changed 'Sleeping' status effect to last for 3 turns, up from 2. It still can be removed at any time using the 'Wake Up' skill.

Changed 'Cat Potion' to be used on the worldmap and give a +20 bonus to Initiative for the duration of the next battle.

Changed 'Lionheart Potion' to be used on the worldmap and give a +20 bonus to Resolve for the duration of the next battle.

Changed 'Iron Will Potion' to be used on the worldmap and give the same effect as before for the duration of the next battle.

Changed 'Night Vision Elixir' to be used on the worldmap and give the same effect as before for the duration of the next battle.

Changed 'Second Wind Potion' to be used on the worldmap and give +4 to Fatigue recovery for the duration of the next battle.

Changed 'Berserker Mushrooms' to be used on the worldmap and give a +25% bonus to damage in melee, and reduce both melee and ranged defense by -15 for the duration of the next battle. Using these no longer carries an additional risk of getting sick, but characters still risk getting sick/addicted from taking too many potions of any kind at once.

Changed 'Antidote' to also give immunity to poison for the duration of 3 turns after use.

Changed 'Potion of Knowledge' effect to last for 3 battles instead of 2 days.

Changed Geists to no longer have the 'Anticipation' perk, but instead have a perk of their own that increases both their Melee and Ranged Defense by small amounts the further away an attacker is.

Changed the tails of Lindwurms to also exert a zone of control.

Changed 'Trade Caravan' origin to only receive 66% of all renown, up from 50%.

Changed starting renown of some other existing origins to better work with the new Retinue feature.

Changed targeting icons for AoE skills to also show up on empty tiles as to give a better idea of the area those skills can cover.

Changed hotkey for showing/hiding footprints on the worldmap to the 'F' key, as to avoid players accidentally hiding footprints by pressing the 'Tab' key while switching between applications.

Changed auto-saves when leaving towns in ironman mode to be faster.

Changed AI turns to be faster when multiple characters do nothing but move one after the other.

Changed AI to perform better in various situations.

Changed lots and lots of minor things for the better.

Fixed rare issue with game speed on very long campaigns.

Fixed potential crash when in a three-way fight with Alps and other enemies.

Fixed issue with temporarily invisible Alps when getting knocked back and receiving damage at the same time.

Fixed potential crash with bleeding Lindwurms as they retreat from the map.

Fixed potential crash with AI use of Three-Headed Flail.

Fixed characters devoured by the Kraken rising as Wiedergängers when fighting it during the undead crisis.

Fixed fatigue cost reduction of named items not applying to 'Reload' skill of crossbows.

Fixed 'Lunge' skill potentially moving a character onto a tile they can't attack from.

Fixed 'Riposte' skill sometimes not working against Unhold attacks.

Fixed rare issue of armor and helmets not dropping even though they're named items and should be guaranteed to drop.

Fixed rare issue with 'Reset Equipment After Battle' function losing items.

Fixed wolf gained via event having incorrect stats.

Fixed issue with a particular twist of the 'Siege' contract.

Fixed retreating from fight with bounty hunters in 'Drive Away Brigands' contract not removing the robber baron's head.

Fixed 'Big Game Hunt' contract potentially pointing to regions that neither Lindwurms nor Schrats are native to, or to regions undiscovered by the player.

Fixed potential crash with the 'Investigate Cemetery' contract.

Fixed potential crash with 'Barbarian King' contract.

Fixed pathfinding issue where characters would move through zones of control when they shouldn't.

Fixed hate/fear trait events not firing properly.

Fixed guaranteed building spawns across the map not always working.

Fixed multiple pieces of text appearing one after the other at game over screen, instead of just one.

Fixed various minor issues.



► Changelog new DLC Blazing Deserts' DLC

The 'Blazing Deserts' DLC for Battle Brothers expands the game with new lands of burning deserts and lush oases to the south. Visit independent city states, fight in the arena, face desert raiders and southern beasts in battle. Wear new gear inspired by Arabian and Persian cultures of the medieval ages, employ alchemical contraptions and primitive firearms, and forge your own path when the fires of religious turmoil threaten to engulf the world in a new late game crisis!
Features

New Lands - Visit new lands to the south with independent city-states that have their own lore, equipment and services, as well as entirely new character backgrounds to recruit.
Retinue - Hire non-combat followers for your retinue to customize your campaign experience to fit your playstyle. Hire a drill sergeant to train your men. Never lose shields again with a blacksmith that can repair gear no matter how damaged. Buy carts for additional inventory space.
Arena - Fight in front of cheering spectators to earn coin, experience and unique rewards as an alternative to mercenary work.
New Crisis - Survive a new late game crisis that tests the mettle of your company in the fires of religious turmoil.
New Opponents - Face new factions of city state soldiers and desert raiders, complete with their own gear and unique mechanics. Hunt down and get hunted by desert beasts.
New Origins - Play using one of three new southern-themed origins, each with special rules that shape your campaign into a different experience from beginning to end.
New Banners and Gear - Dress in style with a collection of new banners, shields, helmets and armors inspired by Arabic and Persian culture. Use new weapons, alchemical contraptions and primitive firearms.

