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Battle Realms: Zen Edition News

Update 1.58.2 is now LIVE!

Greetings, Warriors! We hope your Summer has been going great! 😊

It's about time we've released another update, but first, let's discuss some things before we really dive into the changes.

[h3]• Delays, Open Beta and Development Pacing[/h3]

At this point we reckon that frequent delays are an integral part of the game's development, but trust us, they happen for good reasons. It's always better that we delay something rather than have it released as is. We would like for things to be as stable as feasible.

1.58.2 has suffered multiple delays again, and we had to sit down and think how we would like to approach the development of BR:ZE in the future. As a result, Open Beta will be terminated post 1.58.2 release as we're shifting away from this model, now for good. All changes will be timely provided in live as hotfixes and patches.

[h3]• Roadmap[/h3]

You guys have been asking us for a roadmap, and our answer is basically always the same- we don't have one, at least not for public sharing. Our main focus is to have the game as stable and smooth performing as possible, while we fix the game and implement new functionality.

[h3]• Languages[/h3]

Once again, we hear you! Please, understand, providing translations for ZE requires many tweaks not only to translations themselves (different text from the original game), but also making it work within Steam. These things will take time and we're working on them. Stay tuned for an exclusive translation announcement in the future. :)



[h2]1.58.2 Changelog:[/h2]

[h2]Technical:[/h2]
The SM (Spectator Mode) and JM (Judge Mode) teams can now see Battle Gears and Techniques on Units, as well as training queues in combat buildings.

• We wanted to add Crypt/Keep into this too, as well as seeing techniques in the buildings, but at the moment the game really doesn't like the idea of having that happen.
  • AI won't micro healers on medium and low difficulty profiles.
  • Fixed a crash related to dismounting a horse and using the "Look Here" command.
  • Fixed an issue with horse/rider damage sharing abilities that prevented some abilities from working correctly (i.e. Wolf Tower not slowing horses down, Stun Spear not affecting units on horses, Caltrops damaging riders instead of horses etc.)
  • Game will now show the current key bind action if the player assigns a key that is already bound to a different action (thanks, Grubby!).
  • Fixed Multiplayer lobby selection info not always showing correct data.
  • Disabled key hold event in the game interface (holding keys forcing same key press event multiple times).
  • Made allies nearby setting be considered only if there are actual teams with more than 1 player on them. That means players will always spawn randomly when playing 1vs1 or FFA games.
  • Fixed an issue which denied combat units from training in buildings on fire.
  • Fixed a 2001 bug that sometimes denied targeting enemy units that were queueing into training buildings.
  • Fixed an issue where Pack Wolves did not always respond to owner's combat state (if owner is on passiveness wolves will be on passiveness as well).
  • [UnitAI] Units will not prioritize attacking Lotus Brothers over other combat units.
  • Restored AI behavior on some of the campaign missions to make them more fair.
  • Fixed an issue where the attack cursor showed for Wolf Units when targeting allied horses (and allowed attacking them).
  • Fixed an issue that made peasants stack resource at the same hut due to distance calculatioins. Peasants will now distribute resources evenly among huts.
  • Fixed an issue that made units stack in each other when attacking buildings on Stand Ground order.
  • Allied player abilities that harm units will not trigger combat alerts (i.e. Dark Pact, Budo's Whip).

[h2]Gameplay:[/h2]
UNIT TRAINING TIME

For balancing purposes, we have once again revised training time for all units:

All units, no matter their tier (and including Geisha/Druid/Channeler), will train the same amount of time, which is set to be 25 ticks right now.

A tick is a single "clock cycle" of the game engine. Think “second” that varies with the game speed.

Unit Alchemy in BR is a tricky system. Tiers in our game only denote the number of trainings that units have to undergo. For example, Spearman is Tier 1, Kabuki is Tier 2 and Samurai is Tier 3 because they undergo 1, 2 and 3 trainings respectively.

The issue we’re trying to resolve is the increased time on 2nd and 3rd trainings. Since Update 1.58, the time to train a Peasant into a Samurai is 20+25+40= 85 ticks. With our new implementation the time of all trainings is equalized making it 25+25+25 = 75 ticks. In the legacy game, for example, that time would equal 25+30+45= 90 ticks.

A higher tier unit (a unit that underwent more than 1 training) does not mean a better unit, but merely a unit with a different, specific purpose. Due to the armor system in the game, and the need to pick counters against your opponents, one always has to shuffle units and be flexible. In order to make that more straightforward and less bothersome, we have reduced the training time for Tier 2 and Tier 3 units.

HITPOINTS & STAMINA
  • All melee units spend less stamina when running, including horses and wild wolves.
  • Units will now regenerate stamina and health when walking. The recovery rate is 50% slower than idling.
  • Limping units (red health) will not recover unless they idle until their health bar becomes yellow.
  • Red health units on a horse will recover health if the horse walks.
SIEGE SYSTEM
  • All buildings will equally take 100% damage from any incoming attack. Armor Multipliers no longer apply to buildings.
  • Techniques that provide Siege will now return to their previous iterations or remade to provide a different effect (i.e. Serpent Cannoneer’s Steel Cannonballs).
  • Techniques that increase damage will NOT increase damage against buildings. Units only.
  • All units' damage against buildings has been revised. It is somewhat of a middle ground between what you saw in the original and previous version of ZE (1.58.1). You would still need Siege units to effectively dispose of enemy structures.

