Battle Realms cover
Battle Realms screenshot
Genre: Real Time Strategy (RTS), Strategy

Battle Realms

Version 1.59 - Hotfix #2

Greetings, Warriors!

How many hotfixes will there be? That shall remain a great mystery! In the meantime, the work continues!

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🛠️ • Hotfix #2



Changelog:

  • Dragon Spearman: Magic Armor Multiplier changed from 100% to 125% to increase their vulnerability to magical attacks.
  • Dragon Spearman: Damage changed from 16 to 15 to further balance their damage output.
  • Wolf Druidess: Melee damage type changed from Magic to Blunt to better align with her combat style and overall balance.

As always, we appreciate your feedback. Let us know how these changes feel in-game!

═══════════════════════════════════════════════════════════════════

Since the hotfix announcements are turning out to be rather small, we'll make use of this space to give several shout-outs to some cool BR stuff cooking up!

📹 • BR Miniatures? Coming Soon!



We’ve teamed up with the incredibly talented MiniQuest64 to bring you a sneak peek of something truly special—a breathtaking miniature BR diorama featuring Kenji himself!

🔔 Subscribe to MiniQuest64 and hit the bell icon to make sure you don’t miss the full video when it drops. Join us as we celebrate the art, the community, and the enduring legacy of Battle Realms!



🛍️ • BR Merch Store Waitlist Now Open!



Official Battle Realms-themed merchandise is about to hit the scene. You can now sign up for the waitlist!

We've teamed up with Fourthwall to bring these goodies to BR fans all around the world! Don't miss out—sign up now!



📣 • Stay Connected with Us!



  

Battle Realms Fundraiser:



Follow Battle Realms:



Stay tuned for more updates!

- The Battle Realms Team

Battle Realms Miniatures?! Sneak Peek! 👀

Exciting News, Battle Realms Fans!

We’ve teamed up with the incredibly talented MiniQuest64 to bring you a sneak peek of something truly special – a breathtaking miniature BR diorama featuring Kenji himself!

Get ready to witness Battle Realms coming alive in this exclusive teaser, now live on our official YouTube channel. This sneak peek is just a taste of what's to come – a full video highlighting the meticulous craftsmanship and love for Battle Realms that went into this masterpiece.

🔔 Subscribe to MiniQuest64 and hit the bell icon to make sure you don’t miss the full video when it drops. Join us as we celebrate the art, the community, and the enduring legacy of Battle Realms!

Version 1.59 - Hotfix #1

Changelog:



  • Reverted Yvaine's model to its original state (she can now attack and use her battle gear but won't have the mentioned 3 ready up animations).
  • Fixed some incorrect XLSX entries that were a reason Kenji could be summoned by AI and other shenanigans.
  • Fixed a text related crash trigger. Improved name labels in the chat (AI purposes mainly).

We have put an end to Kenji's terror in AI skirmishes, here's hoping he hasn't done too much damage. But Yvaine... That cursed witch! Just when we thought we had her, her magic spells tricked us once again.

It'll take an equally skilled warlock to bind those new 'ready up' animations to her will once and for all. Until then, she'll be lurking about in her original style, so watch your back - she may be less animated, but she's just as devious!

Sorry for the inconvenience, and another sorry that it took us some time to roll this back.

Hope you have been enjoying the recent update. Cheers!

Update 1.59 - Steam Cloud, XLSX Data & Many Fixes

Greetings, Warriors!

We hope your gaming adventures have been most pleasant!

We know that waiting for updates can be tough, and we truly appreciate your patience. This update has been in the works for a while, and we’re excited to finally roll it out. Update 1.59 is more than just a routine release — it’s a crucial step forward for the game’s future development. Think of it as laying the groundwork for bigger, better things to come.

🌩️ • Steam Cloud



One of the more requested features, Steam Cloud, is finally here! No more worrying about losing your progress when switching devices—your game is safe and sound in the cloud.

Now, your save games, custom maps, user profiles, and even your control settings will be safely stored in the Steam Cloud. This means you can pick up right where you left off, no matter which device you're playing on.


🤫 Psst... here's a little secret: add -skipsplash as a command line parameter to skip the BR intros!

