Battle Brothers
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RiiNagaja

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RiiNagaja

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About this mod

Adds 17 new perks to the game. These have been collected from the two mods "More Perks" and "All Perks", which were dysfunctional at the current version.

Permissions and credits
/////Support Stop/////
This mod is discontinued since I have long since moved away from Battle
Brothers, and can't invest the time (, or in case of DLC even real
money) to simply keep the mods updated. Instead of deleting or hiding
it, I am leaving the mod in a permanent "As is" state, so future modders
can still find it, and look through the files to learn the manipulation
procedures, just like I have done before with formerly
dead/discontinued modding concepts in Battle Brothers too.
In this regard I encourage and allow everyone to use all the resources within and develop them further.
This specifically also includes icon images that I created myself, and that I declare free to use.
//////////

Updates:
(23.06.19) - The Last Stand perk hasn't worked properly due to the ported function only applying the defense bonus after damage was received, which makes no sense. I recreated the perk as a form of in-battle-effect now, where you can always read and check how much you get from this perk.
I figure this ability is particularly strong with tank builds. Maybe the bonus needs to be capped to prevent this imbalance? Suggestions welcome.

(28.05.19) - The mod now features individual graphics for the icons of all new perks. No longer will you see 3 different Iron Brows doing different things. Half of the icons are still repurposed vanilla artwork from elsewhere, while the other half are originals.

(26.05.19) - Due to Double Strike and Vengeance Perks effects not transparently showing their influence in the damage statistic as they were written, I rearranged and modernized their scripts so the influence can be seen. It is also possible that they didn't work before at all, given how the called function they used made it impossible to prove their workings without real developer tools.
- The perk Full Force seemed to misbehave when changing armor. Fixed in this update.
- Due to balancing reasons I also reduced the effect of Devastating Strikes to +10%, so it doesn't completely overshadow other Perks.

(older update) There have been issues with the 3 perks Vengeance, Sprint and Battle Flow, which I am happy to announce have been squashed in the newest upload. The issue with the first two was that the original perks referenced real game files (some effects) that didn't exist anymore in newer versions. I managed to rebuild them however, and the Battle Flow script was simply incomplete after new-version's standards.

Mod Description:

Collected from "More Perks" and "All Perks" (credits to the authors BobtheBalder and 3rdDerivative), this mod selectively picks out 17 of the former 25 additional perks that All Perks provided, and makes them compatible with 1.3.0.12 .
Both the mods quoted above don't work anymore, and I couldn't figure out the reason why even after much research and analysis. Eventually I reintroduced the perks one by one in the fresh copied data files from 1.3.0.12, and voila! It works now.


The perks I ported:
Battle Flow: Once per turn, killing an opponent reduces current fatigue by -15% of the base maximum fatigue (before penalties due to armor are applied).
Bloody Harvest: Gain +10% chance to hit for all area of effect attacks.
Devastating Strikes: All damage inflicted is increased by +10% for any weapon used. ("More Perks" mentioned this to be 10%, but the original vanilla game script used 20%, which had to be corrected due to balance reasons.)
Full Force: Gain +5% of your current body armor as additional maximum damage when attacking with melee attacks.
Inspiring Presence: Allies of the character start every battle at confident morale unless prohibited by character traits.
Lookout: Vision is increased by +1.
Battering Ram: Immunity against being stunned.
Double Strike: After landing a hit, the next attack does +20% damage to both hitpoints and armor. If the attack misses, the effect is wasted.
Feint: If an attack misses, it costs -50% less fatigue than normal. (I boosted this way up from -20%. Might be too much. Comments welcome.)
Last Stand: Gain +1% additional Melee and Ranged Defense for every 1% of hitpoints missing.
Rebound: Fatigue regeneration is increased by +5 per turn.
Return Favor: Unlocks the "Return Favor" skill which when active has a 50% chance to stun any opponent missing a melee attack against this character in retaliation. Immunities and resistances against being stunned still apply.
Sprint: Unlocks the "Sprint" skill which allows for sprinting over short distances in straight lines instantly.
Stalwart: Immunity against being knocked back or pulled up close. Applies to skills such as Knock Back, Hook and others that change a character's position.
Steadfast: Getting hit by regular attacks does not cause a loss of fatigue anymore. Attacks that specifically target fatigue are unaffected.
Sundering Strikes: Effectiveness vs. Armor is increased by +20% for any weapon used.
Vengeance: On being hit, receive +20% damage to your next attack. The effect will be wasted on a miss.



Of the remaining 8 perks, 2 weren't functional in the original mod to begin with, and the rest just seemed too random and immersion breaking for me.(like close combat archer with +50%. why? better aim? then why can't a really good archer get this on higher distance?) I also didn't like mods that just gave special attacks like 100% working debilitate moves, or seemed too weak like Ballistics. Don't ask me to add them in, I refuse.

I may take this mod down, should the All Perks mod update. We will see.


Installation:
- Drop the .zip file into the games' /data folder and extract the archive in place.
(Tested successfully in 1.3.0.19)
- If you download the optional uncompiled file instead, you won't have to extract, but there is a highly increased chance that the mod won't work in future updates. (on the plus side however, you can edit and rebalance the scripts by hand to your liking)


Compatibility:
- This mod modifies the perk scripts of course, put also more namely the strings.nut, which might make this easily incompatible with a number of mods, since string manipulation will be needed for basically any mod that adds real content instead of just modifying the existing.