We have to make this system easily understandable and customizable. Previously Siege went through 2 multipliers, which should not be a thing. The original game's system relied on Building AM, and the ZE implementation lies on individual unit Siege multipliers.

Our end-goal is to properly customize each siege and non-siege unit in a more flexible way. We are rolling out a V1 of this version that we hope you guys can help us shape. 🙂

BUILDINGS
1. Revised and equalized building hit points across all clans

Hierarchy, lowest hitpoints to highest hitpoints:

Well (500 hp).
Peasant Hut (650 hp).
Towers / Training buildings / Stables / Battle Gear buildings (900 hp).
Townsquare / Crypt / Cairn / Monument / Warlock Tower / Throne (1000 hp).
Keep (1200 hp).

2. Revised Tower abilities
  • Dragon Watchtower Stun is now 6 ticks (vanilla value).
  • Serpent Watchtower Blind is 15 ticks (vanilla value).
  • Wolf Watchtower Slowdown is 15 ticks (vanilla value).
  • Lotus tower damage 50 explosive / 50 magic (vanilla value is 60 explo/50 magic).
3. Tower Flammability value normalized

Towers will no longer have increased flammability value that made them more susceptible to fire than all the other buildings.

HORSES
  • Horses will take 125% damage from piercing attacks and 100% damage from the rest.
  • Horses HitPoints reduced from 400 to 350.
Dragon Clan
  • Spearman Magic AM increased from 1 to 1,25 (Takes 125% damage from magic attacks).
  • Chemist innate duration increased from 10 to 15 ticks.
  • Chemist Starburst Rocket will be a single projectile (instead of 1 + 3 cluster rockets). We had to remove the functionality introduced in 1.58.1 due to its unpredictability. The projectile itself will also be less powerful.
  • Archer Fire Arrows charges decreased from 15 to 10.
  • PK Indirect Fire LoS reduction removed to avoid iffyness in PK behavior (until we come up with a better BG idea).
  • Kabuki Stardust duration is 15 ticks (20 previously).
  • Concussion Smash Explosive damage decreased from 60 to 40.
  • Guardian’s Concussion Smash’s stun effect will no longer stack indefinitely.
  • Guardian Cutting AM increased from 0,5 to 1,25 (takes 125% damage from cutting).
  • Guardian Magic AM decreased from 1,5 to 0,75 (takes 75% damage from magic).
  • Last Stand state increases Guardian attack speed by 20% and damage by 50%. Drain rate decreased from 8 to 6.


Serpent Clan
  • Cannoneer’s default projectile is a new projectile called “Stoneball” which flies at a slow speed and hits 1 target only.
  • The “Steel Cannonballs” technique replaces Cannoneer’s default projectile by Steel Cannonballs, which travel faster and hit multiple targets in a row (basically what Serpent Cannoneer used to be before).
  • Restored default Cannoneer Mine functionality. We had no choice but to do this since the new functionality caused unexpected bugs for units on horses. Unfortunately, we were unable to find a way to fix it.
  • Cannoneer’s “Steel Cannonball” projectile speed reduced from 15 to 13.
  • Cannoneer's Mines Area of Effect changed from 4 to 2.
  • Cannoneer's Smoke Duration decreased from 20 ticks to 15.
  • Swordsman's Glass Sword will not kill undead creatures (Zombies, Spirit Warriors, Shamblers).
  • Poisoned Weapons technique Yin cost decreased from 4 to 3.
  • Crossbowman FatigueRecovery decreased from 6,25 to 5.
  • Crossbowman StaminaWhenRunning increased from 1,25 to 2,5.
  • Crossbowman’s Phosphorus Bolt LoS value increased from 11 to 12.
  • Rebalanced Vetkin's Running stats a bit. He will have limited running potential.
  • Musketeer’s base damage increased from 25 to 27,5
  • Musketeer’s Sniper Scope damage increased from 25 to 27,5
  • Musketeer’s movement speed decreased by 5%.
  • Musketeer’s Sniper Scope movement speed increased 10%.
  • Dark Pact duration reduced from 60 to 30 ticks.
  • Bandit’s Paralysis Darts amount decreased from 6 to 4.
  • Ronin Explosive AM increased from 1,5 to 1,75 (takes 175% damage vs explosive).
  • Ronin Blunt AM decreased from 0,5 to 1 (takes 100% damage vs blunt).
  • Ronin Cutting AM increased from 0,25 to 0,5 (takes 50% damage vs cutting).
  • Ronin Magic AM decreased from 1,75 to 0,5 (takes 50% damage from magic).
  • Ronin base damage increased from 25 to 30 (Yin Swords remain unchanged).
  • Ronin's Cursed Swords AoE increased from 6 to 8 (legacy value).
  • Glass Sword will no longer kill a Swordsman with full hp (even without technique).
  • Glass Sword is 1 time use.
  • Enforcer's default movement speed increased 10%.
  • Enforcer's Hobnailed boots increase his missile avoidance from 0 to 3.
  • Enforcer's Low Blow will now dismount units from horses.
  • Enforcer's Low Blow will deal 80 units of blunt damage. Will not slow units down, but will stun them for 5 ticks.
  • Utara now deals poison damage (5 damage / 5 ticks).
  • Utara's stamina damage on hit removed.
  • Budo's Whip ability affects all clans' peasants.
  • Budo's Whip allied damage decreased from 40 to 30.
  • Vetkin's damage increased from 12 to 16.
  • Taro's damage increased from 17,5 to 20.
  • Necromancer's attack increased from 15 to 18.


