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Battle Brothers
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.

The world is fractured, and the old empires have turned to dust. The dead rise from their crypts and Greenskin hordes gather in the distance, as bandits roam free and Nobles prepare for war – the people are left with no choice but to turn to mercenary bands for aid. Battle Brothers is a turn-based tactical RPG where you lead a mercenary company in a procedurally generated world fraught with dangers of all kinds, and plenty of opportunity for fortune and fame. Decide where to go, which contracts to take on, who to hire, and how to equip your growing mercenary band in this sandbox adventure of grit and valor.

The procedurally generated maps of Battle Brothers feature bustling cities, wandering beasts, unique points of interest, and the freedom to explore and engage with everything as and when you wish.

Travel in real-time across the varied landscapes of the world to visit the settlements and strongholds spread across the realm, offering you everything from respite and rumors at the local tavern to new recruits for your growing band of battle brothers. Visit markets to sell loot and acquire powerful equipment, or speak to the local lord to see what troubles them, and how much they’re willing to pay to have those troubles taken care of.

Settlements and Noble Houses will be your primary source of wealth as they offer dynamically generated contracts of varying difficulty to reflect the coin that comes with completing them – will you take on particularly challenging monsters early in your career to secure greater wealth at the risk of losing your starting sellswords, or will you start focused on local bandits and thieves fleeing justice instead? Be warned – no contract is without consequences, and the quests you take on and how you accomplish them will determine your relationships with the various factions of the world as well as your company’s renown and reputation.

Seek opportunities beyond contracts and quests to deepen your pockets – from profitable trade among the many cities and settlements to the great riches hidden in the wild. Will you pursue the life of a merchant and seek out optimal trade routes to bolster your wealth, focus on mercenary contracts, or strike out on your own and seek opportunity and loot in the crypts, camps, and ruins that litter the world?

Various crises can ignite and fundamentally reshape the landscape, demanding radically different strategies and offering new opportunities as time goes on – how will you adapt to an evolving political situation, and more powerful adversaries? Nobles may start massive factional wars, the undead may rise up, or Greenskins may launch full-scale invasions of the land.

The brutal battlefields of Battle Brothers reward the clever tactician and punish the careless. As you fight intense turn-based tactical battles on battlefields featuring rough terrain, height advantages, and obstacles to use to your advantage, every swing of the blade carries weight. Take on bandits and beasts of all kinds and maul, mangle, and maim your way through combat.

An extremely granular approach to equipment introduces reason to vary your formations and loadouts depending on the team you’ve assembled, and the foe you face – the stab of a spear does little against the fleshless skeleton warriors, while the bludgeoning mace will make quick work of them and their armour. But those very same spears work great alongside shields to keep hungry beasts at bay with their extended reach alongside shieldbashes for those who come close. Meanwhile, though a warhammer could make quick work of a heavily armored bandit, using a dagger to cut between gaps in their protection could leave a very valuable piece of armor intact for you to loot and use.

Initiative and action points are important factors on any battlefield, but in Battle Brothers, fatigue plays an additional key role as more powerful attacks and abilities are quicker to exhaust your warriors, especially when covered in layers of heavy armor. A tired soldier has less of their repertoire available to them, and with enough fatigue accumulated, even moving proves difficult – every step taken, every arrow fired, and every sword swung comes at a price, and sometimes a lightly armoured warrior with a dagger and a net can do more damage than if they were heavily armoured and swinging around a morning star.

Even if the body is willing, the mind may break first – morale is another key factor to manage on the battlefield! If they have little resolve, your own troops may begin to flee under pressure, but most enemies will similarly suffer should momentum swing in your favour. Will you fight cautiously, taking the enemy on one at a time, or will you seek to slaughter them in quick succession in the hopes of triggering a mass rout?

A bad injury – whether temporary or permanent – can quickly end a promising career. While the broken arm that severely reduces combat skills can be healed with rest, a broken elbow joint permanently reduces those very same attributes. From collapsed lungs that make a warrior quick to tire to bruised legs and broken knees that make them slow to act, Battle Brothers’ detailed injury system will break your brothers’ bodies, and keep you on your toes. Keep brothers in reserve when in trouble, and camp and rest to heal over time, but keep in mind that salaries still need to be paid on time and rations are always limited.

