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Battle Realms: Zen Edition News

Battle Reams: Zen Edition - 1.59.2 Update Released!

[p][/p][p]We’ve got a big patch coming you way with Battle Realms Zen Edition 1.59.2! Finishing touches are being put into place and the patch should be live for everyone![/p][p]For those brave warriors who downloaded the beta and helped test it out, thank you! Today’s announcement is jam packed with goodies both in and out of the game, so while you’re downloading the update, we’ve got some beefy patch notes for you.[/p][h2]Patch 1.59.2 Notes[/h2][h3]General[/h3][p]Diving straight into the fray, we’ve tweaked some technical aspects to improve compatibility with modern computers.[/p]
  • [p]If you have multiple monitors or multiple GPUs, you’ll now be able to set your preferred Monitor and Adapter in the Battle_Realms.ini.[/p]
  • [p]Fixed a bug that would make the game start in “windowed mode” by default. Keep in mind that the game might reset to the default resolution (800x600) the first time after you update.[/p]
[h3]Lobby[/h3][p]We know that part of what makes Battle Realms fun is playing with your friends (and maybe foes). How far away a lobby is from you impacts latency, so we’ve added a filter to help drill down who is hosting a game close (or far) from you.[/p]
  • [p]Added a region filters on the lobby screen.[/p]
    • [p]Immediate Region: will only show lobbies in the same immediate region[/p]
    • [p]Same Region or Nearest: will show both lobbies in your same region and nearby regions[/p]
    • [p]Far: if you don’t have a latency requirement, this option will show lobbies about halfway around the globe![/p]
    • [p]Worldwide: will show all the lobbies, almost anywhere in the world. If latency is a worry, this might not be the best option. Far away connections might have several seconds of lag between clients.[/p]
    [p][/p]
  • [p]Restored the password feature to join a lobby[/p][p][/p]
  • [p]Added to show the password in the chat area when you’re in the lobby[/p][p][/p]
[h3]Latency & Lag Detection[/h3][p]The other half of the battle (against lag) is knowledge. In an attempt to make things more transparent for all players in a multiplayer match, we’ve made a few different changes to address some of the issues that have most commonly been requested.[/p]
  • [p]Now, when you hover your cursor over a player’s name, you’ll see their ping to you. A lot can influence your ping, from your internet connection to your PC and local network, but combined with the lobby filter, it should be easier to find players closer to you that should help with lag.[/p][p][/p]
  • [p]We’ve also made changes to the lag detection system, making it more aggressive to kick laggers.[/p]
  • [p]If there’s excessive lag during a match, the game will show if it’s lagging and which player(s) is(are) the one(s) lagging.[/p]
  • [p]We’ve also tweaked and improved performance on multiplayer matches.[/p]
[h3]Translation Updates[/h3][p]First off, we want to thank everyone who has helped out with the translations. Battle Realms wouldn’t be where it is today without the unwavering support from you, the community, and initiatives like these.[/p]
  • [p]Updated Spanish translations[/p]
  • [p]Updated Portuguese translations[/p]
[p]These aren’t the last translations we have in the pipeline and if you’re itching to help out and expand Battle Realm’s languages, reach out to us at [email protected].[/p][h3]Campaign[/h3][p]Many tweaks have been made in the campaign, squashing bugs and improving playability through the entire game. It’s definitely worth it to play through it again - trust us ;). If you’re sitting comfortable, let’s dive in to the details.[/p]
  • [p]During the Serpent Missions[/p]
    • [p]In 13Q, we’ve made tweaks on horse spawns, updated enemy behaviors, and base locations.[/p]
    • [p]In 12P, Wolf Clan base layouts were redesigned, traversing the map should be more straightforward, and your starting army should let you be a bit more proactive.[/p]
    • [p]In 10H, updated bases throughout the map, made the layouts make a bit more sense, and a new base with peasants for more flexibility.[/p]