Wolf Clan
  • Fixed an oversight that allowed Pitch Slinger's Scorched Earth to deal double damage with his mines.
  • Wolves’ Den max. Wolf capacity increased from 8 to 12.
  • Pack Master will only be able to get 2 wolves maximum.
  • Wildeye's damage increased from 12 to 18.
  • Gaihla's damage type changed back from Magic to Cutting.
  • Gaihla's active Healing ability will now cost 20 stamina to activate.
  • Druid and Dryad entanglement will no longer completely stun units. It will only immobilize and prevent them from using their active abilities.
  • Druid’s base range damage decreased from 14 to 12,5 (legacy value)
  • Dryad damage decreased from 23 to 20.
  • Scorched Earth mines total placed amount increased from 16 to 20.
  • Mauler’s base damage decreased from 15 to 14.
  • Added 10 Stamina Activation Cost on Mauler’s Wrecking Ball BG.


Lotus Clan
  • [Dark Canopy] Pitch Slinger's Scorched Earth will not penetrate Lotus Adept's Dark Canopy. Unclean One's Death Sentry and Warlock's Soul Chill will do that on the other hand.

  • The Three Brothers will be put on a 30 tick cooldown when they are defeated akin to heroes in the Keep.
  • The Three Brothers will grow stronger with Yin points like Zen Masters (10% per 1 Yin).
  • Lotus Peasant hitpoints increased from 135 to 150 (equal to other clans’ peasants).
  • Lotus Brothers will not be killed by Serpent Swordsman's Glass Sword but will be killed by Wolf Brawler's Zen Punch.
  • Melee Brothers (Lythis and Tausil) hitpoints decreased from 400 to 375.

  • Staff Adept's Dark Canopy will now cost 10 Stamina to activate.
  • Staff Adept will be Siege by default.
  • Staff Adept’s Iron Staves (damage) technique effect increased from 1,2 to 1,3 (vanilla value).
  • Leaf Disciple Melee Counterstrike innate damage decreased from 5 to 2,5.
  • Leaf Disciple Melee Counterstrike damage type changed from Magic to Piercing.
  • Fixed an issue with previously incorrectly set fatigue recovery rate for Leaf Disciple (decreased from 3,75 to 2,5).
  • Blade Acolyte speed decreased by 5%.
  • Blade Acolyte base damage decreased from 15 to 14.
  • Diseased One’s base damage reduced from 15 to 14.
  • Warlock Stamina Siphon range decreased.
  • Warlock's Siphon will work on any Lotus unit with the exception of Brothers and Heroes (not just T2).
  • Warlock Dark Arson damage decreased 200 to 150.
  • Warlock Ready Attack Animation fixed.
  • Warlock Soul Chill range increased from 5 to 6.
  • Warlock Soul Chill damage increased from 60 to 70.
  • Yvaine's Ice Prison Stamina Cost decreased from 75 to 60.
  • Yvaine's Ice Prison Duration decreased from 10 to 6 ticks.
  • Infested One will regenerate health to 100%.
  • Infested One will regenerate health twice as fast (like Wolf units).
  • Infested One Fire AM changed from 0,25 to 1 (Will take 100% damage from Fire).
  • Infested One Blunt AM changed from 0,25 to 0,5 (Will take 50% damage from Blunt attacks).
  • Infested One Explosive AM changed from 1 to 0,75 (Will take 75% damage from Explosive attacks).
  • Infested One Cutting AM changed from 1,25 to 1,5 (Will take 150% damage from Cutting attacks).
  • Infested One Famine becomes a targetable ranged ability, range is equal to Kabuki Star Dust.
  • Stamina Cost changed from 60 to 40.
  • Koril's damage increased from 20 to 25.
  • Soban's damage increased from 15 to 20.
  • Zymeth receives his own weapon and projectile entries.
  • Zymeth damage increased from 17 to 27.
  • Zymeth is now Siege.
  • Unclean Death Sentry LoS value increased from 8 to 12 (this gear will scout the area around better).
  • Unclean Death Sentry will no longer cause horses to rear-up/dismount units.


Starting Army -> Starting Peasants

Combat units will no longer spawn at the start of the game. Only peasants, defined by the setting.

Small - 2 starting peasants.
Medium - 4 starting peasants.
Large - 6 starting peasants.

VFX
  • Fixed weapon impact SFX/VFX issues regarding Spirit Warriors when hitting Lotus/Wolf buildings.
  • Enhanced “Strong Explosive” VFX to reduce visual clutter.
  • Enhanced “Strong Magic” VFX to make it a bit more visible.
  • Added new Impact VFX for Cannoneer’s “Stone Cannonballs”.
  • Projectile VFX and SFX fixes for Hurler's default Rock.
  • Increase VFX uptime for Unclean One's Spreading Goo.
  • Restored and enhanced Guardian's Last Stand SFX.
  • Fixed and enhanced Guardian's Last Stand VFX.
  • Increased visibility for Mauler’s Wrecking Ball VFX.
  • Changed color/visibility for Leaf Disciple’s Counterstrike (to also denote the change from magic to piercing damage).
  • Restored and revised Ronin’s Cursed Swords VFX (after death effect/innate ability).
  • Fixed WorldMaster VFX: Dust_Cliff.lfx and Volcanic_Vent.lfx not looping

[h2]Map Changes:[/h2]
[h3]New Map: [ZE] Crescent Island[/h3]
Crescent Island is an XS map for quick 1vs1 games.

The distinct feature of this map is that it has unique trees previously seen only in the campaign and only in the "Dragon's Spire" mission. You will also be able to find the White Wolf Skull Totem in there.