A mercenary company is nothing without its fighters – your battle brothers come from all walks of life, grow with experience, and provide unique opportunities for an astute commander. Starting with a small band, you will recruit new procedurally-generated hopefuls to grow your company. Ensure your troops are well fed and well paid, train them in a way that best matches their strengths and weaknesses, invest in their equipment to further their capabilities, and use careful tactics to protect your brothers against the many dangers you face.

From Retired Soldiers and Crusaders to Beggars and Graverobbers, your recruits’ backgrounds will determine countless factors about them, including their starting gear and attributes and the traits they are likely to develop, while also greatly influencing what events might come to pass as your company goes from contract to contract. Cultists might convert brothers to their faith as Thieves attract unwanted attention from the law, while Monks play peacemaker and prevent multiple Hedge Knights in your party from killing each other in duels – backgrounds will trigger opportunities of their own, and will often mix with others for unique events within your party. When faced with the choice, would you rather hire the highly skilled Adventurous Noble that expects a higher base pay and comes with the high resolve that makes for a good sergeant to rally your troops? Or would you rather bring on a Brawler or Farmhand that, while cheap to keep on, is likely to come with higher health and fatigue and room to learn the art of combat and grow into an ideal front-line warrior?

Physical and mental traits further differentiate these individuals, influencing how they may best be used, and potentially changing your plans as new traits develop over time. Athletic warriors are slower to tire, Brutes make better use of certain weapons in melee as they have great skill aiming for the head, and a brother with a Deathwish won’t waver when hurt, often bolstering the mood of his compatriots.

Battle Brothers does away with a restrictive class-based system, instead allowing you to develop each warrior according to what you need and what they’re individually suited for. Each brother is an individual with eight attributes, varied backgrounds, and a multitude of traits they either start with or gain over time, and these will determine the roles they best play. Each individual is inclined towards certain attributes, influencing how you might choose to develop them over time, and a detailed perk tree means you can mold these warriors, and your company, as you like. A middling warrior with the Fast Adaptation perk will increase their hit chances with every miss, and a heavily-armored brother might benefit most from unlocking the Recover skill to quickly reduce accumulated Fatigue – an individual’s role, strengths, and weaknesses can all be influenced by your decisions.

Battle Brothers is a turn-based tactical RPG that prioritizes your freedom of choice as a player – from the way you run your company to the people you fight shoulder-to-shoulder with and the adventures you seek, the world is completely open to your choice. Will you secure a place in history, or will your mercenary company end with a pauper's grave? The decision, the risk, and the reward are all yours.
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  • Version: Windows
  • Senast uppdaterad:
  • Update 1.5.2.3

    Fixed crash caused by using an Estoc when the Beasts & Exploration DLC is not installed

    Fixed Named Estocs, Pollaxes, and Executioner Swords not counting as named items for the purposes of the Bounty Hunter retinue member or ambitions

    Fixed incorrect retirement endings for the new Executioner background

    Fixed City States no longer selling paints as intended

    Fixed ‘Mine Cave In’ settlement situation sometimes not removing trade goods from the marketplace as intended

    Fixed various other minor issues

    Signed DLLs without signature to avoid anti virus trouble
    Update 1.5.2.2

    Added a new bandit unit, the Brigand Marauder

    Added a new noble house unit, the Man-at-Arms

    Added a new character background, the Executioner

    Added three new weapons, the Pollaxe, the Estoc, and the Executioner’s Sword

    Added named Bucklers

    Added an additional ‘Very Fast’ world map speed setting.