Getting started is simple — just activate Steam Cloud in the game’s properties via the Steam Client.
Here’s how:


  • Go to your Library in Steam.
  • Right-click on BR:ZE.
  • Select Properties.
  • Look for the Steam Cloud option.
  • Make sure the option is enabled.

Once you’ve done that, all your game data will be synced and ready to go!

Steam Support - What is Steam Cloud?


🛠️ • DAT to XLSX Port



The game’s database (Battle Realms.dat) has been ported from the proprietary .dat format to the modern Excel (.xlsx) format. While this may seem like a small change, it’s a game-changer for our development process, allowing for easier updates, more content, and a cleaner data environment.



However, this update comes with some unfortunate news: any mods created using the old .dat format, such as those made with the Battle Realms Data Editor by SituVN, are no longer compatible. We understand this is disappointing, but as the game evolves during Early Access, these changes are sometimes necessary.

Smaller mods, like adding Kenji to Dragon Keep in Skirmish, should be easy to recreate in Excel. However, larger mods will need to be rebuilt from scratch. BR Data Editor allows exporting .dat tables, and, theoretically, that can be imported into .xlsx, but we can't vouch and are not responsible for that functionality.

While the port is still a bit raw, it keeps the game running smoothly, and we plan to improve it further, also making modding easier in the future. For now, you can tweak the game data by using any software that works with .xlsx file format (Excel, LibreOffice, Google Sheets).



As a small test, we’ve added 3 new Team Colors: Light Blue, Light Green, and Light Brown. Enjoy trying them out!

✂️ • More Restored Cut Content



Due to the extensive work done on Update 1.58 and the exhaustion we felt by the time of its release, some of the more intriguing work we did slipped under the radar, receiving only brief mentions in the lengthy changelog lists.

Today, we have a great reason to bring it back into the spotlight—because we've finally tackled the final piece: Mistress Yvaine herself.

So, what is this all about? To cut it short (pun intended), we’ve restored around 18 previously unseen animations that were supposed to play but never did. Six units in the game were affected: Leaf Disciple, Warlock, Master Warlock, Dragon Hero Kazan, Battle Maiden, and the Witch.

Long-time players might already know that these units were missing their READY UP animations—the animations that play when a unit is selected by the player to indicate it’s ready for battle. In the legacy game, selecting these units would only trigger their idle animations, unlike other units.



However, there was a seventh one with some particularly tricky Lotus magic that initially prevented us from fixing it. Lotus Hero Yvaine somehow managed to crash the official tools and stubbornly resisted our attempts to restore her three missing animations.

After extensive research, we were finally able to fix Yvaine’s model and restore those three animations. In total, that brings us to around 21 animations restored, marking the completion of this part of our cut content restoration.

⚔️ • Bug Fixes & Technical Tweaks



We’ve also been hard at work squashing the bugs. A number of critical crashes during AI games has been solved. Here’s a rundown of what’s been addressed:


  • Fixed a nasty bug that would sometimes occur during a switch from campaign to Multiplayer. We are not sure how that could ever be a thing, but what's important is that it is fixed for good. This might've been a trigger for some MP desyncs and crashes. 😅



  • Added Windowed Mode to Game Options in the Main Menu.
  • Fixed AI related crashes during counterpick logic.
  • Resolved multiple game crashes occurring when loading specific savegames.
  • Resolved a UI bug where BG appeared disabled during stun state.
  • Added three new team colors to choose from: light blue, light green and light brown.
  • Healthbars will now display above visual effects for better visibility.
  • Fixed certain BGs' visual effects being applied twice (e.g., Maiden BG VFX).
  • Updated Steam SDK to version 1.60.
  • Units on guard will no longer target units stationed on watchtowers.
  • Removed blood particles from "Strong Cutting" and "Strong Piercing" VFX to comply with the Mature/Non-Mature setting (VFX that play when a target weak to the mentioned damage types is attacked by that damage type).
  • Fixed/Restored Yvaine's "Ready Up" animations (animations that play when the unit is selected (and idle)).

🎮 • Gameplay Adjustments




  • Corrected Ronin Blood Bond BG to apply only within the intended distance and ensured Ronin now runs to the bond target (previously the range was unlimited).
  • Fixed the Blade Acolyte’s innate ability to function as intended (after sharpening his blades, he will deal 60% more damage on his next attack).
  • The game will now indicate which watchtower is affected when a unit performs BG on it, with the unit also rotating to point at the watchtower.
  • Fixed Kabuki Warrior's Star Dust effect ending prematurely.
  • Fixed Kabuki Warrior's Star Dust oversight that didn't allow him to use full range for the BG.