We hope you like it, and some action-packed skirmishes happen on it! Let us know if it can be improved further down in the comments.


[h3]New Map: [ZE] Great Divide[/h3]
The ZE version of Great Divide features:
- 2 more river crossing at the top and the bottom (center river).
- 3 more forest spots near the river crossings,
- Updated humidity settings (rain is now possible)
- Updated lighting and fog of war.

[h3]New Map: [ZE] Spirit Island[/h3]
Added a map by Toki that was created specifically with our team's wishes in mind. You might've played the original V1 version of this, but V2 is the one that is now in BR:ZE. :)


[h3]Map Updated: [ZE] Freedom At Last[/h3]
- Both horse spawns have been moved into the middle of the map.


[h3]Map Updated: Arborlake Ruins[/h3]
- Recalculated lighting.
- Updated tree shadows.
- Fixed player spawn points (no more spawning 1 peasant on the hill and 1 below).
- Fixed the incorrectly working horse spawn in the south-eastern region.

[h3]Map Updated: Battlefield[/h3]
- Replaced with updated WOTW retail version - Winter Cataclysm


[h3]Legacy Map Added: Archipelago[/h3]
[h3]Legacy Map Added: Vetkin's Redoubt[/h3]
[h3]Legacy Map Added: Pariah Peaks[/h3]

[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]Battle Realms Fundraiser:[/h2]

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]

1.58.2 (Open Beta) - Public Testing Resumes!

[h3]Last Updated: April 25, 2023[/h3]
[h3]What's New:[/h3]
Any fresh changes will be posted here

The SM and JM modes can now see the Battle Gears and Techniques on Units, as well as the training queues in combat buildings.

• We wanted to add Crypt/Keep into this too, as well as seeing techniques in the buildings, but at the moment the game really doesn't like the idea of having that happen.

Greetings, warriors!

Battle Realms 2 is coming!April Fools'! ツ

It is time to once again open up the beta testing for everyone who would like to lend us a hand in shaping the future game updates. No worries, this is not us repeating the "Grand Delay of 1.58". ːlunar2020halodragonː

Due to the lack of manpower on our side to test every update thoroughly, and our goal to not delay things for too long while keeping the community engaged, we are now fully shifting to the Open Beta model.



Now, any person interested in helping us improve and speed up the development of the game can opt into the beta and playtest everything either on their own or with friends! However, please keep in mind that "Open Beta" is still work-in-progress and not the actual finished release. We can't stress enough how valuable your feedback is for our team and we would like to thank you in advance for taking the time to help us out.

If that very fact does not bother you, feel free to help us contribute by reporting any bugs and issues you may encounter in the appropriate section of our Steam forum or in the specific channel in our Discord server.

Starting from today, you will be able to find the new "BETA" branch under the BETAS tab in the game's properties. If you're unsure where that is, here's a short instruction on how to get there along with a short video:
  • Open your game library in the Steam Client.
  • Select Battle Realms Zen Edition from the list of your games.
  • Right click on the game and choose "Properties".
  • In the newly opened window, navigate to BETAS tab.
  • From the dropdown list, select the branch that says "BETA".
  • Don't forget to update the game in Steam after that.

    Notice:
  • In order to opt into the current release version (opt out of beta), repeat the same process, but select "None" instead of "BETA".

https://youtu.be/_FvofyyMBTQ

With that out of the way, let's see what you can find in this beta update:

[h2]1.58.2 Open Beta Changelog:[/h2] [h2]Technical:[/h2]
  • Game will now show the current key bind action if the player assigns a key that is already bound to a different action (thanks, Grubby!).
  • Fixed lobby selection info not always showing correct data.
  • Friendlies' abilities harming players' units (like Budo's whip) will no longer trigger combat alerts.
  • This time finally fixed range units stacking when ordered to attack buildings while on stand ground.
  • Disabled key hold event in the game interface (holding keys forcing same key press event multiple times).
  • Made allies nearby setting be considered only if there are actual teams with more than 1 player on them. That means players will always spawn randomly when playing 1vs1 or FFA games.
  • Fixed an issue which denied combat units from training in buildings on fire.
  • Fixed pack wolves not responding to owner's combat state (if owner is on passiveness wolves will be on passiveness as well).
[h2]Gameplay:[/h2]
  • [h3]All melee units spend less stamina when running, including horses and wild wolves. The value is roughly 20-25%[/h3]
  • [h3]Units will now regenerate stamina and health when walking. The rate is 50% slower than idling.[/h3]
Starting Army -> Starting Peasants

Combat units will no longer spawn at the start of the game. Only peasants, defined by the setting.

Small - 2 starting peasants.
Medium - 4 starting peasants.
Large - 6 starting peasants.

Buildings
[h3]Town Squares of all clans will only unlock 1 tower instead of 2 previously.
Total amount of towers that can be built are now 3:
  • 1st is available with the first Peasant Hut.
  • 2nd with the Town Square.
  • 3rd with the Keep.
[/h3]

Revised and equalized building hitpoints across all clans.

Hierarchy, lowest hitpoints to highest hitpoints:

- Well (500 hp).
- Peasant Hut (650 hp).
- Watch Tower (750hp).
- Training buildings / Stables / Battle Gear buildings (900 hp).
- Townsquare / Crypt / Cairn / Monument / Warlock Tower / Throne (1000 hp).
- Keep (1200 hp).

- Dragon Well now requires a Townsquare as a prerequisite (instead of Stables).

