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Real-Time Tactics Mud and Blood - WW2 squad tactics

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria




ABOUT THIS GAME
The cult classic flash game is back with its own new engine, an evolved AI and a ton of new features.

mnb_steamPage_features.png

Key Features
  • Award-winning and time-proven firefight simulator as imagined by a solo dev and the MNB community over 12 years.
  • Immerse yourself into a highly randomized battlefield where your decision-making abilities will be tested.
  • Infinite tactical possibilities across miles of procedurally generated terrain from the beaches of Normandy to Berlin.
  • Lead your squad the way you want with a selection of 12 classes from light infantry flankers to heavy gunners.
  • Over 600 lines of original voice acting!
  • Array of weapons and equipment. If it was in WW2 we want it to be in Mud and Blood. Equip a versatile squad that can handle the chaos of combat.
  • Call in off-map support to obliterate your enemies such as airstrikes, artillery and armour.
  • Entirely destructible and flammable environments littered with empty shells, blood and destroyed objects.
  • Fight for every inch of terrain against a merciless enemy that follows the infantry doctrine of WW2.
  • True and gritty tactical combat mechanics designed by a war veteran. Use fire and movement between concealment and cover. Manage the psychological effects of casualties and incoming fire.
  • Faithful to the Mud and Blood tradition, progress through a career and earn one of the many ribbons which in return affect your game.
  • Optional CLASSIC MODE: Play Mud and Blood in a defence scenario against endless waves of enemies.

mnb_steamPage_features2.png

About
Ready for some unfair brutality?

Experience World War 2 as a squad leader in an extensively random war game. MNB is all about testing your decision-making ability and your faculty to adapt in a scenario where no punches are pulled.

This is your show. Complete freedom over how you will conduct your operation with endless options ranging from different soldiers, weapons, buildings, and airstrikes…now get out there and fight with all you got.

 
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Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
I tried Steam demo a bit.

Game plays like this weird smaller scale arcade version of Close Combat.

Your 6 man squad deploys on the left, somewhere on the right is line which you must reach, between there is mines, machine gun nests and whole lot of krauts who know how to use cover.
Player controls where his soldiers go, but they shoot, take cover, etc. by themselves. There are also some grenades and such which can be looted from battlefield and used with right mouse button.

Soldiers gather exp. which can be used for field promotions to specialist class such as scout for example. Death seems to be permanent.

I lost horribly my 1st attempt. Game feels fun, will try again.

Some screens:
 

Taka-Haradin puolipeikko

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3rd attempt and I still haven't cleared a single level; damn mines, mortar/airstrikes, machineguns and my incompetence.

Game really does remind me of Close Combats, but in smaller scale. Soldiers panic, get pinned and nearby explosions stuns them.
Cover is destructible and levels are persistent so you can see where your previous wave got horribly killed.
There's 2 game modes "career" where game gives you 6 man squad and a goal to advance to and "classic" (apparently this is an improved version of some Flash game I've never heard about) where Germans attack while player defends and buys various upgrades,vehicles and more troopers with points.

I wish there was easy way to see which soldier is carrying a consumable item, but otherwise I'm liking what I'm seeing.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Is this based on an old flash game series?

Because it feels very, very familiar. I think I played something similar back in the mid 00s on Newgrounds.
 

Angelo85

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Is this based on an old flash game series?

Because it feels very, very familiar. I think I played something similar back in the mid 00s on Newgrounds.

Yeah it is, the store page states as much: "The cult classic flash game is back with its own new engine, an evolved AI and a ton of new features."

I think I played two different games/versions of this on Kongregate as flash games, they were quite fun.
 

ValeVelKal

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Messages
1,605
The Flash Mud and Blood was a classic, with a RNG that would make every single game an epic tale. It was fun as heck.

Classic indeed.
 

Taka-Haradin puolipeikko

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https://store.steampowered.com/news/app/1391530/view/4521054245219641535
Mud and Blood 0.3.1
End game, new enemy units and fixes

Good day folks urb here,

First and foremost thank you all for the absolute blast of love MNB is receiving since the launch. Very humbling. As some of you may know, I've been doing this for a lil while and it always takes me off guard how much MNB means to some of you. I take this responsibility seriously and I am grateful for all of you guys.

fe458fb077291477e21222941124b98750a4f0d7.png


This said the 0.3.1 patch comes after the classic patch stabilization about a month ago. I took this time to sit back and reprioritize the sequence of work. One of the main items on this list was to be able to close the loop in campaign mode. Which introduces this new feature:

MNB NG+ Upon finishing the campaign the player will get to keep his/her profile and the game will cycle back to a beach day but this time with increased difficulty. In the same fashion Dark soul does if you will.

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Some details about NG+

  • - The next cycle starts back at the beach with the player retaining all his awards, squad and command abilities (You'll need them)
  • - There are 4 cycles which are represented by difficulty modes in MNB, Hard mode, Unfair mode, Brutal mode and Masters.
  • - Every mode increases the Combat skill of the enemies by 15% and their hitpoints by 25 and their Experience by 10


I would personally say that on hard mode MNB feels like it should to me in terms of challenge and lethality but I will let you judge by yourself (if you get there). Just today we saw a very good MNB player called Finjor doing 4 maps on the hard mode. It looked very intense and punitive, however, he finished them all on the first try and with only 4 casualties total.

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Next, let's now take a look at the patch notes for this one:

- Fixed a fault when hidden Stugs would spawn on the Beach or Aure valley.
- Added an extra measure to ensure supply boxes don't get despawned (to increase performance).
- New German unit: Added
SDFKZ222
recon vehicle, this light armoured vehicle has a pretty good detection range.
- German radio operators can now call
goliath mines
.
- German radio operators can now call
V1 rockets
.
- New German unit: Added
Flak30 autocannon
, slow firing 20 mm tomfoolery.
- Troops that are burning or disabled troops will not get the lone wolf medal upon the end of a campaign map.
- Reinforced save structure around classic mode sub-menu in order to prevent partial profile loads on lower-end machines.
- Officer rally skill will now unpin everyone and make these soldiers unpinnable for 10 sec
- Enemy vehicles are now revealed by scout planes.
- Reversed the sound channels in the Johnny rifle sound. (pet peeve: The echo was going left which is more than often not where the soldiers were)
- Vehicle movement will not be interrupted by fire in classic mode.
- Improved ability for vehicles to detect infantry with turrets when targets are behind them.
- Fix for "backsliders"
- You cannot tactically withdraw disabled soldiers behind the starting line anymore.
- Panicking soldiers will not be hotkeyable anymore
- Uncrewed jeeps (and crewable vehicles) will not spot any more
- Tripled the speed of decals cleanup on lower settings
- New map asset: Deep Craters, are created by very powerful explosions and can be used as improvised defence locations. Currently, the explosions that create deep craters are V1s, B17 bombs and TNT.
- New German unit:
Tiger tank
A tough armoured opponent that if fired upon, has 50% of deflecting the incoming attack (Glancing Blow), unless it is shot in the back where its armour is the weakest.

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- Passengers in Zundaps (German bikes) will not ride sideways anymore :) very uncomfortable I heard.
- Vehicles can now spawn on both ends of the map during open warfare adding to the chaos.
- Increased usage of smoke screens by the Germans by 1% in Classic mode
- Increased the number of troops in late-game higher waves
- increased usage of radios by Germans by 2%
- XP factor increase to win streaks capped at 25
- Added an end-game placeholder loop so folks that already beat the campaign can keep playing. Beating the campaign will unlock harder modes
(NG+)
and start the campaign over.
- Added a fail state if you pass the cap of 333 which will bring you back to the beach with your current profile.
- Crate drops are a little more dispersed now and Germans can capture the supplies in both modes, spawning additional troops.
- Changed the sound for the basic sniper rifle for something more snappy.
- Intel soldiers are not affected by the standardization Battle Condition anymore (they get to keep whatever German weapons they found)
- 0.3.1a fixed a fault triggered by the Opel sound.

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It is a decent patch in terms of mechanics since it brings new vehicles that are not behaving like the other ones. We will let these guys cycle through games and see how all this mesh together.

Community heads up

There was some pretty cool stuff in the community lately to check out:

- Check out this amazing in-depth guide made by a tester. Either if you are a pro or you are struggling there is something for you in this.

- Caramidas getting better at MNB

- Check out our latest rising star Zeterman, his channel is brand new and his tactics are aggressive and crisp.

- Puguasu is doing it again but passing through St-Lo for the first time with all the surprises it includes.

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That'll be a wrap for this patch folks, I will take a day or two off and get back at it with a few surprises for the next one which should drop within a week or two depending on how stable everything is.

Respectfully,

urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
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https://store.steampowered.com/news/app/1391530/view/3114807061130589998
Mud and Blood 0.3.2 has dropped
Steam integration and fixes!!

Good folks urb here,

Mud and Blood 0.3.2 is an integration patch that focuses on the backend of the game, notably rich experience. I'm talking here about steam integration. This combined with the latest great news we received from our main slice Gabe, saying that MNB was confirmed steam deck compatible let's just say that our beloved chaos simulator is now well integrated.

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Turns out that it took me a few hours to figure this out and thanks to steam's excellent API, Mud and Blood stands with its pairs when it comes to
achievements
and
leader boards
. I've implemented a couple of token test entities and more will follow as development continues. Expect more content on that front as the game keeps evolving.

We also have
rich presence
enabled, which describes to your friends list what you are doing in Mud and Blood when playing it.

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This said here's the list of changes for 0.3.2

0.3.2

- Debuff per Germans crossing
- Germans not ambushing at the line
- Moved the version label to the left a little to allow the NG+ frame to display properly.
- Fixed a crash with Tiger tanks sounds.
- Fixed a fault where explosions would not link appropriately to their parent (mostly when finding the angle of attack on a tiger)
- Adjusted AI behaviour when facing allied soldiers hiding in trees.
- Fixed some fonts mismatch
- Fixed an occurrence where special enemy troops would spawn when resuming a campaign game.
- Adjusted the position of the enemies in the first bunker on the beach.
- Corrected some typos.
- Changed text for engineer flamer skill to proper time (60 sec).
- Moved the locations of ambushes so they don't proc right at the starting line.
- 29th Let's go skill in classic has been reduced to 1 tp.
- Fixed an occurrence where the precision strike (something that has no direction!) on directional armour (mostly tiger tank) would break the game.
- Fixed an occurrence where the bazooka or enemy Faust would be confused with decrewed vehicles.
- In the campaign, from now on, veterancy will be given to any soldier that has crossed the finish line at least once.
- Added a fix for trenches art (but not cover) to vanish during the classic gameplay
- Steam implementation with 5 achievements for now (let us know the achievements you would like to see)
- Steam leader boards implementation (reset from beta)
- Steam rich presence

f71b17173fb84d5ebc62f660dfe73d44fbeb8585.png


Also, we have seen a fair amount of good content in the community lately:

Puguasu fighting a bunch of SS in a very clean advance, almost finishing D-Day with honours.

We got a new guide from Zeterman on how to commando properly

Check out Masked Terror one of our OG testers doing pretty well in Aure valley one of the hardest maps in the game.

Check out Chow, our resident MNB master finishing a Hedgerow map in 5 min!!

Also, we can follow Lance's progression thru the campaign.

Special mention to atoue for pulling a 200+ wave during the beta test of the boards!! pure insanity.

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On this, my firends, the community and I will catch you on the next update. Hit us up on the boards or on our discord if you have suggestions for achievements or any questions. We're a good bunch and are always happy to help new players with tactics or any questions you may have.

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respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3198126190583650232
0.3.3 is now live
Decent sized patch with new mechanics and assets for both modes

Good day folks, urb here,

Hope you all had a good winter. Again, thank you all for the great energy from the Mud and Blood community, feedback, suggestions and bug reports. I'm very fortunate that you guys enjoy Mud and Blood and want to be part of this adventure as I make my dream game.

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I had a few objectives with this patch. The first one was to augment the diversity in some of the
campaign maps
, so I injected more art assets in the composition of mid-game (almost end game) biomes Ardenne and Hurtgen Forest. This was the first time the seasons were altered in the engine and had precipitations (snow in Ardenne) and it turned out pretty good. These 2 new biomes have different grounds which will generate new sounds when soldiers walk around. Cold temperatures now make the soldiers generate condensation when breathing.

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I've also added 2 new battle conditions (BC) to the 50 ones already present in the games augmenting the variation in
campaign mode
by one notch.

The first BC is called Hard Case. I particularly like this one since it almost gives Recon vibes to the game. Hard case will place all enemies in a fortified field base at then of the map. The nice touch is that you really have to approach the Hard Case with a solid game plan based on the layout of the ground and your current squad composition. Conducting the attack on a concentrated enemy force is very enjoyable as the events unfold at an amplified rate and scale. I've seen players bringing the full might of the US army into the mix with arty and airstrikes and others sneaking their way into some fancy angle fights with a squad of green troops. It is also quite enjoyable to see the Germans acting as a platoon size element.

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The second BC is Master Sniper, which spawns an elite German sniper in the game. This sniper has a very long range of engagement and is generally smarter in his approach. The player has to run from cover to cover in a more expedited way which brings an interesting aspect to the game dynamic. The player still maneuvers forward but now less under his own terms and every dash in the open is a potential dice roll. It gives a good layer of tension, especially in certain map configurations. Counter sniping and the use of smoke also evolved because of this condition.

I've added a few new assets including an HQ tent. In
classic
, this can be built for 3tp and will allow all soldiers inside the tent to act as a signaller regardless of their class. Additionally, a tent can generate an additional 1tp per wave at a rate of 5% per soldier in the tent (up to 6).

f79ab605940f1b6a9fc04887d2848d0989066f0e.png


In
Campaign
, any German who is in a tent can act as a signaller. This makes the tents a considerable factor to consider when mounting your attack. A choice between fighting for good ground or disabling the enemy's abilities to drastically change the fight will have to be made. This adds some depth to the fight since usually the prioritization of targets was mostly done in conjunction with direct lethality rather than potential hazardous and substantial shifts to the dynamic caused by German support calls. Fun stuff!!

Classic
had some options added, the first one is the Air superiority call. This will vector US fighters to fly over your AO. It cost 1 TP and will prevent any Axis fighters to operate in your area for 60 seconds. It can also cancel incoming plane calls from the Germans if done in a timely fashion. This is where experienced Signallers come really handy compared to 3 green soldiers in an HQ tent.

The second option is a SitRep. This is a 1 tp call that if successful can harness you (10% chances) a 5 tp reward. It is a fairly simple and easy action to perform all you need is a signaller and 1 TP. The interesting part is ( in my opinion) reflective of the real-life counterpart. An updated chain of command can make decisions based on its updated reality of the situation on the ground. Which at times, will directly improve your situation. But a sitrep, as critical as it can be doesn't have guaranteed returns nor should it be expected, since resources in war are limited and priorities can and will change at a greater scale.

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The last thing I wish to talk about is a new lootable, the extinguisher. It started with the idea that the player and the AI would beneficiate from affecting fires around them. In Mud and Blood fire is very unpredictable and destructive. With the addition of the extinguishers, areas considered interdicted can become available again and on short notice. This changes the dynamic of the fight and creates new possibilities for emergent gameplay and clever tactics. Burning soldiers can be saved by extinguishers. Also, using an extinguisher on individuals at a short-range can create some confusion for a short time. Definitely not its primary use but in a pickle, you never say never.

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AI soldiers will use the item to the best of their abilities either to save burning soldiers or to clear a path.