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Post by Nostalgic-Games »

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Post by metal_babble_sword »

now there's a download for version 1.4.0.38, if someone can please upload!
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Post by Nostalgic-Games »

Update
  • Added v1.4.0.38 to my previous post.
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Post by Lukapolwart »

► Changelog 1.4.0.38

Fixed sickness event for swamp firing even if the player has the Scout follower in their retinue.
Fixed characters potentially gaining morale from Screaming Skulls exploding.
Fixed game potentially hanging as characters die from fire.
Fixed some other minor issues.
► Changelog (previous updates since 1.4.0.32). Changelogs for updates 1.4.0.33, 1.4.0.34, 1.4.0.35, 1.4.0.36 and 1.4.0.37. This means that obviously all these fixes are also included in 1.4.0.38

Changelog for 1.4.0.33

Fixed players unable to cancel the 'Drive Away Nomads' or 'Secure Cemetery' contracts during certain twists.
Fixed players not getting the armor bought during the retired gladiator event.
Fixed missing sounds in the 'Blazing Deserts' DLC for player who don't also have the 'Warriors of the North' DLC.
Fixed gladiators sometimes complaining about food even though there's good food available.
Fixed small issue with eunuch event triggering at city states.
Fixed arena tournament notification event not working.
Fixed some other minor issues.

Changelog for 1.4.0.34

Changed ambition to visit all settlements to no longer be offered as the very first ambition for the 'Deserters' or 'Northern Raiders' origins. Instead, they get the ambition to have a roster of 12 men as in previous versions.
Changed battles to end immediately if there's only mortars left.
Changed fatigue penalty of Gladiator Helmet to -13, down from -11. It still has the best fatigue ratio of its weight class, but no longer outperforms some named helmets.
Changed arena mechanics to allow the player to loot gear from dead player characters after the match.
Changed arena matches to allow for the recovery of characters that are struck down with permanent injuries also if you lost the match and everyone who participated.
Changed arena matches to start with regular hyenas before introducing frenzied hyenas after the first few wins.

Fixed rare issue of nomads wrongly being labeled as undead on the world map if spawned during a certain twist of a certain contract.
Fixed issue with 'Secure Cemetery' contract.
Fixed issue with 'Escort Caravan' and 'Patrol' contracts for players not owning the 'Warriors of the North' and 'Blazing Deserts' DLC.
Fixed Bounty Hunter follower potentially also giving fractions of crowns as a reward.
Fixed some other minor issues.

Changelog for 1.4.0.35

Changed payout for arena matches against champions to be a bit higher.

Fixed issue of AI parties on the worldmap sometimes jumping position, including caravans escorted by the player.
Fixed incorrect player position when ambushed on difficult terrain while escorting a caravan.
Fixed incorrect shield icons when painting shields using one of the new player banners.
Fixed game potentially hanging under certain circumstances when fighting nomads.
Fixed potential crash with 'Conquer Holy Site' and 'Defend Holy Site' contracts if the holy site in question is located right at the edge of the map.
Fixed indebted player characters potentially not dying in some parts of the 'A Pact With Witches' contract.
Fixed potential crash as Ifrits die under certain circumstances.
Fixed some other minor issues.

Changelog for 1.4.0.36

Fixed game hanging in rare cases on accepting contracts.
Fixed game potentially hanging if killing the Rachegeist.
Fixed issue with trade ambition incorrectly saving the amount of trade goods that need to be sold.
Fixed tooltip of Living Tree Shield not showing.
Fixed incorrect tooltip of Serpent Skin Mantle when attached to armor.
Fixed final round of arena tournaments not starting if matched against a specific opponent.
Fixed combat ending too soon if surrounding one last larger Ifrit and shattering it into a smaller piece at the very same tile.
Fixed combat not ending if the last player character is retreating from the battlefield right as they die from bleeding or poison.
Fixed shields potentially being lost under specific circumstances even though the player has the Blacksmith follower.
Fixed some other minor issues.