  • Kabuki Warrior: Piercing Armor Multiplier changed from 100% to 87.5%.
  • Kabuki: Line of Sight (LOS) increased from 16 to 20.
  • Kabuki (Star Dust BG): Drain Rate reduced from 5 to 3.
  • Dragon Warriors: Piercing Armor Multiplier changed from 87.5% to 75%.
  • Shambler: Piercing Armor Multiplier changed from 50% to 100%.
  • Spearman: Magic Armor Multiplier changed from 125% to 100%.
  • Spearman: Piercing Armor Multiplier changed from 87.5% to 75%.
  • Spearman: Damage increased from 14 to 16.
  • Spearman: Max Range increased from 0.5 to 1.5.
  • Issyl: Blunt Armor Multiplier changed from 200% to 150%.
  • Issyl: Piercing Armor Multiplier changed from 113% to 88%.
  • Utara: Piercing Armor Multiplier changed from 62.5% to 100%.
  • Koril: Piercing Armor Multiplier changed from 62.5% to 100%.
  • Campaign Zombie Unit: Armor corrected to match its Skirmish counterpart.
  • Archer (Fire Arrows BG): The BG is no longer limited to 10 charges but now require 10 stamina per shot.
  • Warlock (Soul Chill BG): BG damage type changed from Cutting to Magic.
  • Musketeer (Blast Shot BG): will now drain 7 stamina per shot.
  • Musketeer (Blast Shot BG): Damage increased from 18.75 to 20.
  • Leaf Disciples: Range increased from 10 to 12.
  • Brawler: Damage decreased from 17 to 16.

  • Dragon Stable: Building time increased from 60 to 90 to match other clans.
  • Lotus Tower Lightning: Changed from two damage types (Explosive and Magic) to Fire (or True Damage as per 1.58.3 rebalance).
  • Lotus Tower Lightning: Damage increased from 100 to 150.
  • Lotus Tower Lightning: Stamina Cost changed from 0.33 to 0.6.

👀 • More to Come...



We'll be honest, porting the database took a long time, and many plans had to be postponed as a result. The good news is that those plans are still on the table, and we'll be completing them in the upcoming updates. In this screenshot, you can already catch a glimpse of what's to come.



While there may be challenges ahead (perhaps too many for comfort), we’re committed to keeping the game growing and improving. Your support and feedback are what drive us forward, and we can’t thank you enough for being part of this journey.

🛍️ • Battle Realms Merch!



Exciting news for all Battle Realms fans!

Official Battle Realms-themed merchandise is about to hit the scene. You can now sign up for the waitlist!

We've teamed up with Fourthwall to bring these goodies to BR fans all around the world!

Gear up, support your favorite game, and look awesome doing it! Every purchase from our shop directly supports the game's development. Join us on this epic journey and show your love for Battle Realms in style.



While we’re getting everything set up, we want to hear from you. Share your dream designs and must-have items you'd like to see in the shop. Let us know in the comments below.

Let’s create the ultimate fan experience together—your wish is our command!

Battle Realms Discord:


  

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!

Battle Realms Fundraiser:



Follow Battle Realms:



Stay tuned for more updates!

- The Battle Realms Team


1.58.3 - Crash Bandaid & Optimizations Patch

Greetings, Warriors!

We are releasing a patch to check if we got at least one of the crashing culprits nailed down (yes, there are multiple unfortunately). As per our previous announcement, only Windows 11 users are affected by the now infamous lag/stutter/crash.

Note that this is not a fully-fledged fix yet as it tackles only one of the crashing culprits, and it might not help everyone who's having this issue, but we are hoping it helps at least a part of the crashing users while we continue sorting this out.

The main issue lies in the updated D3D rendering introduced with the almighty Update 1.58. The reason why it decides to act up only on Windows 11 systems remains to be figured out.

Crash Report & Dump Collection




Speaking of figuring out, any users that crash can now help us solve those issues in a much more convenient manner. We've simplified this process by integrating the crash dump autosave and autodelete features straight into the game's options! All you have to do is tick the box to save the Dumps, the game will take it from there. If you have that box ticked, and the game decides to crash, the Dump will be collected and saved to a dedicated /Dumps folder straight in the game's core folder.