This sums up the specifics I wanted to communicate with you but 3.3. has more features (new support calls for Germans) added which are described within the patch notes below.:


0.3.3 change list
- Fixed an additional fault with the precision strike on tigers
- Added an extra measure in bazookaHit() function to be properly represented in the directional hit function when triggered by infantry
- Germans will carry more fausts if you have more vehicles
- Changed the timings for hand-to-hand combat so the bulk of the weapon used affects the speed.
- Fixed a fault caused by the game loading when an SDFKZ222 was turning its turret.
- Added German Combined forces. This has chances to trigger when the Germans are seeing their troops being dispatched very fast by large squads.
- Soldiers with first aid kits will not be able to get medic medals anymore.
- Increased medic bag rarity by 2%
- Cargo drop item count will now be randomized so a normal rarity cargo drop will drop 1 to 4 items instead of a steady 4.
- Reduced the explosion crater of the Pak88 by 50% to represent a more AT-driven capability rather than HE.
- Germans have purple smokes which call heavy mortars. Similar to the player ability, heavy mortars will start firing fairly fast after the signal has been deployed.
- Germans have grey smoke which calls propaganda pamphlets which if read by your soldiers will demoralize them. Propaganda can be "disarmed" by intel soldiers.
- Fixing a fault where Goliaths would spawn on the player's frontline
- Asset added Mortar pit. Acts as a trench but larger and round. Found in the Hurtgen forest.
- Assed added dead trees x 4
- Asset Standing dead tree which is used in Ardenne
- Asset added piles of planks, 50% cover 150 px long cover
- New sounds added for footsteps in Hurtgen forest
- Pine trees will now drop pine branches when destroyed
- Mud backdrop colour for Hurtgen forest maps.
- Snow backdrop for Ardenne.
- Fixed an occasion where a vehicle would remain hidden even after firing
- Fixed an occasion where the stationaries would not fire if close to the edge of the map
- Preliminary biome for Ardenne and snow particles
- Added snow effects for Ardenne
- Fixed an occurrence where the Stug would retreat if not engaged after an ambush
- Added condensation clouds when soldiers breathe in Ardenne
- Fixed a few occurrences where the Commando class would panic despite being immune to fear
- QoL changed the selection circle to a more discernable colour, especially on cobblestone or snow backgrounds
- Fixed the global timers for duplicated allied radio calls to not reset on a map restart
- Vehicles will obstruct other vehicles if too close.
- Standing on top of a rock will make you visible and vulnerable to explosions now.
- New asset, Tent provides 15% cover, used in the Hard case battle condition.
- Campaign tent mechanics: any Germans standing in an HQ can act as a signaller.
- Classic tent mechanics: any Allies standing in a tent count as a siggy for call purposes. Must remain in an unrestricted tent for the duration of the call or call is cancelled and TPs are lost.
- New battle condition, Hard Case. Germans have built defences at the end of the map and wait for you there.
- New battle condition, Master Sniper. A smart and deadly German sniper with an unlimited engagement range.
- Obstruction (when a soldier moves within the personal space of another while shooting) maluses have been increased by x5 for both factions
- Scout plane command ability has been changed. In addition to spotting all enemies, it will also deter German troops to fire artillery as per historical accounts. The no arty coverage would be 1 min in classic and Campaign +10 sec per rarity tier in classic command abilities. Scout planes will not cancel arty calls already in play, however.
- New command ability, Air superiority. This can be called if you have a signaler in classic mode and will cost 1 tp. This will clear the axis sky of any fighters for a min.
- The procedural battlefield soundscape is back!!
- Idle troops voice flavour chat back
- New lootable: Extinguishers. This item can be used to quite effectively extinguish fires up to 300 pixels away and or burning soldiers. Extinguishers will also stun for a short time. AI will also use extinguishers to the best of its abilities.
- Decrewed gun will recrew if there are no enemies nearby. If crews are killed but the gun is not destroyed, Germans that are familiar with this weapon (roughly 10%) can recrew the stationary. If guns are left behind and the player retreats it is possible that Germans will recrew the gun as well.
- Added Camnet outline when attempting to build in classic mode
- Buildings cannot be built too close to each other anymore in classic.

From community:

Are you having a hard time finishing the beach map in the Campaign? Check out Puguasu DDay with honour while facing SS troops to catch maybe a tip or two.

Also, check out his Aure valley with Honor guide. A good drop of info since Aure valley can get pretty tricky if you don't know what you are doing.

Check out Zeterman having a hard time in Brest but still pulling it off.

Check out caliigulasAquarium
playing MNB and doing fairly well.

Well, this is it for me folks, I hope you dig the new features and changes. There are a few in here so we will be fixing issues and adjusting as we go in the next few days.

respectfully,

urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Mud and Blood 0.3.4 is live
0.3.4 has fixes and few surprises.
Good day, folks urb here,

Thanks for taking the time to stop here and check out on Mud and Blood. The game is live in early access for about 5 months and looking back it is pretty incredible the amount of progress we have done. I want to personally say thanks to all of you for giving the new Mud and Blood game a spin and being such an active and supportive community. As an indie, I'm very blessed to have this amount of people interested in and playing my game.

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Patch 03.4 started as a hotfix, since the last patch was of a fair size I expected a small rise in blue screens :) for the most everything was taken care of in the first week or so. Tape a few content additions in and there and voila we have a patch. Let's have a look at it.
0.3.4


- Fixed a crash caused by the master sniper battle condition not displaying the right icon
- Fixed a crash caused by the pak38/40
- Fixed some occasions where the vehicles would be recrewed extensively.
- Fixed an issue where the sdkfz 222 would fire a round of 75mm (sorries)
- Fixed extinguisher not dropping when looting an additional item
- Fixed an occurrence where non-sniper engagement range would be greater than intended when attacking vehicles. Especially the scout.
- Implemented a fix for a rare bug that would mess the squad panel or bring you to the options menu when selecting classic.
- A soldier hit by a bullet will do a cover save check before spending a veteran save.
- Tanks firing at nearby targets and miss will generate a large tracer which will explode further downrange rather than close to the tank.
- Cleaned up the recrewing algo so Germans would not step into the driver position of a vehicle that has technically no driver (such as the ZB60)
- Increased the range in which fire can affect cam nets
- Optimized the propaganda particles to become decals when not moving which will help on slower rigs.
- Fire will now burn nearby propaganda pamphlets.
- You can now create buildings under a camnet.
- Changed the Bar sprite when held by a soldier to represent RL dimension.
- Soldier who leaves the HQ while doing a call will cancel his call action.
- The game will prioritize available signallers over normal soldiers hanging in a HQ tent for calls.
- In classic, the mine action has been reduced to 1 tp and will deploy one mine only.
- Reworked the art for the trees.
- Added the "old wall" new asset to Aure Valley, Brest Outskirt and Hurtgen. This is an indestructible walls that has a value of 65% (for now).
- In campaign mode, fixed an issue where the rarity of a skill card for supply drop wasn't accounted for.
- Ranger training is now available in the campaign Commander abilities (we have 19 now!).

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This stuff will polish the game a little further in order to retain a respectable level of quality while I pile new content and mechanics in on the next patch. I'm forward to adding a bunch of QoL elements we have been discussing on the discord lately, ribbons and steam achievements. I've released the patch on both branches so if you find funky stuff make sure to check us out on discord.

Community stuff:


If you are new to the game I invite you to check out some of our good players at play. Just like other commanders in WW2, looking at the archives and lessons learned from other units who fought in similar conditions to ours may allow you to uncover a few tricks of the trade you weren't aware of.

Check out this slick house to house fighting and maneuvering from MT

Check out our resident expert Zeterman a veteran of the campaign mode pulling a wave 78 game of classic.

If you need help with details of the game you are unsure. Check our wiki Wanderjam has been slamming some good info in there lately.

Also, you can come to our discord we have a new player section where you can ask anything from games mechanics to tactics. Often if you have time some of us can look at your streams and give you a few hints on how to fight your way through a tough spot. It's a good time.

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This said folks, thanks for reading this and let me know what you think!

Stay safe out there. Respectfully,

urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
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0.3.5 has dropped
A myriad of ribbons for classic mode and few blitz waves!
Never, never, never believe any war will be smooth and easy, or that anyone who embarks on the strange voyage can measure the tides and hurricanes he will encounter. The statesman who yields to war fever must realize that once the signal is given, he is no longer the master of policy but the slave of unforeseeable and uncontrollable events.
- Winston S. Churchill

Good day folks, urb here. Today 0.3.5 has dropped and pushed Mud and Blood closer to its final stage. I've introduced a couple of mechanics in the last patch and it was essential to take a look and see how all these new elements were behaving in the MNB ecosystem.

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This said I coded a few fixes in order to keep the base game stable and get ready for another content push. I also took the time to review the MNB2 ribbons and include the majority of them in the classic mode. There are still some that aren't in the game yet such as the infamous
victoria cross
since airborne troops still need to be coded. This pushes the
ribbon count to 86
currently.

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Let's take a look at the changelogs for this bad boy:

- Hedgerow ribbon will properly add extra time to armour in the campaign.
- Added notification and sound when casualties are replaced due to ribbons abilities.
- Added notification and sound when ribbon abilities prevent a soldier to bleed.
- Luttich ribbon will now function as intended and will announce when it drops loot.
- The outskirt of Brest ribbon now working as intended and give bonus rounds on heavy mortars calls and light mortars skills.
- Brest ribbon now working as intended giving up to a 30% bonus on explosion damage.
- Siegfried ribbon now working properly giving the correct amount of XP after successful patrols.
- Hurtgen forest ribbon will now work properly having up to 20% chances to prevent retreats to take a day.
- Flaming soldiers will not take the time to read propaganda since they are busy dying.
- AI will not extinguish fires that are too small to hurt them.
- M5 and Jeeps are now recrewable (again).
- Fixed occurrences where the flak 30 would spawn mid map.
- Bikes will no longer trash houses when driving thru them. Calm down Michael Bay.
- The taunt timer in classic has been increased to 30 sec.
- MNB Classic commandos now spawn with +20 health.
- MNB Classic officers now spawn with -10 in combat skill.
- MNB Classic Added Wehrmacht Blitz wave.
- MNB Classic Added Sniper Blitz wave.
- MNB Classic Added special weapons Blitz wave (Bikes come and drop flammers on your positions).
- MNB Classic Added Panzer Grenadiers Platoon Blitz wave (3 half-tracks drop grenadiers on your positions).
- MNB Classic Armory, Armory Mastery and Armory Command Ribbon added.
- MNB Classic Shell Shock Ribbon added.
- MNB Classic BBQ Ribbon added.
- MNB Classic chain of command Ribbon added.
- MNB Classic Defence Expert Award added.
- MNB Classic Distinguished Service Ribbon added.
- MNB Classic Field Commander Ribbon added.
- MNB Classic Gallantry Ribbon added.
- MNB Classic Infantry specialist ribbon.
- MNB Classic Sapper Commendation ribbon added.
- MNB Classic Special Operations Ribbon
- MNB Classic Combat excellence Ribbon
- MNB Classic Tank Killer Ribbon
- Officers in classic have -10 to combat skill
- Sten gun now cost only 1 tp in classic
- Fixed a crash introduced in the latest patch
- Added Skaen's typo corrections

The requirement for the new ribbons can be seen in the wiki as Wanderjar is putting put the details as we speak. Spoiler alerts though I know some of you like to discover ribbons as they go.

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Looking ahead, I'm experimenting with some QoL options and art to be injected into the game. I'm also tinkering with some pretty nasty mechanics that will make their way into the game both in classic and campaign but it is a lil bit early to confirm the goodies yet. On this, I thank you for taking the time to read this and I hope you will enjoy the new blitz waves :)

Check out our community for tactics and combat goofiness:

From the ever smooth
Masked Terror
check his squad hitting a particularly nasty hard case.

Check out Puguasu going through Violence of Action battle conditions sustaining no damage! I'm telling you folks this game is way too easy :)

Also, check out general community goofiness led by Zeterman on one of our streams.

Take care folks, get out there and fight with everything you got!!

respectfully,

urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Mud and Blood. DDAY patch 0.3.6
This patch brings a fair amount of new mechanics and content on a very special day.
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Hey guys, urb here. Hopefully, you have a decent start to the week time to kick back and check out what's new in your favourite chaos simulator. Something of mention, however, today is the 78th Dday anniversary. Pretty special date as far as I am concerned so the Mud and Blood tradition of dropping a decent-sized patch will continue. This update brings pretty cool new mechanics and additional tactical options to the player. Let's check out what's in there.

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The first phase of this patch brought in some fixes that were required after the last influx of mechanics. Most of them were addressed in the last stability patch but a few minor details needed some work. The details are in the patch notes.

Secondly, the focus was to bring additional buildings to classic mode. I've added 6 new construction for the classic mode ranging from tank traps to defensive positions. Notably, we have the pillBox, a large very sturdy bunker which can resist (75%) a direct hit that would have destroyed a normal bunker.

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A popular request was a line of sight blocker for the classic mode. So quite naturally the palisade made a comeback. For 1tp you can have an improvised tall wall that will block the line of sight. Be advised the Germans will actively try to take down that wall either with explosives or recoilless weapons.

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We also have a few new obstacles that can immobilize a vehicle for some time unless an engineer of that faction is nearby and perform a fix. If a vehicles run over an obstacle it will spawn a bunch of cogs and gears and depending on the nature of the obstacle will be stuck in place for a min or less. The vehicle will still be able to engage targets.

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Additionally, we have a new lootable, or should I say the shovel lootable has been modified now to be useable. If a soldier has a shovel right-click nearby he will be able to dig an improvised trench, also called shell scrape (or colloquially named ranger grave). This is a 40% saving throw small defensive construction and this shall be useful in a pinch either in classic or across the Western front in Campaign mode. Digging a shell scrape will consume the shovel. Soldiers who have a shovel will retain their passive ability to disarm Mines, Tnt and UXOs that are nearby. A soldier needs to be stationary in order to perform these actions. The shovel also gives a 3% saving throw to incoming fire (ping!).

We also have an antenna that cost 1 tp which boosts the chances of success (+20%) of any nearby signallers or soldiers in an HQ tent making a call. This should give a hand to 0xp signallers just showing up for their first day at work and having to vector a creeping barrage. Antena also spawns in classic and can improve any nearby soldiers (German or Allied) communications by 20%. This should be a quick cue for fast and decisive actions if we notice an antenna beside an HQ in a campaign game since they tend to get very busy on the radio on those occurrences.

We have a mortar soldier now and the accompanied Mud and Blood mortar pit has been added as well. A mortar pit is a good alternative to a trench since it is bigger and can accommodate a bigger squad. Mortarmen will fire 3 rounds (4 if they are in a mortar pit) of mortar per wave. Mortar men will not fire if inside of a bunker, under a cam net or under a tree. They will also use their rifle if the enemy is under 400 pixels from them. this makes the mortar crew able to defend themselves in a pickle or even act as an infantryman if required. If a mortar soldier doesn't fire his 3 shots during a wave he accumulates them, there is no maximum on how many rounds a mortar man can accumulate currently so a crafty commander can stash a fair amount of rounds in the prediction of harder times to come (post wave 50?)
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Patch Notes

There are many other additions to the game which I noted here in the patch notes.

