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Hardened is a savegame-compatible submod for Battle Brothers: Reforged, blending a collection of my ideas into a distinct, experimental vision. This "melting pot" of tweaks and innovations reflects my approach to an overhaul: simplified systems, bolder mechanics, and a varied, balanced experience embracing new gameplay possibilities.

License

Darxo/Hardened

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Introduction

Hardened is a large overhaul mod for Reforged, offering an alternate vision that stays within the bounds of savegame compatibility.

While Reforged focuses on realism and polished mechanics, Hardened embraces a simpler, more experimental approach. This submod walks back several of Reforged's complex or restrictive design choices, opting for streamlined systems that prioritize fluidity and player freedom. Hardened also takes more risks with creative design choices, innovative quality of life features and fixes for obscure vanilla bugs or cheese strategies, which can occasionally introduce more bugs or incompatibilities than Reforged.

Hardened reflects my personal vision of Battle Brothers overhaul mod: A balanced, varied, and challenging experience, with enough randomness to keep each playthrough fresh and unpredictable.

Overview

List of all Changes

Major Changes

Reach Rework

Forget everything you know about the Reforged Reach Mechanic

  • Every Character has a Reach value. This is usually 0 for those who can wield Weapons. All other characters have a value from 1-7 depending on their size
  • Every Weapon has a Reach value. This is usually 0 for ranged Weapons
  • Some skills or perks may increase or reduce the Reach of a character
  • Reach is 0 while the character does not emit a zone of control (e.g. stunned, fleeing, wielding ranged weapon)
  • You have Reach Advantage during any melee attack if your Reach is greater than the Reach of the entity you are attacking
  • Reach Advantage grants 15% more Melee Skill

Shield Revert/Rework

  • Fatigue no longer has any effect on the defenses granted by shields (just like in Vanilla)
  • All reforged changes to Condition, Melee Defense, Ranged Defense and Weight of vanilla shields have been reverted
  • Named shields can roll condition as one of their two buffed properties (just like in Vanilla)
  • Craftable Schrat Shield no longer spawns saplings
  • Additionally the following balance changes have been made compared to the vanilla stats:
    • Buckler now have a Weight of 2 (down from 4)
    • Tower Shields now have 30 Condition (up from 24) and lose Knock Back
    • Heater Shields now have 25 Melee Defense (up from 20) and lose Shieldwall
    • Kite Shields lose Knock Back
    • Reinforced Skirmisher Shields now have 15 Melee Defense (up from 10), 15 Ranged Defense (up from 10), lose Shieldwall and now grant Knock Back
    • Wooden Skirmisher Shields lose Shieldwall and now grant Knock Back
    • Heavy Metal Shields now have 20 Melee Defense (up from 15) and 20 Ranged Defense (up from 15)
    • Feral Shields now have 20 Melee Defense (up from 15), 25 Ranged Defense (up from 20), 20 Weight (up from 12), 24 Condition (up from 16), +5 Fatige on use (up from 0) and they lose Knock Back
    • Adarga Shields now have 8 Weight (down from 10), 16 Condition (down from 18) and lose Knock Back
    • Old Wooden Shields now have 13 Melee Defense (down from 15) and 13 Ranged Defense (down from 15)
    • Worn Heater Shields now have 23 Melee Defense (up from 20), 13 Ranged Defense (down from 15) and lose Shieldwall
    • Worn Kite Shields now have 13 Melee Defense (down from 15), 23 Ranged Defense (down from 25) and lose Knock Back
  • Wooden Shields, Kite Shields and Heater Shields which are colored in Mercenary Colors (e.g. your own) grant +5 Resolve while equipped

Streamlined Difficulty Scaling

  • Most vanilla difficulty scaling methods (day/player strength/renown scaling) are disabled
  • Instead the following streamlined system is added:
    • Contracts are 1% more difficult for every 10 Renown, up to a maximum of 1000% more
    • Contracts pay 1% more Crowns for every 10 Renown, up to a maximum of 1000% more
    • Every other scaling encounter in the world becomes 1% more difficult for every day that has passed, up to a maximum of 300% at day 300
  • You can view the current contract difficulty when looking at the renown tooltip

Throwing Weapon Rework

  • Throwing Weapons now have a minimum attack range of 1, just like all other ranged attacks
  • Throwing regular Throwing Weapons now cost 15 Fatigue (up from 10 for Axes, 14 for Javelins and 12 for Bolas), just like in Vanilla
  • Throwing Heavy Throwing Weapons now costs 5 Action Points (up from 4) and 18 Fatigue (up from 15)
  • Throwing Crude Javelins now costs 5 Action Points (up from 4)
  • Heavy Javelins now deal 40-50 Damage (up from 35-50), have 85% Armor Damage (up from 80%), have +0% Hitchance (up from -5%), 4 Maximum Ammo (down from 5), 0 Weight (down from 8), 3 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 500 Crowns (up from 300)
  • Heavy Throwing Axes now deal 45-60 Damage (up from 30-50), have 120% Armor Damage (up from 115%), have -10% Hitchance (down from -5%), +10% Headshot Chance (up from +5%), 0 Weight (down from 8), 3 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 600 Crowns (up from 300)
  • Bolas now deal 25-40 Damage (up from 20-35), have 0 Weight (down from 3), 1.5 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 300 Crowns (up from 150)
  • Crude Javelins now deal 35-45 Damage (up from 30-40), have 0 Weight (down from 8), 3 Weight per Ammo and 1 Ammo Cost (down from 3)
  • Javelins now deal 35-45 Damage (up from 30-45), deal 70% Armor Damage (down from 75%), have 0 Weight (down from 6), 2 Weight per Ammo, 2 Ammo Cost (down from 3) and costs 350 Crown (up from 200)
  • Throwing Axes now deal 35-50 Damage (up from 30-50), have -10% Hitchance (down from +0%), +10% Headshot Chance (up from +5%), 0 Weight (down from 4), 2 Weight per Ammo, 2 Ammo Cost (down from 3) and cost 400 Crowns (up from 200)
  • Marketplaces now sell Crude Javelins instead of regular Javelins

Double Grip Rework

  • Double Grip no longer provides unique effects for each weapon type
  • Double Grip now always grants 20% more damage and 20% reduced fatigue cost of non-attack skills

Crowded

Forget everything you know about the Reforged Crowded Mechanic

  • Any Melee Attack Skill that has a Range of at least 2 tiles may have to deal with the new Crowded mechanic:
  • Every adjacent ally (except the first two) causes -5% Hitchance with such a skill
  • Every adjacent enemy causes -10% Hitchance with such a skill
  • This effect does not count adjacent characters who are 2 or more levels above or below
  • As a consequence of the Crowded mechanic, 2-tile melee attacks lose the vanilla hitchance penalty to attack adjacent targets

Crossbows & Firearms

  • Crossbows and Firearms now start each battles unloaded
  • Crossbows and Firearms are unloaded after battle and their shots are returned to your Ammunition Supplies
  • Reloading any Crossbow or Firearm now applies the Reload Disorientation until the start of your next turn
    • Reload Disorientation grants 50% less Ranged Defense
  • All Crossbows now have +10% chance to hit and +10% Armor Penetration
  • Reloading all Crossbows now costs 5 Action Points (up from 4)
  • Reloading all Firearms now costs 7 Action Points (down from 9)

Attacking Allies

  • Force Attacking an ally on the world map no longer drops their Relation with you to 0 or causes a Morale Reputation hit. Instead it only makes them temporarily your enemy until you cancel the combat dialog or end the fight with them
  • Whenever you start combat, lose 5 Relation with all hostile Factions that you fight against
  • Whenever you start combat against a temporary enemy (e.g. when Force Attacking an ally), lose 2 Morale Reputation
  • Killing any character now changes Relation with their faction by -2 (down from -0.5). This action will now print a relation change entry with a reason

New Perks

  • Add new Anchor perk in Tier 3 of Unstoppable Group. It grants immunity against Displacement until the start of your next turn, if you end your turn on the same tile you started it on. You also take 50% less Damage from Attacks during your turn.
  • Add new Hybridization perk in Tier 3 of Ranged Group. It allows swapping two weapons with no shared weapon types for free, once per turn. It grants +10 Melee Defense if you have at least 70 Base Ranged Skill and it grants +10 Ranged Defense, if you have at least 70 Base Melee Skill
  • Add new Elusive perk in Tier 2 of Swift Group. It reduces the AP cost for movement on all terrain by 1 to a minimum of 2. This does not stack with Pathfinder. After moving 2 tiles, become immune to rooted effects, until the start of your next turn
  • Add new One with the Shield perk in Tier 7 of Shield Group. It requires a shield. It grants 25% more Injury Threshold. While you have Shieldwall effect you take 40% less Hitpoint damage from head attack. While you don't have Shieldwall effect you take 40% less Hitpoint damage from body attacks
  • Add new Parry perk in Tier 3 of Swift Group. It requires a one handed melee weapon. It grants Melee Defense equal to your base Ranged Defense against weapon attacks. While engage with someone wielding a melee weapon, you have 70% less Ranged Defense. Does not work with shields, while stunned, fleeing or disarmed
  • Add new Scout perk in Tier 1 of Ranged Group. It grants +1 Vision for every 3 adjacent tiles that are either empty or at least 2 levels below your tile. It also removes the Action Point cost for changing height levels, just like Pathfinder
  • Add the existing enemy-only perk Wear them Down in Tier 3 of Fast Group

Reworked Day-Night-Cycle

  • Each Day now consists of Sunrise (2 hours) followed by Morning (6 hours), Midday (2 hours), Afternoon (6 hours) and ending with Sunset (2 hours)
  • Each Night now consists of Dusk (2 hours), followed by Midnight (2 hours) and Dawn (2 hours)
  • Each new day now starts exactly the moment that night changes to day (Double Arena fix)
  • The Day-Night disk on the world map now aligns correctly with the current time

Stamina, Initiaitive and Weight

  • The term Maximum Fatigue in many places is replaced with the shorter term Stamina. They mean the same thing
  • You no longer lose or gain Initiative, when you lose or gain Stamina (e.g. from Strong Trait or from certain Injuries)
  • A new term Weight replaces the existing Maximum Fatigue property on equippable items but works very similar
  • The Stamina penalty from Weight is now applied last (after Stamina Multiplier from effects). This is similar to how the Initiative penalty from Weight is applied in Vanilla
    • Therefor percentage based debuffs and injuries affecting Stamina are worse
    • And percentage based buffs affecting Stamina are stronger
  • No Character can ever have less than 10 Stamina

Numeral Rework

  • Add new numerals for enemy sizes and change the ranges of existing numerals
    • 2-3: A Few
    • 4-6: Some
    • 7-10: Several
    • 11-15: Many
    • 16-21: Lots
    • 22-37: Dozens
    • 38-69: A plethora
    • 70+: An army
  • You can no longer see the exact size of enemy parties on the world map
  • Add settings to control, whether to display Numerals or their actual Ranges

Notable Changes when coming from Reforged

  • Disable Veteran Perks. Your brothers no longer gain perk points after Level 11
  • You can no longer swap your weapon with a dagger from your bag for free
  • Attachements no longer randomly spawn on NPCs

Other Notable Changes

  • Night Effect now causes -3 Vision (down from -2)
  • When you pay compensation on dismissing a brother, he will share 50% of his experience with all remaining brothers. Each brother can only receive up to 10% of this shared experience.
  • You can now use Bandages to treat injuries during battle that were received at most 1 round ago
  • Add new Retreat skill for player characters, which allows you to retreat individual brothers from a battle if they stand on a border tile and are not engaged in melee
  • Add new Battle Song skill while holding a Lute for applying a temporary Resolve buff to nearby allies
  • The fatigue discount from having multiple weapon masteries now stacks when using hybrid weapons

Skills

Active Skills

  • Bearded Blade (granted by Axe Mastery) is completely reworked. It now costs 4 Action Points and 25 Fatigue and it is an attack, that deals no damage and will disarm your opponent for 1 turn on a hit
  • Chop now has a 50% chance to decapitate (up from 25%)
  • Cover Ally (granted by Shield Expert) is completely reworked. It costs 4 Action Points and 20 Fatigue and can be used on adjacent allies. It grants the target defenses equal to the base defenses of the users equipped shield and it causes the user to lose an equal amount of defenses. It still lasts until the start of the users next turn or until the user gets stunned or flees
  • Cover Ally (granted by Shield Expert) is mostly reworked. It still costs 4 Action Points and 20 Fatigue and can only target adjacent allies. It now grants the target defenses equal to the base defenses of the users equipped shield and it causes the user to lose an equal amount of defenses. It still lasts until the start of your next turn or until you get stunned or move away from that target
  • Dazed no longer reduces the Stamina by 25%. It now increases the fatigue cost of all non-attacks by 25%
  • Distracted (caused by Throw Dirt) now reduces the damage by 20% (down from 35%) and disables the targets Zone of Control during the effect
  • Drums of War now costs 30 Fatigue (up from 15)
  • Encourage (granted by Supporter) can no longer make someone confident and it no longer requires the user to have a higher morale than the target per tile distance.
  • Hand-to-Hand Attack is now enabled if you carry an empty throwing weapon in your main hand.
  • Insect Swarm now disables the targets Zone of Control during its effect. It no longer reduces the Initiative. It now reduces the combat stats by 30% (down from 50%)
  • Flaming Arrow (granted by Trick Shooter) no longer causes an extra morale check on the main target. It now deals 100% Burning Damage (instead of 25% Burning and 75% Piercing Damage)
  • Passing Step (granted by Tempo) can now be used no matter the damage type of the attack or whether you have something in your offhand
  • Lunge now has -10% additional Hitchance (up from -20%)
  • Net Effect (caused by Throw Net) no longer affects the Initiative of the target. It now applies 50% less Melee Defense (up from 25%) and 50% less Ranged Defense (up from 45%)
  • Net Pull now costs 30 Fatigue (up from 25)
  • Quick Shot now has -2 Shooting Range (down from -1)
  • Puncture now requires the target to be surrounded by atleast 2 enemies. It is now affected by Double Grip
  • Recover now applies the same Initiative debuff as using Wait
  • Riposte now costs 3 Action Points (down from 4), 15 Fatigue (down from 25). It now grants +10 Melee Defense during its effect. It is now disabled when you get hit or after your first counter-attack. Riposte no longer has a penalty to Hitchance. It can now be used multiple times per round
  • Shuffle (granted by Dynamic Duo) no longer puts your partner to the next position in the turn order
  • Spider Poison now also reduces the Hitpoints Recovery of the target by 50%
  • Stab now costs 3 Action Points (down from 4) and has a 25% higher threshold to inflict injuries
  • Sword Thrust now has 0% additional Hitchance (up from -20%)
  • Take Aim (granted by Crossbow and Firearm Mastery) now costs 3 Action Points (up from 2) and 20 Fatigue (down from 25)
  • Throw Axe now has a 50% chance to decapitate (up from 0%) and 25% chance to disembowel (up from 0%)
  • Throw Net now costs 4 Action Points (down from 5), has a Range of 3 (up from 2) and no longer requires the targets Base Reach to be below a certain value
  • Withered no longer reduces Stamina or Fatigue Recovery. It now causes Non-Attacks to cost 50% more Fatigue per remaining turns on the effect duration