    • [p]In 7K, adjusted enemy behaviors, updated locations, tweaked horse spawns.[/p]
    • [p]In 7i, updated the map to feel more “swampy”, tweaked horse spawns, adjusted enemy base layouts, and there’s a small gift to help you establish your base.[/p]
    • [p]In 8L, adjusted units and reduced the HP on the Peasant Huts and Dojo in the center of the village to be more inline with other structures.[/p]
    • [p]In 6H, adjusted enemy behavior and brought the AI back inline to smooth out the difficulty curve.[/p]
    • [p]In 9M, adjusted buildings and units. Expect to see more guards.[/p]
    • [p]In 5F, moved spawns points and a few buildings around so there’s a better flow, added a Stables and an additional peasant at mission start.[/p]
    • [p]In 3F, shuffled some buildings around so they make more sense, adjusted creature spawn point so they’re horses instead, adjusted enemy AI building behaviors.[/p]
    • [p]In 3D and 5D, changed buildings so they make more sense for each of the scenarios and added a water puddle in 5D for proper water access.[/p]
    • [p]In 2C, moved Archers and Kabuki to a more realistic spot, adjusted AI behaviors so they stop meddling with each other.[/p]
  • [p]During the Dragon Missions[/p]
    • [p]In 13R, adjust buildings so everything isn’t stacked and there’s more variety, adjusted horse spawn points, adjusted enemy AI to be more consistent during the scenario.[/p]
    • [p]In 12P, added many buildings and adjusted their location to improve AI behaviors, added additional paths on the map for quicker access, moved spawn points to more “naturalistic” locations.[/p]
    • [p]In 11O, added buildings to enemy bases making them more robust, added 2 Dragon Warrior units to your starting location to ease the pressure just a little bit, adjusted AI behaviors… just don’t wait too long to act![/p]
    • [p]In 10H, moved buildings so the base layout makes more sense, adjusted horse spawn points, and added a water source to the bottom base.[/p]
    • [p]In 9M, Lotus can’t build, but they can repair…[/p]
    • [p]In 7K, shuffled building to make base layouts more sane, added a new ramp, adjusted horse spawn points.[/p]
    • [p]In 7J, improved base logic, added rice patches, tweaked AI behaviors.[/p]
    • [p]In 7i, tweaked AI behavior so they’re not building to infinity, adjusted win condition so that Wolf (Player 4) doesn’t bug out, moved the horse spawn point for earlier access.[/p]
    • [p]In 6H, removed rogue huts that made this scenario feel bad, added horse spawn points, adjusted alliances to reduce confusion.[/p]
    • [p]In 4C, added 1 more Dragon Warrior to the mission start to make the difficulty curve slightly lower.[/p]
    • [p]In 3F and 5F, shuffled buildings around so the base layouts make more sense and added a horse spawn point.[/p]
    • [p]In 3E, added a Dragon Peasant Hut for you at the bottom of the rice field and adjusted AI behavior.[/p]
    • [p]In 3D + 5D, adjusted buildings so layout is more impressive, added horse spawn point, tweaked AI behavior.[/p]
    • [p]In 2D, moved units around throughout the base and added a small ramp for easier traversal.[/p]
  • [p]During the Wolf Missions[/p]
    • [p]In 11, the AI shouldn’t keep building additional buildings.[/p]
    • [p]In 10, adjusted the win conditions so that you only need to worry about the academies.[/p]
    • [p]In 9, made sure that both bases have a tower at the entrance and in the base, tweaked the location of the horse spawn point.[/p]
    • [p]In 6, improved the map with an additional path to the druidess base, reduced the 2 Serpent Tower starting health, adjusted the Utara waypoint trigger.[/p]
    • [p]In 3, adjusted the fog of war so if you skip the cinematic, it should progress normally.[/p]
  • [p]In many missions across the game, we’ve adjusted spawn points, slightly tweaked terrain, and made general improvements to make the game feel more alive.[/p]
[p]We’re also planning to launch a large facelift to the website, so keep your eyes peeled for that announcement shortly![/p][p]As always, For The Dragon![/p]