- Dragon Watchtower Stun is now 6 ticks (vanilla value).
- Serpent Watchtower Blind is 15 ticks (vanilla value).
- Wolf Watchtower Slowdown is 15 ticks (vanilla value).
- Lotus tower damage 50 explosive / 50 magic (vanilla value is 60 explosive/50 magic).

VFX/SFX
  • Fixed weapon impact SFX/VFX issues regarding Spirit Warriors when hitting Lotus/Wolf buildings.
  • Fixed some Worldmaster Map effects that were not looping correctly:
    - Dust_Cliff.lfx
    - Steam.lfx
    - Volcanic_Vent.lfx
  • Projectile VFX and SFX fixes for Hurler's default Rock.
  • Enhanced Master Warlock Speech FX.
  • Increased VFX uptime for Unclean One's Spreading Goo.

  • Restored and enhanced Guardian's Last Stand SFX.
  • Fixed and enhanced Guardian's Last Stand VFX.
Dragon Clan
  • Spearman's Magic AM increased from 1 to 1,25 (Takes 125% damage from magic attacks).
  • Archer's Blunt AM increased from 0,75 to 1 (Takes 100% damage from blunt attacks).
  • Archer's Fire Arrows charges decreased from 15 to 10.

  • Powder Keg's Indirect Fire will no longer reduce his Line of Sight.
  • Power Keg's Shrapnel Keg cost decreased from 50 rice / 50 water to 40 rice / 20 water.

  • Kabuki's Stardust duration decreased from 20 ticks to 15.

  • Guardian's Concussion Smash Explosive damage decreased from 60 to 40.
  • Guardian's Cutting AM increased from 0,5 to 1,25 (takes 125% damage from cutting).
  • Guardian's Magic AM decreased from 1,5 to 0,75 (takes 75% damage from magic).

  • Guardian's Last Stand state now increases Guardian attack speed by 20% and damage by 50%.
  • Guardian's Last Stand Drain rate decreased from 8 to 6

  • Samurai's Seppuku range decreased from 5 to 4.
  • Chemist's innate duration increased from 10 to 15 ticks.
  • Chemist's is now excluded from Calisthenics (HP Technique).
Serpent Clan
[h3]Restored default Cannoneer Mine functionality. We had no choice but to do this since the new functionality caused unexpected bugs for units on horses. We were unable to find a way to fix it unfortunately.[/h3]
  • Cannoneer's Mines Area of Effect changed from 4 to 2.
  • Cannoneer's Smoke Duration decreased from 20 ticks to 15.

  • Crossbowman's FatigueRecovery decreased from 6,25 to 5.
  • Crossbowman's StaminaWhenRunning increased from 1,25 to 2,5.
  • Crossbowman's Blunt AM increased from 0,5 to 1 (Takes 100% damage from blunt attacks).
  • Crossbowman's Phosphorous Bolt Line Of Sight value increased from 11 to 12.

  • Fan Geisha's Dark Pact duration reduced from 60 to 30 ticks.

  • Muskteer's Sniper Scope cost decreased from 50 rice / 50 water to 40 rice / 20 water.

  • Ronin's Explosive AM increased from 1,5 to 1,75 (takes 175% damage vs explosive).
  • Ronin's Blunt AM decreased from 0,5 to 1 (takes 100% damage vs blunt).
  • Ronin's Cutting AM increased from 0,25 to 0,5 (takes 50% damage vs cutting).
  • Ronin's Magic AM decreased from 1,75 to 0,5 (takes 50% damage from magic).
  • Ronin's base damage increased from 25 to 30 (Yin Swords remain unchanged).
  • Ronin's Cursed Swords AoE increased from 6 to 8 (legacy value).

  • Swordsman's Glass Sword will no longer kill a Swordsman with full hp (even without technique).
  • Swordsman's Glass Sword is 1 time use.

  • Enforcer becomes a Siege unit.
  • Enforcer's default movement speed increased 10%.
  • Enforcer's Hobnailed boots increase his missile avoidance (higher chance for projectiles to miss).
  • Enforcer's Low Blow will now dismount units from horses.
  • Enforcer's Low Blow will damage enemy stamina 40%.
  • Enforcer's Low Blow will deal 80 units of blunt damge. Will not slow units down, but will stun them for 5 ticks.

  • Vetkin will spend more Stamina when running.
  • Vetkin's damage increased from 12 to 18.

  • Utara now deals poison damage (5 damage / 5 ticks).
  • Utara's stamina damage on hit removed.

  • Budo's Whip ability affects all clans' peasants.

  • Budo's damage increased from 15 to 25.

  • Taro's damage increased from 17,5 to 20.
  • Necromancer's attack increased from 15 to 18.
Wolf Clan
  • Druid and Dryad entanglement will no longer completely stun units. It will only immobilize and prevent them from using their active abilities.
  • Wolf Druid and Dryad entanglement duration is decreased from 5 ticks to 3,5 ticks.
  • Wolf Dryad damage decreased from 23 to 20.
  • Druid missile damage reduced from 14 to 13.

  • Pack Master will only be able to get 2 wolves maximum.
  • Wolves' Den capacity extended from 8 to 12 wolves (equivalent of 6 horses in other clans' stables).

  • Pitch Slinger Scorched Earth AoE reduced from 3 to 2.
  • Pitch Slinger Scorched Earth damage decreased 60 to 50.

  • Scorched Earth mines total placed amount increased from 16 to 20.