- Bikes that bring flamers that are decrewed by fire will now spawn flamers correctly.
- Fixed a glitch with TPs in classic.
- Vehicles will accelerate and brake in a more natural way now.
- Commandos just like Gunners and Snipers, will not get a Garand with Ranger training anymore.
- Classic Survival Ribbon is not proc'ing if you had another ribbon awarded recently fixed.
- Fixed an occurrence where pausing the game and going to the options menu would reset the map kills in the campaign
- Soldier that fires Fausts/rifle grenades/bazooka will be unstealth.
- Added proper carnage when a 88 explodes.
- New campaign command ability: Dismiss, this will dismiss a soldier and bring a new one into the fight. The new soldier will have 50% of the dismissed soldier XP +5% per rarity tier of the skill used. This is useful when changing sectors and wanting to swap a guy or two.
- Classic mode only, snipers on both factions have chances to go stealth on each action cycle based on their experience. They will remain stealthed until they fire a shot.
- Snipers in classic have now +20 to combat skill.
- Soldiers in classic are now maxed out at 100 combat skill.
- Fixed promotion animation in classic.
- Soldiers that are burning will not be able to use equipment.
- QoL:
Screen scrolling speed
is now adjustable in the options panel.
- New asset: ruined tower which will spawn in Outskirt of Brest.
- Classic and Campaign: New obstacle mechanics, Dragon Tooth and Tank traps. If it comes in contact with a vehicle it will be destroyed but will also immobilize the vehicle for 30 and 60 sec respectively.
- Engineers and sappers can "de"-immobilize vehicles
- Mortarpit saves are now 60%
- Classic special operations deployment will set you at -10 tp instead of -20
- Tommy's gun range increased from 200 to 250
- Range of m1919 reduced from 450 to 400
- Cover from tank traps reduced from 50 to 40
- New asset: Antena will cost 1 tp and give nearby siggies or HQ tents +20% to calls being accepted faster.
- Commando will not panic as stated and will gain 25 morale once they reach 0
- New mechanics for the shovel, a soldier equipped with a shovel can disarm mines and UXO and TNT. Also, on a right-click, it will dig a shell scrape (improvised trench) which will consume the shovel.
- Allies and Axis Engineers/sappers can disarm TNT placed by the enemy.
- Classic new construction: Palisades. Cost 1 tp and build a small improvised wood wall that blocks line of sight.
- Reduced the combat skill for German halftracks by 1%
- Added a dynamic tip for the Iron cross soldiers
- Classic new class: Mortarman, this soldier can fire up to 3 rounds of mortar (4 if he stands in a mortar pit) per wave. Mortar men can't fire if they stand under a tree, under a camnet or inside buildings. The mortar can fire at any enemies that are being spotted. Even those who aren't within his line of sight. Also since you are reading the patch note, here a lil layer of depth. Mortar soldiers can actually stack rounds let's say you put your mortar man inside of a building for 4 waves, he will have accumulated 12 rounds of mortar.
- Classic Mortar pit: Understructible defence (60%) that increases the mortar ammo to 4 per wave.
- Fixed a slight misalignment on the mortar pit in Campaign mode
- Campaign: Dragon tooths will spawn in Aure valley providing a lil extra cover for your squad.
- Added up to 5 seconds delay to enemy air bursts calls (blue smoke)
- Changed the sound algo for explosions so they all follow the same fade pattern
-
Firing a recoilless weapon inside
of a building will stun nearby soldiers for a short period of time.
- Recoiless weapons (Bazooka and fausts) will create a back blast which can damage friends and foes.
- Shotgun added to classic (2tp)
- Increased vulnerability of crewed vehicles to airburst to 30% per blast (was at 20%)
- Classic sniper blitzwave gives 10tp and spawns 12 snipers in your AO.
- Classic Panzer Grenadier blitz wave will spawn only 2 half-tracks and will give 10 tp
- Classic you can now equip a soldier with a flamer for 60 seconds (in the equipment menu) for 60 sec, cost 3tp.
- New Asset Pillbox: This is a reinforced bunker that is 75% resistant to explosions. It has the same protection as a bunker. In classic, it costs 12 tp. In campaign, it spawns sporadically across the battlefield.
- Fixed an instance where decrewed vehicles would still spot enemies.
- Incoming fire from 222s and Flak30 will now decrease morale .
- Panzerfaust will appear on top of Bazookas on backpacks.
- Enemy will not spawn behind vehicles in classic if there is no infantry behind them.
- Uncrewed vehicles will not prevent game over screen in classic.

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Welp that is a wrap for this patch I hope you dig the new mechanics and see you all in the fight. If you got any input reach out on our discord.


Community highlight

Check out this particularly hard classic finish by Zeterman

And from the same guy a rough push for the end last 10 yards in the campaign. Fortune favours the bold!

Very cool montage by Puguasu here

Check out obeydj2's MNB2 debut on twitch

Also have a look at Wirywings5 Classic fights.

For some campaign tactics and rough times in check out :AbunchofGoat a guy I particularly enjoy watching slugging through Brest.

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respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
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Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Mud and Blood 0.3.7 and the Jager troops are here!!
The Jager patch is now live in the main branch!!
Good day Mud and Blood commanders. I hope you guys are having a decent Friday and enjoying the summer. It has been a little while indeed since 03.6 brought in multiple new mechanics to the game and needed some tweaks. I've lost counts of hotfixes but the first 3 weeks were pretty busy hot fixing the game and tweaking balances issue with regard to the new dynamics.

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This said all that time I was really eager to start on the new enemy type that is finally introduced in 0.3.7
to be consistent, a different look in MNB steam means that the unit is significantly different than the others notably with behaviour.

Today I present you the jagers, which mean hunters. The Jagers are considered light infantry which means they are primarily faster infantrymen. They also have the particularity to spawn behind your lines and conduct hit and run tactics on your lines.

In classic, they will spawn as a blitz wave assaulting your support troops from the rear in a coordinated fashion. Jagers due to their nature of already being behind your squad will not attempt to cross the start line but instead, remain on the map and coordinate a short and fast series of assaults on your rear flank.

In Campaign, the Jagers will start appearing if you finish patrols and leave enemies behind. We all know at times things get hairy and pushing thru the last few yards in order to finish a tough fight can be a life saver. This is a viable tactic, however, every enemy left behind adds 1% for Jagers to start appearing in subsequent maps. We can lower this rate by 1% per Jagers killed. You will never have more Jagers attacking you than the number of enemies you left behind.

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This new troop type comes with a new weapon as well. The shortened K98 is a less bulky bolt action that allows a decent amount of range and damage while sacrificing range due to a shorter barrel and lighter weight. The short K98 can also spawn in German crates hidden across the battlefield as well.

Jagers's AI drives them to group up and perform hit and runs on your section. If they sustain a lot of fire or get hit they attempt to retreat, reorganize and try again with the troops that are available to them (tactics will depend on numbers). It is important to note that Jagers are not considered special troops and will behave conventionally towards combat and casualties. This means that a Jager assault can be successfully broken if you manage to hurt them enough. In this case, you will see the Jagers quickly losing their initial 'pizaz' and revert back to self-preservation and hopefully some confusion.

This said let's take a look at 0.3.7 change log:

- Fixed a fault in classic when you would deploy close protection and start calling vehicles without infantry
- Fixed a fault in the range-finding functions of some of the vehicles
- Disappearing visuals for shells crape and mortar pit
- Germans will not count as occupying troops in HQ for bonus TP generation
- Engineers will not fix nearby enemy vehicles
- Vehicles should not engage stealth enemies but can detected them just like normal troops now
- Fixed cleaning function deleting mortar pits, pillbox and shellscrapes
- Removed the idle frame for the mortarmen which would create some issues and was confusing at times
- Fixed a fault brought in by the Opel spawn function when there is no infantry around
- Fixed the shell shock ribbon requirements
- Fixed the blitz wave message not displaying the right amount of tp
- Barb wire will not spawn in the starting area anymore.
- Fixed a pause/wave exploit in classic
- Fixed some inconsistencies with the looting of some items.
[4:57 PM]
- Loot range for items has been reduced from 200px to 50 px, no more telekinesis.
- Fixed an issue where vehicle main guns would have no sounds
- Fixed a ribbon exploit with barbwires
- Classic snipers for both factions can only stealth if they are holding rifles
- Classic Pillboxes can't be built too close to other buildings
- Fires last longer in pillboxes
- Stun effects for explosions last twice as long on occupants of a pillbox
** still working on it, bbq stats on mnb2 are not representative
- Removed airbursts from counterattacks
- Primarily fix for Opels not driving forward in some situations
- An allied soldier that has been disabled by wire more than once will stop providing Gallantry bonuses
- Fixed a fault where the flak 30 would fire higher calibre ammo when engaging vehicles
- German snipers and the szfdk222 will see stealthed units
- When engaging a unit that is under a camnet, the 222 has 1% chance to relay the true amount of soldiers hidden under that cam net.
- Classic mode, changed the sound of the 6 men rule special wave for something more dramatic!
- Added a few variations to the unnecessary complex yet fun procedural sound generation when a reload is performed.
- Added voice lines from Yusti for the dismiss actions
- Added a little notification if you try to dismiss a disabled soldier
- Classic snipers that are performing "loud" actions (using a recoilless, throwing a grenade) will unstealth now.
- Fixed some typos (Thanks Skaen) (edited)
[4:57 PM]
- New classic Ribbon Ranger Graveyard (dig 250 shell scrapes, future shell scrapes have 10% not to consume the shovel)
- New unit Jagers complete with all animation frames and custom AI! The new unit can spawn during blitz waves, regularly or during special events in the campaign.
- New enemy weapon (used by Jagers but can spawn in boxes) Short K98, a low bulk hard kicking bolt action rifle.
- Emplacements (such as Paks and other crewed vehicles) will need to have a line of sight with a nearby enemy in order to decrew their guns and fight. It is not sufficient to just stand in a tree near a gun in order to decrew it.
- New item: Camo, this elaborate camouflage unit once used allows any soldier to become stealth for 30 seconds + (xp/5). This camo has its limits, however. A camouflaged soldier has a 75% chance + xp/4 to remain hidden when spotted by an enemy.

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As you can see a lot of small tweaks in order to assimilate the recent mechanics of 0.3.6 in the eco system and make sure everything plays a part in the emergent combat experience.

I'm currently working on the next patch as we speak and I got a few nice surprises to add since now the code base is stable and solid enough to bring new madness into the mix.

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Also, let's have a look at the community stuff:

- First absolutely check out this gem by Puguasu

- Then let's take a look at MT's adventures in Hurtgen forest. Take a good look at how he handles the intricate line of sight challenges fighting in a dense forest brings. MT plays in a deliberate manner with his tested fireteam method.

- Our good old Lance slapping a St Lo with merit.

- WiryWing attempting the guerrilla warfare (GW) ribbon on twitch.

- Master Chow, the author of this very good guide. back behind the gun and going thru the first few missions. We can all learn a thing or two by watching him play, granted we can manage that mountain dew level micro.

- Speaking of guides let's not forget Maxi's excellent field manual which is up-to-date with 0.3.6!

That would wrap the patch notes of this MNB update folks. Thanks for taking the time to read this and playing Mud and Blood. I appreciate the opportunity that you are giving me to make my dream game. I wish you all a safe weekend and I'll catch you on discord or in the next update patch notes.

respectfully,

urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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The very chunky Mud and Blood 0.3.8 patch has dropped!!
New weapons, new mechanics, new vehicles and a special event!
Good day commanders, urb here. It's been a little while folks, but the wait is over and I am super happy to finally drop this massive patch just in time for the upcoming weekend.

There is a fair amount of new elements so let's get started.

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Loot items QoL
First and foremost a minor detail but of a fairly significant impact is that lootable items such as med kits, panzerfaust and various grenades will drop from soldiers as soon as they are disabled instead of upon death. This is also true for allied soldiers! Additionally, clicking once on an item will make the selected soldier move to the item and pick it up automatically once he is there.

It is important to note that now the med kit is a one-time use item (heals 10hp instantly when right-clicking on a soldier) rather than a passive area of effect equipment. This is mostly due to the gear now dropping on death for allies.

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New Vehicles and targeting distance changes
We have 2 new vehicles in this patch the Flak Panzer for the Germans and the Bofor for the Allies. The Flak panzer is the fastest firing vehicle in the game currently with a rate of fire of 1800 rounds per minute. An absolute beast. The good thing however is the gunner can be killed with a lucky shot. In this case, the flak panzer is likely to retreat and try to get another gunner from the troops remaining. Note that not all troops know to fire a FlakPanzer however so the recrewing is not guaranteed.

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Secondly, the Allies are getting the Bofor a hefty 40mm stationary autocannon manned by 2 crewmen. It is currently available in Classic mode and cost 12 TP. The Bofor has a limited burst length due to its substantial recoil but deals a decent amount of damage to infantry at a range of 1200 pixels (roughly a screen length)

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I'm currently trying to find good ways to squeeze the Bofor in the campaign somehow as support and will try a few things in the future from being towed in to being airdropped.

Vehicles have been modified in preparation for the upcoming vehicle pass the engine is about to get. In a nutshell, every vehicle has its effective engagement range modified to reflect its combat capability. (Details to be uploaded by the wiki crew) It adds more depth to the vehicle combat putting more emphasis on deploying the right vehicle for the right job. I will let you guys experiment with this and let me know how it feels. It also makes the M5 very potent and brings the gun back into the long-range engagement bracket.

It is also important to notice that grouping for all vehicles has been tightened by half. This means the explosion dispersion for successful and missed shots will be closer to their targets. Mechanically wise the effect on infantry is not too drastic but cover and vehicles getting fired upon will feel the difference. The intent is to make the vehicle more effective at what they do without being systematic game-enders.

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Ammo dumps and various unexploded ordinance
One thing I wanted Mud and Blood to cover a little more in order to give the battlefield a more authentic and emergent experience was the often overlooked abundance of UXOs in any given combat zone that has been fought over for quite some time. In order to implement this, UXO will be dispersed from vehicular explosions according to what type of ammo they carry and calibre. Also, crates and often even full ammo dumps will be appearing in the world. Commanders will have to pay attention since unexploded ordinances can change the dynamic of a fight by their unpredictable nature.

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There is 5 type of ammunition in 3 calibres (light, medium and heavy) that can be found on the battlefield currently. they can be identified by keen commanders by the colour of their warheads:

  • Red:
    fragmentation round, when exploding these rounds are fairly hazardous to infantry and hard to contain. They do however rarely chain detonate nearby rounds.
  • Black:
    Armor piercing/Anti Tank round, also somewhat limited in explosion power, they still contain some punch and definitely can harm close-by vehicles and troops.
  • Yellow:
    White phosphorus, used to deploy fast short lasting smoke, phosphorus round will cause fires when exploding.
  • Green:
    High Explosive (HE), these rounds pack a decent explosion in their respective calibre and can start some nasty chain reactions if they detonate nearby other explosives such as mines, stashed Fausts or even other UXOs.
  • White:
    Smoke, these rounds when detonated generate smoke and rarely fire. A heavy smoke round is particularly interesting since it may generate quite the smoke wall by itself.

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Also on the topic of chain reactions, fire will now cook off mines, and rounds that are laying around.

New weapons
There are 4 new infantry weapons introduced in this patch. The SVT 40, the VG 15 and the Sten MKVI and the IR STG44.

SVT 40:
Semi-auto rifle of Russian manufacture, it can be seen extremely rarely in the hands of Wehrmacht soldiers. As with any Russian weaponry, however, it is more common in the hands of the hardened Eastern veteran troops.

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VGI-5
Commonly called the Volkssturmgewehr, The VGI-5 is an unusual and rare firearm that only saw use in the late stages of WWII as part of the Volksturm series of weapons, and was used on the Eastern front as German Armies and Home Guard fought to defend their homeland from the onslaught of the Red Army. This weapon starts appearing in the campaign mostly after Hurtgen forest and will be carried by the upcoming Volkssturm troops.

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Sten MKVI
This is the third-tier weapon for the commando troops. It is basically a functioning Sten with most of the flaws of its predecessor removed or fixed. So significant lower jam rate, slight range improvement and most noticeably, equipped with a silencer. When a stealth unit is firing the new Sten, they will have the ability to remain hidden. The chances to be detected are 5% chances per round fired per enemy within line of sight.

IR STG44
This is an STG 44, an already potent mid-range damage disher, but with an IR optic on it. This is an extremely rare and exotic weapon to be seen in combat but they are out there. The particularity of a IR STG44 is that it allows the user to unveil hidden troops, see through smoke, and detect ambush sites just like a scout if the wielder is immobile. Finding an IR STG44 in a crate is quite the game changer.

On the weapon topic, The FG42 issue rate has been drastically reduced for regular troops. It is however quite common in the hands of fallschirmjagers (FJs) making our tactically inclined friends even more interesting to fight.


Classic TP cost changes
After looking at the metrics some changes have been made to the cost of defences in the classic mode.
Trenches
are now 4TP,
Wood bunkers
5 and
concrete bunkers
6. This brings back the trench as a very fast and reliable early defence and also a cheap fallback position in case of a shift in your defences.

And finally the icing on the cake,

Special Event: Classic Urban Warfare!!
For a limited time, we decided to change things a little bit and include urban combat in the classic mode. Upon deployment, commanders opt to participate to the special event and deploy their defences in Brest and fight a cutthroat mix of long-range street sniper exchange combined with the house-to-house quick stand-offs. During testing, the event was very fun to play and watch since it changes the dynamic of the map entirely. Vehicles largely remain on the road while troops tend to seek shelter in the bordering city blocks. Players have been experimenting with long-range M5s covering the road backed with a Bofor. blowing up city blocks with TNT to open arcs of fire and such. It is very exciting to see you guys' criminal minds at play trying to find better ways to kill the enemy.

If you guys dig the special events let us know and we can make this a monthly thing. In any case, if you are looking for good fun and a hard fight definitely check it out.