Changelog for 1.4.0.37

Fixed 'Burn Them All!' achievement also unlocking if the player is killed by a fire pot.
Fixed game potentially hanging as assassins or charmed player characters attempt to use pots on hilly terrain.
Fixed issue with zones of control sometimes not being added/removed correctly from the map, which could lead to some skills appearing as unusable and would confuse the AI.
Fixed unholds not engaging properly and being oddly passive.
Fixed northernmost towns sometimes not showing their names on the worldmap with the 'Blazing Deserts' DLC installed.
Fixed some other minor issues.
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Post by Rextraos »

I love me some Battle Brothers, especially crippled ones.
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Post by JohnnyMic »

update!
  • added v1.4.0.39 full installer + update patch to my previous post..
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Post by Lukapolwart »

► Changelog v1.4.0.39 (Taken from Steam) (August 21)

Changelog for 1.4.0.39

-Added special bases for indebted characters when playing the Manhunters origin. Only applies to characters 'recruited' after this update.

-Changed the Paymaster follower to be hidden for origins that can not ever unlock them due to their roster size restrictions.

-Fixed issue with destroying Kraken tentacles.
-Fixed combat not ending after Serpents retreated.
-Fixed cultists being able to convert the special characters of the 'Lone Wolf' and 'Gladiators' origins.
-Fixed incorrect orientation of unholds allied to the player in a certain twist of the 'Barbarian King' contract.
-Fixed quivers dropped by the player sometimes disappearing if dropped to the ground.
-Fixed a particularly hard enemy composition in arena tournaments appearing earlier than intended in a campaign.
-Fixed some other minor issues.
...unluckily, the 1.4.0.40 (August 24) has already been published in Steam. Not in GOG yet.
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Post by Nostalgic-Games »

Update
  • Added v1.4.0.40 to my previous post.
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Post by Lukapolwart »

► Changelog v1.4.0.40 (Taken from Steam) (24 August 2020)



-Changed turns to no longer auto-end if a player character can still use the 'Adrenaline' skill.
-Changed AI to be able to re-equip their weapon if disarmed while having the 'Quick Hands' perk the same way that the player can.
-Changed charge skill of Orc Youngs and Unholds to only be usable once per turn, since the recent change to zones of control no longer being exerted by stunned characters allowed them to potentially do two charges under specific circumstances.
-Changed factions involved in the holy war to conquer holy sites less frequently, as to allow more time for the player to pick up related contracts and have less news spam about the ongoing war.

-Fixed issues with the interaction of cultist conversion events and indebted.
-Fixed unintended interaction between 'Puncture' skill and 'Head Hunter' perk.
-Fixed Surgeon follower not being able to save characters dying from bleeding or poisoning.
-Fixed Scavenger follower not scavenging ammo from throwing weapons.
-Fixed a specific event concerning a pay raise firing even though the player has the Paymaster follower.
-Fixed incorrect starting positions of ambush twist during the 'Destroy Goblin Camp' contract.
-Fixed rare issue with game hanging as assassins attempt to use throwable pots.
-Fixed issue with Kraken sometimes not dying properly.
-Fixed awkward look if a Lindwurm's tail is entrapped in a net and the body decides to move. Tails can now no longer be netted individually, but the body can still be netted, which also limits the mobility of the tail and is more consistent with its interaction with zones of control.
-Fixed 'Big Game Hunt' contract potentially sending the player into desert regions that aren't home to beasts that the player should hunt.
-Fixed some other minor issues.
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Post by ADMIN »

main post updated:
- added full game installer v1.4.0.41_(40963)
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Lukapolwart
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Post by Lukapolwart »

► Changelog 1.4.0.41


-Changed barbarians to no longer be able to rotate positions with Unholds.
-Changed Conscripts to have slightly fewer hitpoints.
-Changed 'Hook' and 'Repel' skills to apply the 'Overwhelmed' effect if the character using these skills has the corresponding perk.
-Fixed issue with zones of control for characters on tiles that confer terrain status effects.
-Fixed potential issue with 'Intercept Raiding Parties' contract.
-Fixed enemy party labels potentially not showing at the northern edges of the world map.
-Fixed opponents with the 'Head Hunter' perk always starting combat with their next attack a guaranteed hit to the head.
-Fixed issue with unresponsive UI if attemping to end the round for all characters at the exact moment that victory is achieved.
-Fixed exploit that allowed for infinite rerolls of arena matches.
-Fixed AI not properly taking into account the range of slings.
-Fixed AI not properly engaging if only units with polearms are left.
-Fixed some other minor issues.

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