You can then grab it from there, upload to any file sharing site and submit a bug-report describing the circumstances of the crash either on the Steam forums or in our Discord.

If you've ever activated Windows Crash Dumps as per our instruction, please disable them, and thanks a lot for your help (Set DumpCount to 0 or delete the entire LocalDumps folder).

Changelog:



Technical:



  • Game will now always prioritize Dedicated GPU over the Integrated one..
  • Fixed the intro mission where peasants would idle or run away instead of responding to enemy attacks.
  • Added the dump collection setting.
  • GPU information (Videocard) will now display in the game's options.

Gameplay:



  • Invisible/submerged (digger) units won't reveal their visual status effects to enemies.
  • Fixed a bug in which AI would still relocate in campaign missions (they won't relocate at all now).
  • Soban's Golems will no longer be able to use horses anymore (they were never supposed to, that was possible due to a dev oversight).

Battle Realms Discord:


  

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!

Battle Realms Fundraiser:



Follow Battle Realms:



Stay tuned for more updates!

- The Battle Realms Team

Update 1.58.3 is now LIVE!

Greetings, Warriors!

We are back from our break and now feeling stronger than ever. Future updates won't take as long, and they'll contain lots of exciting stuff. More details on that will be provided later...

The time has come for us to release another update for the game. With this one we're building a foundation for a serious rebalance of the existing systems in the game, which we will in the future polish up and see the new concepts come to fruition. Prepare for some good stuff ahead!

Regarding Stutter-Lag-Crash for certain Windows 11 users as per our previous announcement



This is being looked into as the highest priority right now, but might take a while as it affects only a certain part of Windows users. We have no way of reproducing this and only have to rely on more crash reports to be sent to us so we can pinpoint what exactly goes wrong there.

If you are a player who is struggling with the game on Windows 11, please contact us over at the BR Discord by submitting a bug-report. We will take it from there. Thanks!

Without further ado, let's get to the 1.58.3 changes...



• Highlights:




  • Reverting some experimental changes made in 1.58.2.
  • Getting rid of the Fire damage by mixing it into Explosive. The total amount of damage/armor types is reduced from 6 to 5.
  • Making Piercing damage always be the middle value of maximum and minimum armor multipliers to make it a true universal damage without it overshadowing unit weakness to xyz damage types.

• General:


• Explosive & Fire Damage Mixed Together



  • Simplification of the damage/armor system. It is now 5 types instead of 6.
  • Getting rid of "Nobody resists Piercing" and "Everybody resists Fire" concepts in the game.
  • Fire-based units now become useful vs other units and not just buildings (i.e. Raider of the Serpent Clan as an example of this).

To put it short, all units that used to have 'Fire' as their base damage type. now have it switched to 'Explosive'. Fire is not removed as a whole, but is rather remade into what Piercing used to be (nobody resists it e.g. everybody takes 100% damage from it), with a little remark - no units deal fire damage anymore. Fire damage is now only dealt by embers launched from burning buildings.

• Piercing Damage Rework




  • Non-ZM units no longer take 100% damage from Piercing attacks.
  • Piercing armor is now always exactly in the middle between the worst and best possible counters (weakest and strongest resistances).
  • Piercing is no longer the best type of damage overshadowing proper counterpicks.
  • Zen Masters no longer have a strong resistance against Piercing.

These two redesigns we consider to be rather significant, and that's done for the easier understanding of the game. These changes, as always, are not final and are bound to be improved in the future.



• Technical Changes:



  • Fixed a bug that allowed Watchtower units to become invulnerable.
  • Fixed a number of triggers that corrupted save games preventing them from being loaded (resulting in a crash).
  • [Experimental] Made the game permanently rely on threads, forcing an update every 2 seconds (and not every frame loop); This causes a delay in chat messages, but should make lobby joining better overall.