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There is also a handful of other changes that this patch brought up you can have the details in this list:

- New German vehicle, the dreaded Flak Panzer added
- Fixed the rifle position when a soldier call or observe
- Tweaked the enemy AI to be a little more fire conscious
- Cam nets are now properly vulnerable to fire
- Tighten the AI decision-making for flanking maneuvers
- Fixed a debug key exploit
- Changed the name of the "short K98" to G33/40
- Allied .50 Heavy Machine guns will decrew if nearby a fire
- Fires in pillboxes do 2x the damage and their burning time is regularized.
- Changed the coax fire alignment on the greyhound so it is aligned with the mg now
- Changes to screen scroll speed will carry from Campaign to Classic
- New Axis weapon, Gustloff Volkssturmgewehr VG.1-5 rifle a hard kicking unreliable heavy but compact semi-automatic rifle mostly used by the VolksSturm troops
- Dramatically reduced the amount of FG42 in the hands of regular troops
- Incorporated the VG-15 into the weapon spawn tables after Hurtgen forest
- New Axis weapon, the captured SVT40, medium range semi auto light rifle that packs quite the punch.. when it works.
- Removed sanity checks on tank traps in classic which would relocate the construction if built at a non-valid location.
- New allied weapon, Sten MKVI a silenced SMG with decent stats which allow the user to remain stealth if used on isolated enemies (5% per shot per nearby enemies of being detected)
- Fixed Sapper ribbon trigger in classic
- Allies will now drop their loot when they die.
- Both factions will now drop their loot when they are disabled
- Some requested QoL stuff, If a soldier is told to loot an item that is too far from him, he will move to it and then pick it up
- Added Stg Mag sprite for STV40 and STG44 weapons when reloaded
- Firing with non-silenced weapons will now remove camouflage provided by a personal camnet.
- Loot will not despawn if there is an allied soldier at least 100 pixels from it.
- Changes were made to fix some maps generation algorithms notably "the void" on some occasions.
- Fragmentation from explosives is more effective at stun/kill passengers aboard soft skin vehicles within the radius.
- 81mm heavy mortars in the campaign (command ability) will now prompt for a target when selected.
- Medkit is now a useable item and will heal up to 10 hp upon use on a soldier
- Number of Attempts on a map will be displayed correctly on a map success.
- Increased the chances to have jagers per enemy left behind in the campaign from 1% to 3% per soldier.
- Added placeholder units for the enemy in intel brief until we got time to research the specifics.
- Floaty text will not spawn outside of the screen anymore. This would happen when intel would read a document close to the top of the screen.
- Added ribbon for the Rhine campaign scenario
- Stugs, Tigers and Flak Panzer now added to the open warfare spawn tables
- Targeting for vehicle revamp which will pave the way for the upcoming vehicle dev pass. Basically, all vehicles will have their own detection ranges for infantry and vehicle separately according to their real-life capability and functionality. This now positions the M5 anti-tank gun as a vehicle with the longest range of engagement with the 88.
- Classic: German Armored Recce (SDKFZ222) will pass on the number of troops you have under a camnet if they have a chance to take a good look at your defences.
- Medkit used by xp/10 and Med
- Heavy rounds (fired by vehicle and emplacements) tracers will now stun troops when flying by.
- Live rounds of ammunition are spread across the battlefield now. Careful for chain reactions and learn the colour codes!
- Emplacement might have crates of live ammunition laying around them
- Destroyed vehicles will have a chance to spread unexploded ordinance as well
- New German weapon, the advanced IR STG44 which allows the soldier carrying it to see thru the smoke and detect stealthed units. The soldier will also be able to detect ambushes just as good as a scout if he is not moving.
- Mines can now be cooked off and explode by fires that generate enough heat to trigger the fuse.
- Trench now cost 4 TPs in classic
- Wooden Bunker now costs 5 TP in classic
- Concrete bunker now costs 6 TP in classic
- Brest Biome in classic as a special event! Madness!

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Well friends, this wraps up the patch notes for this one. I really hope you like the new stuff and looking forward to seeing all the madness this will generate. Allow me to thank you all again for taking some time out of your day to read my ramblings. I will never say enough how grateful I am to have you guys following and supporting the making of this lil ball of angry chaos that is Mud and Blood. I wish you all a good upcoming weekend and stay safe out there.

respectfully,

urb

Community stuff:

Check out MT's wave 74 classic run on the special event!

For the new guys struggling in the Campaign check out Puguasu streams

Check out this interesting Sniper finish in the ruined city of Vire by Lance.

One of my fav MNB streamer Wackofish trading shots with the Germans in the Hedgerows while retaining his dignity.

Hilarious typical 10-yard dash in Campaign by Awtoh
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3305103714199256286
Mud and Blood Mighty 0.3.9 Patch!!
Another big patch just in time for the weekend!!
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Good day folks urb, thanks for your patience on the patch and without any further delay here goes another fairly beefy monstrosity full of violence and goodies. This one was a little bit of work since it was related to some back-end mechanics and AI. Let's have a look at some of the good stuff.

Squad rearrangement:
Kind of a big deal, code wise it definitely was interesting to tackle on a custom engine.
You can now drag and drop soldiers' portraits in campaign mode.
This was a highly requested feature. Commanders can now on the fly rearrange their squad's shortcuts by right-clicking and dragging the portrait of their men into a new position. This helps the micro tremendously and speeds up squad management. Very happy to have been able to crack this one up.

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Forest warfare AI upgrade
I've spent a fair amount of time re-arranging the AI in order to navigate forest fights better. In a nutshell, the enemy will simultaneously move in and out of contact and keep a general SA (situation awareness) on how their squadmates are doing. Depending on their TTPs (tactics, techniques, and procedures) either SS or FJ or Wehrmacht, will behave with various degrees of aggressiveness and cohesion in order to match their archetypes. My goal is not to make the AI perfect woodland assassins, however, but rather to simulate soldiers attempting their best to win a fight. This was the hard part because it was easy to code the perfect solution but rather challenging to code human-like behaviour and plausible tactical mistakes in a high-stress situation. The result is very satisfying and also makes the Germans more aware of your troops while you are trying to be cute in the trees.

We also got new sounds and effects when bullets hit the trees making the forest fight colourfully and snappy. Soldiers that are moving within trees will also generate noise and leaf particles. This will help players determine where sneaky Germans hide in that hedgerow. It will also help the Germans know where you are so careful disturbing the vegetation too much you might catch a Faust!

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Explosion mechanics rework
The way explosions worked in MNB was satisfying but not to the level I wanted in order to simulate warfare AND be a factor for emergent gameplay. With this latest patch, we get exactly that. There is a lot of back-end stuff going on but for the commander the most noticeable aspects of how troops are now affected by explosions especially when it comes to buildings and cover. A grenade that gets through a window of a house and land inside becomes a real threat now. Mortar shells that land on the roof of a house are not directly threatening but will shake your guys up a lil bit. Fragments from an incoming 88 shell that hits right outside of a defensive position will come straight at your soldiers if it doesn't get stopped by the cover. Overall it doesn't make the game harder but rather makes deflagrations behave in a more authentic fashion.

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Volkssturm
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Germany late in the war losing the fight progressively had to come up with fresh troops. The Volkssturm (People’s Militia) represents its last line of defence. The Volks were drawn from ranks of the population previously considered unfit for military service, including younger boys (aged 13-18) and older men (many of whom were veterans of World War I).

To reflect this in the game the Volks will have half the skill and health as regular forces. Since they show up late in the game however they have a little perk. When sustaining a casualty a Volks unit has 10% to bring in 4 more soldiers into the fight. If unlucky a commander can all of a sudden find him/herself rolled into a mini Gettysburg.

Volks will spawn as a boss wave in Classic bringing 20 soldiers on the map for 10 tp. In the campaign, they will progressively start appearing as you get closer to Germany in groups of 8 to 16. Volks have their own equipment table with a preponderance for late-war armament such as the VG1-5.

In terms of tactics, the militia will do very basic maneuvering but will shine if they attach themselves to experienced troops. This was particularly impressive to see in action when during testing a Volks squad was led by 3 FJs into a formidable maneuvering scheme (typical for the FJ). On the tactical spectrum, I see the Volks willing to fight but lacking the know-how. In-game mechanics, it translates into this very dynamic outcome where Volks will try to imitate or support (to the best of their limited abilities) the toughest guy around.

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New Biome: Heart of Germany
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Heart of Germany or HoG as we call it is one of the final stretches in the campaign mode and lasts for 30+ days. I felt it was important to inject some love in the late game in order to create incentive in fighting the long fight. The HoG has been coded to generate some of the most intricate terrain so far with a mesh of rural, open lands bordered by light forest and road works. New assets include farmland, tractors and dead cows, and some new haybales. We got a well that is destructible, and 2 new cottage houses with 20 abandoned domestic props. It also introduces procedurally generated cemeteries which offer some pretty cool tactical nightmares right in time for Halloween. HoG is also available in
the special event
in classic so you guys try it out.

New vehicles: M10 and Ambulance
Last time the Germans got some new vehicles now it's our time. Introducing the Wolverine M10 tank destroyer. This is a long-range (longest effective range of all allied vehicles) hard punching AT vehicle. It is also quite maneuverable for a thing of this size. Its turret is open top which in a sense is good because it gives the crew a 360-degree vision arc. However, it makes the crew more vulnerable. The tank will fire as long as there is at least one crewman in the turret. Speaking of the turret, that thing is hand cranked so absolutely slow to traverse. The M10 is not made for quick and agile engagement and will get entangled in managing its arcs of fire if not protected appropriately from infantry. M10 is beefy but its armour is not the best so keep an eye out for damage sustained. This said the Wolverine absolutely shines at taking out emplacements and vehicles from far, it is the vehicle sniper if you will.

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Next, we got the ambulance which brings in new mechanics. This vehicle is a soft-skin-wheeled truck that when deployed will heal fairly fast any soldier that is severely wounded (under 50 hp). The ambulance is a non-fighting vehicle however which means as soon as it's sustaining damage it will leave the battlefield. In classic, that means you just lost that 3 tp. So commanders have to either keep it in the back at a rear medical station or roll the dice and accept the risk of bringing it to the front. The challenge in the campaign is that while your guys are being treated by the medical crew, counterattacks are still a thing and an acute sense of momentum will be required to not get caught with your pants down.

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German Airborne drops
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German AI commander can now call in fallschirmjagers drops on your position. They will drop straight onto your frontlines in section-size groups. If they land on trees they will sustain some damage but expect them to be ready to fight shortly after they hit the ground. In classic, FJ drops will come as a blitz wave. In the campaign, the drops are a battle condition in the same pattern as Panzer Grenadiers (1% to spawn in on German casualty) If you are about to get assaulted by FJ you will hear in the distance the distinctive sound of a JU52, at this point, it is advised to grab some walls and brace for a tough fight.

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I also want to point out the excellent work from LTHunter our local historian who dug up the names of the 29ers who fought in WW2 which were added to the game naming function for your soldiers. Sounds like a minor thing but this is important for me and the MNB community. The 29th took part in some of the toughest fights out there and always with an impressive level of professionalism which in return made them less flamboyant than other outfits. As November approaches, this is our humble contribution to immortalizing their names and hopefully helping the legacy in ways we can.

This said good folks here is the list of all the changes in this patch:

0.3.9 change list
- In classic Germans will adapt if you have too many of a certain unit type. Post wave 100 difficulties has been increased.
- Smoke screens used by Germans will be more strategically used.
- All soldiers when done moving will turn towards the nearest threat.
- Bikes AI modified so they are more reactive to their environment and exfil when required.
- Reload time for 88s and M5 has been increased by 5 sec
- AT gun reload time will also be affected by the number of guns present on the map. Sharing ammo is hard.
- new mechanics for explosions:
Explosions that fall inside buildings with no roof will now damage occupants
Explosions that fall outside buildings can potentially hurt the occupants depending on the protection value of the building.
Explosions from grenades or rifle grenades or mines that are inside a building will damage the occupants
Explosions that are damaging occupants will leave a crater in the building.
Craters that are on wooden surfaces will spawn wooden plank particles.
Trenches although roofless offers an additional 50% saving throw to nearby explosions
Any troops pinned inside a trench or a building or behind a defence structure will be immunized to fragmentation (but still be stunned)
Stun value for all explosions has been reviewed
- Troops being shot will turn for a few degrees alive or not.
- Lootable med kits fixed
- Germans with radio capabilities will now have Radios on their backs for better identification.
- Buildings can save the occupant from outside shockwaves created by the explosion resulting in some protection versus stuns
- Bonus of OG troops fixed in the campaign (+2% bonus to combat skill to all the squad per surviving original six soldiers)
- Another attempt was made to fix an occurrence where the end of the map is empty in the campaign after a hail Mary battle condition.
- Air dropped Supply crates now have 10% chances to drop random allied weapons.
- Standardization now takes all the German weapons off your squad.
- Speeded up the Beach cut scene a lil bit so the sand hits faster.
- Vehicles now have their names just like soldiers and they can be viewed with a mouseover.
- Fixed menu rage quit option shadow's miss alignment.
- Pimped the White Phosphorus explosions effects
- QoL: You can now right-click and drag soldiers' icons in the campaign to change their positions and shortkey
- Soldiers that are very close to each other will see others in a los blocker (such as inside a smoke or a tree)
- M5 and 88 range dropped to 2000px
- Added carriage return on long ribbon descriptions
- Added a cool lil particle effect and sound when tracers hit trees
- Changed sounds for far explosions to something beefier
- Added a chance for soldiers to comment after a veteran save (thanks Yusti for the voice lines)
- Troops that don't have weapons that are capable of firing rifle grenades (like SMGs) will not fire grenades.
- Players can now choose how long the roofs will remain transparent on a mouse over
- Drop Zone Battle condition added, 1% chances per enemy killed that they drop a section of FJ in the AO
- Compromised Lines Battle condition, 1% per German killed to spawn a section of Jager behind your lines
- Added warning voice lines for Jager spawns. This is a preemptive call so vigilant commanders will be able to prepare for a rear flank.
- Added high tension Jager detection lines for allied troops
- Germans with shovels will now be able to detect and clear players' mines. Mines must be within line of sight so hiding mines under trees or behind the line of sight blockers can work well.
- Changed the mine deploy disposition in Classic. Additionally mine deploy spawns 2 mines now.
- Reduced the engineer build range to 100 px
- Fixed wrong prompt for Bofor placement in Classic
- Pretty substantial AI rehaul for dynamic forest fighting. Germans will peak and move more aggressively, especially if they feel they are winning the fight.
- Fixed an occurrence where Germans could fire mortars inside of a building
- Reduced the detection range of most vehicles to half the previous values
- Detection range for ZB60 is now 800 px
- Added stars under the command abilities in the campaign to indicate rarity tier
- Added new music for Mission success and mission fail in the Campaign.
- Intels now clear propaganda in Campaign
- Added air drop FJ blitz wave in classic
- Added Flak panzer, Greyhounds, Shermans and M10 Wolverines to the roads spawn tables for more chaos.
- New enemy, VolksSturms added to classic and campaign. These are low-skill and morale militiamen that start to appear more and more as you get closer to Germany. they are weak but they have a little something something to help them :)
- New Biome reworked, Heart of Germany (HoG) with multiple assets such as buildings, farmland wells and cemeteries. In terms of tactics, it should be taken as a low-intensity rural area with partial hedgerows. A lot of line of sight blockers. It has quite a variation in engagement range which vary from short to medium and often, long range.

Community highlight
Also, check out some of the good stuff from our community if you got time:

Our good friend Midge doing his part

Doctor Chow, grand master of Mud and Blood, blasting thru the first few maps of the campaign with version 0.3.9

Lance going through some of the hardest maps in Vire

Puguasu with a
100 wins streak
making the game look quite easy!!


MT negotiates with a hard case in Hurtgen forest with the calm and composure that is known to him.

Wanderjar's absolute insane classic run that got him the Guerilla Warfare ribbon

St-Lo montage baby!!

Minor war crimes by caliigulasAquarium

That is all for me gents, thanks for your interest in this project stay safe out there and stay brutal.

respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3479622422074451783
Mud and Blood 04.0 has dropped!!
This patch contains 2 new biomes and a ton of improvements
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Good day folks, urb here,

Hope you guys are having a decent Saturday, plenty of coffee and some free time to fire up some of your favorite indie games. And perhaps even maybe that obscure WW2 game about maneuvers and tactics.