Skill nerfs as a result of the Reach system:

  • Gash now has 0% additional Hitchance (down from 5%)
  • Hook now has 0% additional Hitchance (down from 10%)
  • Impale now has 0% additional Hitchance (down from 10%)
  • Lightbringer now has 0% additional Hitchance (down from 10%)
  • Overhead Strike now has 0% additional Hitchance (down from 5%)
  • Prong now has 0% additional Hitchance (down from 10%)
  • Repel now has 0% additional Hitchance (down from 10%)
  • Rupture now has 0% additional Hitchance (down from 5%)
  • Swing now has -10% additional Hitchance (down from -5%)
  • Slash now has 0% additional Hitchance (down from 5%)
  • Split now has -10% additional Hitchance (down from -5%)
  • Strike now has 0% additional Hitchance (down from 5%)
  • Thrust now has 0% additional Hitchance (down from 10%)

Perks

Just the images side-by-side: https://github.com/Darxo/Hardened/wiki/Perk-changes-Side‐By‐Side

  • Adrenaline skill now costs 15 Fatigue (up from 10)
  • Angler no longer increases the cost of Break Free on the target. It now staggers every character that you net. Net Pull now has a Range of 3 (up from 2)
  • Anticipation now also proccs whenever your shield takes damage from an attack
  • Axe Mastery no longer grants Hook Shield. It now causes Split Shield to apply Dazed for 1 turn
  • Backstabber is rewritten. It now grants +5% Hitchance per character surrounding your target, except the first one. It now also affects ranged attacks
  • Bags and Belts now also includes two-handed weapons but no longer grants Initiative
  • Battle Fervor is completely reworked. It grants 10% more Resolve. It also grants 10% more Melee Skill, Melee Defense, Ranged Skill and Ranged Defense while at Steady Morale
  • Battle Forged no longer has any prerequisites. It no longer provide any Reach Ignore
  • Bear Down (granted by Mace Mastery) is completely reworked. It now causes every headshot to daze the target for 1 turn, or increase the duration of an existing daze by 1 turn
  • Bestial Vigor is completely reworked. It is now called Backup Plan and grants the skill Backup Plan which can be used once per battle to recover 7 Action Points and disable all Attack-Skills for the rest of this turn. It has been removed from the Wildling perk group and added to the Tactician perk group at Tier 2
  • Bully is completely reworked. It now grants 10% more damage against anyone with a lower morale than you. It also grants +5 Melee Defense against anyone with less maximum Hitpoints than you
  • Between the Ribs no longer requires the attack to be of piercing type. It now also lowers your chance to hit the head by 10% for each surrounding character
  • Blitzkrieg now costs 9 Action Points (up from 7), 50 Fatigue (up from 30), no longer requires 10 usable fatigue on the targets. It no longer has a shared cooldown with other brothers who have this perk. It is now limited to being usable once per battle instead of once per day
  • Bloodlust (no longer available) is completely reworked. It now grants 10% more damage against bleeding enemies and makes you receive 10% less damage from bleeding enemies
  • Bolster (granted by Polearm Mastery) now requires a Polearm equipped, instead of any weapon with a Reach of 6 or more
  • Bone Breaker is completely reworked. It now causes Armor Damage you deal to be treated as additional Hitpoint damage for the purpose of inflicting injuries
  • Bow Mastery no longer grants +1 Vision
  • Bullseye no longer reduces the penalty for shooting behind cover. It also no longer works with Take Aim. It now provides 25% Armor Penetration (up from 10% and 20% resepctively)
  • Bulwark is completely reworked. It now grants additional Resolve equal to 5% of your current combined Head and Body Armor condition
  • Brawny no longer grants Initiative
  • Cheap Trick now affects all attacks of a skill, when you use it with an AoE skill
  • Cleaver Mastery is completely reworked. It still makes Cleaver Skills cost 25% less Fatigue and grants +10% Hitchance when using Disarm. You now deal +50% Critical Damage when hitting the Body of someone who is disarmed or who doesn't wield a Weapon
  • Colossus now grants +15 Hitpoints, instead of 25% more Hitpoints
  • Command can now be used on fleeing allies. In this case it triggers a positive morale check first. Then, if they are not fleeing, they are moved forward in the turn order, like before
  • Combo is reworked. It now reduces the cost of all skills you haven't used yet this turn by 2 Action Points, except the first skill you use each turn
  • Concussive strikes is completely reworked. It is now called Shockwave and it makes it so your kills or stuns with maces will daze all enemies adjacent to your target for 1 turn
  • Crossbow and Firearm Mastery now grants +1 Vision while you wear a Helmet with a Vision Penalty. It no longer reduces the reload cost of Heavy Crossbows by 1
  • Dagger Mastery no longer grant any reach ignore. It now reduces the action point cost of the first offhand skill each turn to 0, if your offhand item has a weight lower than 10
  • Decisive no longer grants 15% more Resolve at 1 Stack
  • Death Dealer is completely reworked. It now grants 5% more damage with AoE-Attacks for every enemy within 2 tiles
  • Deep Impact is now called Breakthrough and has been completely reworked. It grants the Pummel skill, which can now be used with any hammer. It also makes it so Shatter has a 100% chance to knock targets back on a hit and it increases the knock back distance of Shatter by 1
  • Dismantle has been completely reworked. It now grants 100% more Shield Damage. It also grants +40% Armor Damage against enemies who have full health
  • Dismemberment no longer causes any morale checks. It now grants +20% chance to hit the body part with the most temporary injuries
  • Dodge now grants 5% of Initiative as extra Melee Defense and Ranged Defense for every empty adjacent tile (down from always 15%)
  • Double Strike now works with ranged attacks and the damage bonus is no longer lost when you swap weapons
  • Duelist is completely reworked. It now only works for one-handed weapons. It grants 30% Armor Penetration and +2 Reach while adjacent to 0 or 1 enemies and it grants 15% Armor Penetration and +1 Reach while adjacent to 2 enemies
  • Dynamic Duo no longer grants Melee Skill or Melee Defense. It no longer reduces hitchance and damage when attacking your partner. It now grants +20 Resolve and +20 Initaitive, while the only adjacent allies next to your and your partner are each other
  • En Garde is completely reworked. It now grants +10 Melee Skill while it is not your turn. It also makes it so Riposte is no longer disabled when you get hit or deal a counter attack (so like in Vanilla), and it recovers 1 Action Point whenever an opponent misses a melee attack against you
  • Entrenched has been completely reworked. It now grants +5 Resolve per adjacent ally, +5 Ranged Defense per adjacent obstacle and 15% more Ranged Skill if at least 3 adjacent tiles are allies or obstacles
  • Executioner no longer works against stunned or sleeping targets. It now works against all rooted targets instead of just a select subset of those effects
  • Exploit Opening is completely reworked. It now grants a stacking +10% chance to hit whenever an opponent misses an attack against you. Bonus is reset upon landing a hit (just like Fast Adaptation)
  • Fencer no longer grants +10% chance to hit or 20% less fatigue cost. It no longer removes the damage type requirement from Passing Step. It now causes your fencing swords to lose 50% less durability
  • Flail Mastery no longer grants +5% HitChance with Thresh and it no longer grants the From all Sides perk. You now gain the From all Sides effect until the start of your next turn, after you use a Flail Skill. This effect makes you count twice for the purpose of surrounding adjacent enemies
  • Flail Spinner now has a 100% chance to procc (up from 50%) but will only target a random different valid enemy
  • Formidable Approach is completely reworked. Moving next to an enemy that has less maximum Hitpoints than you, removes Confident from them. Moving next to an enemy grants +15 Melee Skill against them until they damage you or you move away from each other
  • Fortified Mind now grants +25 Resolve (instead of 25% more) and you lose Resolve equal to the Weight of your Helmet
  • Footwork perk no longer grants Sprint
  • Fresh and Furious is completely reworked. It now makes all Attacks cost -5 Action Points. After you use any Attack during your turn, this effect gets disabled until you use Recover
  • From All Sides (enemy only perk) is completely reworked. You now gain the From all Sides effect until the start of your next turn, after you use a Attack Skill. This effect makes you count twice for the purpose of surrounding adjacent enemies
  • Fruits of Labor is reworked. It now grants 5% more Hitpoints, Stamina, Resolve and Initiative
  • Ghostlike has been completely reworked. It no longer has any requirements. It now grants 50% of your Resolve as extra Melee Defense during your turn. When you start or resume your turn not adjacent to enemies, gain +15% Armor Penetration and 15% more damage against adjacent targets until you wait or end your turn
  • Hammer Mastery no longer grants Pummel or increases the Armor Damage dealt by Crush Armor and Demolish Armor. Now 50% of the Armor Damage you deal to one body part is also dealt to the other body part.
  • Hold Steady no longer has a shared cooldown with other brothers who have this perk. It now lasts for 2 rounds, instead of having a turn-based duration. It no longer grants Resolve
  • Hybridization is completely reworked. It is now called Toolbox and requires a Throwing Weapon. It grants +1 Bag Slot if you dont have Weapon Master. It now causes piercing type hits to the body to inclict Arrow to the Knee for 1 turn, cutting type attacks to inflict Overwhelmed, blunt type headshots to inflict stagger for 1 turn and any hit with them to stun a staggered opponent and throwing spears to deal 100% more damage to shields
  • Inspiring Presence no longer requires a banner. At the start of each round it grants adjacent allies of your faction +3 Action Points for this turn, if they are adjacent to an enemy and have less Resolve than you. The same target can't be inspired multiple times per turn.
  • Iron Sights is completely reworked. It now grants +1% chance to hit the head with Crossbows and Firearms for every 3 Initiative you have
  • King of all Weapons is now called Spear Flurry and is completely reworked. It now prevents spear attacks from building up any fatigue
  • Kingfisher is reworked: It grants +2 Reach while you have a net equipped. Netting an adjacent target does not expend your net but prevents you from using or swapping it until that target breaks free or dies. If you move more than 1 tile away from that netted target, lose your equipped net
  • Leverage is completely reworked. It now reduces the Action Point cost of your first polearm attack each turn by 1 for each adjacent ally.
  • Line Breaker no longer grants Shield Bash. It now causes Knock Back to stagger the target on a hit
  • Lone Wolf is now only active if no ally from your company is within 2 tiles
  • Long Reach now only works while it is NOT your turn
  • Marksmanship is completely reworked. It now grants +10 minimum and maximum damage while there are no enemies within 2 tiles
  • Mauler is completely reworked. Once per round, during your turn, if you move next to an injured enemy, you recover 3 Action Points
  • Nailed It is completely reworked. It now works with all attacks and grants 25% chance to hit the head at a distance of 2 tiles. It also makes it so your attacks at a distance of 2 tiles will never hit the cover
  • Nimble is completely reworked: It now always provides a 60% Hitpoint damage reduction but no longer reduces your armor damage taken. It now increases your armor damage taken by a percentage equal to your combined helmet and armor weight
  • Offhand Training is completely reworked. It now reduces the AP cost of tool skills by 1. Wielding a tool in your offhand no longer disables Double Grip and while wielding a tool in your offhand, the first successful attack each turn, will stagger your target
  • Onslaught no longer has a shared cooldown with other brothers who have this perk. It now lasts for 2 rounds, instead of having a turn-based duration
  • Opportunist is completely reworked. After moving 3 tiles during your turn, it grants a -5 Action Point discount throwing attacks, until you use a throwing attack, wait or end your turn. Moving on all terrain costs -2 Fatigue, just like the Athletic Trait
  • Phalanx is completely reworked. It grants +1 Reach for every adjacent ally with a shield. Shieldwall no longer ends, while an adjacent brother also has Shieldwall active
  • Poise is now called Flexible and is completely reworked: It now reduces damage which ignores Armor by 60%. This is reduced by 1% for each combined helmet and body armor weight. You take 2% less Armor Damage from Attacks for every 5 Initiative you have, up to a maximum of 40%.
  • Polearm Mastery no longer reduces the Action Point cost of 2 handed reach weapons by 1. It now grants +15% chance to hit for Repel and Hook.
  • Professional now reduces the experience gained by 5%
  • Quickhands can now also swap two two-handed weapons, just like in Vanilla. It now stacks with other effects that grant free swaps
  • Rally the Troops can now also be used even the user was already rallied by someone else this round
  • Rattle is now called Full Force and has been completely reworked. It now causes you to spend all remaining Action Points whenever you attack during your turn and gain 10% more damage per Action Point spent. The effect is double for one-handed weapons
  • Rebuke is completely reworked. It now grants the Rebuke Effect whenever an opponent misses a melee attack against you while it's not your turn, until the start of your next turn. This effect reduces your damage by 25% but will make you retaliate every melee attack miss against you.
  • Rising Star now only grants 20% experience until you are level 12. It now grants +2 Perk Points at Level 12, instead of 5 levels after picking the perk
  • Rush of Battle is completely reworked. While adjacent to an ally and an enemy, gain 20% more Injury Threshold per adjacent enemy and Skills cost 10% less Fatigue per adjacent ally
  • Sanguinary is completely reworked. It now causes your non-AoE Cleaver Attacks to apply 5 additional bleed stacks, if the attack applied at least one bleed stack
  • Savage Strength now reduces fatigue cost of weapon skills by 20% (down from 25%). It now grants Immunity to Disarm
  • Shield Expert no longer grants 25% increased shield defenses and no longer prevents fatigue build-up when you dodge attacks. It now grants 50% less shield damage taken and it makes it so enemies will never have Reach Advantage over the shield user
  • Shield Sergeant is completely reworked. It grants Shieldwall effect to all allies who have a shield equippe, at the start of combat. It now causes allies within 3 tiles to imitate shield skills for free that you use during your turn. It also allows you to use Knock Back and Cover Ally on empty tiles
  • Skirmisher now grants 50% of body armor weight as initiative (previously 30% of body/helmet armor weight) and no longer displays an effect icon
  • Spear Mastery no longer provides a free spear attack each turn. Instead it now grants 15% more Melee Skill while you have Reach Advantage
  • Survival Instinct is completely reworked. It now grants 1 stack, when you get hit by an attack, and you lose 1 stack when you dodge an attack. Every stack grants 10 Melee Defense and 10 Ranged Defense
  • Steady Brace is now called Ready to Go and has been completely reworked. It makes it so your Crossbows and Firearms start each battle loaded, including those carried in the bag, if you have the correct- and enough ammunition equipped
  • Student no longer grants any experience. It now grants +1 Perk Point when you reach level 8 instead of level 11
  • Sweeping Strikes is completely reworked. It now grants +5 Melee Defense for every adjacent enemy until the start of your next turn the first time you use a melee attack skill on an adjacent enemy. It still requires a two-handed weapon
  • Swift Stabs has been completely reworked. It's now called Hit and Run. It makes it so all dagger attacks can be used at 2 tiles and will move the user one tile closer before the attack. When the attack hits the enemy, the user is moved back to the original tile
  • Sword Mastery no longer grants Passing Step and it no longer increases the HitChance with Riposte. It now causes your attacks against enemies whose turn has already started to lower their Initaitive by a stacking 15% (up to a maximum of 90%) until the start of their next turn
  • Target Practice has been completely reworked. It now makes it 50% less likely for your arrows to hit the cover, when you have no clear line of fire (stronger than vanilla Bullseye)
  • Tempo is completely reworked. It grants 10% more Initiative until the start of your next turn whenever you move a tile during your turn. It also grants Passing Step
  • Through the Gaps is completely reworked. It causes your piercing spear attacks to always target the body part with the lowest total armor but no longer deal critical damage on a hit to the head
  • Throwing Mastery is mostly completely reworked. It now grants 30% more damage for your first throwing attack each turn, no matter the range. It now allows swapping a throwing weapon with an empty throwing weapon or empty slot for free, once per turn
  • Trick Shooter is completely reworked. It makes all Bow Skills that you have not used yet this battle, have +15% Hitchance. It also grants the Flaming Arrow skill (instead of the perk)
  • Underdog is rewritten. It now grants +5 Melee Defense for every character surrounding you, except the first one. Compared to the vanilla implementation this defense is now affected by defense multiplier and by the softcap for defense
  • Unstoppable is completely reworked. Once per round during your turn, if you hit an enemy with an attack, gain 1 stack up to a maximum of 3. Each stack grants +1 Action Points and 10% more Initiative. Lose 1 stack if you wait. Lose 1 stack if you end your turn with more than half of your action points remaining. Lose all stacks when you use recover, get stunned or staggered
  • Vanquisher is completely reworked. After you step on a corpse that has been created this round, you become Immune to Displacement and take 25% less Damage until the start of your next turn. Gain Ground (granted by Vanquisher perk) is now free
  • Vigorous Assault is mostly reworked. It now works with all attacks. It no longer provides a fatigue discount. The discount is no longer lost when swapping weapons or using non-attack skills.
  • Weapon Master no longer grants weapon perks while wielding a hybrid weapons. It now grants +1 Bag Slot at all times. When you learn Weapon Master you now gain a new random weapon perk group
  • Wears it well now grants 50% of combined Mainhand and Offhand Weight as Stamina and Initiative (Instead of 20% of Mainhand, Offhand, Helmet and Chest Weight)
  • Wear them Down is completely reworked. It now causes your hits to apply an additional 10 Fatigue on the target and your misses to apply 5 Fatigue. After your attack, if your target is fully fatigued, apply Worn Down effect until the end of their turn, which prevents them from using Recover and applies 30% less Melee Defense and 30% less Ranged Defense
  • Whirling Death is completely reworked. It now grants a new active skill which creates a buff for 3 turns granting 25% more damage, +2 Reach and 10 Melee Defense to the user