  • Gaihla's damage type changed back from Magic to Cutting.
  • Gaihla's active Healing ability will now cost 20 stamina to activate.

  • Wildeye's damage increased from 12 to 20.
Lotus Clan
  • Lotus Brothers will grow stronger with Yin points like Zen Masters (10% per 1 Yin).

  • Staff Adept's Dark Canopy will now cost 10 Stamina to activate.
  • Leaf Disciple Melee Counterstrike innate damage decreased from 5 to 3.

  • Warlock Ready Up Animation fixed.
  • Warlock Dark Arson damage increased to 150.
  • Warlock Stamina Siphon range decreased.
  • Warlock's Siphon will work on any Lotus unit (not just T2; excluding Brothers).
  • Warlock Soul Chill range increased from 5 to 6.
  • Warlock Soul Chill damage increased from 60 to 70.
  • Warlock Soul Chill will penetrate enemy Staff Adept's Dark Canopy.

  • Unclean One's Siege reduced from 1,75 to 1,25.
  • Unclean One's Goo will decrease unit attack/gather/build animations speed by 10%.
  • Unclean One's Death sentry Line of Sight value increased from 8 to 12 (this gear will scout area around better).
  • Unclean One's Death Sentry will now penetrate enemy Staff Adept's Dark Canopy.

  • Lotus Infested One can no longer be healed.
  • Lotus Infested One will regenerate health to 100%.
  • Lotus Infested One will regenerate health twice as fast (like Wolf units).
  • Lotus Infested One Fire AM changed from 0,25 to 1 (Will take 100% damage from Fire).
  • Lotus Infested One Blunt AM changed from 0,25 to 0,5 (Will take 50% damage from Blunt attacks).
  • Lotus Infested One Explosive AM changed from 1 to 0,75 (Will take 75% damage from Explosive attacks).
  • Lotus Infested One Cutting AM changed from 1,25 to 1,5 (Will take 150% damage from Cutting attacks).

  • Lotus Infested One Famine becomes a targetable ranged ability, range is equal to Kabuki Star Dust.
  • Stamina Cost changed from 60 to 40.

  • Yvaine's Ice Prison Stamina Cost decreased from 75 to 60.
  • Yvaine's Ice Prison Duration decreased from 10 to 6 ticks.

  • Koril's damage increased from 20 to 25.
  • Soban's damage increased from 15 to 20.

  • Issyl haste will increase unit attack/gather/build animations speed by 10%

  • Zymeth receives his own weapon and projectile entries.
  • Zymeth damage increased from 17 to 28.
  • Zymeth is now Siege.

[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]Battle Realms Fundraiser:[/h2]

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]

Update 1.58.1 - Coldfix #2 (AI, Map Transfer & Network Tweaks)

Greetings, warriors!

A small, but nonetheless important update before we fully shift our focus towards the development of 1.58.2.

Highlights:


[h3]• Lobby Networking Optimized[/h3]

The P2P joining code has been rewritten from scratch. We have sorted out a number of hangups related to lobby joining/hosting in Steam Multiplayer. Joining flow overall should now be smoother.



[h3]• Native Map Transfer is back![/h3]

It had been broken for the longest time, but no more! Now you can quickly and reliably share custom BR maps with other players in-game without the need to rely on other 3rd party sharing methods. Now at high speeds too!



[h3]• AI Profiles made more comprehensive[/h3]

We redesigned the profiles a bit. In the initial version of this design, you will see the new difficulty tags near each AI profile, so our players have a better understanding of who they deal with. :)



Full Changelog:
  • Rewritten all joining code to cover more P2P issues and address more scenarios.
  • Lobby will now tell the name of players attempting to join.
  • Fixed the native map transfer feature.

  • Moving boulders won't be valid attackable targets anymore.
  • Boulders will now stop early at low speeds instead of endlessly moving.

  • High end AI profiles may use boulders now.
  • High end AI profiles may dodge rolling boulders.

  • Restored AI escape functionality that allowed them to run to other rice fields when they couldn't defend their own base (Skirmish only).

  • Enemy BGs like Unclean's Death Sentry will trigger combat alerts if they harm players' units.
  • Fixed units casting spells (geishas, druidesses, etc..) to targets at ranges longer than expected.

  • Fixed a bug that made players see the "invalid target" cursor when hovering over hostless trained horse while having both unmounted and mounted units in the same selection.

  • Fixed missile and hybrid units looping reloading animations quickly.
  • Fixed a bug where siege units would run into melee when player commanded to attack to a unit behind a friendly building.
  • Fixed a bug where AI units swapped targets endlessly when trying to engage watchtowers.


[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]Battle Realms Fundraiser:[/h2]

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]

Update 1.58.1 - Hotfix #1

  • Fixed miscellaneous issues caused by Guard order.
  • Applied small adjustments regarding the animation fix to avoid breaking unit animations in campaign cinematics.
  • Fixed some issues with setting rally points on Wolf buildings.
  • Fixed a number of campaign missions revealing units where it shouldn't happen.
  • Made Skirmish game modes prioritize the player profile over the default one.
  • Made snow render in 16:9 aspect ratio.

Update 1.58.1 - The Pursuit Continues!

Greetings, Warriors!

Hope you've all had a good start of the year. We certainly have, as we are at a loss for words having looked at the statistics and reception for BR: ZE after the 1.58 update release.

For a niche strategy game that Battle Realms is nowadays, these numbers are impressive. We were able to beat the peak count of concurrent players from 3 years ago, when BR: ZE first released. It is certainly a small victory for us, that we couldn't have possibly achieved without your support, we thank you from the bottom of our hearts for playing Battle Realms after all these years.

