Battle Brothers

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Me - dniwe_koreec

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koreec49

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Mod articles

  • Shield block chance

    Shields have block chance instead of raw bonus to defense. How it works? Much like in Path of Exile.
    Hit chance as a result of comparing skill and defense is multiplied by block chance, resulting final hit chance.

    Example: skill is 40, defense is 10, block chance is 25%. Then hit chance of 80% multiplied by 25% chance to block resulting 60% chance to hit, 20% chance to hit shield and 20% chance to miss....

  • Riposte and spearwall mechanic

    AOO in this mod cost stamina, so if actor have like 3 point of stamina, when attack costs 10, AOO will not happen.
    Riposte and Spearwall grants one free AOO, so even when you spent last stamina to use riposte or spearwall, at least one AOO can be performed.

    Riposte and Spearwall will be removed if there is not enough stamina for one more AOO or when described number of strikes performed....

  • How armor works

    Basically: DMG = DMG - ARMOR.

    More depth: 
    Maximum after-armor damage is always 50%. This portion of damage is mitigated at full amount of remaining armor(240 armor remaining? ok, then it will mitigate 240 points of after-armor damage).
    50% armor ignore means this 240 armor will be mitigating after-armor damage as 120 armor.
    100 armor penetration means this 240 armor will be mitigating after-armor damage as 140 armor.
    At least 10% of damage will penetrate armor, as long as skill is not 'cannot penetrate armor'.

    Formula is like:
    damage = damage - mitigation
    damage to hp cannot be lower than 10%
    if armor wasn't destroyed: damage to hp cannot be higher than 50%...

  • Weapon condition affect weapon damage

    At full condition damage is full.
    At zero condition damage is halved.
    Scales lineally....

  • Shield damage

    All weapons have Shield damage stat, which will be applied to a shield on a hit. Added damage range for this stat.

    Changed mechanic of Splitshield skill: now it will utilize user attack skill, while ignoring shield defenses and Shieldwall. On successful hit it will hit shield instead. Splitshield skill removed from all weapons except axes.

    Some weak weapons have zero damage.
    Most of 1H weapon have 1 damage.
    Most of 2H weapons have 2 damage.
    Hooked blade and Billhook have more damage.
    Throwing weapons have more damage.
    Axes have most damage with damage progression....

  • Polearms

    Utility skills of polearms now are less limited. Hook can also be used in melee range.

    Hook and Repel can be used even if they cannot knock back or hook in. All other effects will still work.
    These effects are: inflict 10 fatigue, remove Riposte and Spearwall, stagger. Hook will also remove Shieldwall....

  • Shield weight affect cost of skills

    Basically skill cost = shield weight.
    Also 500% of shield weight is added as attack rating for knockback skill....

  • Daggers

    Puncture is OP in vanilla.

    Now it has chance to ignore armor with bonus damage(or hit armor with regular damage). Combined with other mod features farming for armors becoming risky.
    AP cost is 6 and not reduced with perk. Instead, perk grants more bonus damage in case of penetrating.

    Stab is more useful with perk(big bonus to hit chance and reduced AP cost like in vanilla)....

  • Weapon weight affect cost of skills

    Skill fatigue cost now is based on weapon weight. Some skills have cost multiplier different than 1.0, so they cost more or less.

    Weapon "weight" is adjusted.

    By "weight" i mean vanilla penalty to maximum fatigue....

  • New hit chance formula

    It is very simple: hit_chance = skill/(skill+defense); where skill also includes all bonuses like height and ability bonuses, defense too.

    If it was not clear: the formula makes big difference between 'skill' and 'defense' significantly less crucial. It means more easy swordmasters and less painful start. However it becomes impossible to build imbalanced brothers in late game. I love this formula, because it also brings some 'diminishing returns', without sneaky and veiled curves.

    Bonuses to melee/ranged skill, chance to hit, defenses etc are adjusted....

  • Stored AP

    All actors now can store up to 3 unspent AP.
    I like this feature in Divinity....

  • Fatigue and high fatigue penalty

    Actors recover 20% of maximum fatigue per turn. Going above 50% of fatigue will apply debuff, which scales lineally up to 25% less skill and 50% less defense....

  • Counter attacks and AOO overall

    All AOOs now is not free and accumulate fatigue, it will not be performed if user has not enough mana.
    AOO has penalty of 25% less final hit chance.

    All units will try to counter attack(common AOO), if they can at all....

  • Swords and cleavers_whips

    Warbrand now has new skill 'Wide cut', which does big damage to hitpoints and little to armor. This skill is "mutated" from 'Decapitate', so AI will use it whenever it decide to use 'Decapitate'.
    Warbrand now has Split(AOE thrust) removed.

    Longsword and Greatsword: both now have Slash(4 AP). 'Overhead strike' has 20% additional penetration, now applies two stacks of Overwhelm on hit or miss.

    Accuracy penalties for AOE are removed, in exchange these weapons have less basic damage.



    'Decapitate' now applies bleed like 'Cleave' does.

    'Disarm' max range now is two tiles(three was OP)....

  • Maces and flails

    All maces now apply stun with all skills, if hit a head. 'Knockout' and 'Strike down' now have additional chance to hit head instead of chance to stun.

    Headshot_skills of flails now have additional chance to hit head instead of guaranteed.

    Bonus to hit head affected by spec perk for maces and flails....