Perk Groups

  • Bags and Belts is added to Light Armor group and removed from General group
  • Bone Breaker moved to Tier 5 (down from Tier 7)
  • Bullseye moved to Tier 6 (up from Tier 3)
  • Bully moves to Tier 1 (down from Tier 2)
  • Cheap Trick moved to Tier 1 (down from Tier 2)
  • Colossus is added to Wildling group
  • Decisive is added to Leadership group
  • Death Dealer is removed from Agile and added to Powerful Strikes. It moved to Tier 6 (up from Tier 4)
  • Deep Impact (now Breakthrough) moved to T3 perk (down from Tier 6)
  • Dismantle moved to Tier 6 (up from Tier 2)
  • Dismemberment moved to Tier 2 (down from Tier 6)
  • Dodge is removed from Light Armor group
  • Duelist is removed from Shield group
  • Dynamic Duo is removed from Fast group and added to Agile group
  • Wear them Down is added to Fast group in Tier 3
  • Footwork moved to Tier 1 (down from Tier 5)
  • Ghostlike is now Tier 5 (up from Tier 4)
  • Inspiring Presence added to Noble group
  • King of all Weapons (now Spear Flurry) moved to Tier 6 perk (down from Tier 7)
  • Leverage moved to Tier 7 (up from Tier 3)
  • Long Reach moved to Tier 2 (down from Tier 7)
  • Marksmanship is added to Ranged group. It is no longer a special perk
  • Mauler moved to Tier 2 (down from Tier 6)
  • Menacing moves to Tier 3 (up from Tier 1)
  • Overwhelm is removed from Ranged group
  • Pathfinder moved to Tier 3 (up from Tier 1). It is removed from Wildling group and added to Leadership group
  • Polearm Mastery and Fortified Mind are removed from the Leadership group
  • Rally the Troops moved to Tier 3 (up from Tier 2). It is added to Soldier group
  • Rattle (now Full Force) moved to Tier 6 (up from Tier 3)
  • Rising Star moved to Tier 6 (down from Tier 7)
  • Sanguinary moved to Tier 6 (up from Tier 2)
  • Student is added to General group. It is no longer a special perk
  • Tricksters Purses moved to Tier 3 (up from Tier 1)
  • Vigorous Assault is removed from Swift Strikes group
  • Knave no longer guarantees the Dagger perk group. Now it is just twice as likely. It also no longer guarantees the Nimble perk group
  • Wildling no longer prevents the perk groups Ranged, Gifted and Leadership from appearing
  • Leadership perk group is now part of the Shared perk group collection and will compete with shared perk groups
  • Soldier Group no longer guarantees Professional perk or Trained Group. Instead it only applies a 2.5x multiplier for Trained Group
  • Tactician is now a Special perk group and no longer replaces a shared perk group, when it appears

Backgrounds

  • The default amount of Weapon Perk Groups appearing on any Background is now 4 (up from 3)
  • Assassin now has +5 to minimum Ranged Skill (up from 0) and +10 to maximum Ranged Skill (up from 0)
  • Bowyer now has -5 minimum Hitpoints (down from 0), +15 minimum Ranged Skill (up from +10) and +15 maximum Ranged Skill (up from +10)
  • Butcher loses the Hitchance Bonus with Butchers Cleaver
  • Farmhand loses the Hitchance Bonus with Pitchforks and Hooked Blades
  • Indebted no longer roll Pauper Perk Group. Instead they randomly roll any one of the other exclusive perk groups (except swordmaster)
  • Lumberjack loses the Hitchance Bonus with Woodcutter's Axe and Hatchet
  • Miner loses the Hitchance Bonus with Pickaxe
  • Oathtaker now spawn with +1 Weapon Group (down from +2)
  • Pimp now has 0 to minimum Melee Skill (up from -5) and +5 to maximum Melee Skill (up from -5)
  • Shepherd loses the Hitchance Bonus with Slings
  • Swordmaster no longer has Sword Mastery unlocked by default. This perk is now moved to Tier 3 (down from 4) for them. They now have a hiring cost of 400 Crowns (down from 2400), just like in Vanilla

Traits

  • Ailing now also makes temporary injuries you receive during combat last 50% longer
  • Brute Trait now grants 15% more damage instead of 15% more hitpoint damage. It is no longer negated by Steelbrow or enemies who are immune to critical damage
  • Huge no longer increases the Reach by 1
  • Irrational will no longer appear on recruits
  • Night Blind now causes -2 Vision during night (down from -1)
  • Night Owl now grants +2 Vision during night (up from +1)
  • Lucky no longer grants a chance to reroll incoming attacks. It now provides a 5% chance to avoid damage from any source
  • Tiny no longer reduces the Reach by 1
  • Weasel now provides an additional 25 Melee Defense during that brothers turn while fleeing

Injuries

  • Injuries now require 2 Medicine Supplies per day (up from 1)
  • Injuries now have a 50% chance to improve each day when you have no remaining Medicine Supplies (up from 0%)
  • Collapsed Lung no longer reduces the Stamina. Instead it now disables the use of Recover
  • Crushed Windpipe no longer reduces the Stamina. Instead it now disables the use of Recover
  • Dislocated Shoulder no longer reduces the maximum available Action Points by 3. Instead it now increases the Action Point cost of all skills by 3
  • Pierced Lung now reduces Stamina by 30% (down from 60%) and disables the use of Recover
  • Grazed Neck, Cut Artery and Cut Throat are no longer removed, when bandaged
  • Grazed Neck, Cut Artery and Cut Throat no longer deals damage over time
  • Grazed Neck now applies 1 stack of bleed when inflicted
  • Cut Artery now applies 3 stack of bleed when inflicted
  • Cut Throat now applies 6 stack of bleed when inflicted

Misc

  • Add sound effect for Hold Steady, Onslaught and Take Aim skills
  • Knockback of all skills is reworked and standardized. It still always knocks someone back in a straight line, if user and target are on the same axis and there is space behind the target. In all other cases the destination is now random, instead of fixed/clock-wise

Items

Weapons

  • Ancient Pikes gains the Spear Weapontype
  • Ancient Spear now deals 30-40 damage (up from 20-35), has a Weight of 10 (up from 6) and costs 750 Crowns (up from 150)
  • Berserk Chain now has 4 Reach (down from 5)
  • Cruel Falchion are now a Sword/Dagger hybrid. They now also grant Stab. Slash and Rispote lose any discount
  • Cudgel now deals 40-60 damage (up from 30-50), has 4 Reach (up from 3), costs 400 Crowns (up from 300). Bash now costs 5 AP (up from 4). Knock Out now has a 100% chance to stun
  • Estoc now has 6 Reach (up from 5)
  • Goblin Skewer are now a Spear/Dagger hybrid. Thrust is replaced with Stab. Spearwall no longer has any discount. Riposte is removed
  • Goedendag no longer grants Cudgel skill. It now has a 100% chance to stun with Knock Out (up from 75%)
  • Fighting Axe now costs 2300 crowns (down from 2800)
  • Firelance now also has the Firearm weapontype
  • Flail now deals 30-55 damage (up from 25-55) and has 3 Reach (down from 4)
  • Goblin Pike now has a Reach of 6 (down from 7) and gains the Spear Weapontype
  • Greatsword loses Split Shield and its remaining skills no longer have any discount. It now costs 2000 Crowns (down from 2400)
  • Halberd now has 6 Reach (down from 7)
  • Head Chopper now has 4 Reach (up from 3)
  • Head Splitter now has 4 Reach (up from 3) and deals 20 Shield Damage (up from 16)
  • Heavy Crossbow now has +2 Fatigue Cost for its weapon skills
  • Hooked Blade now deals 40-60 Damage (down from 40-70) and costs 550 Crowns (down from 700)
  • Longsword now deals 45-55 damage (down from 65-85) has Armor Penetration of 30% (up from 25%), 75% Armor Damage (down from 100%), +0% Headshot Chance (down from +5%), 6 Reach (up from 5) and costs 1200 Crowns (down from 2400). It loses Overhead Strike and gains Swing. Its skills no longer have any discount. It can no longer appear as a named weapon
  • Lute now has a 100% chance to stun with Knock Out (up from 30%), 6 Condition (up from 2) and 50% Armor Damage (up from 10%)
  • Pike gains the Spear Weapontype
  • Player Banner now causes -5 to Ranged Defense and it grants Repel
  • Poleflail now has 5 Reach (down from 6) and costs 1600 Crowns (up from 1400). Its skills Flail and Lash now cost 6 Action Points (up from 5)
  • Reinforced Wooden Poleflail now has 5 Reach (down from 6). Its skills Flail and Lash now cost 6 Action Points (up from 5)
  • Rusty Warblade loses Decapitate and gains Split
  • Short Bow now deals 35-50 damage (up from 30-50), has a Range of 6 (down from 7) and costs 250 Crowns (up from 200)
  • Spetum now has a Reach of 7 (up from 6), a Weight of 12 (down from 14) and costs 900 Crowns (down from 1050). The named variant now costs 2800 Crowns (down from 3500)
  • Spiked Impaler now has +2 Fatigue Cost for its weapon skills
  • Thorned Whip now deals 20-35 Damage (up from 15-25), has a Weight of 10 (up from 6), has a Condition of 25 (down from 40) and costs 600 Crowns (up from 400)
  • Three-Headed Flail now has 3 Reach (down from 4)
  • Throwing Spears no longer inflict any fatigue when hitting a shield. They now have a Weight of 4 (down from 6) and costs 60 Crowns (down from 80)
  • Tree Limb now deals 30-50 damage (up from 25-40), deals 90% Armor Damage (up from 75%), has 4 Reach (up from 3), a weight of 15 (down from 20), costs 300 Crowns (up from 150). Bash now costs 5 AP (up from 4). Knock Out now has a 100% chance to stun
  • Two-handed Flail now has 4 Reach (down from 5)
  • Two-handed Wooden Flail now has 4 Reach (down from 5)
  • Two-handed Wooden Hammer now costs 600 Crowns (up from 500)
  • Warbow now has a Weight of 8 (up from 6) and +2 Fatigue Cost for its weapon skills
  • Warbrand now deals 65-75 damage (up from 50-75), has a Armor Penetration of 30% (up from 20%), a Weight of 12 (up from 10), +0% Headshot Chance (down from +5%) and costs 2600 Crowns (up from 1600). It loses Split and gains Riposte. Its skills no longer have a custom cost
  • Warfork now has a Weight of 14 (up from 12) and costs 400 Crowns (down from 600)
  • Wonky Bow now deals 30-45 damage (down from 30-50) a Range of 6 (down from 7), 0% Hitchance bonus (up from -10%) and costs 150 Crowns (up from 100)
  • Woodcutters Axe now deals 35-60 damage (down from 35-70)
  • Zweihander lose Split Shield. It now has 6 Reach (down from 7) and +10% Headshot Chance (up from +5%)