  • Kabuki Stardust VFX remade.
  • Ronin Blade On-Ground VFX remade.
  • Warlock Dark Arson VFX remade.
  • Chemist Rocket Explosion VFX remade.
  • Cannoneer’s “Steel Cannonballs” technique ICON and NAME changed.
  • Minor AI tweaks.
  • Wild/Pack wolves won’t be considered as ‘undead’ by the game.
  • Movement commands won’t be issued if the unit is immobilized by anything.
  • Improved code for AI Peasants Tower Repair. They will now consider some factors like if the watchtower is manned and its health percentage. This is to fix the current behavior where they just send all the units they've got to repair the WT no matter what.
  • Fixed a scenario caused by simultaneous button presses where the unit would cancel a BG but still trigger a move command afterwards.
  • Included ‘Undead’ type in KillHero BG functions so it functions correctly if there are undead heroes like The Necromancer.

• Gameplay Changes:


Campaign Tweaks:



  • Swans Pool building health increased from 2000 to 3000.

• General:



The Serpent Cannoneer is back

You heard it right. We have reverted the concept of Stoneball introduced with 1.58.2 as it felt rather wrong and not fitting the tone of the unit, we believe the majority agrees on that.

This leaves us in a limbo regarding the "Steel Cannonballs" technique, which is now remade into an honest placeholder called "Ammo Pouches" that increases the amount of Smoke Bombs one Cannoneer can carry by two. We wanted to have it affect Mines as well, but once again the game decides to limit us technically, so that will take some time to figure out.

It's a placeholder until better times, and it's better than having a technique that does absolutely nothing (how it has been since the original release all the way to Winter of the Wolf, and even earlier BR:ZE versions built on the latter).

With that being said, maybe you, our player base, have a better suggestion for this Cannoneer technique (upgrade)? We'd like to hear your thoughts, send them our way!



The Everchanging Kabuki Stardust

Dragon Kabuki's Stardust has undergone yet another change, and hopefully this will be the final one in terms of its mechanics. Stardust will now be a sustainable ability similar to Dark Canopy of the Lotus Staff Adept.

Kabuki will still have to throw the Star Dust projectile, but will be immobilized once it takes effect, effectively having his stamina drained while he's sustaining the ability.

The VFX have also been remade for improved visual clarity.




  • Cannoneer default/original/vanilla attack restored, stoneball removed as a concept (reverting the 1.58.2 experiment).
  • Cannoneer’s “Steel Cannonballs” technique is now “Ammo Pouch” and will increase his Smoke Bomb charges by 2.
  • Crossbowman Weakness Bolt armor debuff increased from 25% to 50%.
  • Kabuki Stardust redesigned to work as a sustainable ability akin to Archer Zen Arrow. (10 Stamina Cost / 5 Stamina Drain Rate).
  • Wildeye base damage reduced from 18 to 14.
  • Wildeye’s Spirit Wolves base damage reduced from 20 to 18.
  • Wolf Sledger's Siege value has been slightly increased (the unit is more effective at taking down buildings).
  • Berserker’s base damage increased from 20 to 22.
  • Hurler Lava Rock FirePoint value increased from 0,075 to 0,085 (Lava Rock projectiles will set buildings on fire quicker).
  • Fixed Chemist attacks not showing as Siege in Tooltips.
  • Time to acquire “Rite of Ascension” BG for Tier 2 Lotus units reduced from 40 to 25 as per Unit Training Equalization changes of 1.58.2 (oversight on our part).
  • Training time for Master Warlock decreased from 45 to 25 as per Unit Training Equalization changes of 1.58.2 (2nd oversight on our part).
  • Horses Time To Become Wild increased from 30 to 45 ticks (tamed horses without a host retain their state for longer before going wild).

This would conclude the changelog for this update. It might feel rather short especially after so many months but trust us - we have a lot for BR:ZE in store this year, and we are eager to prove it soon. For more details on that, keep your eyes peeled for the next announcement regarding the future of BR. :)

[video]https://i.imgur.com/DsEykPn.mp4[/video]
(this is a video, if you can't click it, open the announcement in a separate page, if you have no sound, click on the speaker icon)

Battle Realms Discord:


  

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!

Battle Realms Fundraiser:



Follow Battle Realms:



Stay tuned for more updates!

- The Battle Realms Team



RE: Battle Realms Crashing for Windows 11 Users

Hi there!

We've noticed an increase in crash reports based on user feedback. Here are some examples:

Campaign runs for a few minutes then the game crashes without warning. It is not like getting stuck then closes but rather, you blink and it is gone.