    Noble house Knights can now spawn with armor attachments if Beasts and Exploration are installed

    Certain noble house units can now spawn with armor from Beasts and Exploration if that DLC is installed

    Noble house Knight Champions can now spawn with named helmets

    Added various color variations for Heraldic Mail, Named Coat of Plates, Named Sallet, Bascinet with Visor, and Named Sellsword Armor

    Added Rachegeist’s Helmet as guaranteed loot to the legendary location

    The ‘Duelist’ perk now works while equipping a buckler in the offhand

    Lowered AP cost of the ‘Split’ and ‘Swing’ skills for the Warbrand and Romphaia to 5 (down from 6)

    Lowered AP cost of the ‘Riposte’ skill to 2 (down from 4)

    The Goedendag’s ‘Knock Out’ skill now does 75% of normal damage (up from 50%)

    The ‘Disbanded Troops’ settlement situation can now potentially add Duelist’s Hats and Zweihander's Helmets to the marketplace

    Fixed wardogs sometimes not taking their turn immediately after release as intended

    Fixed crash when the ‘Voice of Davkul’ skill is used, and guest units are present.

    Fixed a rare crash when a bro with a warwolf in his inventory dies

    Fixed Drunkard Loses Stuff event, potentially affecting unintended items like the company banner

    Fixed Fire Bombs setting Murky Water on fire unintentionally

    Fixed various typos

    Fixed various other minor issues
    Update 1.5.1.8

    The game now supports more than 2 GB of RAM to avoid crashes, "rainbow sprites", and corrupted saves when many mods are used.

    Fixed the Ancient Spire not properly granting Cartographer rewards for location discovery.

    Fixed brothers in the Anatomist origin not dying properly when affected by mutations from the new legendary locations.

    Fixed crash when killing a Greater Flesh Golem with a Riposte attack while it's in the middle of executing a Flurry.

    Fixed certain Greater Flesh Golems not dying properly when killed with bows or crossbows.

    Fixed a rare error when killing the active entity with a Riposte attack using the Reproach of the Old Gods.

    Fixed the Gilder's Embrace shield not being properly marked as a Legendary item.

    Fixed a rare event bug when completing the Hammer Mastery ambition with only hammer masters in the company.

    Fixed starting bros in the Deserters origin occasionally not spawning with shields when intended.

    Updated wording on the Oath of Fortification to make it clear the bonus objective includes brothers who are struck down and not just outright slain.

    Fixed issue preventing swapping items from the ground with items in bags correctly.

    Fixed crash at the end of the battle when brothers with the 'Covered by Smoke' effect are struck down.

    Fixed the 'Shatter' skill not accounting for Hammer Mastery correctly in the to-hit chance shown on the tooltip.

    Fixed various typos.

    Fixed various other minor issues.
    Update 1.5.1.7

    Fixed certain enemy armors using incorrect sound effects.

    Fixed crash that could occur when retreating while a bro is swallowed by a Nachzehrer.

    Fixed incorrect armor damage numbers on the ‘Destroy Armor’ and ‘Demolish Armor’ skill tooltips.

    Reverted a change made to the Sunken Library fight that was causing softlocks under some circumstances.
    Update 1.5.1.6

    Fixed Ancient Spire revealing locations outside the intended radius.

    Fixed Flesh Cradles and Mortars being attackable.

    Fixed the 'Castigate' skill not ignoring shield defense bonuses as intended.

    Fixed Anatomist potions for the new locations not dropping as intended.

    Fixed Necromancers not being able to resurrect skeletons.

    Fixed minor issue with certain armor sprites not rendering correctly on slain units.
    Update 1.5.1.5

    Fixed potential softlock as Wiedergängers resurrected out of sight.

    Fixed 'Thresh' skill potentially causing a crash when it would stun.

    Fixed direwolves sometimes being unkillable.

    Fixed some post-battle loot not being equippable until after saving & loading.

    Fixed issue with 'Slave Uprising' contract.

    Fixed various other minor issues.
    Update 1.5.1.4

    ‘Hook’, ‘Repel’, ‘Knock Back’, and ‘Split Shield’ now consistently build and consume stacks of Fast Adaptation when they hit or miss.