Hotfix #5

  • AI War Party Fix: The AI now creates more diverse and balanced armies, ensuring a better variety of units in different factions.
  • Game Crash Fix: Resolved an issue where the game would crash when closing, particularly related to music. This may also help with lingering sound loop problems.
  • Smarter AI Targeting: The AI now avoids targeting units that are likely to dodge or evade missiles, making battles more strategic and realistic.
  • Improved GPU Selection: The game will now prioritize external GPUs over internal ones, especially avoiding Intel GPUs and emulated devices for better performance.
  • Technical Optimization: Adjusted settings to ensure smoother compatibility with modern hardware.

Fixed crash for Windows on Korean language pack.

Resolved crash caused by Korean input when game was running on Windows with Korean language pack.

Battle Realms: Zen Edition - Full Release (+Trading Cards!)

Greetings, Warriors!

Today marks two significant milestones for Battle Realms: Zen Edition - our official full release and the long- awaited introduction of Steam Trading Cards (profile badges, backgrounds and chat emojis)!

[h3]🃏 • Steam Trading Cards[/h3]



Collect cards featuring iconic original Battle Realms artwork, craft badges, and unlock BR themed profile backgrounds and emoticons.

For this collection, we decided to honor Battle Realms' original artwork that has defined the game's unique identity over the years. Thanks to Steam's ecosystem, these classic designs are now preserved and made accessible to a wider audience, allowing both new and veteran players to collect and showcase pieces of Battle Realms history.

We hope these additions will add another layer of enjoyment to your experience with the game.

All the mentioned items are also available in the Steam Points Shop.

(We've spotted an internal error within Steam that prevents displaying the animated Ronin sticker in the chat, we'll be working on fixing it shortly. Don't hesitate to grab it if anything!)



[h3]🃏 • 🏅 About Badge Creation[/h3]

[h3]Steam FAQ - Trading Cards[/h3]

If you're new to Steam's Trading Card system, here's some important information about our badge design:

We've created unique clan-themed badges (except for Level 1 and Foil badges). However, due to Steam's badge progression system, there are some things to keep in mind:

🔸 Each time you craft a badge, it automatically progresses to the next level

🔸 You cannot display previous badge levels on your profile

🔸 Once you craft a higher-level badge, you cannot go back to display earlier versions

🔸 This is how Steam originally handles it, and we have no way of changing it.

This means you should consider which clan's badge design you want to display before continuing to craft higher levels.

Note: Foil badges are separate and work differently - they're a special single-level badge that requires foil cards to craft.

For more details about the Trading Card system, please check out the FAQ above.



[h3]⏰ • About the Launch Delay[/h3]

The release was delayed from January 20th to today due to unforeseen circumstances that required our immediate attention. While we couldn't provide updates during this period, we want to thank you for your patience as we worked through these challenges.

As previously announced, with our transition from Early Access, the pricing has changed as follows:

🔸 Early Access Price: $9.99 (Previous)

🔸 Full Release Price: $14.99 (From this day on)

Regional pricing remains available across all territories that Steam allows it for.

[h3]🎆 • Moving Forward[/h3]

As we transition out of Early Access, our focus will remain on ensuring Battle Realms: Zen Edition provides the best possible experience for our community. We're grateful for the incredible journey we've shared with you all, and we thank you for helping shape this game into what it is today.

Thank you for being part of the Battle Realms history!
[hr][/hr]
[h2]Battle Realms Discord:[/h2]
  

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

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

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]

Hotfix #4

Bug Fixes:


  • Fixed an issue where units would move to the same location when near buildings.
  • Resolved a crash in the campaign that occurred when dialogues played while the sound device was not ready.
  • Addressed a problem where certain units would get stuck on battle gears that relied on projectile-based mechanics (e.g., Kabuki's Stardust).


Gameplay Improvements:
  • Reworked the dump collection feature: Dumps can now be collected without requiring admin privileges.
  • The game will automatically collect dumps if the -dump parameter is set as a launch option.
  • Improved unit pathing in groups to reduce instances of units overlapping or moving on top of each other.
  • Fixed an exploit related to unit stacking during attack-move commands. Units will now reposition upon entering an idle state to prevent stacking.
  • Adjusted Tao's passive ability (max Monk/Ninja override) to function independently of the player's clan. Previously, it was restricted to players in the Dragon Clan.


Performance Enhancements:
  • Significantly improved loading times for a smoother gameplay experience.