Battle Brothers

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yiriz

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yiriz

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About this mod

Hostile mercenary companies will be spawned in the world and on quests. Mercenary units, like human players, have effective perk builds based on their individual gear.

Requirements
Permissions and credits
!!! Check the Safemode

As of the 2.2 Update, you may need to clean your save file to update the mod.

If you can't load save file from previous version, please follow the instruction.


1. Replace the 'Brigand Mercenary' mod to 'Brigand Mercenary Safemode'

2. You can now load the save file

3. Save the campaign

4. Replace 'Brigand Mercenary Safemode' to 'Brigand Mercenary'

5. Done! You can play the mod



You can also use this method to remove the mod from your save file.





1. Mercenary units overhaul

 - They can spawn as hostile party.

 - Lower Mercenary (6LV)
  - Hitpoints: 60
  - Fatigue: 110
  - Resolve: 55
  - Initiative: 125
  - Melee Skill: 60
  - Ranged Skill: 45
  - Melee Defense: 10
  - Ranged Defense: 10

 - High Mercenary (Nimble, 11LV)
  - Hitpoints: 70
  - Fatigue: 110
  - Resolve: 70
  - Initiative: 135
  - Melee Skill: 70
  - Ranged Skill: 60
  - Melee Defense: 15
  - Ranged Defense: 10

 - High Mercenary (Battle Forged, 11LV)
  - Hitpoints: 80
  - Fatigue: 130
  - Resolve: 70
  - Initiative: 105
  - Melee Skill: 75
  - Ranged Skill: 60
  - Melee Defense: 20
  - Ranged Defense: 10

 - Ranged Lower Mercenary (6LV)
  - Hitpoints: 55
  - Fatigue: 110
  - Resolve: 50
  - Initiative: 110
  - Melee Skill: 50
  - Ranged Skill: 60
  - Melee Defense: 5
  - Ranged Defense: 10

 - Ranged High Mercenary (11LV)
  - Hitpoints: 60
  - Fatigue: 120
  - Resolve: 60
  - Initiative: 125
  - Melee Skill: 60
  - Ranged Skill: 70
  - Melee Defense: 10
  - Ranged Defense: 15


 - High Mercenary unit have +5 MSkill, +5 MDef(Melee) or +5 RSkill, +5RDef(Ranged) after 70th day.



 1.A: Mercenary units have various types of perks depends on the gear they have.

   - Lower Mercenary will be missing some perks.


   - common perks: Fast adaptation, Backstabber, Weapon Mastery, Nine Lives(Lower Mercenary only)

   - shield: Shield expert, Rotation, Underdog

   - net: Overwhelm, Quick Hands

   - 2 range melee weapon: Crippling Strikes, Executioner, Footwork, Quick Hands

   - Two-handed melee weapon(heavy armor): Adrenaline, Pathfinder, Underdog, Resilient

   - Two-handed melee weapon(light armor): Reach Advantage, Recover, Underdog, Resilient, Adrenaline(Lower Mercenary only)

   - One-handed melee weapon: Duelist, Crippling Strikes(Battle Forged only), Head Hunter(Battle Forged only), Recover

   - Sergeant(Whip & Shield): Rally the troops, Shield expert, Overwhelm, Recover

   - Ranged weapons(common): Pathfinder, Recover, Quick Hands, Fearsome(after 70th day)

   - Bow: Bullseye, Overwhelm

   - Crossbow: Bullseye, Crippling Strikes

   - Handgonne: Rotation, Overwhelm

   - Heavy Armor(High Mercenary only): Battle Forged, Brawny, Steel brow

   - Light Armor: Dodge, Nimble(High Mercenary only), Relentless(High Mercenary only)



 1.B: Resources(Crown, Tools, Ammo, Medicine) and Experience gain are increased to 300% against Mercenary party.


 1.C: Mercenary can have Poisoned Oil or Throwable pots.


 1.D: Mercenary type units(Mercenary, Hedge Knight, Swordmaster, Master Archer, etc) have improved AI

   - AI for using Hook(polearm) skill added

   - AI will utilize wait penalty removal from Relentless perk.

   - They will prioritize engaged enemies for Throwing nets.

   - They will use Shieldwall less often.




2. Armor attachments break

   - When Armor durability is reduced to 0, attachments will be broken instead of the armor itself. (Act like Nine Lives but for the armor)

   - It'll prevent overflow damage to hitpoints




3. Throwable Pots buff

   - Fire Pot

     - Direct Damage increased to 70%

     - Flame sticks to the targets. Inflict 'On Fire' Status Effect to units on the direct AOE

     - 'On Fire' will give fire damage even after escaping AOE for a single turn.


   - Smoke Pot

     - Duration increased to 3 rounds

     - Increase minimum RDef to 30, Reduce Vision by -3


   - Flash Pot

     - Targets will act last in the turn order

     - Removes Shieldwall, Spearwall, Riposte





4. Crafted Necklace break

   - When your bro falls down, the crafted necklace he has will be broken




5. Alchemist sells Trophies

   - You can buy Trophies from Alchemist to replenish crafting materials





2.0 Update


1. Player can raid attached location of settlements

 - When Warehouse guard spawned in attached location, you can attack them to raid attached location.

 - You can loot products from the attached location as you defeat warehouse guards.

 - Raided locations will become ruins, and settlements get negative situations.

 - Settlements with positive situations like Well Supplied has higher chance to spawn Warehouse guard.

 - Settlements with negative situations like Ambushed Trade Routes has no chance to spawn Warehouse guard.




 2. At night, you can attack a neutral party with minimum damage to relations.

 - Attacking an allied party at night doesn't make them hostile immediately.

 - You can secretly raid a caravan or warehouse.




 3. You can infiltrate hostile settlements at night time.

 - From dusk to early morning, you can get into hostile settlements.

 - You can use tavern or port.

 - You can also buy and sell with a -25% price penalty at dusk or early morning.

 - You can recruit bros with lowborn or criminal backgrounds.

 - If your relations and reputation are not too low, you can receive contracts.

 - Settlement defense forces are rarely spawned at night.




 4. The world becomes harsher as your reputation drops.

 - Champion spawn chance increase as your reputation drops.

 - Relation damage from night ambush increase.

 - Warehouse guard become stronger.





 5. Sergeant mercenary unit can be spawned.

 - They can use Rally the troops skill.




 6. Perk build of mercenary units changed.






2.2 Update


1. Hire neutral mercenary party

 - You can press the Tab key to hire a neutral mercenary party when you're close to them.

 - You can pay them an advance to make them follow you for 2–3 days.

 - They can fight on your side when you are dealing with dangerous contracts or hostile camps.

 - They'll take the half of the resources(Crowns, Tools, Medicine, Ammo) from the battles.

 - They'll be dismissed if their party strength drops to below 70%.

 - If you make a new contract with settlements or complete one, they'll be dismissed.



 2. Mercenary party action improved

 - Neutral mercenary parties will roam around the world, take contracts from the settlements like Patrol road, Hunting brigands, Secure perimeters.

 - If they are hired by hostile settlements to the player, they can take the Hunting player contract and chase you down.

 - The party strength of Mercenaries increased as they complete contracts.



3. Balancing, bug fixes and few AI tweaks

 - Raid reward for Weapon/Armor warehouse increased.

 - Mercenary type units can use Recover even if they are engaged.