    ‘Hook’ now applies 10 Fatigue to the target, like ‘Repel’ and ‘Knock Back’.
    Update 1.5.1.3

    Fixed the secondary hit on the ‘Split Man’ skill not benefitting from effects that increase fatality chance, such as the Bloodthirsty trait.
    Update 1.5.1.2

    Fixed rare bug causing Ifrit to occasionally lose an additional point of armor when attacked than they should have
    Update 1.5.1.1

    Added two new legendary locations to explore, with associated new enemy types and legendary item rewards. Requires a new campaign.

    Added 5 new events related to the legendary locations.

    Added confirmation dialogue when selling rare items such as named or legendary equipment.

    Added ability to select event options using the 1-6 keys.

    Changed the ‘Fearsome’ perk’s morale check penalty to 15% of the attacker’s Resolve, rather than 20% of (the attacker’s Resolve - 10).

    Changed ‘Strike Down’ skill to stun a target for two turns also if that target is already stunned for one turn.

    Changed Blacksmith retinue to increase repair speed by 20% (down from 33%) and additionally reduce tool consumption when repairing by 20%.

    Changed Ancient Spire legendary location to reveal locations in addition to uncovering fog of war in a radius.

    Fixed certain quest items getting removed from the player’s inventory in events under certain exceptionally rare conditions.

    Fixed bug allowing players to trigger certain legendary location events without having first discovered the location.

    Fixed bug preventing events from firing when traveling to a location or pursuing an attackable party on the worldmap.

    Fixed Alp parties on the worldmap sometimes being briefly visible at day.

    Fixed potentially incorrect visuals for ‘Sallet Helmet’ and ‘Barbute Helmet’.

    Fixed rare issue with wardogs not dying correctly if their former master is already dead.

    Fixed Lorekeeper’s lightning strike not having the intended cooldown.

    Fixed bug treating players as having won the Sunken Library fight when they actually lost under certain conditions.

    Fixed a rare script bug that occurred when killing a Lindwurm via its tail with a poison-coated weapon.

    Fixed potential UI glitch with Lindwurms.

    Fixed headless enemies still receiving bonus damage as if their head was hit.

    Fixed certain enemies spawned as part of contracts not receiving an increased chance to become champions based on contract difficulty.

    Fixed bug where Cook was not increasing healing rate and updated wording to better reflect the intended impact on healing.

    Fixed bug causing the Blacksmith and the camping function to not increase repair speed as much as intended.

    Fixed bug causing occasional loss of an additional tool when first repairing after buying or looting additional tools.

    Fixed Blacksmith not preserving gear on dead characters under specific circumstances.

    Fixed secondary damage effect of ‘Split Man’ skill not benefiting from some perks and traits.

    Fixed 'Pound' skill having extra damage penetration when hitting the nonexistent head of headless enemies.

    Fixed 'Shoot Stake' skill potentially triggering unintended morale checks.

    Fixed ‘Shoot Stake’ skill issues with knocking back targets hit.

    Fixed ‘Hook’ skill not considering elevation correctly in some targeting situations.

    Fixed ‘Split Shield’ tooltip on longaxe incorrectly showing a to-hit malus.

    Fixed Throwing Axes showing incorrect armor penetration values in the UI.

    Fixed flails having incorrect to-hit values against shield-bearing targets above certain defense values.

    Fixed combat log entries for the ‘Staggered’ effect showing the wrong duration.

    Fixed various typos.

    Fixed various other minor issues.
    Update 1.5.0.13 (November 19th, 2022)

    Fixed incorrect determination on whether a line of fire is blocked for ranged attacks on very specific angles.

    Fixed AI not properly avoiding tiles with negatives effects, such as fire, as it is supposed to in specific cases.

    Fixed 'Hook' and 'Repel' skills not applying the 'Overwhelmed' effect on a miss.

    Fixed various smaller issues and typos.
    Update 1.5.0.12 (June 10th, 2022)

    Fixed issue where the 'Siege Fortification' contract could get stuck in a loop after certain contract twist outcomes.

    Fixed game hanging upon accepting the 'Hunting Schrats' contract in rare cases.

    Fixed destruction of some contract-related caravans not counting towards completing the 'Raid Caravans' ambition.

    Fixed the 'Oath of Honor' bonus objective not counting kills with reach weapons against enemies with no characters adjacent.