Mud and Blood patch 0.4.0 is essentially an effort to close the game loop in the campaign in order to have a fully supported 333 days combat experience with ribbons and varied map generation. I would say I am almost there. Regarding classic mode, at this stage, I'm looking at what can be added to have a solid and nostalgic experience (Sarge, Frenchies and such). There is currently a healthy amount of variety in both modes and now we narrow down to the milestones required for full release.

Let's take a look in detail at what the patch brings and the new mechanics.

Coordinated movement order
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A nifty alternate movement mechanic has been implemented where you can
press the alt key and then assign moving orders
. When you let the alt key go all the movement orders will be executed simultaneously. This is very useful when timing is everything such as when crossing a hedgerow in the example above. Note that movement speed still applies to slower soldiers such as Gunners and Signallers.

V1 Blitz waves
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In classic, there is a possibility of a V! blitz wave. it is essentially a volley of 5 V1s flying at your defence lines. I can almost hear some of you sharp commanders out there thinking about air superiority. Will it work in the case of the V1 blitz? The short answer is
yes
, air superiority has indeed 50% chances intercept V1s. A dice roll is made for every rockets of the blitz.

P38 Lightning air strike: rocket run
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During the Brest offensive, the 29th critically lacked artillery in order to conduct their advance. A supply issue was at the root of the cause and nothing could be done about it. In order to move ahead with the operations the 29th came up with very intuitive ways to integrate the air force into their tactics. The result brought the P38 into the fight with the aid of USAF liaison officers attached to Gerhardt's HQ.

The P38 offers an air strike that has a tight and mostly horizontal spread. The P38 will fire at least 6 rockets in a fairly accurate fashion. The rockets have limited frag spread but pack decent anti tank capabilities. Since vehicles are usually moving horizontally in the game world, this strike add one more tool in your arsenal to deal with this potential enemy. Currently the P38 is 2 tp in classic. In campaign the P38 has a minimum of 6 rockets but will increase by 1 per card rarity levels.

Trap Doors
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Once you start rolling in German cities expect the enemy to use traps doors and various tunnels in order to circle around you troops and perform hit and run tactics on you. Luckily, you can still mine or destroy the trap doors preventing their future use. They are also fairly noisy so you will hear a distinctive metal door sound when the enemy is using them. Trap doors will spawn in the current special event so make sure there is none behind your position or the enemy will simply have a short cut to your end line. Something to keep in mind.

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In campaign, traps doors bring in additional troops over time. Which makes static fights increasingly challenging with the real possibility of being bogged down in a 2 fronts fight.

Trap doors tends to appear in urban area, most commonly within Germany itself. Be advised that there is rare occasion where a trap door could be inside of a building in some rural areas such as St-Lo.

New Biome Aachen
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Aachen was a map I wanted to redo for a lil while and I'm very happy I had the chance to tackle this one in this patch. It is essentially a dense urban map filled with ruins and treacherous angles. Aachen was a nasty fight with Germans holding large buildings in number delaying the advance with a fair amount tenacity. In order to reproduce this street to street quick and deadly fights I've designed Aachen to be grid like and entirely roofless. it resulted narrow city blocks in quick succession peppered with few standing trees and back alley streets. Germans can shift forward really fast and often out of line of sight creating these impromptu vicious fights where the outcome is decided on who is caught off position.


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Aachen comes at the middle of the campaign some time after Brest. It is also the current special event in Classic.

New Biome Roer River
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After the big fight of Ardennes the Allies needed to reorg in order to roll in Germany en force. While this happened the 29th was tasked to patrol the banks of the Roer river in order to prevent Germans to take back some of the ground left by other divisions. This area give a very unique map layout since it is traversed with a large river. Allies or enemies end up maneuvering either on top or the bottom of the map. This transversal dynamic makes for planning a fun process as you try to anticipate where the enemy will be in the limited terrain. The river also gives emplacement and vehicle a fair amount of range if they occupy the center.

Squad panel weapon inspection
In the squad panel now you can click weapons in order to access their hard specs. The user will be able to see info on the specific weapon carried by this such as range, damage, rate of fire and recoil. Let me know what you think about being fed weapon data. In my opinion this can held some folks out there learning about specific weapons' pros and cons.

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There is also some fixes and tweaks in this version so let's take a look at all the patch notes.

4.0 complete change list
- Fixed an issue where WP, heavy mortars and air burst attacks from Germans would not be redirected by counter intels
- V1 blitz in Classic mode (hey don't look at me you guys asked for it)
- Air superiority has 50% to stop a v1 (in case of a v1 blitz an individual roll is made for all 5 rockets)
- Fixed spirit of the 29th text
- Fixed an occurrence where Commandos would deploy and announce themselves as medic (aint that the furthest you can be from truth)
- First stab at preventing some vehicles to see stealth units across LOS blockers. not that 222s are very good at spotting hidden troops and retained that ability.
- Cleaned up the code for loot pick up, sometimes the soldiers would not pick up loot they are walking towards to.
- Bodies will now burn if exposed to fire nice a nice bacon sound (Please send help. This is a cry for help.)
- Build preview for antennas, tank traps and dragon tooth added
- Antenna build zone reduced by half
- Camouflaged individuals (soldiers who are using the camo loot drop) and does hand to hand attacks will reveal themselves
- Fixed some parts of the game where the "no music" option wouldn't affect the tunes
- Fixed a display error when showing the progression in Heart of Germany in campaign
- Rhine, Roer, Ardenne, Cologne, München-Gladbach, Hog ribbons added to the game. We now have 105 ribbons.
- P38 rocket run added to campaign (as a command ability) and classic (2tp)
- Sdkfz 222 will now spawn on roads
- Fixed a fault where enemy trucks would group up at the end of a map in campaign
- Added traps doors, this is used by Germans to spawn behind your lines. Destroy it with tnt or Bangalores or booby trap them with mines for best effects.
- New Biomes, Aachen which is a grid like city full of ruins and nasty surprises. This biome offers tight fighting spiced up with large open areas at times challenging close and long firefight strategies.
- New special event in Classic will play the map of Aachen this could help some folks trying to get the Guerrila warfare ribbons since it is fairly well populated with defenses already in map.
- Germans spawning in ambushes (under a camnet) will react a little faster simulating they were on over watch and waiting for your squad to walk in their kill zones.
- New asset, Waco CG-4 glider that crash landed behind enemy lines. these can bee seen in Aure and in the Hedges. Gliders give cover save and block line of sight. they can often contain some useful items.
- Fixed a fault where the track sound for the Sherman would not fade over distance
- Exploding vehicles have increased chances to burn for some time now.
- Fixed some ricochet effect when it hits water
- New Biome, Roer river. this is an interesting map with a river crossing from left to right. opening long range shooting in the middle and tight close quarter battles across the water.
- New in water bleed effect
- Fixed in water ricochet
- Added water drips when explosions hit water
- Added voice over on hand to hand kills
- Added voice over for ambush detection
- Added voice over for Ambush triggered
- Added voice over for when a soldier is hit by backblast
- Added the hilarious flamer voice overs for classic
- Added voice over for when the armor leaves
- Added long waited tank radio chatter when moving and leaving
- QoL/Game Mechanic: Coordinated movement. Press Alt and assign movement orders to your troops. When you release the alt key they will perform the actions. Perfect for synchronized assaults and attacks.
- Fixed Spirit of the 29th timer not being affected by it's rarity levels.
- Classic Ribbon medal of honor requires now to have an average of 75 waves anytime after the 5th game.
- In squad panel you can click a soldier's weapon to inspect it. This will display the weapon specs such as range damage and such.
- Some AI polishing was done in order to make some behaviors more human like. Notably how Germans are affected by the tempo of the fight. A variable named tension is keeping a record on how heavy the fight is and adjust the enemies behavior for greater or worst accordingly.
- Classic [1 tp] and Campaign as a new lootable. Tool box. This for now adds 5 to 25 hit points to a damaged vehicle. It has potential to repair critically damaged parts after the vehicles mechanics get further implemented.
0.4.0c
- Fixed a drift issue with the particle system
- Trap doors are destructible now
- Fixed an issue where Batttle conditions would reset upon launching a mission.
0.4.0d
Fixed an issue where soldiers called in hasty defense would not refund TP when dismissed.
Fixed commandos having their max health not set to 120 on hasty defense.

This resumes the patch for now folks. We will catch you very soon in the one year anniversary of Steam MNB patch with few surprises :)

Community highlights
Very good fight by MT. This is a good video to learn about maneuvering and reacting to hard losses in the middle of a fight.

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A very tough fight in Ardennes by Mentally.

Check shadowguy888 streaming some Campaign and doing pretty good

Calii doing his thing in the Siegfried line.

That is it for me on this patch folks, hope you enjoy the new stuff. Let me know what you think on discord or in here my DMs are open and I'm always happy to hear about cool stuff you would like to see in MNB.

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Stay safe and warm, catch you all guys at the Christmas patch drop.

Respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/6363054385858934259
Xmas patch and Mud and Blood is one year old!!
The free Xmas special event is now available. Gib Santa in classic mode for a time limited ribbon!!
Good day folks urb here,

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A year ago, it all started with a few lines of code written by a GWOT veteran, to help purge his demons. To bring up some firefight scenarios on demand, with a bunch of mechanics merging together to create an emergent and evolving fight. No one would know what happens next. No heroes, no bull$hit power fantasy. Just combat. Raw, violent, unceremonious and comical at times. Some sort of way to celebrate the gold ol' days while paying the rightful respect to modern conflict lethality. You know, that despite the losses and the size of the $hit sandwich, at the end of the day must you fight on.

And to this, I say thank you to the 7000 of you out there that were willing to back this thing out. I'm grateful for all of you and feel very fortunate that you were willing to pick a rifle and venture into this valley of death with the rest of us. Hearing about your tales of bravery, sacrifice, loss and victory was a pure blast. I'm 100% all about building my dream game and having you guys along for the ride.

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This patch brings a few new elements and paves the way for what is ahead which is third-party AI such as the Frenchies and allied units. It brings in the special event for Xmas in classic and some new Battle conditions for the Campaign mode.

New campaign battle condition: Crucible
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This battle condition spawns a group of 6 Branderburgs that are an even match for your squad. This is the closest thing to a boss fight you can get in Mud and Blood. The Brandies will be modelized after your own squad matching your experience level, combat skill and veteran saves. They will fight dirty and hit you as hard as they can. They work very well as a team and maintain cohesion at a higher level than normal units. Almost like you are fighting another player if you will. The good news is that you only have to face 6 enemies on this map mostly. Counterattacks are still active so you must push your squad into contact earlier than later.

Visual fidelity
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Some of the battle conditions such as rain and heavy cloud were just notional up to this point. I was initially hesitant to add the rain effect since the addition of particles could affect some of us, keeping the lower-end rigs in mind. The solution I found is to tie the rain effect to the particle settings set by the player in the options panel. Now the rain is very present but in proportion to your settings. Honestly quite relaxing at times in between sessions of high-intensity murdering.

Forest fires
In earlier versions, the fire was spreading to everything besides trees. I now added a two-stage tree-burning mechanic which will spread fire to trees and around if the fire is big enough. This can lead to some pretty uncontrollable situations where the vegetation is pretty dense and all the factors are lined up properly. One more thing to pay attention to. Setting a forest on fire can also be an available option to deny the enemy. Just remember, if it is hard to get in, it'll be hard to get out.

Intel can now interrogate
The Intel has a new passive ability which is interrogate. If there is a bleeding German just place your intel nearby and your soldier will attempt to extract information once per action. This is an xp driven action so the more experienced your soldier is the faster this will be accomplished. Upon success, the intel will reveal all hidden mines, crates and enemies with 500 px from the bleeding German.

Night Raid
It is now possible to have a battle condition that will make you fight the map at night. It is often mentioned that the 29th was often confronted with what seemed impossible grounds to take. Sometimes the only option to break the stalemate was to use unorthodox tactics. Night fighting at that time was not as common as today. but when carefully employed on an unsuspected enemy this could change the dynamic and tip the balance in your favour. In order to represent this the game now rolls in night fighting Battle conditions. quite naturally when you roll that battle condition it'll be darker. The detection range will be halved for all troops. Although the engagement range has not been reduced so once the fight has started it'll get pretty hairy like most night fights. they start close up and end up involving more people in the party that was not initially invited. The enemy since generally not expected to get raided at night will have a 10% reaction malus. I've built an in-house dynamic lighting system for this. Currently, it changes the exposure based on how close the camera is to fire. This will ultimately also affect nearby soldiers' ability to detect enemies if close to a light source. Note that You can turn on the muzzle flash effect in the options panel.

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Xmas special events!!
We're going to Bastogne for Christmas boys! It was requested by many, the classic gib Santa special event is back. For a limited time, there is a chance that Santa take a stroll in your AO if you deploy with the Xmas special event. If Santa is gibbed you will get the special ribbon which gives a pretty cool reward. There are also a few gift boxes around the map that offer minimal cover and may contain surprises if blown up! Bastogne is a pretty messy place to fight with widely dispersed LOS blockers which are mostly trees. This usually means a pretty tight early game with close encounters until the map gets destroyed which turns the entire thing into a WW1 scenario.

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This is pretty much the highlights of this patch folks, but here all the details:

0.4.1 patch notes
- Fixed a crash induced when a soldier was tossing an empty Faust
- Fixed some turret logic that was making the turrets shake or not engage on some occasions
- Supply crate won't be capturable by the enemy in the campaign anymore
- Increased the healing speed of medics by 5%
- All sectors have their proper picture in the briefing panel now
- Fixed an occurrence where the river sound in Roer would still play after a game
- Fixed an occurrence where the sdkfz222 turret sound would not load correctly
- SS, Volks, and some Wehrmacht gunners would not get the correct specialty
- Bofor explosions buffed considerably
- Changed the rocket sounds for the P38
- Added new sounds for destroyed trees
- Added Santa and his gibs
- Increased slightly the density of fire smoke
- Added an additional option panel for future implementation
- Rejiged the timings for the P38 animation to match the sounds better
- Changed the AI to be more conservative with maneuvering when holding an MG
- Dead trees will have a significantly smaller line of sight block area
- Officer skill rally in the campaign also cancels panic
- Intel can now "interrogate" bleeding Germans to reveal nearby enemies, caches and mines.
- Added clouds animations for when Dark Clouds BC is active
- Added rain effect for when the rain BC is active
- New BC, Night Raid which makes your team conduct this attack at night. This involves a few new mechanics and a dynamic lighting system.
- New BC: Crucible, kill a squad of 6 heavy Branderburgs in your AO. Pretty much a boss fight.
- Trees can now spread fire.. oh boy.
- Gunners will receive a BAR when caught with non-standard guns during a standardization battle condition
- Firing a flare will now stop the soldier
- Soldiers who are tossing grenades will stop their movement before the throw.
- Third tier weapon for heavies in the campaign is the now t20
- Night-Ops medal for soldiers who survive 3-night missions
- Shock Trooper Medal for particularly competent shooters with shotgun-enabling slam fire
- Dead and German soldiers don't complain about back blasts. They lost that privilege.
- Fixed the München-Gladbach ribbon
- Adjusted some of the German weapon tables to be more realistic.


Community round-up:
Here's a over view of what happened in the community in the last few weeks.

Check out Masked Terror (which beat the campaign lately congrats buddy!!). I personally really enjoy watching MT's mission since his fire and movement is deliberate and make it easy for the new players to catch a notion or two about when and where to move next in a fight. In this particular vid the fight at the end of Brest gets pretty personal.

Check out this hilarious clip by Mentally where his squad gets flamed right off the starting line but luckily his troops were knee-deep in the Roer.

Zeterman is back with a full Hurtgen pass in one vid. There is a lot to learn in this vid since, as you may know by now Zeter pioneers some of the most daunting tactics with his fast micro squad composed of commandos. It creates pretty exciting assaults to watch with an insane amount of unforeseen events. Who dares wins!!

Scion Galaxy tackles the DDay landing and Aure valley with no problems. Watch this if you are looking for a way to beat the early missions of the campaign but still can't put your finger on how to move.

Check out Comtastic killing it (and also getting killed) in the Hedgerows.


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With all this folks, I thank you for taking the time to read these patch notes. I hope you guys will have a good holiday season, good coffee, late mornings and decadent foodage if possible. I'll catch you in mid-January for the next content drop and until then stay safe out there.

respectfully,
urb
 

Victor1234

Educated
Joined
Dec 17, 2022
Messages
255
I tried this out because the thread made it sound fun, but I was left a bit disappointed. It's too much of a platformer on rails for my liking, even though it's clearly much above the standard platformer and more complex by far.