Armor Condition/Weight/Value changes

Side-by-side comparison between Old and New: https://github.com/Darxo/Hardened/wiki/Vanilla-Hardened-Armor-Changes

Vanilla:

  • Adorned Mail Shirt now has 150 Condition (up from 130), 16 Weight (up from 11) and costs 1050 Crowns (up from 800)
  • Animal Hide Armor now has 50 Condition (up from 45) and 8 Weight (up from 0)
  • Apron now has 50 Condition (up from 25), 9 Weight (up from 0) and costs 70 Crowns (up from 55)
  • Assassins Robe now has 80 Condition (down from 120) and 4 Weight (down from 9)
  • Basic Mail Shirt now has 130 Condition (up from 115), 15 Weight (up from 11) and costs 600 Crowns (up from 450)
  • Blotched Gambeson now has 10 Weight (up from 8) and costs 130 Crowns (down from 160)
  • Butcher's Apron now has 50 Condition (up from 25), 9 Weight (up from 0) and costs 70 Crowns (up from 55)
  • Cloth Sash now has 3 Weight (up from 0)
  • Cultist Leather Robe now has 90 Condition (down from 88), 10 Weight (up from 9) and costs 300 Crowns (up from 240)
  • Dark Rugged Surcoat now has 7 Weight (up from 4) and costs 120 Crowns (up from 100)
  • Dark Thick Tunic now has 40 Condition (up from 35), 5 Weight (up from 2) and costs 80 Crowns (up from 75)
  • Gambeson now has 70 Condition (up from 65) and 9 Weight (up from 6)
  • Heavy Iron Armor now costs 1000 Crowns (up from 700)
  • Hide and Bone Armor now has 100 Condition (up from 95), 15 Weight (up from 10) and costs 250 Crowns (up from 220)
  • Leather Lamellar Armor now has 90 Condition (down from 95), 11 Weight (up from 10) and costs 250 Crowns (down from 300)
  • Leather Nomad Robe now has 70 Condition (up from 65), 8 Weight (up from 7) and costs 150 Crowns (up from 140)
  • Leather Scale Armor now has 17 Weight (down from 16) and costs 650 Crowns (down from 800)
  • Leather Tunic now has 5 Weight (up from 0) and costs 50 Crowns (down from 65)
  • Leather Wraps now has 4 Weight (up from 0) and costs 30 Crowns (down from 40)
  • Light Scale Armor now costs 1000 Crowns (down from 1300)
  • Linen Tunic now has 3 Weight (up from 0)
  • Linothorax now has 80 Condition (up from 75), 9 Weight (up from 7) and costs 200 Crowns (up from 180)
  • Mail Hauberk now has 170 Condition (up from 150), 19 Weight (up from 18) and costs 1300 Crowns (up from 1000)
  • Mail Shirt now has 150 Condition (up from 130), 18 Weight (up from 13) and costs 800 Crowns (up from 650)
  • Mail with Lamellar Plating now has 160 Condition (up from 135), 18 Weight (up from 15) and costs 850 Crowns (up from 750)
  • Monk's Robe now has 30 Condition (up from 20), 5 Weight (up from 0) and costs 50 Crowns (up from 45)
  • Noble Tunic now has 30 Condition (up from 20) and 2 Weight (up from 0)
  • Nomad Robe now has 4 Weight (up from 2)
  • Occult Robes now has 80 Condition (up from 75) and costs 300 Crowns (up from 190)
  • Padded Leather now has 10 Weight (up from 8) and costs 180 Crowns (down from 200)
  • Padded Surcoat now has 60 Condition (up from 50), 8 Weight (up from 4) and costs 100 Crowns (up from 90)
  • Padded Vest now has 7 Weight (up from 5) and costs 120 Crowns (down from 140)
  • Patched Mail Shirt now has 100 Condition (up from 90) and 15 Weight (up from 10)
  • Plated Nomad Mail now has 110 Condition (up from 105), 13 Weight (up from 11) and costs 400 Crowns (up from 350)
  • Reinforced Animal Hide Armor now has 70 Condition (up from 65) and 11 Weight (up from 7)
  • Reinforced Leather Armor now has 90 Condition (down from 100), 10 Weight (up from 9) and costs 300 Crowns (down from 500)
  • Rugged Surcoat now has 50 Condition (down from 55), 7 Weight (up from 6) and costs 90 Crowns (down from 100)
  • Sackcloth now has 20 Condition (up from 10), 4 Weight (up from 0) and costs 30 Crowns (up from 20)
  • Scrap Metal Armor now has 80 Condition (up from 75), 12 Weight (up from 8) and costs 150 Crowns (up from 130)
  • Southern Mail Shirt now has 13 Weight (up from 11)
  • Stiched Nomad Armor now has 9 Weight (up from 8)
  • Tattered Sackcloth now has 10 Condition (up from 5) and 4 Weight (up from 0)
  • Thick Furs now has 40 Condition (up from 30) and 7 Weight (up from 1)
  • Thick Nomad Robe now has 6 Weight (up from 5)
  • Thick Tunic now has 40 Condition (up from 35), 6 Weight (up from 3) and costs 70 Crowns (down from 75)
  • Undertaker's Apron now has 40 Condition (up from 30), 5 Weight (up from 0) and costs 80 Crowns (up from 65)
  • Wanderer's Coat now has 70 Condition (up from 65), 8 Weight (up from 5) and costs 150 Crowns (down from 180)
  • BasicMailShirt now has 130 Condition (up from 115), 15 Weight (up from 12) and costs 600 Crowns (up from 450)
  • Wizard's Robe now has 30 Condition (up from 20), 1 Weight (up from 0) and costs 150 Crowns (up from 60)
  • Worn Mail Shirt now has 110 Condition (up from 105), 14 Weight (up from 12) and costs 350 Crowns (down from 400)

Reforged:

  • Breastplate now has 230 Condition (up from 210), 25 Weight (up from 24) and costs 4200 Crowns (up from 3600)
  • Brigandine Armor now has 150 Condition (down from 230), 14 Weight (down from 26) and costs 3000 Crowns (down from 4600)
  • Brigandine Harness now has 180 Condition (down from 270), 18 Weight (down from 28) and costs 4000 Crowns (down from 6000)
  • Brigandine Shirt now has 110 Condition (down from 190), 9 Weight (down from 21) and costs 2000 Crowns (down from 3000)
  • Reinforced Footman Armor now costs 3500 Crowns (down from 4000)

Helmet Condition/Weight/Vision/Value changes

Side-by-side comparison between Old and New: https://github.com/Darxo/Hardened/wiki/Hardened-Helmet-Changes

Vanilla:

  • Adorned Closed Flat Top now has 260 Condition (up from 250), 17 Weight (up from 15) and costs 2200 Crowns (up from 2000)
  • Adorned Full Helm now has 20 Weight (up from 18) and costs 3500 Crowns (down from 3700)
  • Aketon Cap now has 4 Weight (up from 1) and costs 80 Crowns (up from 70)
  • Ancient Honor Guard Helmet now has 15 Weight (up from 13) and costs 900 Crowns (up from 1000)
  • Ancient Household Helmet now has 100 Condition (up from 95)
  • Ancient Legionary Helmet now costs 400 Crowns (down from 600)
  • Assassin's Face Mask now has 130 Condition (down from 140), 8 Weight (up from 6) and costs 500 Crowns (up from 1800)
  • Assassin's Head Wrap now has 70 Condition (up from 40), 1 Weight (up from 0), -2 Vision (down from 0) and costs 900 Crowns (up from 60)
  • Barbute Helmet now has 180 Condition (down from 190) and costs 2500 Crowns (down from 2600)
  • Bascinet with Mail now has 230 Condition (up from 210) and 16 Weight (up from 13)
  • Bear Headpiece now has 60 Condition (up from 50), 7 Weight (up from 3), -1 Vision (down from 0) and costs 80 Crowns (down from 100)
  • Beastmaster's Headpiece now costs 500 Crowns (up from 350)
  • Blade Dancer's Head Wrap now has 70 Condition (up from 60), -2 Vision (down from 0) and costs 900 Crowns (up from 150)
  • Closed Flat Top Helmet now has 180 Condition (up from 170), 12 Weight (up from 10) and costs 1100 Crowns (up from 1000)
  • Closed Flat Top with Mail now costs 300 Crowns (down from 3000)
  • Closed Mail Coif now has 100 Condition (down from 90), 6 Weight (up from 4), -1 Vision (down from 0) and costs 450 Crowns (up from 250)
  • Closed Scrap Metal Helmet now has 200 Condition (up from 190), 17 Weight (down from 18) and -3 Vision (down from -2)
  • Closed and Padded Flat Top now has 12 Weight (up from 11)
  • Conic Helmet with Closed Mail now has 260 Condition (down from 265), 17 Weight (down from 18) and -3 Vision (down from -2)
  • Covered Decayed Closed Flat Top with Mail will no longer appear in the game. Any versions of it will instead change to look like Decayed Closed Flat Top with Mail
  • Crude Faceguard Helmet now has -3 Vision (down from -2)
  • Crude Metal Helmet now has 130 Condition (down from 145) and costs 400 Crowns (down from 550)
  • Cultist Hood now has 50 Condition (up from 30), 4 Weight (up from 0), -3 Vision (down from -1) and costs 50 Crowns (up from 20)
  • Cultist Leather Hood now has 80 Condition (up from 60), 7 Weight (up from 3), -3 Vision (down from -1) and costs 90 Crowns (up from 140)
  • Dark Cowl now has 30 Condition (down from 40), 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (up from 100)
  • Decayed Closed Flat Top with Mail now has 220 Condition (down from 230), 18 Weight (down from 19) and costs 1200 Crowns (down from 1250)
  • Decayed Great Helm is now called Tarnished Full Helm, has 240 Condition (down from 255) and 23 Weight (up from 22)
  • Decorated Full Helm now has 300 Condition (down from 320), 23 Weight (up from 21) and costs 5000 Crowns (up from 4000)
  • Desert Stalker's Head Wrap now has 50 Condition (up from 45), 1 Weight (up from 0) and costs 900 Crowns (up from 120)
  • Duelist's Hat now has 60 Condition (down from 70), 1 Weight (down from 3), -1 Vision (down from 0) and costs 900 Crowns (up from 200)
  • Engineer's Hat now has 60 Condition (up from 30), 4 Weight (up from 0) and costs 500 Crowns (up from 50)
  • Feathered Hat now has 40 Condition (up from 30), 5 Weight (up from 0) and costs 50 Crowns (down from 80)
  • Flat Top Helmet now has 160 Condition (up from 125), 10 Weight (down from 7), -2 Vision (down from -1) and costs 800 Crowns (up from 500)
  • Flat Top with Closed Mail now has 260 Condition (down from 265) and costs 2500 Crowns (down from 2600)
  • Flat Top with Mail now has 240 Condition (up from 230) and 16 Weight (up from 15)
  • Full Aketon Cap now has 60 Condition (up from 50), 6 Weight (up from 2) and -1 Vision (down from 0)
  • Full Leather Cap now has 60 Condition (up from 45), 6 Weight (up from 3), -1 Vision (down from 0) and costs 100 Crowns (down from 80)
  • Gladiator Helmet now has 230 Condition (up from 225), -4 Vision (down from -3) and costs 2500 Crowns (up from 2200)
  • Gunner's Hat now has 70 Condition (up from 30), 4 Weight (up from 0), -1 Vision (down from 0) and costs 500 Crowns (up from 50)
  • Headscarf now has 2 Weight (up from 0) and costs 20 Crowns (down from 30)
  • Heavy Horned Plate Helmet now has and costs 1500 Crowns (up from 1300)
  • Heavy Lamellar Helmet now has 260 Condition (up from 255) and 18 Weight (up from 17)
  • Heavy Mail Coif now has 120 Condition (up from 110), 7 Weight (up from 5), -1 Vision (down from 0) and costs 600 Crowns (up from 375)
  • Hood now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 40)
  • Hunter's Hat now has 2 Weight (up from 0)
  • Jester's Hat now has 40 Condition (up from 30), 6 Weight (up from 0), -1 Vision (down from 0) and costs 40 Crowns (down from 70)
  • Kettle Hat with Closed Mail now has 18 Weight (up from 17)
  • Kettle Hat with Mail now has 230 Condition (up from 215), 16 Weight (up from 14), -1 Vision (up from -2) and costs 1700 Crowns (up from 1500)
  • Kettle hat now has 130 Condition (up from 115), 8 Weight (up from 6) and costs 500 Crowns (up from 450)
  • Leather Head Wrap now has 50 Condition (up from 40), 5 Weight (up from 2), -1 Vision (down from 0) and costs 80 Crowns (up from 60)
  • Leather Headband now has 20 Condition (down from 30), 2 Weight (up from 0) and costs 20 Crowns (down from 30)
  • Leather Helmet now has 100 Condition (down from 105), 7 Weight (up from 6), -2 Vision (down from -1) and costs 200 Crowns (down from 320)
  • Mail Coif now has 6 Weight (up from 4) and costs 350 Crowns (up from 200)
  • Masked Kettle Helmet now has 140 Condition (up from 120), 8 Weight (up from 6), -3 Vision (down from -2) and costs 500 Crowns (down from 550)
  • Mouth Piece now has 20 Condition (up from 10), 2 Weight (up from 0) and costs 20 Crowns (up from 15)
  • Nasal Helmet now has 120 Condition (up from 105), 7 Weight (up from 5) and -2 Vision (down from -1)
  • Nasal Helmet With Rusty Mail now has 130 Condition (down from 140), 10 Weight (down from 9) and costs 400 Crowns (down from 600)
  • Nasal Helmet with Closed Mail now has 250 Condition (up from 240), 18 Weight (up from 16) and costs 2200 Crowns (up from 2000)
  • Nasal Helmet with Mail now has 14 Weight (up from 12)
  • Nomad Head Wrap now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 40)
  • Nomad Leather Cap now has 60 Condition (up from 50), 6 Weight (up from 2), -1 Vision (down from 0) and costs 100 Crowns (down from 110)
  • Nomad Light Helmet now has 60 Condition (down from 70), 5 Weight (up from 3), -1 Vision (down from 0) and costs 120 Crowns (down from 140)
  • Nomad Reinforced Helmet now has 130 Condition (up from 125) and costs 500 Crowns (up from 450)
  • Nordic Helmet now has 170 Condition (up from 125), 8 Weight (up from 7), -3 Vision (down from -1) and costs 1500 Crowns (down from 500)
  • Nordic Helmet with Closed Mail now has 260 Condition (down from 265), 17 Weight (down from 18) and -3 Vision (down from -2)
  • Open Leather Cap now has 50 Condition (up from 40), 5 Weight (up from 2), -1 Vision (down from 0) and costs 80 Crowns (up from 60)
  • Padded Dented Nasal Helmet now has 120 Condition (up from 110) and -2 Vision (down from -1)
  • Padded Flat Top Helmet now has 160 Condition (up from 150), 10 Weight (down from 9) and -2 Vision (down from -1)
  • Padded Kettle hat now has 130 Condition (down from 140) and costs 500 Crowns (down from 650)
  • Padded Nasal Helmet now has 120 Condition (down from 130), -2 Vision (down from -1) and costs 350 Crowns (down from 550)
  • Physician's Mask now has 5 Weight (up from 3), -3 Vision (down from -1) and costs 150 Crowns (down from 170)
  • Reinforced Mail Coif now has 120 Condition (up from 100), 6 Weight (up from 5), -2 Vision (down from -1) and costs 600 Crowns (up from 300)
  • Rusty Mail Coif now has 80 Condition (up from 70), 9 Weight (up from 4) and costs 200 Crowns (up from 150)
  • Sallet Helmet now has 7 Weight (up from 5)
  • Southern Head Wrap now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 50)
  • Southern Helmet with Coif now has 180 Condition (down from 200) and -1 Vision (up from -2)
  • Spiked Skull Cap with Mail now has 130 Condition (up from 125) and 8 Weight (up from 7)
  • Steppe Helmet with Mail now has 14 Weight (up from 12)
  • Straw Hat now has 3 Weight (up from 0), -1 Vision (down from 0) and costs 30 Crowns (down from 60)
  • Turban Helmet now has 280 Condition (down from 290), 19 Weight (down from 20) and costs 3000 Crowns (down from 3200)
  • Undertaker's Hat now has 50 Condition (up from 40), 3 Weight (up from 0) and -1 Vision (down from 0)
  • Witchhunter's Hat now has 50 Condition (up from 40), 3 Weight (up from 0), -1 Vision (down from 0) and costs 120 Crowns (up from 100)
  • Wizard's Hat now has 50 Condition (up from 30), 2 Weight (up from 0), -1 Vision (down from 0) and costs 300 Crowns (up from 30)
  • Wrapped Southern Helmet now has 100 Condition (down from 105), 6 Weight (up from 5) and costs 450 Crowns (up from 350)
  • Zweihander's Helmet now has 8 Weight (up from 7) and costs 1500 Crowns (up from 850)

Reforged:

  • Closed Bascinet with Mail now has 230 Condition (down from 260), 14 Weight (down from 17), -2 Vision (down from -3) and costs 2500 Crowns (up from 2400)
  • Conical Billed Helmet now has 140 Condition (down from 220), 6 Weight (up from 12) and costs 2000 Crowns (down from 2500)
  • Duelist's Helmet now has 8 Weight (up from 7) and costs 1500 Crowns (down from 2000)
  • Great Helm now has 370 Condition (up from 360), 27 Weight (up from 26) and costs 5200 Crowns (up from 4500)
  • Half Closed Sallet now has -3 Vision (up from -2) and costs 3000 Crowns (up from 2400)
  • Half Closed Sallet with Bevor now has 330 Condition (up from 315), 23 Weight (up from 20) and costs 4800 Crowns (down from 5000)
  • Half Closed Sallet with Mail now has 280 Condition (down from 290), 16 Weight (down from 18), -3 Vision (up from -2) and costs 4500 Crowns (up from 4000)
  • Hounskull Bascinet with Mail now has 350 Condition (up from 340), 25 Weight (up from 22) and costs 5000 Crowns (down from 6000)
  • Padded Conical Billed Helmet now has 140 Condition (down from 245), 6 Weight (up from 14) and costs 2000 Crowns (down from 2900)
  • Padded Sallet Helmet now has 150 Condition (down from 180), 8 Weight (down from 9) and costs 1250 Crowns (down from 2000)
  • Padded Scale Helmet now has 110 Condition (down from 115) and costs 350 Crowns (down from 375)
  • Padded Skull Cap now has 8 Weight (up from 7) and costs 800 Crowns (up from 1200)
  • Padded Skull Cap with Rondels now has 150 Condition (down from 160) and costs 1250 Crowns (down from 1500)
  • Sallet Helmet now has 8 Weight (up from 7) and costs 1250 Crowns (down from 1500)
  • Sallet Helmet with Bevor now has 270 Condition (down from 275), 16 Weight (down from 17) and costs 4500 Crowns (up from 3500)
  • Sallet Helmet with Mail now has 180 Condition (down from 240), 11 Weight (down from 14), -1 Vision (down from -2) and costs 2000 Crowns (down from 2500)
  • Scale Helmet now has 110 Condition (down from 90), 7 Weight (up from 5) and costs 350 Crowns (up from 300)
  • Skull Cap now has 140 Condition (up from 115) and 8 Weight (up from 5)
  • Skull Cap with Mail now has 190 Condition (down from 210), 14 Weight (up from 12), -1 Vision (down from -2) and costs 1250 Crowns (down from 2000)
  • Skull Cap with Rondels now has 150 Condition (up from 130), 8 Weight (up from 6) and costs 1250 Crowns (up from 1000)
  • Snubnose Bascinet with Mail now has 350 Condition (up from 330), 25 Weight (up from 21) and costs 5000 Crowns (down from 5500)
  • Visored Bascinet now has 350 Condition (up from 300), 25 Weight (up from 19) and costs 5000 Crowns (up from 4500)

Other Item Changes

  • Items with Condition now have 50% of their value at 0 Condition (up from 0% value), which increases linearly to 100% value as the item gains condition
  • Loot from beasts (like webbed valueables, ancient amber, etc.) are no longer affected by situations like Collector
  • Food now only loses value once half of its shelf life is over
  • Adarga is now called Adarga Shield (just like in Vanilla)
  • Apothecary's Miracle is now marked as IsMedical, causing it to be affected by medical-related settlement situations
  • Antidote now costs 100 Crowns (down from 150). Crafting it now costs 40 Crowns (down from 50) and 1 Jagged Fang (down from 2). It is now considered IsMedical causing it to be affected by medical-related settlement situations
  • Bandage costs 40 Crowns (up from 25). It is now considered IsMedical causing it to be affected by medical-related settlement situations
  • Buckler appear less common in big settlements
  • Broken Ritual Armor now costs 5000 Crowns (up from 1000)
  • Cured Venison now has a Stacksize of 30 (up from 25) and cost 115 Crowns (up from 95)
  • Decayed Reinforced Mail Hauberk no longer appears with the Variant 50, which is a skin that looks too similar to Worn Mail Shirt
  • Decorated Full Helm now grants +10 Resolve
  • Dried Lamb now has a Stacksize of 30 (up from 25) and cost 125 Crowns (up from 105)
  • Fangshire will no longer spawn at the start of the game
  • Feral Shield now costs 400 Crowns (up from 50)
  • Fermented Unhold Heart now has an expiry date of 40 days (up from 20)
  • Goblin Poison now costs 200 Crowns (up from 100)
  • Gun Powder now costs 2 Ammunition Supply each (up from 1)
  • Heraldic Cape attachement now has 20 Condition (up from 5), 0 Weight (down from 1), 1000 Value (up from 200) and grants 10 Resolve (up from 5)
  • Hyena Fur Mantle now grants 10% more Initiative instead of +15 Initaitive
  • Masterfully Cured Ration now has a Stacksize of 50 (up from 25) and costs 300 Crowns (up from 150)
  • Named Helmets now have a minumum possible weight of 3 (down from 4)
  • The Named Wolf Helmet now has 120 Condition (down from 140), 6 Weight (down from 8) and -1 Vision (down from 0) and costs 3000 Crowns (up from 2000)
  • The Named Norse Helmet now has 170 Condition (up from 125), 8 Weight (up from 6) and -3 Vision (down from -1) and costs 3000 Crowns (up from 2000)
  • Named Wolf Helmets and Norse Helmets are now twice as likely to appear as rewards or in shops
  • Reinforced Throwing Net now has a weight of 8 (up from 2)
  • Sergeant's Sash now only provides the +10 Resolve if its user has the perk Rally the Troops
  • Sipar is now called Sipar Shield (just like in Vanilla)
  • Poisoned Oil now costs 200 Crowns (up from 150)
  • Smoked Ham now has a Stacksize of 30 (up from 25) and cost 115 Crowns (up from 95)
  • Strange Meat now has a Stacksize of 20 (down from 25) and costs 35 Crowns (down from 50)
  • Strange Mushrooms now cost 200 Crowns (up from 100)
  • Smoke Bomb costs 400 Crowns (up from 275). Smoke now lasts 2 Rounds (up from 1)
  • Tarnished Full Helm now grants +5 Threat (similar to Direwolf Pelt). It now only appears in the Full Helm looking variants
  • Throwing Net now has a weight of 4 (up from 2)
  • Tools and Supplies are now marked as IsBuildingSupply, causing them to be affected by building-supply-related settlement situations
  • Unhold Fur Cloak now grants 15 Condition (up from 10)
  • Wardogs now cost 250 Crowns (up from 200) and the variant with dog armor costs 450 Crowns (up from 400). They appear ~75% less often in regular marketplaces
  • Warhounds now cost 400 Crowns (up from 300) and the variant with dog armor costs 600 Crowns (up from 500). They appear ~75% less often in regular marketplaces
  • Wooden Shields appear less common in marketplaces
  • Worn Mail Shirt can now appear in the Variant 50, which is a skin that previously was used by Decayed Reinforced Mail Hauberk
  • Ammo now has weight. All Quivers and Powder Bags weigh 0 when empty. When full, regular ones weigh 2, Large Quivers weigh 5, and Large Powder Bags weigh 4.
  • The value of almost all other non-named shields is increased by 50%-100%

Retinue/Follower

  • Blacksmith no longer requires you to repair 5 items in a town. It now requires you to use 5 paint or attachements. It no longer grants a tool consumption discount. It now grants +50 storage space for Tools
  • Bount Hunter costs 2500 Crowns (down from 4000). It now grants +5% for enemies to become champions (up from +3%). It no longer grants Crowns when you kill champions
  • Drill Sergeant now provides 2% Experience per level below 11 (down from 4%), just like in Vanilla. It now requires a brother with a permanent injury to be dismissed, just like in Vanilla
  • Lookout no longer grants 25% more vision at all times. It now always provides a scouting report for enemies near you, just like "Band of Poachers" origin
  • Quartermaster now grants 150 Storage for Ammunition (up from 100) and 100 Storage for Tools and Medicine (up from 50)
  • Scout no longer grants 15% more movement speed. It now grants 20% more movement speed while in Forests and Swamp. It also grants 25% Vision while on hills or mountains
  • Surgeon now also counts Injuries treated by Bandages for its Requirement
  • Trader now also makes Trading Goods 100% more common in shop