    Fixed tooltip reporting an inaccurate time remaining to repair items while camping.

    Fixed UI potentially disappearing in tactical combat if Escape key is pressed rapidly multiple times.

    Fixed issue with targeting logic of mortar AI.

    Fixed issue with AI of retreating characters.

    Fixed exploit on force-attacking allied units on the world map.

    Fixed various smaller issues and typos.
    Update 1.5.0.11 (8 April 2022)

    Added a new 'Collectors' settlement situation that increases the sell prices of beast parts and treasures.

    Changed the relations gain/decay effect of the Negotiator to 15%, up from 10%.

    Changed the equipment and hire costs of the Oathtaker and Anatomist backgrounds. In general, Oathtakers got a little cheaper, and Anatomists got a little more expensive.

    Changed the daily wage of the Anatomist background to better match their statline. The Anatomists origin now has slightly higher starting funds to give them a bit more runway.

    Changed the maximum melee defense of the Oathtaker background to be slightly higher.

    Changed the special Oathtakers origin-specific event fight to trigger later on lower combat difficulties. There's now an option to delay the fight (with some consequence) if the player feels they aren't ready.

    Changed the experience gain offset of the Oath of Distinction to +50%, up from +40%, and removed it from the Oath tooltip, as it was confusing players and setting wrong expectation for the oath mechanics.

    Changed Oath of Fortification to now grant an additional flat +5 defense when shieldwalling, in addition to its current effects.

    Changed stacks granted by the Orc Berserker Anatomist potion to 3 per hit, up from 2. The effect now caps at 15 stacks.

    Changed the effect of the Ifrit Anatomist potion to 25 natural armor, up from 20.

    Changed the wording of the Sword Mastery perk description to clarify the hit chance effect on Split/Swing. The actual effect remains unchanged.

    Fixed a bug that let certain Anatomist potions drop as loot when they shouldn't have.

    Fixed Anatomist potions being forever lost if a character who'd taken them left or died the company in an event.

    Fixed the Direwolf Anatomist potion triggering on Riposte misses.

    Fixed the Orc Berserker Anatomist potion triggering on each hit of the Three Headed Flail.

    Fixed bug causing fear/hate of beasts and the Oath of Dominion traits to not work in arena fights.

    Fixed Oath of Fortification not properly resetting the count of dead characters when repeating.

    Fixed the reward for the special Oathtakers origin-specific event fight getting lost if the player's inventory was full.

    Fixed issue where accepting the 'Hunting Serpents' contract could cause the game to hang under rare circumstances.

    Fixed certain retinue members applying their effects twice.

    Fixed various smaller issues and typos.
    Update 1.5.0.10 (14 March 2022)

    Changed sickness times for imbibing anatomist potions to be slightly lower, as to make taking anatomist potions in the early parts of a campaign, when the Anatomist origin is at its weakest, less punishing.

    Changed Orc Berserker anatomist potion to no longer trigger off of indirect damage, like from the Bleeding status effect.

    Changed damage of Berserk Chain to 50-100, up from 40-100.

    Fixed an issue where the Webknecht anatomist potion wasn't preventing an effect it should have.

    Fixed the Oath of Distinction incorrectly granting experience for kills performed by wardogs.

    Fixed several minor issues and typos with new events.
    Update 1.5.0.9 (11 March 2022)

    Fixed Oath of Fortification counting the death of allied units not under player control (such as caravan hands) against completion of its bonus objective.

    Fixed Oath of Distinction tooltip at oath selection missing information about characters gaining increased experience for solo kills. The actual mechanic remains unchanged.

    Fixed Oath of Wrath not displaying that it contributes to hit chance in tooltips when wielding a one handed weapon in both hands. The actual mechanic remains unchanged.

    Fixed some other minor issues and typos.
    Update 1.5.0.8 (10 March 2022)

    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.

    Fixed some other minor issues and typos.
    Update 1.4.0.49 (2 June 2021)

    Changed 'Beginner' combat difficulty to also have a 10% bonus to XP gained for every character.