If you like this style of combat I can recommend Running with Rifles, which is slightly less complex but has open levels instead of corridors to go through. That's got singleplayer but can be played multiplayer as well.

If you really like this style, but on steroids and with an EVE Online-esque economy, then I can recommend Foxhole. That's multiplayer only though.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Mud and Blood 0.4.2 is live!!!
Halftracks with full modularity!!
Good day, folks urb here,

I hope you guys are having a decent start to the year. It's with a certain amount of excitement that I drop 0.4.2 in the open branch. This patch was heavier on the back end, focussing on how to onboard new players, and some new content while laying the foundation for in-map heavy indirect fire. So as per usual, let's use the first part of this patch note to go over the new mechanics implemented.

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The four pillars and their importance in Campaign!!
To many, the
campaign
is arguably the hardest but most rewarding Mud and Blood experience out there. We have this wild concept in the Mud and Blood community that firefights in this game are essentially successful (or not) based on 4 principles. Basic stuff that you should do well in order to win the fight. Arguably these "pillars" of combat might be abstract to some of our new players and leave them sometimes guessing what they should emphasize on.

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Introducing the combat grades engine. In its simplest form, it's a tool that measures how easy or hard you are making it on yourself by doing or not doing certain things. In more detail, it essentially measures your actions while you fight and quantifies their effectiveness, timeliness and payoffs. Ultimately my intent with this is to give a personalized mentor to you guys out there interested in more tailored feedback on how to improve. It is important to note right away that this grading system is
not linked to any scoring or ribbons
. It's just a learning tool. It looks at what you did and tells you if that will make you successful during Mud and Blood combat.

The four principles are explained on your profile when you click on the grades. Also, at the end of a
campaign
map, you get your analysis and how it compares to your average play. This helps you understand if you are improving or not in certain aspects of Mud and blood. Hopefully, it help new players.

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Panther Tank
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This patch brings in the Panther tank to the German army. This vehicle has some distinctive pros and cons that can ironically turn pros into cons. One of the ambivalent features of the Panthers they are well known for is their very slow reverse speed. This means that technically you can bypass a Panther that is cut off from its infantry, but at the same time if that thing holds the ground ahead it might take you a while and a few counterattacks to get to see it leaving. Something to keep in mind.

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Additionally, the Panther can switch ammo depending on what target it is firing at. This tank might even shoot a WP at your soldiers in certain conditions. It has coax and a decent amount of armour but won't deflect a shot like the Tigers.

Half Track
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Celebrated for its modularity the half-track was the workhorse of the mechanized effort of the Allies on the western front. The half-track is a MNB2 classic and I'm pretty happy about how it will bring different mechanics into the game that represents just as much support as offensive capability.

It comes in classic and campaign. In
classic
, the Halftrack cost 6 tp which brings in the vehicle as an early-game option potentially. Once you get your basic Halftrack, it will be a spawn point for all your reinforcements. You can also upgrade it with the module of your choice.

Ambulance, 3 TP:
The Ambulance HT will not flee if engaged by the enemy. It is also pertinent to note that all ambulances' abilities in the game have been doubled in this patch.

HQ, 4TP:
The HQ HalfTrack will give to any nearby soldier the ability to act as a signaller. It also acts as a regular HQ with a 10% per wave to generate an extra TP. It also increases your chances to get a cargo Drop by 3% per wave. It also has a .30 machine gun.

M21 Heavy Mortar 5TP:
A heavy mortar is mounted in the half-track and will shoot 3 rounds per wave. This is 81mm the same calibre as the signaller call. Heavy mortars hit hard and affect large infantry numbers due to their wide fragmentation blast.

T19 Howitzer 6TP:
It's all fun and game until someone has the idea to mount a 105 in the back of one of those things. The T19 brings the indirect fire support mechanic into the game. Essentially these are powerful weapons that can fire at targets beyond their own line of sight. In order for indirect support weapons to fire the target has to be flagged (visually identified) by any allied troops. The target also has to be more than 2000 pixels away (about two screens wide) from the weapon system in order for the support to fire.

The meat Grinder 8TP:
Welp it wouldn't be a half-track without the quad fifties. This brings 4 heavy machine guns onto the field which cranks the fire rate of this thing to something scary. Since we are talking about .50 going against infantry (mostly) you can see where that name comes from.

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P47 strafe
A new command ability available in
classic
and
campaign
is the p47 strafe. This calls in a Thunderbolt to perform a strafe with 8 HMGs. This results in 35 rounds hitting a circular area around where you have designated. It is a more concentrated attack than the normal strafe representing the natural abilities of that particular plane at supporting ground troops.

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New Weapons:
G98
with the implementation of the Volks in the game there were certain weapons that needed to come in as well. It is mentioned that the volks would, at times, be armed with older weapons such as the G98 which is a good bolt action but showing some age.

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ZB26
The ZB is a very good Czechoslovak LMG that got adopted by the Wehrmacht. It also inspired the creation of the Bren gun. The Zb26 is very rare and mostly if ever, found in the hands of Branderbergs which affectionated the weapon for its firepower and reliability.

Supply Depots
These are stashes of supplies that bring new mechanics in both modes. In
classic
, the commander can build a supply depot for 2tp and it will have 5% per wave to generate loot and +1% per wave to get a cargo drop. Multiple supply depots can be built and their value will stack up to 5 times.

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In the
campaign
, these are German supply dumps. A German soldier that goes to the depot can get new weapons and stock up on support items such as coloured smoke (which calls in support) and Molotov or Fausts. It is important to notice these supply dumps early in the game or the Germans nearby that crate can have a field day. Destroying a supply dump in Campaign will spawn up to 3 items.

Electronic Warfare Equipment
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EW was in its early stages during WW2. However, both sides were actively trying to jam radio signals or intercept communications. To represent this in MNB, the EW kit can be deployed in
classic
mode for 2tp. When the enemy is calling support the EW kit has 10% to cancel that request. Every wave the EW has 5% of revealing all enemies. This can be very useful combined with indirect weapon systems such as mortars or howitzers.

In the
campaign
, EW kits are deployed by your enemy. When you call anything with a radio and there is an Ew kit deployed in your AO, the Germans now have 10% of jamming that signal. A sharp commander can try to locate the EW kit and hit it with support or the kit itself can be rigged by either a signaller or an intel. Rigged EW kit will now have the potential to jam support calls made by the enemy.

Drop Zones
DZ can be built in
classic
in order to indicate allied cargo drops where to land (and para drops in the future). This is good if you are seeking to have maximum precision as to where you are getting your supplies, especially useful if you have other units and assets that increase your chances to get cargo drops such as an HQ Halftrack and supply depots.

In the
campaign
drop zones have 25% to spawn in when the battle condition "drop zone" is active. This will be used by enemy para drops as a DZ. Being in the AO where there is an active DZ can be a blessing or a curse depending on what you are fighting and where it is located. This said nothing prevents you to be tactically humourous and mine a DZ if you have the capabilities.

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Anti Tank mines
AT mines can be deployed in classic for 1 TP. They can only be detonated by vehicles or by secondary explosions. They pack a good punch and are intended to kill the strongest enemy armour. They deploy in the same pattern as the normal mines.

Extinguisher in classic
A popular request since some defensive positions were often interdicted by fires. Now commanders can request an extinguisher for 1 tp. The extinguisher can be placed anywhere but will despawn after 3 min. (damn expiration dates).

Classic Special event: Plains of Cologne
if you get there late in the war, right after the Roer are the plains of Cologne. This area intends to be farmlands with pockets of trees overlooking small hamlets. The Germans have built their defence amid this mixture of open and closed ground with everything they could muster. Even their horse wagons. Expect trenches and wire to be present. They also used barrels to construct defensive positions. The buildings present are farmhouses and barns. Nothing too sturdy but it's better cover than nothing. This map rework is also available in the campaign.

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Class descriptions in squad panel
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If you hit the squad panel and click the icon of one of your soldiers a class description will appear and tell you what this class is all about and how to use it with maximum results. This combined with the weapon description added recently should be useful if you are looking to get extra details about your squad's capabilities.

This is the highlight but there is more stuff in the patch, so here they are in their entirety:

Patch 0.4.2a change list
- Fixed some of the tank attacks not being registered properly by the soldier's psychological state engine (mostly tension)
- Added description for all classes in Campaign
- Added grading system for missions (kinda of a big deal as far as backend stuff, the game will analyze your tactical data and pop a grade)
- Prevented an instance of duplication in battle conditions
- Disabled a dev key that flagged all enemies :)
- removed the BC set conditions in the touchdown sequence in order to clean up the BC generation
- Reshuffled the spawn locations for the enemies in Brest proper to alleviate enemies bunching up in the last house.
- Decreased the chances of 88s and pak 40 spawning in Classic
- Spaced up mines by 40 pixels
- Classic new item: Anti-tank mines, comparable to the same mines in MNB2, these bad boys pack an extra punch against vehicles and will not be detonated by infantry. Can still be detonated by fires or secondary explosions.
- Germans will now use the Anti Tank mines when laying minefields as well.
- Removed placeholder sounds for burning men.
- Added 1 sec of delay to WP and smoke impact so they match the sounds.
- Significantly increased accuracy of coax guns against vehicles and infantry at short ranges
- Half-Track added in classic and campaign with full modularity!!!
- Added P47 air strike to classic and Campaign
- New enemy weapon ZB26, very rare and mostly carried by Brandies.
- New enemy weapon, G98, an old WW1 rifle that has a decent punch but less than ideal bulk and jam chances. Carried mainly by Volks.
- Removed the funny names and added historical 29th div names to the name generator for soldiers. Thanks to LTHunter for collecting all that.
- Doubled the healing powers of Ambulances and Medic Halftracks
- Added 2 more rockets to the lightning strike
- Extinguishers can be procured in classic for 1 tp
- New placeable Supply Depot, can generate items for both factions
- New placeable Electronic warfare equipment, this can cancel support calls and reveal enemies for the faction that deploys it
- New placeable drop zone: this will make friendly cargo plane drop their package or troops on that mark.
- New German vehicle the Panther Tank.
- If you beat the game and hit DDay with your experienced squad it won't reassign new weapons to them.
- Roads will now grow trees at their sides instead of just destroying them during map generation
- New Biome, Cologne Plains. This is a heavily defended farmland area where the Volks and the remnants of the Axis are mounting their last-ditch defence.
- New obstacle in classic and campaign. Low wire entanglement. Soldiers that walk in the entanglement will have to do a roll against their experience or fall down.
- Tweak the procedural generation to catch some exceptions such as trees inside houses.
- Prevented some placeables from spawning slightly off the map during map generation.
- Fixed an issue where the ribbon for Heart Of Germany would not be issued in the Campaign
- Fixed an issue where the Anti-tank ribbon from classic would send Rhine ribbon messages to the player
- Flamer infantry will not shoot at vehicles with their main weapon anymore
- Enemies will not attempt ultra-long shots with their support calls when alerted by players rustling the trees
- Gunners can't be flamers in classic
- Eyes in the sky BC will now flag unhidden enemy vehicles, convenient for spotting PAKs in advance.
- Tombstones now delete their relative covers if they are destroyed
- Fixed the flak30 sometimes shooting way above their calibre when targeting enemy armour.
- Added a few more sections of the Roer river in order to avoid the river running short on particularly long maps
- Fixed an issue where Goliaths would stop when spotting an allied vehicle
- Fixed an issue where Germans looting allied weapons from the supply depot would refer to the wrong weapon name.
- Reduced entanglements hotspots by 40 pixels.
- Fixed an issue where Bazooka soldiers would have their action cycle timer reset when trying to target a vehicle, not in the line of sight
- Fixed a crash when wire or entanglement would perform a hit check while being destroyed.
- Moved the possible map boundaries for electronic warfare equipment.

This sums up the changes for this patch folks. I hope you like the new stuff and can find creative ways to hurt the enemy.

Community round up
If you are looking for tips on how to finish DDay with 6 men, check out this vid by MT playing 0.4.2 and finishing with Honours.

Zeterman here hitting DDay but this time in the unfair mode NG+, the highest difficulty Mud and Blood has been played so far. At this level every single decision is crucial. Very fun to watch high-level play.

check out ssteppa__ pulling a 59 waver in the new version's special event.

If you want to check out the old version of Cologne have a look at Mentally's channel with a clean win on Cologne.

The good ol Caramidas playing the Xmas special in here

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That is all for me today folks, I hope you are going to enjoy your weekend and the new patch. I will catch you on the next drop.

Respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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Mud and Blood 0.4.3
The mother of all patches
Good day folks, urb here welcome to another Mud and Blood patch

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I'm happy to introduce one of the most significant patches to date for Mud and Blood. This update not only brings two new friendly infantry units to the game, but also a slew of exciting features, fixes and a biome upgrade. But before we dive into the specifics of these mechanics, I want to express once again my heartfelt gratitude to you guys who have been supporting Mud and Blood since its rebirth. Your support is truly motivating, and I am immensely grateful for your continued enthusiasm it makes creating Mud and Blood such a rewarding hobby.

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So, this patch took a little longer to cook, as the addition of new major mechanics to the game demanded extra polishing and testing (especially the new AI) to ensure a smooth experience in line to what MNB is currently and where it is going! I believe I implemented several new mechanics that will enhance your gameplay and also reinforce what Mud and Blood is set to deliver, a ruthless experience of combat.

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Now, let's delve into some of the exciting new features and how they work. There's a lot to cover, so buckle up and get ready for some epic action in Mud and Blood!

Frenchies!!
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A classic soldier from the MNB2 the Frenchies are back to the front. Essentially the Frenchies are a low cost/low skill troops. Some commander consider them good meme material while others have built impressive strategies around their usage. Regardless the French resistance was active part of the of the war and now they are one more additional tactical option for creative commanders out there.

In classic
the Frenchies cost 1 TP and come with a 15 combat skill. Uncommonly a Frenchy can have past military experience or be a veteran of the first war which will increase his combat skill. They are less resilient than well fed and trained soldier with only 75 hp. Their morale can be questionable at times but it is usually the task of the commander on the ground to manage that aspect. If you take care of your Frenchies, they will go the extra mile for you. I must warn the new commanders to be careful if you are tempted to group a large number of Frenchies. Large troop movement tells the enemy where to focus his own troops. (6 men rule)


In campaign
frenchies can be called with a command ability. The abiltiy can call 4 frenchies +1 per rarity tier that will drive, to the best of their abilities, a marked civilian vehicle (fast QRF) to your front line. Frenchies will disembark only if they see enemies, they are like that. They just rather drive around than walk. If you think about it they kinda have a point. If the Vehicle is called and no contact is made within about 3 min the vehicle will leave your AO, probably to go seek a fight somewhere else. Due to their impressive enginuity at procuring material they come to the fight armed with a fairly exotic array of weaponry including older models such as the Chauchat and the Mas36 (see new weapons below)

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Airborne
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This patch also has the addition of Airborne troops to Mud and Blood. These highly versatile soldiers have always been a fan favorite due to their superior quality and value for investment. One unique aspect of Airborne troops is that they are deployed via air drop, providing a quick deployment option that carries some inherent risk. Depending on the circumstances, troops may land in unfavorable terrain or dangerously close to enemy forces. Airborne troops are equipped with their own weapons, selected from the airborne-specific arsenal. This diversity in armament may affect the squad's proficiency in certain areas, such as ranged combat or close quarters raiding. Nonetheless, the benefits of having Airborne troops as part of your force outweigh the risks, as they provide unparalleled tactical flexibility and combat prowess. Most of the airborne troops that were fighting alongside of our Division (the 29th) were from the 82nd.

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In classic
airborne troops can be called to your front lines in exchange for 12 tactical points, bringing in 4 troopers +1 per rarity, each with a combat skill of 40 as a standard "no hook" private. It's important to note that the drop can shift slightly to the left or right, so it's crucial to consider the timing and positioning of your front line before making the call. The commander now has the ability to draw a landing zone (LZ) on the ground using the engineer skills, which was introduced in the last patch, allowing for a more precise drop at a specific area.