Enemies

General Changes

  • Fallen Heroes are now called Fallen Soldiers and can no longer resurrect, if decapitated
  • Fallen Betrayers are now called Fallen Heroes and can spawn in regular world parties
  • Introduce a new Headless effect. It redirects any attack to hit the body, reduces all other damage targeting the head to 0 (e.g. secondary attack from Split Man), grants immunity to Distracted, Sleep, Insect Swarm and sets the headarmor to 0
    • This effect is given to Ifrits, Spider Eggs, Headless Zombies, Saplings, Lindwurm Tails and Kraken Tentacles
    • Wiederganger, which receive this effect, lose Bite and gain Zombie Punch (which is mostly the same, except without bonus headshot chance)
  • Introduce new Cursed effect. It allows the character to resurrect even after receiving a fatality. It is given to Fallen Heroes
  • Introduce new Bite Reach effect, which reduces headshot chance by 10% and increases chance to receive headshot by 10%
    • This effect is given to all Dogs, Wolfs and Hyenas

Specific Changes

Undead

  • All Wiederganger types take 50% more burning damage to hitpoints. They no longer grant experience after being ressurected. They lose Double Grip and no longer inflict +5 Fatigue on a hit. They now have a 100% resurrection chance (up from 66%) and resurrect in 1-3 turns (up from 1-2)
  • All Skeletons no longer grant experience after being ressurected
  • Skeleton Racial now explicitely causes 100% less Fatigue build-up
  • Flesh Golems lose Full Force, gain Savage Strength and take 50% more burning damage to hitpoints
  • Necromancer lose 20 natural body armor. Raise Undead and Possess Undead now cost 15 Fatigue (up from 10)
  • Necrosavants now require the target to have red blood in order to leech life from them, instead of being able to leech life from anyone
  • The Conqueror now has Savage Strength. This has no gameplay impact and is only meant to visualize that he is immune to Disarm

Greenskins:

  • Goblin Racial now grants 50% increased defenses from equipped shield and allows them to use Shieldwall with any shield

Humans:

  • Mercenaries now use Shields that are colored in their respective Banner colors

Beasts:

  • Donkeys now grant 0 XP (down from 50 XP). They can now be rooted, injured, bled and poisoned. Since they are non-combatants this is mostly a cosmetic change
  • Hyena Bite costs 10 Fatigue (up from 6)
  • Direwolf Bite costs 10 Fatigue (up from 6)
  • All Ifrits can now free themselves from nets and roots. They take no Burning Damage (up from 90% less), full damage from blunt ranged attacks (down from 66% less) and 50% less damage from Piercing Damage (down from 50% less against melee and 66% less against ranged). The damage reduction on Ifrits now also affects the armor damage they receive
  • Lindwurms Head and Tail no longer share hitpoints and effects but killing the Tail will no longer kill the Head
    • The Lindwurm Tail still inherits most of the stats from the head but has 50% less Hitpoints and Resolve and 50% more Melee Defense
    • The Lindwurm Tail can now be stunned and netted but those effects are removed whenever the Head moves away
  • The Unhold Racial effect now causes Debuffs on Unholds to last -1 Turns

Dynamic Party Adjustments

  • Tweak the party compositions of many factions
    • reducing on average the amount of different entity types in that party
    • increasing the amount of higher tier units allowed at the same time
  • Add Highwayman as new T1 of the Banditleader Unitblock
  • Mercenaries will more gradually appear in caravan parties, instead of suddenly and in great numbers
  • Brigand Killer can now appear in the Disguised Direwolf contract twist
  • Adorned Knights now only bring 1 Squire (down from 2)

AI

  • NPCs now know how to use Bandages
  • NPC ranged troops attribute a target 80% less score from adjacent potential scatter targets
  • NPC Dogs are much less likely to engage multiple enemies at the same time
  • Ranged NPC are 25% less likely to change positions
  • NPCs are 40% more likely to use Reload Actions
  • Necrosavants are a bit more likely to stay on the same tile and attack twice, rather than teleport to a slightly better tile
  • Improve AI targeting for throwing nets: They value the targets melee defense twice as much and prefer isolated targets
  • NPCs with Sergeant perk are 50% more attractive to other NPCs for target selection purposes
  • NPCs are now twice as likely to throw a net or use a throwing pot/bomb while adjacent to an enemy
  • NPCs will no longer throw nets while their strategy is defending
  • NPCs with Bolster are more likely to attack with their polarm as they are surrounded by more allies
  • NPCs with Dismantle are more likely to target enemies with 100% hitpoints
  • NPCs with Reload Disorientation are slightly less likely to use a ranged attack
  • NPCs with Supporter are 100% more likely to use skills, which would recover Action Points
  • NPCs with Sweeping Strikes are more likely to use an appropriate attack as they are surrounded by more enemies
  • NPCs with Wear them Down 20% more likely to target someone who is almost fully fatigued
  • NPCs are 100% more likely to use Throw Dirt for every fleeing ally adjacent to the target
  • NPCs are 20% more likely to target enemies with Formidable Approach if it has been procced against them
  • NPCs are 20% more likely to target someone with Kingfisher who is currently netting them and 10% more likely to target them, if they are netting anyone
  • NPCs are 10% more likely per Unstoppable stack on the target, to use a skill which applies staggered on a hit
  • NPCs are 50% less likely to attack into an active Rebuke
  • NPCs are more likely use Disarm onto enemies with Spearwall or Riposte
  • NPCs are 1% less likely to use Break Free for every Melee Defense below 20 that they have and 1% more likely per Melee Defense above 20
  • NPCs are 20% more likely to try to destroy shields of someone with Phalanx perk
  • NPCs are 50% more likely to try to destroy shields of someone with One with the Shield perk
  • NPCs are 1% more likely to focus Nachzehrer sitting on consumable corpses for every % of hitpoints missing on them
  • NPCs are 200% more likely to target a fleeing character with Command
  • NPCs with Toolbox are 50% more likely to target a staggered enemy with a blunt throwing attack
  • NPCs are 50% more likely to use Split Shield when it would destroy a shield on use
  • NPCs are 20% more likely to use a throwing spear against shield users and 50% more likely to target shields, that it would destroy on use
  • NPCs are 20% more likely to use Disarm or Knock out on someone who has Parry
  • NPCs are 100% more likely to use rotating skills onto allied Nachzehrer if that would put them on top of a corpse; and 50% less likely if that would put them away a corpses. And vice versa with hostile nachzehrers
  • NPCs now take into account all swap-discount perks when considering whether to swap to a (better) melee weapon
  • Skeleton Commander now prefer to use wait

Combat General

  • Low Morale no longer reduces the Resolve of the character
  • Every Defender of a Location which was fortified now gets a new Defenders Advantage effect for that fight, which grants +2 Vision and +15 Resolve
  • Encumbrance no longer lowers the fatigue recovery. It now only adds 1 fatigue per tile travelled per encumbrance level. It no longer requires a minimum armor weight of 20
  • Wait now debuffs the actual Initiative by 25% until the start of that brothers next turn
  • Equipped Ammo Items can no longer be dropped to the ground or into an empty inventory slot
  • Swamp tiles no longer reduce Melee Skill by 25%. Instead they now reduce Initiative by 25%
  • The Hidden effect (granted by certain tiles) now also provides +10 Ranged Defense and it lists enemies that you are currently revealed to
  • Characters can no longer retreat from the battle when standing on a border tile, if they are engaged in melee
  • Fleeing characters who rally, lose 3 Action Points
  • Fleeing characters now have +1 Action Point
  • Player characters now have +1 Action Point during AutoRetreat
  • Armor Penetration is capped at 100%. Any Armor Penetration above 100% has no effect. Reaching 100% Armor Pen still has damage reduction from remaining armor applied
  • No character can receive more than one negative morale check, caused by a fleeing ally, per turn
  • Dying or Fleeing characters no longer trigger negative morale checks for their allies if the distance between them is greater than the vision of the receiving ally
  • Characters no longer gain +1 additional Resolve against morale checks from fleeing allies, per ally in the battlefield
  • Resurrecting Corpses can no longer knock back characters that are rooted or immune to Displacement. Instead they delay their resurrection
  • Burning Damage (Fire Pot, Burning Arrow, Burning Ground) now remove all root-like effects from the targets
  • Characters which are not visible to the player will no longer produce idle or death sounds
  • Weapons no longer drop to the ground when their condition goes to 0. Instead they drop when the condition is lowered, while it was at 0 condition. The weapon break warning is now only displayed while the weapon is at 0 condition
  • Weapons with 0 Condition now deal 50% less damage
  • The combat map is no longer revealed at the end of a battle

Crisis

Undead:

  • Humans now only turn into zombies when the killer is from the Zombie or Undead faction
  • Humans now have a resurrect chance of 100 (up from 33) and have a resurrect delay of 1-3 rounds (down from 2-3)

World Map

Settlements

  • Try out now costs 100% more. You can now dismiss recruits after you tried them out to make room for new recruits
  • You can now get up to 6 Tavern Rumors every cycle (up from 4)
  • Tavern Rumors now have a linearly scaling cost. Each paid rumor costs an amount based on the standard (vanilla) rumor price, multiplied by the number of the paid rumor you are about to buy
  • Armorsmiths will now sometimes sell Named Shields
  • Small civilian settlements now sell Old Wooden Shields and Lute
  • Big northern settlements now sometimes sell Worn Kite Shields and Worn Heater Shields
  • Weaponsmiths and Armorsmiths now sell Armor Parts with a price multiplier of 1.25
  • Fletcher now sell roughly 5 times as many Throwing Spears but with a price multiplier of 1.5 (up from 1.0)
  • Nets sold by Fletcher now have a price multiplier of 2.0 (down from 3.0)

Unique Locations

  • Defeating the Ijirok now also drops Sword Blade item, which allows you to do the Rachegeist fight without having to kill the Kraken
  • The Ancient Spire now reveals an area of 3000 (up from 1900)
  • The Stone Pillars (Kraken) now always requires 3 Hides and 3 Dust, no matter how much you already had in your inventory
  • Restrict the allowed Y coordinates for many unique locations to where their allowed tiles usually spawn to speed up map generation
  • Most Unique Locations have a DistanceToOthers of 10 tiles (down from 15), allowing them to be placed closer to settlements and other locations during map generation. This will improve map generation speed and prevent cases of missing unique locations when too many settlements are generated

Other Locations

  • At the start of each new campaign ~5 additional small bandit camps are spawned in the world
  • Hostile Locations now hide their Defender Line-Up during night
  • Hostile Locations will no longer spawn roaming parties or defenders while you are within 2 tiles of it
  • Restrict the Y-position of the Oracle unique location to be between 10% and 35% (previously unrestricted)
  • Buried Castle Locations now also drop either a Flash Pot, Fire Pot or Smoke Pot
  • Named weapons now have a 40% chance to be the chosen item type for camps (up from 25,9%). Named shields, helmets and armor now have a 20% chance to be chosen (down from 24,7%)
  • Barbarian Camps now have 200 Resources (up from 180)
  • Barbarian Shelter now have 80 Resources (up from 75)
  • Goblin Camps now have 150 Resources (up from 120)
  • Goblin Hideouts now have 80 Resources (up from 70)
  • Orc Camps now have 225 Resources (up from 140). They are now guaranteed to drop 1 loot item (up from 50% chance)
  • Orc Caves now have 150 Resources (up from 100)
  • Orc Hideouts now have 120 Resources (up from 70)
  • Undead Graveyards now have 120 Resources (down from 130). They drop 1 loot item (up from 0-1), 10-80 Crowns (down from 1-200) and 2-8 Tools
  • Undead Ruins now have 150 Resources (down from 180). They drop 1 Loot item (down from 2-3), 20-100 Crowns (down from 0-200) and 2-10 Tools

Other

  • World Parties are no longer stunned, when you cancel the combat dialog with them
  • Food Products transported by Caravans now always drop at full stacksize and freshness

Contracts

  • Necrosavants in the scripted Caravan Contract Ambush now idle during the first round
  • Caravan Contracts that are declined or which expire now spawn a caravan towards the destination if the town hasn't spawned one in a while
  • The Barbarian King and Find Location contracts no longer spawn a hint directly after loading and display the direction information of your last hint in your bullet points
  • During the Escort Envoy Contract: You move 20% slower, while the Envoy is in your party. The Envoy has 6 Action Points (down from 9) and the contract grants 50% more Crowns. The envoy now always takes 16 hours at the destination and that number is displayed and counted down in the contract description

Events

  • The Retinue-Slot Event will now trigger shortly after you unlock a new slot and will no longer replace a regular event
  • The Event Drunkard loses Item now has an option where you order the Drunkard to search for the item. This recovers the item, but causes the same mood debuff on the drunkard as if he was flogged
  • The Event Player plays dice now has 50% less score
  • The Event Infected Wound now has a cooldown of 14 days (down from 21 days) and is thrice as likely to trigger, if you have no Medicine left
  • The Event-Option to shoot down the bird who shat your brother now costs 5 Ammunition
  • The Orc Slayer and Crusader (temporary Crisis backgrounds) now share 100% of their experience with your remaining party, when they leave you after the Crisis ended

Difficulty

  • Beginner Combat Difficulty now grants enemy parties 100% resources (up from 85%)
  • Beginner Combat Difficulty now causes player characters to receive 15% less hitpoint and armor damage from all sources. It no longer grants a hidden +5% chance to hit and -5% chance to be hit
  • Expert Combat Difficulty now grants enemy parties 120% resources (up from 115%)
  • Beginner Economic Difficulty now makes Contracts pay 20% more (up from 10% more)
  • Expert Economic Difficulty now makes Contracts pay 20% less (down from 10% less)