    Changed difficulty rating of 'Trading Caravan' origin to 1 skull, down from 2, to better reflect the difficulty experienced by players. The actual origin remains unchanged.

    Changed difficulty rating of 'Manhunters' origin to 3 skulls, up from 2, to better reflect the difficulty experienced by players. The actual origin remains unchanged.

    Changed fatigue penalty of Handgonne to 14, up from 12.

    Changed Lindwurms to appear in slightly fewer numbers.

    Changed world map generation to perform faster. Map seeds are unaffected and will produce the same maps as before.

    Fixed potential crash as players could gain a fencing sword via event without owning the 'Beasts & Exploration' DLC.

    Fixed wrong calculation of 'Dodge' effect in some edge cases.

    Fixed applying poison to a weapon which already has been coated with poison not refreshing the effect.

    Fixed Surgeon follower being able to save characters devoured by a Kraken (again).

    Fixed issue with AI targeting priorities.

    Fixed some other minor issues and typos.
    Update 1.4.0.48 (28 March 2021)

    Changed noble army stats and compositions very slightly to be able to better compete with Gilded armies.

    Changed 'Decorated Full Helm' to have 320 durability, up from 300, and a penalty of 21 to fatigue, up from 20, in order to transform it into a more unique piece of equipment.

    Changed 'Free Prisoners' contract to make it easier to follow the greenskinned scroundrels that absconded with their captives.

    Changed Ifrit ambush twist of 'Drive Off Nomads' contract not to trigger so early.

    Changed 'Hunting Lindwurms' contract to not being offered quite as frequently.

    Fixed some character trait combinations that seemingly contradict themselves.

    Fixed a few events incorrectly firing for main characters of the 'Gladiators' origin.

    Fixed cultists gaining or losing mood on two Holy War events when they shouldn't care.

    Fixed donkeys counting towards the surrounded bonus.

    Fixed Ancient Dead and Alps not having resistance against the 'Throw Spear' skill the same way that they do against all other piercing attacks.

    Fixed direct damage of Lindwurm attacks not being applied correctly.

    Fixed direct damage of Firelances not being applied correctly.

    Fixed potential crash when killing multiple Screaming Skulls with a Firelance.

    Fixed Surgeon follower and 'Arena Veteran' trait being able to save characters that have been devoured by a Kraken.

    Fixed battle sometimes not triggering in 'A Pact With Witches' contract.

    Fixed potential endless loop if losing a specific engagement over and over in 'Siege Fortification' contract.

    Fixed some other minor issues and typos.
    Update 1.4.0.47 (13 January 2021)

    Changed 'Lindwurm Scale Cloak' attachment to add 60 durability at a penalty of -3 to Maximum Fatigue.

    Changed 'Horn Plate' attachment to also add 30 durability.

    Changed 'Bone Plating' attachment to have a penalty of -2 to Maximum Fatigue.

    Changed 'Additional Fur Padding' attachment to have a penalty of -2 to Maximum Fatigue.

    Changed 'Unhold Fur Cloak' attachment to also add 10 durability.

    Changed fatigue cost of 'Disarm' skill to 30, up from 25, and penalty to hit chance to -20%, down from -15%. Mastery now cuts in half the penalty to hit chance to -10%.

    Changed orcs to have particularly powerful hand-to-hand attacks to make them less useless (but still significantly weakened) while temporarily disarmed using whips.

    Changed amount of medical supplies dropped as loot in the later parts of campaigns to be a bit lower.

    Changed main menu background to get randomly picked from different artworks of the game.

    Changed default configuration (used when first starting the game or resetting your configuration) to disable the hardware cursor option, as a recent Nvidia driver update introduced performance issues for some players. Not using a hardware cursor will add some mouse lag, but the hardware cursor option can easily be activated in the game's options menu if it runs fine for you or Nvidia fixes the issue in the future.

    Fixed 'Lunge' skill not properly taking into account the effect of the 'Relentless' perk.

    Fixed players being unable to retreat from battle in 'Rebuilding Effort' contract without being sucked right into combat again.

    Fixed 'Hunting Lindwurms' contract not being offered at steppe settlements like it should.