Of course, not everything went smoothly but we are already working on it. Please, remember that Battle Realms: Zen Edition is not a finished product, but an everchanging product in Early Access. This is just a note from us as the developers, we try to not let that happen to the best of our abilities, but things may break, and things will break. :)

[h2]Highlights:[/h2]

[h3]• Campaign Troubles, Siege & Relentless AI[/h3]

As many have noted, something unpleasant happened to the campaign. It is a fusion of things. To sum it up, the campaign functionality drastically changed with our additions:
- AI started bypassing previously set limitations in general.

- Nightvol AI, who is your opponent if you play the campaign on 'Hard' decided to be extra frisky.

- Changing difficulty from Hard to Normal or Easy didn't help.

- Siege, as a cherry on top, added a heap of tediousness to some of the campaign missions.

Mainly this happened due to some of the "last minute changes" that we desperately wanted to push into 1.58, as a result we haven't had enough time to test everything. Most of these things have already been addressed by the hotfixes, and this update will add a bit more to that. So, what you should see now in 1.58.1 is:
- Most of the original campaign functionality is brought back with its limitations intact.

- "Hard" difficulty of the campaign will be more forgiving.

- Changing difficulty to Normal or Easy works as it's meant to be.

- Necromancer's Spirit Warriors, Kenji and Otomo are Siege units to aid with the initial missions of Kenji's Journey. Siege overall is a tad more forgiving for non-siege units.

[h3]• Lotus Brothers, Heroes & Double-Click / Ctrl-Click[/h3]
You can now select all heroes on the screen by double-clicking or ctrl-clicking on any hero! The same applies to Lotus Brothers.



[h3]• Siege & Non- Siege Tooltips[/h3]
We have moved the "Siege" text straight to units' names in smart tooltips. Additionally, "Non-Siege" will also show there.



[h3]• Cannoneer Mines' Proper Functionality[/h3]
Some of you might've noticed that since the legacy game, Serpent Cannoneer's Mines activated way earlier than they should.

This is because activation range of the mine was tied to its damage radius, meaning units that aren't even stepping on a mine may activate it from a distance.

We untied the mine activation and damage radius. Now units have to be almost stepping on the mine to activate it, however the damage radius will still be in-tact.



[h3]• Kenji II Becomes a Damage Dealer[/h3]
For some reason, Second Form of Kenji (first time acquiring a gun) dealt incredibly small damage to just about anything. That is on top of having already weaker AM than the first form. We fixed all of that.



[h2]Technical & Gameplay:[/h2]
  • Updated Skirmish [ZE] Maps (minor changes and lighting).
  • Fixed Kenji 2 and 3 Dragon and Serpent portrait variations (Dark Red portrait for "Evil Kenji", Light Yellow for "Good Kenji")
  • Fixed Lotus Channeler "Unit Selected/Ready Up" animation that never played since 2001 unless she had ravens with her.

  • Fixed a bug that prevented units from properly cycling their idle animations if a save game had been loaded. Previously they would loop the last animation they had used.
  • Fixed a bug that prevented missile units from properly cycling their animations after missile attacks. Previously they would loop the last animation they had used. You would often see a small stutter in the animations which meant the animation was prevented from being played. This prevented many units from properly utilizing their innate abilities (i.e., Chemist's Healing Herbs, Kabuki's Orb Juggling, Powder Keg's Salting the Ground).

  • Secondary projectiles emitted from primary projectiles (i.e. Pitch Slinger) will no longer take unit's base weapon damage and instead read their dedicated weapon entry.
  • Added 1280x800 resolution.
  • Restored most of campaign levels' former functionality.
  • Fixed certain battle gears applying damage multiple times to mounted units and horses.
  • Fixed wrong AI usage of Lotus Warlock's Stamina Siphon usage.
  • Fixed a visual bug that would have BGs shown as active whenever a unit with an active BG (like Sniper Scope) entered a WT and then exited.
  • Fixed a bug that had units occasionally stuck when trying to mount a horse in narrow spaces or map edges.
  • Zymeth will now cast lightning strikes on nearby enemies when activating his Battle Gear.
  • Fixed some buildings and other structures showing wrong VFX when they get destroyed.
  • UnitAI will exclude peasants from being prioritized over military units, this won't apply to easy AI profiles.
  • Improved player reveal algorithm: it will no longer reveal players under specific scenarios like in some of the campaign levels.
  • Units will now properly calculate range/direction when casting spells, they will also follow their targets if they reposition. For example, previously Lotus Brothers would proceed to cast their Dark Blessing even if their targets got out of range, they would also proceed to cast the spell while misplaced or facing wrong direction. This should work correctly now.
  • Fixed a bug that caused horse to rear up from damage sources that didn't actually affect them i.e., being shot while protected by Dark Canopy.
  • Fixed force repair cursor on neutral buildings not going opaque when it should.
  • Fixed UI showing some BGs as active when they weren't.
  • All Heroes and Lotus Brothers will be considered to be from the same "unit category" meaning double-clicking or ctrl-clicking on one hero will select all heroes.
  • Lotus Brothers' speed won't be considered in pathing groups therefore the overall group speed will not equalize to their speed when moving.
  • Game will no longer consider wild animals as allies/enemies on double-clicking or ctrl-clicking.
  • Added additional text to unit tooltips next to units' name, indicating whether a unit is siege or not.
  • Added a warning popup when setting or having already set the game difficulty to Hard.