Other

  • Level-Ups for Attribute with 2 stars have -1 to minimum roll and +1 to maximum roll (compared to Vanilla) and are fully randomized in that range (compared to Reforged)
  • The Lone Wolf and Gladiator origins now have a roster size of 13 (up from 12)
  • The Retreat tooltip during combat now also lists the Melee Defense bonus your characters receive during Auto-Retreat
  • Trade Ambition now counts the sum of both transaction (buying and selling) instead of just the higher number of the two

Quality of Life

Combat

  • Your headshot chance is now displayed in the combat tooltip when targeting enemies
  • While previewing movement, tile tooltips show chances and calculations for getting hit by enemies while in zone of control. If not in zone of control tile tooltip instead indicates that
  • Projectiles which fly into obstacles now play a sounf effect and shake the targeted object a bit
  • Introduce a new Unworthy effect which prevents the character from granting experience on death. This is given to all non-player controlled characters who grant 0 XP on death or are allied to the player
  • Introduce a new cosmetic Non-Combatant effect, given to non-combatant characters, which explains that they do not need to be killed in order to win
  • Improve restore item after battle logic, to also restore items, which were dropped to the ground or picked up by another brother during battle
  • Automatically replace broken (shields) or used (nets) equipment after each battle, if you have replacements in your inventory
  • Add Setting (on) to display a glowing red eyes effect on any human-sized character, who is under the effect of Killing Frenzy or has 3 stacks of Decisive
  • Corpses of resurrecting Zombies and Humans now emit a slight purple particle effect
  • Fleeing surrounded hostile characters now take 100% more hitpoint damage, after the player has won but chooses to "Run them down"
  • When a Brother dies (without getting struck down), a black skull will raise from his corpse
  • Change mouse wheel zoom speed during combat to 0.1 (down from 0.3)
  • Add Setting to control the mouse wheel zoom speed during combat
  • Loot that is not equippable in battle no longer appears on the ground (e.g. Beast Trophies/Ingredients)
  • Add tooltip for the duration of tile effects (smoke, flames, miasma)
  • Hovering over the tile of a any corpse will now differentiate whether they were struck down (= survived with a permanent injury) or slain (died permanently)
  • Reduce scroll speed of combat log to 0.5 (down from 15)
  • Increase saturation of ambient light during midnight fights to 70% (up from 50%)
  • Colorize corpse name in tile tooltips
  • Add Setting (on) for displaying skill tags in the descriptions of active skills
  • Improve visibility of Miasma and Burning Ground
  • Hand to Hand and Zombie Bite skills will now always be sorted to the front in the UI
  • Knock Back, Hook and Repel can no longer be used on enemies which are immune to Displacement or which are Rooted. Using them will now print a combat log with the roll and hitchance of the attack
  • Disarm can no longer be used on enemies which are immune to disarm or which are stunned
  • Fortified Mind and Colossus on all NPCs are now replaced with an equivalent amount of stats
  • Night Effect, Double Grip, Pattern Recognition, Bulwark and Man of Steel no longer display a Mini-Icon
  • Increase sprite size of Crossbow by 25% to make it more different from Light Crossbow
  • The Reload skill is now always visible, even if your weapon is fully loaded
  • All Unhold variants now use their full name in Tooltips and the Combat Dialog
  • Add skill descriptions for all skills from the Lorekeeper
  • Fast Adaption now shows the amount of stacks in brackets behind the effect name
  • Add tooltip about remaining duration of Arrow to the Knee effect
  • Corpses will now display the round, in which they were created
  • Play equip sfx, when NPCs swap weapons during combat
  • Print combat log for hitpoint damage dealt, when an attack kills the target and include the hitpoints of the target before the kill
  • Fling Back (used by Unholds) now has an animation delay of 250ms (down from 750ms)
  • The automatic camera level calculation is improved, especially while in mountanious terrain. Your camera level is now automatically adjusted when moving up or down terrain
  • Play additional hit-sounds when three headed flail hits multiple times
  • Display the actual minimum armor penetration damage in attack skills, instead of always showing a 0 there
  • Improve description of Additional Fur Padding and Bone Plating and clarify that they only protect against body attacks
  • Slightly improve wording of "weapon skills build up fatigue" tooltip on weapons
  • Automatically re-equip the accessory that you had previously equiped after an arena fight
  • Reduce pan speed of tactical camera by 20%
  • Improve tooltip of Disarmed effect
  • Improve tooltip of Whip Disarm using a nested tooltip for the Disarmed effect
  • Add Settings to immediately stop the player movement halfway through, when it reveals an enemy (on) or an ally (off)
  • Add Setting (on) to prevent combat logs, which are the result of the same skill execution, from producing empty newlines
  • Add Setting (off) for preventing tile/enemy tooltips from being generated while it is not your turn
  • Armored Wiederganger now display their complete name during battle, instead of just Wiederganger
  • Add Setting (off) for making the hotkeys for Wait fire continuously, instead of only when released
  • Reduce the Attack sfx volume of Wardogs and Warhounds by 20%
  • Change the name of all tactical objects called "Brush" into "Bush"

World

  • List most changes to Relation and Renown during Events and Contracts
  • List changes to contract rewards during negotiation
  • Display tooltips for the effects for all common settlement Situations
  • Items that you bought or sold can now be sold or bought back for the exact same price as long as you didn't leave the town
  • Add Setting (on) for displaying and adjusting a Waypoint that indicates, where your character on the world map is currently moving to
  • Settlements now display a tooltip showing how many days ago you last visited that location
  • The Tavern now displays to you how many rumors you received so far
  • Add Setting (on) for displaying forbidden destination ports (e.g. when they are hostile to you or the origin port)
  • Add setting (off) for skipping the confirmation dialog when dismissing a freshly hired recruit (0 days with the company)
  • Distance text in rumors and contracts now display the tile distance range in brackets
  • Display the current XP Multiplier of the viewed character when hovering over the Experience bar
  • World Parties with champions will display an orange skull on top of their socket
  • Hostile Locations now display a tooltip line if they hide defender
  • Display duplicate Situations in towns
  • Display all NPCs in the combat dialog with a scroll wheel
  • Display participating brothers in arena contract dialog
  • Any location that you discover now removes fog of war from the tile it is sitting on
  • Add option in arena contract dialog to "think it over", if too few, or the wrong brothers were selected for the fight
  • Relation changes that come with a reason now also show the value in brackets, that you gained or lost from this action
  • Subsequent relation changes with the same value and same reason will be combined into a single line with a multiplier in brackets
  • Display price multiplier from relation in factions & relations screen
  • Change mouse wheel zoom speed on the world map to 0.4 (up from 0.3)
  • Add Setting to control the mouse wheel zoom speed on the world map
  • Add Setting (on) for displaying the exact Relation whenever its indirect term appears anywhere
  • Add Setting (on) for displaying the exact Morale Reputation whenever its indirect term appears anywhere
  • Add Setting (on) for displaying the exact Renown whenever its indirect term appears anywhere
  • Peasants and Caravans on the world map display a banner
  • Add tooltip for undesirable food (e.g. Strange Meat) explaining that their are eaten last
  • Add Setting (on) for displaying non-settlement location names and numerals while they are within your vision (Lairs, Unique Locations, Attached Locations)
  • Brothers that "die" outside of combat (e.g. Events) will now always transfer their equipment into your stash
  • List the effects of camping in the camping tooltip
  • Attached Locations now list the items they produce in their tooltip
  • Destroyed attached locations now display their original name, instead of just being called "Ruins"
  • Add Setting (on) for marking named/legendary helmets/armor or armor with attachements as to-be-repaired whenever it enters your inventory
  • Add Setting (on) to display food duration, repair duration and minimum medicine cost in brackets behind those supply values
  • Add 0.8 second delay, before you can click the buttons in event screens to prevent accidental missclicks
  • The Player Banner is no longer hidden while camping
  • Add Concept and Tooltip for Day-Night Cycle
  • Slightly Lower the volume of the annoying kid sfx in towns

Misc

  • Reduce the height of "autosave" and "quicksave" savegame entries in the main menu by around 25%
  • Add setting (on) for displaying silhouettes of items from the bagslots on the character
  • Supplies (Crowns, Tools, Medicine, Ammo) are now consumed instantly after buying, looting
  • Display current and maximum amount of servings in tooltips of food items
  • Quiver and Weapons that contain Ammo now display the supply cost for replacing ammunition in them
  • Add new Concepts for Armor Penetration, Critical Damage, Displacement, Hitchance, Rally, Threat and Weight and and apply these Concepts to existing weapons, items, perks skills
  • Improve spider poison item, skill and effect tooltips
  • Explain the melee defense softcap in the melee defense tooltip
  • Display item type names for Ammunition, Accessories, Food and Quest Items in the item tooltips
  • Improve tooltips of Battleforged perk and Chop skill
  • Improve Concept for Morale and add nested tooltip for all morale states (except Steady)
  • Improve artwork for Nimble perk
  • Improve artwork for Tattered Sackcloth item to make it stand out more from Sackcloth
  • Reduce scroll speed of origin selection to 0.5 (down from 5)
  • All effects of the difficulty settings are now listed as tooltips before world generation

Fixes

Vanilla

  • Vanilla Enemies that have no head are no longer decapitatable or smashable
  • Add setting (on) to improve positional sound during combat
  • Always reveal the user of a skill to the target of the skill
  • Always reveal the user of a skill to the player, if they target a tile that is visible to the player
  • Parties on the world map are no longer hidden after loading a game, while the game is still paused
  • Spiders will now give up when their team has given up even if there are still eggs on the battlefield
  • Remove the hidden "25% more injury threshold" for all characters when receiveing a head hit
  • You can no longer do two Arenas during the same day
  • Negative changes to faction relation are no longer rounded up and positive changes are no longer rounded down
  • The bagslots on the player paperdoll are now centred correctly on characters who have 1 or 3 bagslots
  • Retreating NPCs, that are fleeing and in Zone of Control will now seek the border correctly, if possible
  • Remove the requirement for the player to be on a road in order to receive crisis news events. This prevents Events from stop appearing when you are away from a road for a longer time
  • Fix Bardiche only dealing 30% armor penetration with its split skill
  • Fix Battle Standard resolve effect not updating on allies when equipping or unequipping it
  • Repel can no longer push someone back in a 90° angle
  • Copper Ingot price is now affected by BuildingPriceMult, which causes them to be affected by Rebuilding Efforts
  • Economic Difficulty now affects all prices instead of just some of them
  • Other Actors moving in or out of the range of someone with Lone Wolf now cause that effect to update instantly
  • Allow cut, copy and mark operations in input fields that are full. Limit Ctrl-Combinations, Delete and Arrow Key presses in input fields to one per press
  • Items that you drop during battle are now correctly re-equipped afterwards
  • Improve knock back logic for Spiked Impaler to behave like the Knock Back skill from shields
  • Newly spawned faction parties no longer teleport a few tiles towards their destination during the first tick
  • Hitpoint and Armor damage base damage rolls for attacks are no longer separate. The same base damage roll is now used for both damage types
  • IdleSounds on higher combat speed are now played less frequently than on lower combat speed
  • Hitpoints recovery on brothers is now more accurate (camping recovery fix)
  • Fix Armor Damage on Weapon tooltips sometimes being off by 1%
  • Fix some positional effects (e.g. Lone Wolf or Entrenched) visually persisting outside of combat
  • Dying enemies no longer set the LastCombatResult to EnemyDestroyed, unless they were the last one to die. This fixes a rare Sunken Library exploit
  • Unique Locations are no longer attackable, if there is a party, hostile to the player, directly next to it (fixes exploit for skipping Goblin City quest)
  • Knock Back now displays its hitchance bonus correctly in the preview
  • Fix Event manager crash while on the snow during the undead crisis
  • Fix world map zoom sometimes zooming too far during lag
  • Fix tactical map zoom/pan sometimes zooming/panning too far during lag
  • Fix Armor Penetration on Reap being 5% lower than shown on the weapon
  • Fix Quivers needing to re-use the same ID to be correctly identified as ammo
  • Fix shieldwall animation still showing up on NPCs who lost the shieldwall effect offscreen
  • Fix barbarian Drum being double grippable despite being a two-handed weapon
  • Fix the impact delay of most throwable utility items not lining up with their projectiles, especially on higher game speed
  • Fix keyboard inputs for camera movement in combat not being combinable
  • Releasing a dog within 2 seconds of killing someone no longer skips the dogs turn
  • Two entities can no longer accidentally get teleported (e.g. via Knockback) onto the same tile
  • Cartographer will no longer pay for "discovering" the Ancient Watchtower a second time when you interact with it
  • Every accessory now plays a default sound when moved around in the inventory
  • Roads will no longer be generated directly on the map border
  • Change the inventory icon of the Witchhunter's Hat to look exactly like the sprite on the brother
  • Characters under berserker mushroom effect no longer yell when they use ranged attacks
  • Prevent the same random human name (e.g. for Leader or Knight) to be generated in succession
  • Line Breaker, Swallow Whole, Throw Net and Throw Pot/Flask skills are no longer considered an Attack
  • Setting a faction as a temporary enemy now instantly updates the name labels of all their world parties accordingly
  • Rewrite queryActorTurnsNearTarget from behavior.nut, making it more accurate by considering current action points
  • Remove a duplicate loading screen

Reforged

  • Calculated Strikes now works against stunned enemies
  • Cheap Trick now works with delayed skill executions (like Lunge or Aimed Shot)
  • The perks Strengh in Numbers and Dynamic Duo now instantly update the actors stats, if another actor moves adjacent to or away from them
  • Improve Shieldwall effect when viewed as a hyperlink
  • Fix Item Swaps sometimes requiring a different amount of Action Points than advertised at first
  • Net Pull is no longer considered an Attack
  • Fix Line Breaker granted by Onslaught being usable multiple times
  • Fix crash when trying to sling the same type of pot multiple times with the same character