    Fixed human opponents that have been taunted sometimes unnecessarily attacking single targets with area of effect attacks.

    Fixed some other minor issues and typos.
    Update 1.4.0.46 (18 November 2020)

    Changed Spear Mastery perk to also allow for activating the Spearwall skill when already adjacent to opponents.

    Changed Living Tree Shield to regenerate 20 points of durability each turn, up from 4.

    Fixed freeze as charmed characters attempt to throw smoke bombs.

    Fixed combat potentially ending prematurely if only resurrected Wiedergängers are left.

    Fixed some beast parties spawned by contracts not being attackable by other ai parties after the contract that spawned them has been cancelled.

    Fixed berserker mushroom effect stacking.

    Fixed some other minor issues.
    Update 1.4.0.45 (21 October 2020)

    Fixed potential freeze on AI turns of Gunners under specific circumstances.

    Fixed rare issue of UI becoming unresponsive as the enemy flees a battle while a new round starts.

    Fixed 'Sling Stone' skill being usable even if disarmed.

    Fixed incorrect hit chance shown in tooltip for 'Fire Handgonne' under certain conditions.

    Fixed number of crafted items not being counted correctly.

    Fixed issue with Watermill location being inaccessible under certain conditions.

    Fixed men losing mood because they had to sit in reserve while the player lost a battle even with a Drill Sergeant in the retinue.

    Fixed some other minor issues.
    Update 1.4.0.44 (5 October 2020)

    Fixed locations that need to be destroyed as part of contracts sometimes not having the intended defenders.

    Fixed some other minor issues.
    Update 1.4.0.43 (25 September 2020)

    Added some retirement texts for special backgrounds, as well as one new event for the 'Lone Wolf' origin.

    Fixed food no longer being consumed after loading a save while escorting a caravan.

    Fixed issue with events and contract twists that have you fight against factions which you're on friendly terms with not working properly.

    Fixed issue with Watermill location potentially being inaccessible.

    Fixed 'Grazed Neck' injury not being affected by 'Iron Will' potion.

    Fixed issue with AI of Serpents sometimes not acting.

    Fixed issue with AI of Gunners sometimes not changing back to their Handgonne after being engaged in melee once.

    Fixed some other minor issues.
    Update 1.4.0.42 (16 September 2020)

    Fixed disarmed characters able to gain stacks of 'Reach Advantage' when attacking with their fists or biting.

    Fixed wardogs being shown as valid targets for the 'Disarm' skill.

    Fixed potentially wrong combat positions when escorting a caravan while another caravan nearby is attacked.

    Fixed occupation of holy sites by AI parties with the player right next to them potentially triggering combat with no opponents that ends immediately.

    Fixed rare issue of combat not loading.

    Fixed issue with 'Intercept Raiding Parties' contract after failing the objective.

    Fixed issue with 'Hold Fortress' contract after retreating.

    Fixed issue with a particular event if the player only has characters with the 'Strong' trait in his roster.

    Fixed officer champions potentially spawning without a weapon and brigand leader champions potentially spawning with a ranged weapon but no quiver in rare cases.

    Fixed orc berserkers not dropping mushrooms as loot.

    Fixed some other minor issues.
    Update 1.4.0.41 (2 September 2020)

    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.
    Update 1.4.0.40 (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.
    Update 1.4.0.39 (21 August 2020)

    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.
    Update 1.4.0.38 (18 August 2020)

    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.
    Update 1.4.0.37 (17 August 2020)

    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.
    Update 1.4.0.36 (16 August 2020)

    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.
    Update 1.4.0.35 (15 August 2020)

    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.
    Update 1.4.0.34 (14 August 2020)

    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.
    Update 1.4.0.33 (14 August 2020)

    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.
    Update 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.

    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 (07 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.
    Update 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.
    Update 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.

    Update 1.3.0.12 (09 May 2019)

    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 perform better 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.

    Update 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.
    Update 1.2.0.24 (19 January 2019)

    Changed mechanics of Alp.

    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.
    Update 1.2.0.23 (04 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.
    Update 1.2.0.22 (03 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.

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