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In the campaign
, Airborne troops are AI-controlled and can be called using a command ability. When called, a plane will drop 4 troopers initially, with an additional trooper per rarity, onto your front lines. Once deployed, they will regroup and either hold their position or make their way towards your location if you are ahead of them. Airborne troops are known for their high mobility and preference for utilizing vegetation for cover. While they progress cautiously under enemy contact, it is important to avoid separating too far from them during sustained fights, as leaving only one group to absorb enemy fire may not be ideal. Expect the Airborne AI to occasionally attempt daring actions, whether rightly or wrongly, when they perceive an opportunity. They are also mindful of not staying out of the fight for too long, as they are cautious about the risk of counterattacks.

The Wespe
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A new vehicle has been introduced which is the Wespe. A German mobile artillery vehicle that will stay away from direct fire and the front line and engage with powerful HE rounds far away units that are flagged (visually identified by a friendly unit). The Wespe will prioritize vehicles and other artillery pieces. They are very valuable for the Germans and are usually only called on site when counter battery is needed. This means that if you are using field mobile artillery yourself, you may risk to see these more often.

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This is where it gets interesting in my opinion. While you are fighting your own fight at the front, artillery pieces that are in map engage in skirmishes in order to determine to see who will dominate the field and attempt to destroy the infantry. As a tactical commander you need to keep an eye on the indirect fire situation in you AO keep an eye on both ends of the map and anticipate if you will need to maybe give a hand to your own arty with a command ability (such as precision arty or maybe even heavy mortars) or a siggy Artillery strike. More indirect fire units will be implemented when we nail down the meta battle between field artillery. I feel we could still add some variety in artillery pieces and systems in order to spice up this additional layer of depth.

New Weapons
Our FFI allies come with an array of salvaged and captured weapons. This variety brings 2 new weapons in the that were used by the French resistance.

The Chauchat
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This very slow firing LMG dates from WW1 and it shows. It reliability is less than ideal and is a pretty hefty boy to lug around. This said if you manage to connect it can create some decent damage firing a 8mm round. Those LMGs were either retired by France or distributed to some heavier Police/security local forces. The Chauchat can appear in crates.

MAS36
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The Mas36 is interesting because it is essentially a bolt action rifle in the body of a carbine. Which gives the MAS a pretty clean look and also lower bulk than normal bolts. The range is suffering from this design but in the right hand this can be a pretty surprising faster mid range secondary marksman rifle. It is failry old in age and in design but still maintain an ok reliability and decent punch.

[h3]Take charge[/h1]

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This ability gives the commander in campaign to temporary take command over attached troops in the AO. The ability will last for 1 min, +1 min per rarity level (so significantly affected by rarity) and also you get a +10 sec bonus length per campaign ranks you hold.

This makes it the only command ability that is affected by other factors than it's rarity. Ai troops (infantry) at this point will be selectable and will listen to your move orders. Note that they will not become automatons. A move order to a location that the AI soldier judges less than ideal will not be held for long.

This is often useful when you wish to reorganize the structure of your advance and assign maybe half of the AO to the AI squad supporting you. This can be also good to save the lives of your allies if you see they are walking into an ambush, at this point you are encouraged to take charge and order them to safety in a more effective way than what they are intending.

Another example is if you want your allies to hold a very specific arc while your own troops are progressing. In a nutshell, If the AI is gainfully placed and actively fighting they will tend to stick to that position.

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Naval Guns of Brest
While advancing towards the port of Brest, the 29th often faced improvised gun sites constituting of a Naval battery gun placed on top of a fortified location often made of concrete. These naval guns where initially placed to defend against an attacker from the sea but were turned inland once the German knew the allies would come from inland.

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The naval guns are the only neutral unit in the game which means that they can be used by both factions. Who ever occupies the Bunker now can control the artillery piece and use it against the enemy. In testing it was entertaining to see the gun changing hands a couple of times during a particularly hairy fight. It created a new dynamic scenarios and daring assaults in order to turn the guns on the incoming German armor.

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Naval guns are pretty sturdy and at times can even still function even when the bunker is destroyed.

outskirt Brest
The outskirt of Brest are a biome that is fought thru right before entering the city of Brest in campaign. This is a fairly open rural area described to be spread with rolling hills and small hamlets looked by gun sites and observation positions. The Germans had dug extensive
anti tank trenches
, occupies the medieval fortresses and built hasty defenses on to of elevations ready to delay the advance to Brest as much as possible.

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In order to reflect this in game I added a couple of new features to the outskirts. Including
hills
, which will impede movement to those want to climb them and can make inexperienced troops fall when they go up or down the hill. This is the first time we mess with the Z axis in Mud and Blood so let's observe how this pans out, if we like it and go from there. Personally I find it brings additional depth when it come to the fight as now elevation of the terrain has to be factored in some situation. This makes holding the top of a hill or having that arc covered with a machine gun a factor to consider. You can be sure the Germans will.

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The second aspect of the map rework is network of medieval fortifications that are procedurally generated reflecting the particular engineering of these old sites. A network of walls and room the 175th has to navigate and fight thru often outnumbered in order to clear these citadels. The fortifications are fully destructible and come with their own set of props for more fidelity. Tactically speaking they can offer some pretty tight room to room fighting or the single most valuable piece of real estate you have in a barren AO.

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The outskirt of Brest are also currently the special event in classic giving the classic commanders the opportunity to turn captured naval artillery against the enemy. A satisfying process.

QoL stuff and functionality:
A feature I'm proud of is the the new group
Halt command
. This was often requested in our discord and it made perfect sense. Often the commanders were looking for a way to stop the entire squad expediently. Especially when walking in minefields or nearby fire. You can now press H to stop your squad in both modes.

The tab key now hides portraits and the mini map. This is good when your soldiers are close to the edge of the map and you have to squeeze in some tight moving without being affected with the UI. It also makes pretty rad screen shots.

Individual saves are here!! This was also often requested and made perfect sense. It is now possible to reset only one mode, classic or campaign or both. Just hit the reset button in the option menu and you will be directed to another menu that will ask you what actions you wish to take.

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I've added a bunch of feedback and sounds for the UI now, so the player can have an auditive or visual confirmation when performing actions or when the game perform some actions. This is a collective of minor improvements we noticed could help clarity. A good example is the icon notification when a TP is generated by the HQ or the system messages not overlapping.

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There is a lot of love put in this patch and many other things implemented I'd like to ramble about but this patch note is already outrageous as it is so I'm going to go ahead now and drop the change list.

0.4.3 change list
- Added description for the recruit class when clicked in the squad panel
- Changed the scout description slightly
- Added fluff with parallax for a lil more graphical fidelity in campaign mode
- Found and fixed an exception that would throw a nan in the career grading averages
- Increased the area of effect of antennas to 500 pixels (about 3/4 of the screen height)
- Cost of snipers reduced to 5 tp
- Cost of Jeeps reduced to 5 tp
- Cost of greyhound reduced to 10 tp
- Cost of m5 reduced to 8 tp
- Cost of Bofor reduced to 8 tp
- Cost of Stuart reduced to 12 tp
- Cost of fifties reduced to 4 tp
- LMG type of weapons accuracy is reduced by half at long ranges (effective range x 4)
- Heavy machine guns (fifty cal and ZB60) pin radius has been increased
- Fixed Heart of Germany ribbon not displaying right art
- Reduced chance of special weaponry for Volkssturm by 15%
- Cologne Back ground grass color is now the standard color.
- Increased chances for Jaggers by 10% to retreat when effectively engaged
- Fixed an occurrence where counter attack warning would not show up
- Fixed occurrence where Germans would fire rifle grenades from non rifle grenades capable weapons.
- Fixed a very rare possible false Branderburg
- Springfield now added to the gun menu in classic
- Resolved an issue that would make the game crash if you deployed a vehicle on close protection
- Disabled inertia effect when clicking a soldier portrait in Campaign
- Added a feedback sound when click mini map and soldier portrait
- Fixed an issue where soldier icons names would be faded on mouse over in campaign
- Camo loot items should be significantly more effective now.
- Added voice cues for Rangers when they resist the morale drop of incoming fire
- Added voice cues for field artillery when they receive counter battery fire
- Added voice cues for Bangalore torpedoes
- Added voice cues for moving armor
- Added reactive voices cues when the squad is mid way depending on how well your squad is doing.
- Goliaths are not visible from far and they don't produce dust when moving making them more sneaky
- Goliath blitz wave in classic
- Command abilities have been disabled during the boat ride in campaign. Safety first!
- Air bursts should affect troops in non roofed ruins now
- Stealth units will not carry over their effects in the next map
- Same with headshot
- Cargo crates have 5% to spawn a soldier in classic
- Hand to Hand skill of Germans increased in harder modes (NG+) proportionally to their combat skill
- Your troops will let you know when you are about to get flanked by Jagers in both modes now
- Fixed an occurrence where Jagers would not spawn in Campaign.
- Added feedback sound to menu buttons
- No more "stun save" on disabled or dead soldier
- Reduced coax accuracy on all vehicle by 20% for close range
- Fixed hair alignment on some portrait since LTHunter told me like 2 years ago.
- Hitting tab now hides all buttons and player skills and the minimap for them sexy carnage screen shots
- Ordering to toss a frag to a moving soldier will not cancel the action anymore
- You can now halt all infantry controlled by the player by pressing H
- Reduced how eagerly the Germans would blow up your palisade in classic by 40%
- Corrected the prompt text for when creating an extinguisher in classic
- Increased the deploy range for low wire entanglements in classic
- Fixed an instance where infantry could not target vehicle with IR weaponry
- New campaign medal for soldiers EOD medal. This is given when a soldier (engineer, sapper or a soldier with a shovel) clears 25 mines. future mines cleared will automatically reveal nearby mines within 200 px
- Increased engineers and sappers immobilization fix to vehicles by 100 px (300px)
- In campaign players can no longer call more than one Stuart at the time.
- Same for jeeps
- In Classic, commanders who set up too close to the end of the map might be attacked by the German HQ
- Increased the timer of Wespointer skill in campaign to 1 hour.
- Added campaign command ability French Resistance. You can call in a French quick reaction force.
- Added campaign Command ability Para drop where you can call in airborne troops.
- Added campaign command ability take charge where you can command AI troops in your AO for a short duration of time.
- Outskirt of Brest length was increased by 10 maps
- Brest actual was reduced by 10 maps
- New placeable in Brest "anti tank ditch" which acts as a glorified trench
- New placeables in Brest "Brest Wall" procedurally citadel walls that is found in Brest outskirts with some historical artifacts
- New Campaign Battle condition "H Hour" where you help a squad of the 82nd airborne face a German counter offensive.
- Added a lil icon when the HQ tent generates more TP
- Added spacing between screen announcement so they wont spawn on top of each others (like when you get 2 blitz waves at the same time)
- Reduced the size of the destroyed trap door sprite
- Tweaked German AI to have a more human like behavior in some circumstance especially when under tension (in a thick fight).
- Fixed an occurrence where Branderburg troops would have more Iron Cross saves than your troops have vet saves. (Brandies are supposed to mirror your squad)
- Added the new hills and Naval guns to other biomes where they applied
- Added special even in classic "Outskirt of Brest"
- Craters are now producing flying debris from explosions
- Added a bunch of voices overs from Yusti, MT and Lance these guys are legends thank you so much.
- Soldier in classic will wait to be at the front line to announce themselves
- +5% (so now 10% + xp) base chances for a Siggy, without an antenna nearby to complete a call.
- Added the Wespe vehicle to the German faction. This will act as counter artillery.
- New command ability Meat Grinder (call in a quad 50 halftrack in campaing)
- New command ability 105 ht, (call in the powerful 105mm to be fielded in your AO. Watchout you may draw the attention of counter batteries)

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We will see how this patch behave, how the new systems interact with the old stuff and do a few adjustments and hot fox in the next few days. If you encounter a bug let us know in the discord so I can improve the game in the next hotfix.

Community highlights:

Check out RinPickles running thru his first few fights

MT is has been going thru the campaign in hard mode check out this very tough but meticulous urban fight in Brest.

Check out Lance slugging it in AAchen

The unfortunate Jah Wuh fighting the good fight until a pillbox Nuke

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Welp this is it for me folks, I thank you for taking the time to read about this patch. I hope you will enjoy the new stuff. Stay safe out there and I will catch you all in the next drop.

Respectfully
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3668800006285855759
Mud and Blood 0.4.4 has dropped!!
Sarge, new game modes and a ton of new stuff
Good evening, folks! It's Urb here with a substantial update to share.

But first thanks for playing and checking out on MNB. It warms my heart to know that Mud and Blood is appreciated and it's really cool to watch or hear about some of the crazy fights you guys got yourselves into.

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Version 0.0.4 has been in the works for a while, and it's jam-packed with exciting content and changes. Let's dive right in:

Trains and Railways:

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Train wagons can now appear on any railway track in the game, and there are five types:

Regular Flatbed:
These standard wagons don't obstruct line of sight and offer no cover. Keep an eye out for crates with interesting items.

Reinforced Flatbed:
These wagons have been retrofitted to provide protection for infantry units. They can house plenty of enemies and are ideal for defensive purposes.

Box Car:
Box cars offer decent cover and block line of sight. You can fortify them with a sapper to create impromptu strong points.

Tanker:
These generic tankers carry flammable substances and block line of sight. Be cautious—destroying them can set the area ablaze.

Armored Wagon:
By 1943, the Germans had developed the BP42 armored train, equipped with AAA capabilities and a mounted Panzer4 turret. These wagons often house infantry and spell trouble.

Memorial:
Fallen soldiers from your campaign will be honoured in the memorial, allowing you to pay your respects.

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UI Changes in the Campaign:
The soldier portrait now provides more information, including the number of veteran saves and Ranger training.

Particle Engine Improvements:
Particles now interact with the ground, producing realistic sounds when shells hit different surfaces.


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Airborne Challenge:
In the classic mode, players can now attempt the paratrooper challenge once per promotion. Reach wave 50 with airborne troops to succeed and earn silver wings, increasing the number of troops in an airdrop from 4 to 6. Accumulate enough combat drops, and you might earn rare gold para wings, but remember, you must meet the 82nd's high standards to keep your wings.

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YouTube™ Video: Airborne Wings Challenge
Views: 11
you're going to lose, but how long will it take them to defeat you? music: blood on the risers
Gunners and Assistants:
Qualified gunners can now be assisted by nearby soldiers when reloading or fixing jams, making efficient squad placement crucial.

AI and Loot:
Enemies can now pick up items from the ground and use them, creating dynamic situations on the battlefield. The enemy AI also cooperates more, such as assisting Panzershreck soldiers or providing first aid.

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Hardcore D-Day:
This mode intensifies the D-Day experience, removing nerfs on beach troops, adding more defenses, and enabling all enemy support options.


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Classic Rush Mode:
Rush mode shortens the time between enemy waves, creating frantic battles and memorable comebacks.

Sarge Returns:
The grumpy old Sarge is back, ready to kick some more butt. He now has increased hit points, deals more hand-to-hand damage, and can unpin nearby troops automatically.

Land Mattress:
The Allies get a new rocket artillery that can fire a volley of 16 rockets every 2 minutes, making it a powerful asset but also a potential hazard if used incorrectly.

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M1A1 155mm Gun:
You'll now have access to the Long Tom, a 155mm artillery piece with the ability to switch between different ammunition types, adding versatility to your artillery tactics.


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Nebelwerfer:
The Germans had a new 6-tube artillery piece for countering enemy artillery, capable of causing chaos on the battlefield.

Deuce:
A 2 1/2-ton service truck delivers Allied troops through the "big red one" command ability, and you might encounter them on roads during open warfare.


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17 cm K 18 in MrsLaf:
This artillery piece fires slowly but packs a punch, making it a significant threat to your artillery units.

Messerschmitt Me 262:
The enemy has a new plane that flies incredibly fast, called in by firing a red flare. It performs rocket runs, and you can't prevent it with air superiority.

Flak 38:
A static 20mm flak cannon manned by a single enemy can be found in campaigns and classic mode, often seen in circular trenches.

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Kettenkrad:
This German light-tracked vehicle helps transport troops and supplies, and if the driver is killed, your men might loot its contents.

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Weasel:
The Allies have their frontline supply vehicle, which delivers supplies directly to your front lines.