The game suffers a large stutter and freezes, the freezes continue until eventually a crash happens. Can occur anywhere between the first 8 minutes to the latter 24.


The game closes when I open the story mode, both kenji and winter, just 5-10sec then it closes automatically.



Let us quickly sum this up:


  • We are looking into it, but it is a complicated matter that will take some time for us to solve.
  • This only happens for Windows 11 users.
  • This does not happen to every Windows 11 user (we have tried many times to reproduce this).
  • Some users provided crash reports in accordance with our instruction, which helped us get some ideas as to why this happens.


This issue seems to have come out of nowhere and may or may not be related to one of the Windows 11 updates. It's challenging to pinpoint the exact cause because the game works fine on all other OS (even Linux via Steam Proton), and it works for us (BR dev team members) on Windows 11 as well.

If we can't reproduce it, we will definitely have a tough time fixing it. We're closing in on the target; however, and let's be honest, nothing will ever be as hard as getting this game on Steam was.

Thanks to everybody who sends the crash dumps; that is very much appreciated. If you are struggling with crashes as well, please leave a comment here answering this short form and maybe provide a bit of background details:


    <*> Does your Battle Realms: Zen Edition crash?
    <*> When does it crash?
    <*> Version of your Windows (Name + Build)
    <*> Do you have a stationary PC or a laptop? If it's a laptop, does it have a hybrid GPU layout (multiple GPUs)?
    <*> What GPU does the game run on?



Thanks in advance, and rest assured, we will have this solved soon. ːlunar2020halodragonː

November 13th patch notes

This introduces a small fix to improve chat speed and a tweak to AI to fix an exploit on repair behaviour

Attention: Multiplayer Network Maintenance!

Greetings, Warriors!

We would like to take a moment and address the state of the multiplayer experience in the game and share some important notes about upcoming maintenance.

The game will keep updating frequently. You might encounter "This session is running an outdated version of the game (or newer version)" messages when joining lobbies, keep your eyes peeled for fresh updates.



As you may already be aware, the multiplayer functionality in BR:ZE relies on P2P (Peer to Peer) Network technology, operating within the Steam service environment. We're committed to delivering a smooth and enjoyable multiplayer experience, but we recognize that some of you have been experiencing issues such as mid-game desynchronization errors, crashes, deadhangs and various lobby problems.

We want you to know that we're fully aware of these challenges and are actively working to improve the overall stability and performance of our multiplayer system. Our small team is dedicated to finding solutions that will enhance your multiplayer experience and provide a more seamless gameplay environment.



We are about to take a deep dive into this. In the coming days, you may notice some adjustments and changes to the network functionality as we work tirelessly to address these issues. These changes are aimed at creating a more stable and reliable multiplayer experience for everyone. However, it's important to note that as we tinker with the network, there might be instances of unusually unstable connectivity during this transition period.

We understand that your time is valuable, and we greatly appreciate your patience and support as we work through these improvements. So far, your feedback and reports have been instrumental in guiding our efforts, and we're committed to keeping you informed about our progress.

Please keep an eye on our official communication channels, including our Steam discussions and our official Discord server, for updates and announcements related to these network changes. Your engagement and involvement are incredibly valuable to us as we continue to refine the multiplayer experience.

Stay tuned for more updates, and as always, feel free to reach out to us with any questions, concerns, or feedback. ːlunar2020halodragonː

Battle Realms Discord:


  

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!

Battle Realms Fundraiser:



Follow Battle Realms:



Stay tuned for more updates!

- The Battle Realms Team

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.

• Delays, Open Beta and Development Pacing



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.

• Roadmap



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.

• Languages



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. :)



1.58.2 Changelog:



Technical:


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).

Gameplay:


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

Map Changes:


New Map: [ZE] Crescent Island


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.




New Map: [ZE] Great Divide


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.


New Map: [ZE] Spirit Island


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. :)




Map Updated: [ZE] Freedom At Last


- Both horse spawns have been moved into the middle of the map.



Map Updated: Arborlake Ruins


- 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.


Map Updated: Battlefield


- Replaced with updated WOTW retail version - Winter Cataclysm



Legacy Map Added: Archipelago


Legacy Map Added: Vetkin's Redoubt


Legacy Map Added: Pariah Peaks



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- The Battle Realms Team