[h2]Balance:[/h2]
[h3]Siege Changes[/h3]

- Non-Siege multiplier will be 0,33 instead of 0,25 (non-siege units will deal 1/3 (33%) of their base damage to buildings instead of 1/4 (25%)).

- Reduced hitpoints for WOTW Shale and Landslide buildings to make it less tedious initially.

- Added missing Siege value on kenji's Critical Strike weapon.
- - Fixe wrongly set weapon impact for his default and critical strike weapons.

[h3]Due to secondary projectiles emission fixes, Pitch Slinger and Chemist's Starburst BG needed rebalancing:[/h3]
• Wolf Pitch Slinger Missile Attacks

- Pitch Slinger base projectile damage decreased.
- Pitch Slinger base projectile Firepoint value decreased.
- Pitch Slinger base projectile ProjectileEmittedInFlightRate increased.

- Pitch Slinger secondary projectile damage increased.
- Pitch Slinger secondary projectile Firepoint value decreased.
- Pitch Slinger secondary projectile siege decreased.

- Secondary projectile damage class changed from fire to explosive.
- Secondary projectile VFX changed from base pitch attack effect to additional fire effect.

• Dragon Chemist Starburst:
The Starburst Rocket explodes into 3 smaller rockets that are supposed to cover wider range. Due to how it had been previously implemented, it was near-impossible to see that, it looked like 1 rocket dealing huge damage.

Note: if the rocket impacts a building, all 4 rockets will immediately explode in it without flying off. The same applies to units.

- Remade the functionality so the smaller rockets can actually be seen now.
- Main rocket and cluster rockets damage, firepoint value and area of effect increased.
- Changed main rocket impact sound.
- Added main rocket trail VFX to cluster rockets.

- Starburst will be 1 charge only



[h3]General Unit Balancing[/h3]

- Second form Kenji (first time acquiring a gun) damage increased.
- Second form Kenji Cutting AM decreased (takes less damage from cutting attacks).
- Second form Kenji Blunt AM decreased (takes less damage from blunt attacks).

- Third form Kenji Cutting AM decreased (takes less damage from cutting attacks).
- Third form Kenji Blunt AM decreased (takes less damage from blunt attacks).

- Dragon Spearman damage reduced.
- Dragon Spearman hit points reduced.
- [Dragon Archer] Fire Arrows will no longer require stamina. 15 charges instead.
- [Dragon Archer & Samurai] Zen Accuracy technique damage boost decreased.

- Serpent Bandit Looting will give 30 rice and 15 water instead of 50 rice and 25 water.

- Serpent Cannoneer's hit points reduced.
- Serpent Cannoneer's Cutting AM increased (takes more damage from cutting attacks).
- Serpent Cannoneer's missile damage reduced.
- Serpent Cannoneer's melee damage reduced
- [Serpent Cannoneer] Cannonball bounce dampening decreased
- [Serpent Cannoneer] Smoke Bombs charges decreased from 4 to 2.
- [Serpent Cannoneer] Mines damage increased.

- Serpent Swordsman damage increased.

- [Serpent Musketeer] Sniper Scope activation stamina cost decreased.
- Serpent Musketeer Blunt AM decreased (takes less damage from blunt attacks).

- Serpent Fan Geisha Fire AM increased (takes more damage from fire attacks).
- Serpent Fan Geisha Explosive AM increased (takes more damage from explosive attacks).
- Serpent Fan Geisha Magic AM increased (takes more damage from magic attacks).
- Serpent Fan Geisha movement speed increased.
- Serpent Fan Geisha will spend less stamina when running.
- [Serpent Fan Geisha] Pressure Points technique damage boost decreased.
- [Serpent Fan Geisha] Flexibility technique health boost decreased.

- Serpent Witch melee and missile damage class changed from Explosive to Magic.

- Wolf Brawler damage decreased.
- Wolf Ballistaman hit points decreased.
- Wolf Ballistaman Cutting AM increased (takes more damage from cutting attacks).
- Wolf Ballistaman Fire AM decreased (takes less damage from fire attacks).

- Werewolf Explosive AM increased (more damage received from explosive attacks).
- Werewolf Magic AM increased (more damage received from magic attacks).

- Wolf Hurler missile damage increased.
- Longtooth missile damage and BG damage increased.

- Mauler base damage reduced.
- Mauler's Miners Union technique is back to 1 Yang and increased damage boost. No siege bonuses.
- [Mauler] Wrecking Ball stamina drain rate increased.
- - Mauler will not be siege by default, but he can gain Siege capabilities with Wrecking Ball BG.

- Staff Adept hitpoints decreased.
- Staff Adept base damage decreased.

- Lotus Brothers movement speed increased.

- Master Warlock Soul Thresher becomes Siege.

- [Leaf Disciple] Leafbite technique damage boost reduced.

[h2]Final Words:[/h2]

This would conclude the update 1.58.1. We haven't forgotten about certain resolution issues that came with the update 1.58, this is still being worked on, please, stay tuned.

In the meantime, we are thinking of creating either a large F.A.Q. or a Q&A Announcement. Please, ask your questions in the comments below and we will try to answer them there.

Thank you for your continuous support and interest in Battle Realms: Zen Edition, and the Battle Realms universe as a whole!

  

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]Battle Realms Fundraiser:[/h2]

[h2]Follow Battle Realms:[/h2]

[h3]Stay tuned for more updates!

- The Battle Realms Team
[/h3]