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These are just some of the changes in this update, and you can find the complete list below:

  • Stuka sprite added; Germans can call in Stuka airstrikes using pink smoke.
  • NebelWerfer added for Germans to counter enemy artillery.
  • Paratroopers receive a combat skill increase in NG+ challenges.
  • SS soldier and FJ soldier art and animations are completed.
  • Fixed bullet trajectory issues.
  • Improved walking sounds on wood and metal surfaces.
  • Introduced the Red flare: ME 262 for campaign and anti-tank measures.
  • Fixed German arty support range issue.
  • Fixed Victoria Cross ribbon rewards in classic runs.
  • Improved Ambulance AI in the campaign.
  • Fixed a typo regarding vehicles leaving the area.
  • Added heavy tracers for vehicles with heavy calibers.
  • Debuff text no longer appears for dead soldiers.
  • Officer tier 1 skill Rally now affects all allies.
  • Fixed terrain discrepancies in Hurtgen and Ardene.
  • Axis flares no longer affect allied bomb runs.
  • Panthers can spawn on roads in the campaign.
  • Added Flak 38, 20mm cannon for Germans on maps.
  • Fixed road placement issues.
  • Reduced repair distance for engineers on vehicles.
  • Airborne troops can take damage when landing in trees.
  • Reduced soldier hotspot size when dead.
  • M10 explosions create more unexploded ammo.
  • Improved mouse-over text for lootable ammo.
  • Increased variety of wagons on railways.
  • Added new wagon types, including armored ones.
  • Flak 38 AAA cannon can be deployed in the field.
  • Soldier icons display veteran saves and Ranger training in classic.
  • Fixed bipod bug and AI usage.
  • Round trenches have a chance to spawn Flak38.
  • Fixed medic picture in campaign class descriptions.
  • Soldiers create ripple effects when walking in water.
  • Shells create ripple effects when falling in water.
  • Added props in OG ruins and houses.
  • Allied airborne troops have a saving throw vs. small arms.
  • Increased AI airborne troops' combat skill in NG+.
  • Pak 40 range reduced.
  • Land Mattress rocket launcher added to allies.
  • Fixed special ammo labelling in classic.
  • Added voice lines for crate soldiers in classic.
  • Removed "debugUiOff" message from hotkey.
  • Removed glancing blow sounds for vehicle collisions with pillboxes.
  • New sound for the Stuart main gun.
  • Stuart coax now fires at the proper rate.
  • Added obstruction for hand-to-hand combat.
  • Gunners with LMGs can be assisted for reloads.
  • Fixed mine and loot stash interrogation issue.
  • Tigers can't save against AT mine or Howitzer explosions.
  • Brest fortifications can't be fortified.
  • Added option to make dead soldiers unselectable in the campaign.
  • Added hardcore DDay mode.
  • SARGE is back!
  • Snipers in classic have a minimum combat skill.
  • 29th Let's Go skill resets all soldiers' skill timers in the campaign.
  • M114 howitzer added to allies with versatile ammunition types.
  • Resized French clown car and Jeep.
  • Fixed ribbon mismatches in Brest.
  • Primary fix for turret "jitters."
  • Optimized turret angle and rotation.
  • Changed empty shell patterns for vehicles.
  • Added the Kettenkrad for supply transport.
  • Added a memorial screen for fallen soldiers.
  • Changed generic error sound.
  • Troops engaged in hand-to-hand combat can't break off until one is knocked.
  • Removed artillery vehicles after retreat or squad wipe.
  • Destroyed allied vehicles no longer announced as leaving your AO.
  • Added M29 Weasel for supply transport.
  • Fixed naval guns missing names.
  • Added Panzershreck AT rocket launcher.
  • Coded AI with spare ammo to assist Panzershreck soldiers.
  • Added mine detector with radius and durability.
  • Fixed roof fade timer in classic options.
  • Panicking troops will now be deselected.
  • Added med kit equipment in classic.
  • AI can use med kits and shovels.
  • Reduced Palisades target priority on Faust-wielding German infantry.
  • Enemy AI can pick up and use colored smokes and loot.
  • Added floaty text for grenade range.
  • Added new allied troop sprite for campaign.
  • Soldiers can be heard switching weapon safety.
  • Added a few achievements
  • R key can be enabled in options in order to quick reset campaign at the beach (useful for speed runners and beach enthusiasts)
  • Added workshop building to Vire
  • Added brick piles and wire coils for cover in Vire
  • Added German horse cart which can carry troops.
  • New asset large trench.
  • New building workshop in vire.

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I also want to highlight some incredible community content, including videos showcasing the new features and challenges.

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First thing first, have a look at Tulte's progress in the master mode. That's 4 times thru the campaign with increasingly difficult enemies. Pure madness.

If you wish to check out the new hardcore DDAY in action check out this vid from Zeterman. He then proceeds to the hedgerows with lots of aggressivity. Fun to watch.

We got an H-Hour fight by Lance here, pretty nasty when the two big groups collide.

We got MT starting to give another go at the beach in the older version here. MT is always fun to watch because his tactics are sound and deliberate. I find it very easy to learn by watching his stuff.

Funnies

Check these this gem by Tutles

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YouTube™ Video: Mnb classic momento
Views: 42
Least eventful classic mode 1st music: le fishe remix https://www.youtube.com/watch?v=PGLtnDmXx0c medic intro: Here comes the boy https://www.youtube.com/watch?v=Xx8TQfhRVXY 2nd music: We like to...



Thank you for your continued support, and feel free to share any suggestions you have.

Respectfully,
Urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3704832514260921129
0.4.5, a little bit of polishing
The main goal of this patch is to improve player experience
Good day folks, urb here.

Today, version 0.4.5 has landed, primarily a polishing update. In 0.4.4, we introduced a heap of new features, and we've taken the time to observe how everything interacts, resulting in a handful of cool fixes to make the fight more impactful. This step is crucial for maintaining a robust foundation for Mud and Blood's future patches and content drop.


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While this update may seem a bit light on new content, it boasts a substantial list of fixes, addressing some of your long-standing requests.

Here's the list of changes for this quick patch:
  • Added a morale bar to the soldier portraits in Campaign.
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  • Fixed a crash that occurred when a tip bubble popped up for a bunker.
  • Corrected an issue where the guerrilla warfare ribbon would not be granted.
  • Fixed an issue where a fault occurred at the scoreboard in the classic mode during an early retreat.
  • Addressed an issue where allied howitzers would leave the map during the Battle of the Titans' battle condition.

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  • Germans will no longer place TNT in deep craters.
  • Germans on fire won't pick up loot.
  • Removed the error bleep in some distance checks.
  • Removed the "animal sound" debug cue.
  • Removed the "lightning!" debug cue.
  • Fixed an issue where roofless ruins stopped airburst (they now provide 41% cover).
  • Lootable toolboxes now expend more conservatively.
  • A soldier with a toolbox can cut wires like an engineer.
  • .50 cals and Bofors will engage more frequently now.

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  • Goliaths blitz in Classic mode will be properly announced.
  • Prevented some occurrences where the EW equipment would deploy in water during D-Day.
  • Bronze para wings will spawn the correct amount of troopers (4 instead of 6).
  • Resetting the campaign won't take your wings away.
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  • Deaths occurring in 1945 will be properly dated in the memorial and during death floaty text.
  • Fixed an error that occurred when players attempted to fortify city blocks in Brest.
  • Frangible ammo will now cause bleeds for up to 5 + (weapon.damage/10) seconds.
  • Frangible bleeds can be cured with a first aid kit, a med kit, or, according to experience, if a medic is nearby.
  • Primarily fixed airborne troops dropping all at the same place when called in classic with a Drop Zone on the map.
  • Increased chances for a non-experienced siggy to make a call at 15% per action cycle. These antennas might come in handy for quicker calls.
  • Increased the cam net detection effect of sdkfz222 by 8%.

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  • Increased the rate of fire for Nebels.
  • Mobile artillery on both sides now come into play without being flagged. (They must fire a shot to become targetable by enemy units, unless spotted.)
  • Interrogation won't reveal dead enemies anymore.
  • Fixed typos.
  • Normalized some instances in which vehicles can or can't destroy large objects while moving.
  • Counter-artillery is back in classic.
  • Added a deviation in the rifle grenade projectile relative to the range of the shot.
  • Having a Stuart called by an officer destroyed in your AO will reset your officer's Stuart skill to 5 min.
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  • Added an initial fix that prevents knocked-out vehicles from being announced as "leaving the AO."
  • Airborne troops from both sides will start laying down when out of their parachutes.
  • Fixed a possible crash that occurred when two supply boxes were opened at the same time.
  • Dead or gibbed troops are unaffected by frangible ammo due to their unfortunate condition of being unable to bleed anymore.
  • Vehicles will be limited to their spotting ranges when it comes to detecting infantry or unstealthy troops.
  • French clown cars will have their own name, thanks to LTHunter for the research on that.

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These are the fixes for this integration gents, if you find something wonky let me know in our discord. It is important to mention I received a nice batch of new voice lines from Lance (for the Germans) and Yusti and ST for the Allies. I'm currently mixing all that and will drop it once it's done in a hotfix or the next patch.

Community highlights:
A wave 114 game by
Kasper
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Proper use of field arty by
MT
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Tutle
our "almost Mud and Blood Master" fighting SS troops in Hurtgen forest
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formerlychucks
overcoming an absolute slug fest in one of the most lethal AO, Vire.
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Lastly, our boy Caramida having fun with the new stuff in 0.4.4
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That's it for me folks. If you have some Mud and Blood videos let us know in the Discord we love to watch glorious acts of heroism and crippling misfortunes equally. Thanks for playing Mud and Blood and I'll see you in the next patch notes :)

Respectfully,
urb
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,114
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1391530/view/3891737610810874975
Mud and Blood Holiday patch is out !!
Holpeless LTs and trench warfare for Christmas!!

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Good day folks urb here with a holiday patch!

Gib Santa and Earn a Special Ribbon!
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As tradition dictates, Santa will make a surprise appearance in your AO during one of your fights. Seize the opportunity to gib the old man and bag yourself a stylish ribbon that enhances your max Tactical Point potential.

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Trench Combat Mode for Classic Warfare:
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Imagine yourself as the commander, stationed in the front-line trench. Here, the usual 6-man rule takes a back seat, allowing for a more substantial deployment. The catch? Waves of enemies won't yield Tactical Points (TP). How do you earn them, you ask? Well, strategically retreat to the next trench and pocket 20TP. You can repeat this tactical withdrawal up to 5 times. Tempting as it may be to rush to the rear trench for a quick 100 TP, consider the finer points. Without specific ribbons, your TP maxes out at 20, necessitating thoughtful spending during retreats. Moreover, the farther you retreat, the fiercer the Germans get. Trench warfare demands a delicate balance—hold the line as long as possible, then strategically retreat before the inevitable collapse. It adds a unique twist to the economic dynamics in a game of Mud and Blood, offering creative players a canvas for experimentation.

Rush mode with its unique enemy AI

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Rush mode unlocks after achieving your first promotion in classic, resembling the latest special event. This mode introduces a significantly reduced time between waves, creating a heightened sense of urgency. Notably, the enemy matches the speed of your soldiers. However, the key feature of Rush mode is the integration of its own AI system. The primary goal is to enhance the believability of enemy actions, with AI employing tactics such as utilizing cover, strategically holding and regrouping in staging areas, and occasionally advancing as a cohesive unit. This mode aims to improve overall maneuvering, emphasizing tactics like leveraging concealment for flanking maneuvers and employing mutual cover during movement. The dynamic shift is evident, as the enemy becomes a formidable force early in the game, adopting an aggressive approach. This alteration transforms the focus from building strategies to prioritizing rapid and effective fire output in the short to medium term. It will be interesting to see some of you breaking the puzzle on this one.

Introducing the Churchill:

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The Brits are entering the fray (albeit selectively) with the robust Churchill tank. This beast boasts heavy armor capable of deflecting incoming AT fire, similar to the formidable Tiger. Armed with a fast-firing 6-pounder, it packs a punch against armored targets. The Churchill, though slow, proves difficult to eliminate, offering a challenge to commanders in classic mode. Priced at 20 TP, future upgrades include the fearsome crocodile variant equipped with a flamethrower.

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In campaigns, the Churchill becomes an unstoppable force due to its outstanding armor. However, speed is its Achilles' heel. Deploying a Churchill past the midpoint becomes a gamble, as it may not reach the frontline before being redirected elsewhere. The crew inside enjoys a 4% performance boost, reflecting in the coax and high rate of fire of its main cannon. Overall, the Churchill adds a nice twist for commanders seeking to experiment with a heavy tank.

New Battle Conditions:
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Butter Bar:
A greenhorn LT straight from the depot has joined a frontline platoon. Inexperienced and tactically challenged, your mission is to safely escort this rookie to the end line. Succeed, and earn x2 XP. Fail, and there's no XP for the day.

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Secondary Duties:
Supply headaches persist as they abandon crucial provisions at our lines. Every section must contribute, designating one member to hand-deliver the supplies. Successfully crossing the end line grants x2 XP, but if the supplies are lost, captured, or destroyed, you leave with nothing.

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No Brief:
Your mission is clear, but intel on the battlefield is scarce. The other two battle conditions remain unknown. A sharp commander may decipher the current conditions over time and adjust strategies on the fly.

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Here is the list of the changes I've made to this version:

    • Changed the horse cart to stick around less when empty.
    • Horsecarts can spawn on roads in the campaign now.
    • Fixed non-Gold wing holders having the vet save in classic.
    • Enemy AI can start switching seats in a vehicle now.
    • Fixed an issue where the rifle grenades would not face the direction they are shot at.
    • Made the Goliath mines more of a threat. They will now detonate closer to you and can hide when detected.
    • Altered the deployment options for Enemy AI when an ambush is sprung.
    • SDKFZ222, which has no gunner, will go back from the front line in an attempt to find a qualified gunner as a replacement.
    • Reduced Rifle Grenade and Faust morale hit by 5 (from 15 to 10).
    • Fixing an issue with flamers not facing the right angle on multiple enemies flamer shot.
    • Fixed an issue where the voice lines of some troops would not match the level of tension related to nearby explosions.
    • Modified and added some cue tips to improve onboarding.
    • Fixed an issue where the original 6-ribbon (campaign) wouldn't provide the advertised bonus.
    • Deuces will spawn on roads in the campaign.
    • There is now smoke above light mortars upon firing. This is helpful when looking ahead to locate the mortar crew.
    • New classic mode: Trench warfare.
    • Rush mode is now a permanent unlock with an AI that will hide in the trees more and work as a group.
    • New Campaign Battle Condition: Bad Intel (unknown BCs!!).
    • New Campaign Battle Condition: Secondary duties (delivery mission).
    • New Campaign Battle Condition: Butter Bar (Escort mission).
    • Lowered the creep for infantry on classic (Germans gain +1 weapon skill per 20 waves).
    • Xmas lights will be deleted if the trench is removed by the map engine.
    • Churchill tank, crocodile soon.
    • M10 rate of fire slowed down.
    • Fix for the counter artillery for the Halftrack 105mm.
    • Taunt ribbon timer fixed.
    • Created new AI behaviours for Rush mode.
    • Adjusted some of the priorities in the decision-making tree for the AI in campaign mode, using the new heatmap concept.
  • Added a function that will remove Xmas lights if there is no trench or if it has been moved by the map maker.

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    Community highlights:
    Check this insane wave 317 game by our current Classic Master, Tonny

    I'm Following closely the adventures of Tutle the first documented Campaign Master Mode player. It is always very instructive to watch him play the game with such speed and skill.

    And of course, our local bruiser MT, which is in my opinion, makes the game look so good with his play style. With Mt it's always hard-hitting gunfights, copious amounts of explosives and straight-up aggression.

    Check out Kronos landing on DDay and finishing with 6 men in under 20 min. Good to check out if you want to get in the fight in Campaign and see how to tackle the beach. In the campaign, this fight is very important to finish with all your men and under 20 min as it will give the DDay ribbon with honour which gives 5xp to all your recruits. A substantial advantage in the long run.

    How about this crazy classic finish by Up and that 1000 yards stare guy.

    That's it for me folks, I appreciate you all and am thankful you took the time to read my patch notes. Let me know in Discord if you have suggestions, or pop over if you have questions we're always happy to help. I Wish you all a great Christmas and will catch up with you in the next update.

    Respectfully,
    urb


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