Dynamic Spawns

  • Fix HardMin in UnitBlocks not forcing them to spawn first
  • Fix Cost of Units with Bodyguards not being predicted correctly

For Modders

This section can be skipped by any regular user. It is only meant as an overview about the extend of new functions and members added by this mod

  • Add getTooltipWithoutChildren() for item.nut, which getTooltip() of it but removes all children entries from it
  • Add HD_onAfterUnEquip() for item.nut which is always triggered following the onUnequip() event after the item connection has been severed
  • Add HD_ConditionValueThreshold = 0.0 for item.nut, which can be adjusted to define a minimum value of the item disregarding current condition
  • Add HD_DamagedConditionChance = 50 and HD_DamagedConditionMin = 0.4 in building.nut which can adjust the chance and condition of damaged market items
  • Completely rewrite/overwrite fillStash from building.nut, making it more moddable:
    • Add getShopAmountMax() function for item.nut, which can be used to define custom maximas for items being generated for shops
    • Add getRarityMult(_settlement=null) for item.nut, which can be used to define a custom item-specific rarity multiplier for item generation for shops
    • Add new HD_IsBuildingSupply = false for item.nut that can be used to mark items as "BuildingSupply". isBuildingSupply() can be used to check for this value
    • Add new HD_IsMedical = false for item.nut that can be used to mark items as "Medicine". isMedical() can b used to check for this value
    • Add new HD_IsMineral = false for item.nut that can be used to mark items as "Mineral". isMineral() can b used to check for this value
  • Completely rewrite getBuyPrice and getSellPrice from item.nut making it much more compatible and reducing duplicate code
    • Add getBaseBuyPrice() for item.nut, which returns ::Const.World.Assets.BaseBuyPrice or any custom alternative value, depending on the item
    • Add getBaseSellPrice() for item.nut, which returns ::Const.World.Assets.BaseSellPrice or ::Const.World.Assets.BaseLootSellPrice or any custom alternative value, depending on the item
    • Add isBuildingPresent(_settlement) for item.nut, which returns true, if there is a building in this town present, that produces this item or makes it otherwise more common
  • Add getProduceList() for attached_location.nut which returns an array of produces produced by this attached location
  • Add new ::Math.clamp(_integerValue, _min, _max) and ::Math.clampf(_floatValue, _min, _max) functions
  • Add simple cooldown framework for skills. E.g. set this.m.HD_Cooldown = 2 to only allow a skill to be used once every two rounds
  • Set IsNew to false when deserializing injuries
  • Add new ::Hardened.Temp.RootSkillCounter = null variable, which will contain the SkillContainer of the root skill in a delayed skill chain, or null while not inside a skill execution
  • Entities which have this.m.IsActingEachTurn = false (e.g. Donkeys, Phylactery, Spider Eggs) will now trigger onRoundEnd after every other entity has triggered it and trigger onRoundStart before every other entity has triggered it
  • IsSpecializedInShields is no longer set to true by Shield Expert
  • IsTurnStarted in actor.nut and agent.nut is no longer set to false when a character ends their turn. It is now only set to false at the start of a new round
  • Introduce new setWeight and getWeight function for item.nut to make code around itemweight more readable. They work on the same underlying StaminaModifier but in a reversed way
  • Add setSkillsIsUsable for skill.nut, which toggles IsUsable of all skills on the actor matching a certain condition
  • onMovementStep now calls onUpdateVisibility for the entity after the onMovementStep skill event happened instead of before, allowing you to better implement effects, where vision depend on positioning
  • Add new AffectedBodyPart member for injury.nut (temporary injuries) which specifies which bodypart that injury belongs to. It defaults to -1 and is adjusted depending on the vanilla injury lists
  • Add new IsAlwaysShowingScoutingReport = false flag for asset_manager. When true you will always see defender line-up, even during night, similar to the "Band of Poachers" origin
  • Make getSurroundedCount function from actor.nut more moddable. The new countsAsSurrounding function from actor.nut controls, what counts as surrounding (ignoring distance). The new __calculateSurroundedCount returns the actual number of surrounding enemies, without any clamping or StartSurroundCountAt
  • Add new TerrainTypeVisionMult = [1.0, ...] arra for asset_manager. This can be adjusted similar to the existing TerrainTypeSpeedMult array to change vision depending on tile type
  • Add new ::Const.World.Assets.TryoutCostPct value for controlling how much of the hire cost is translated into becoming the try out cost
  • Add two new events onReallyBeforeSkillExecuted and onReallyAfterSkillExecuted for skill.nut which guarantee to only trigger when a skill is actually onUsed
  • Add two new events onBeforeShieldDamageReceived and onAfterShieldDamageReceived for skill.nut
  • Add new getQueryTargetMultAsUser and getQueryTargetMultAsTarget ai related getter for skill.nut
  • Add new isHybridWeapon helper function for weapon.nut
  • Parties that are spawned without a banner will be assigned the banner of the faction who owns their faction (mostly relevant for civilian factions)
  • Add new LastSpawnedParty member for faction.nut which always contains the last party spawned by that faction
  • Add new getOwner function for factions, which returns the owner of this factions first settlement
  • Add new isLootAssignedToPlayer function for actor.nut which should be used, when deciding, whether to drop loot during custom implementations of getLootForTile
  • Add new ::Hardened.TileReservation with function isReserved( _tileID ) which can be used to check whether a targeted tile is about to be filled with an entity from a vanilla teleport call
  • Add new IsHidingIconMini flag for skills (false by default), that can be used by modder to force-hide the mini icon
  • Add new onSpawned event for skills that can be used in place of onCombatStarted to more consistently configure entities/skills even if they spawn mid battle
  • Add new isActiveEntity function for actor.nut, which is a more accurate version of MSU's ::Tactical.TurnSequenceBar.isActiveEntity, as it also returns true during the start of that actors turn
  • Add new ::Hardened.getFunctionCaller global function which returns the name of the caller of the function you were in when you called getFunctionCaller
  • Add new ::Hardened.mockFunction global function allowing you to mod vanilla functions in a precise way
  • Supplies (Money, Tools, Medicine, Ammunition) are now droppable
  • Add new isNamed function for item.nut
  • IsUsable in skill.nut is now a softreset property. So you can turn it off during onUpdate without needing to worry about turning it on again
  • Add new MaximumRumors member in tavern_building.nut, which can be used to change the maximum amount of rumors every cycle
  • Add new isLootAssignedToPlayer(_killer) function in actor.nut, which can be used during custom implementations or adjustments of getLootForTile function
  • The existing vanilla function getRumorPrice() from tavern_building is now fully supported and used everywhere
  • Add new HD_IgnoreForCrowded = false flag for skills. When true, then Crowded is never active for them
  • Add MinResurrectDelay and MaxResurrectDelay for zombies
  • Add ResurrectionChance, MinResurrectDelay and MaxResurrectDelay for humans
  • getActionPointCost no longer returns negative values. Instead it returns 0 in those cases
  • Print debugLog when entities resume their turn
  • Add new HD_LastsForTurns = null member for skill.nut that can be assigned a number to give effects a turn-based duration
  • Add new HD_LastsForRounds = null member for skill.nut that can be assigned a number to give effects a round-based duration
  • Add new HD_scheduleResurrection(_rounds, _corpse) for tactical_entity_manager, which can be used to schedule a resurrection and spawn a corresponding purpose particle effect on the corpse
  • Add HD_getShelfLifeMult() function for food_item.nut which returns the price multiplier derived from this items shelf life
  • Add HD_MaxAmount = 25 member for food_item.nut which defines the maximum amount of stacks this item can have. It is currently only supported within randomizeAmount and getValue from the same class
  • The amount of shield paint used by the player is now counted in the statistics flag PaintUsedOnShields
  • The amount of helmet paint used by the player is now counted in the statistics flag PaintUsedOnHelmets
  • The amount of Injuries Treated with Bandages is now counted under the statistics flag InjuriesTreatedWithBandage
  • The amount of armor attachements used by the player is now counted in the statistics flag ArmorAttachementsApplie
  • Body Armor and Helmet Condition is now always set to ConditionMax at the end of the create function
  • Add new HD_RecoveredHitpointPct = 0.15 member for unhold_racial allowing you to set a variable pct of hitpoints recovered per turn
  • NPCs now have 2 bag slots by default (down from 4)
  • Add HD_getBrush function for item.nut which returns the brushname representing that item currently. Or null, if the item is not represented by a brush
  • Add ::Hardened.util.intToHex(_unsigned), which returns a hexstring representation of the passed number
  • Add onBeforeStart(_screen) function for contract.nut which is called directly before the start() function of any of its screen is called
  • Add ::Hardened.util.findTileToKnockBackTo(_userTile, _targetTile, _knockBackDistance = 1), which is a centralized implementation of the knock back logic that also allows to knock someone back multiple times
  • Add findTileToKnockBackTo(userTile, _targetTile) to skill.nut which points towards ::Hardened.util.findTileToKnockBackTo. This already exists for certain vanilla skills. Now every skill has access to that implemented function
  • Add ::Hardened.util.isOnSameAxis(_startTile, _targetTile), which returns true, if both tiles are on the same hexagonal axis
  • Add actor::getParty() which returns a reference to the world party that this entitiy belongs to, or null, if no world party could be found
  • Add HD_KnockBackDistance = 1forskill.nut`, which determines how many tiles they would knock a target back
  • All corpses now have a new HD_FatalityType member, which contains the fatalityType that this corpse was created with
  • ::Const.Combat.WeaponSpecFatigueMult is now always 1.0
  • The large quiver variants now use the following new unique ids: ammo.powder_large, ammo.arrows_large and ammo.bolts_large
  • getQueryTargetValueMult is now also called on the score for non-Attacks, but only after their target is already chosen
  • Add HD_CanSpawnParties = true for location.nut, which causes locations to be ignored for spawning regular roaming parties
  • Add HD_MinPlayerDistanceForSpawn = 0 for location.nut, which prevents hostile locations from spawning regular roaming parties if the player is within this many tiles of them
  • Add various new helper functions for ranged ammo-using weapons to weapon.nut. See ranged_weapon_hooks.nut for the details
  • Add HD_RequiredAmmoType = ::Const.Items.AmmoType.None for weapon.nut which determines, which type of ammo a weapon uses
  • Add HD_StartsBattleLoaded = false for weapon.nut which determines, whether this weapon will be reloaded for free at the start of each battle (only works if the correct ammo is equipped)
  • Add new HD_IsSortedBeforeMainhand = false member for skill.nut. If true, then active skills will be sorted in front of mainhand skills
  • Rewrite the onExecute of build_unique_locations_action with a moddable DistanceToOthers aswell as minY and maxY values.
  • Force Trigger a skill_container::update() whenever any actor waits or ends their turn after all their other skill turn-end events have happend
  • Add ::Hardened.Global.getWorldContractMult() which returns a multiplier representing the quality (risk + reward) of contracts you receive
    • Add ::Hardened.Const.ContractScalingPerReputation = 0.0005 which defines how much harder/more lucrative contracts become for each of your Renown points
    • Add ::Hardened.Const.ContractScalingMax = 10.00 which defines the maximum possible contract quality multiplier
  • Add ::Hardened.Global.getWorldDifficultyMult() which returns a multiplier representing how difficult the world has become
    • Add ::Hardened.Const.WorldScalingPerDay = 0.01 which defines how much harder any passed day will make the that difficulty
    • Add ::Hardened.Const.WorldScalingMax = 4.00 which defines the maximum possible difficulty multiplier

New Character Properties

  • CanExertZoneOfControl (true by default) can be set to false to force an entity to no longer exert zone of control
  • HeadshotReceivedChance is a modifier for the incoming headshot chance
  • HeadshotReceivedChanceMult is a multiplier for the incoming headshot chance
  • ReachAdvantageMult is a multiplier for melee skill during reach advantage
  • ReachAdvantageBonus is a flat bonus for melee skill during reach advantage
  • ShieldDamageMult = 1.0 multiplies shield damage dealt via active skills
  • ShieldDamageReceivedMult = 1.0 multiplies incoming shield damage up to a minimum of 1
  • WeightStaminaMult is an array of multipliers, mirroring ::Const.ItemSlotSpaces, which control how much the Weight of each Itemslot affects this characters Stamina
  • WeightInitiativeMult is an array of multipliers, mirroring ::Const.ItemSlotSpaces, which control how much the Weight of each Itemslot affects this characters Initiative
  • HitpointRecoveryMult multiplies to anything that would add a flat amount of hitpoints to the character
  • ShowFrenzyEyes = false displays red eyes on human-like characters
  • BagSlots = 2, can be changed by skills to add or remove bag slots in a compatible way. Existing sources of extra bag slots are changed accordingly

Requirements

  • Reforged

Known Issues:

  • Map Seeds for Vanilla or Reforged are unlikely to work the same under Hardened
  • Loading a game after getting attacked allows you to turn around an ambush into a regular fight

Compatibility

  • Is safe to remove from- and add to any savegame
  • Removing or adding this mod will not update existing perk trees.
    • Only after some days you will encounter brothers with the changed perk trees
    • Perk Groups may not be identified correctly on old brothers after adding or removing this mod. This is just visual
  • New perks introduced by this mod are refunded and removed from your perk tree, when you remove Hardened mod and re-learned when you add Hardened back in (if you have the available perk points)

License

This mod is licensed under the Zero-Money License, which is a custom license based on the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License with additional restrictions, see LICENSE.txt.

Key Differences from CC BY-NC-SA 4.0:

  • No Donations: Explicitly prohibits soliciting or accepting any form of financial contributions related to the mod.

About

Hardened is a savegame-compatible submod for Battle Brothers: Reforged, blending a collection of my ideas into a distinct, experimental vision. This "melting pot" of tweaks and innovations reflects my approach to an overhaul: simplified systems, bolder mechanics, and a varied, balanced experience embracing new gameplay possibilities.

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