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Real-Time Tactics Mud and Blood - WW2 squad tactics

Dr1f7

Scholar
Joined
Jan 25, 2022
Messages
1,588
gaam ea
game a
GAme called MUD BUTT?!?
ahahahhhhhahaha wtffffff
 

PsihoKekec

Educated
Joined
Nov 15, 2023
Messages
122
Spent much time on this game years ago, bought it in the recent sale for the old times sake, I guess I'll give it a try, to see how different it is from what I played years ago.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,918
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/4547038257923210411
Mud and Blood - Trench Mode update
Trench mode has new cards and some balance tweaks
Good day folks, urb here. The No Mercy patch has dropped, and you guys hit the trenches so hard that we broke our concurrent player record from launch day! I’ve been blown away by the cool feedback, and I'm really thankful to have you all along for this wild ride of violence and brutality.

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After going through some metrics, watching your uploaded vids on Discord, and analyzing your feedback, we’ve made some key balance adjustments to Trench Mode. Plus, we’ve added new cards, including all vehicles from Classic Mode, a bunch of items, and a few new ones like the Anti-Tank Rifle and Bazooka cards. I’ve also fine-tuned the pacing, making the difficulty ramp up progressively, giving you time to catch your breath before things really get brutal. This work on the mega patch has been incredibly rewarding, and your engagement makes it awesome to work on this game. I appreciate every one of you.

Alright, enough officer talk—here’s the rundown of what’s in this hotfix:

  • Added a timer to limit excessive bazooka spam in trench mode
  • Fixed typo: “strike” -> “streak”
  • Reduced German artillery spawn in trench mode
  • Fixed a numerical glitch with the clock
  • Escalation in trench should now reset after a game
  • Tobruk bunker spawning in water issue resolved
  • Goliath having crew dismounting out of it fixed
  • Increased the chance for small arms to damage vehicle components
  • Small arms slowly damage tanks in trench mode (a lil bit like COH)
  • Medics will now heal in trench mode
  • Toned down the amount of enemy artillery
  • Added .50 cal machine gun to trench cards
  • Added artillery cards to trench mode for the player commander
  • Bofors anti-aircraft gun added to trench cards
  • Increased infantry card type variation
  • Reduced German combat skill in trench mode
  • Fixed the infinite crewman exploit
  • Fixed player's vehicle driving off-map bug

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We’ve also set up a Trench Mode channel on our Discord, so if you want to share some of the madness you’ve encountered or just have a few questions, pop in—we’ve always got folks willing to help.

This mode is still young, and as per Mud and Blood SOP, the community has a big say in what goes on. If you’ve got a good idea, bring it up—it could make it into the next update.

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Community update:
Check out Henz running the full trench map in less than 10 minutes.

For you campaign lovers, check out our local commando enthusiast Zeterman in his latest opus!

Check out Mr Tutle just breezing through campaign

That is it for me folks, I'll work on the radio calls and command abilities for trench in the next days and drop another hotfix when it is done.


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Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,918
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/524204130710848041
Mud and Blood 0.4.8 - Silent Night, Violent Night
Holidays special event is back!!

Mud and Blood Patch Notes​

Version 0.4.8 - Silent Night, Violent Night​

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Hey folks, urb here! Just in time for the holidays, we've got a fresh patch for you, packed with bug fixes, new features, and plenty of tweaks to keep the Mud and Blood experience evolving. This patch dives deeper into trench warfare mechanics while addressing long-standing quirks and adding some festive surprises. Your feedback and suggestions continue to shape the game, so thank you for being part of this community. Let’s break it down:

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New Features and Updates​

  • Trench Mode Cost Variation: Items in Trench Mode now have varying costs, offering new strategic layers to resource management.
  • 17 New Cards for Trench Mode: Expand your tactical options with a host of new cards, each designed to shake up gameplay in unique ways.
  • Panicking Troops Behavior: Troops panicking in Trench 1 can now be summoned back, offering commanders a chance to regroup and stabilize morale.
  • Historically Accurate Vehicle Call Signs: Thanks to LTHunter’s research, most Allied vehicles now have historically accurate call signs.
  • Trenchwork Improvements: Roofs of workshops now block airbursts but take double fire damage and stun effects. Be mindful when placing them!
  • Xmas Special Event! Celebrate the season with a festive event—don’t miss out on limited-time surprises and challenges.

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Bug Fixes​

  • Fixed medics in Trench Mode: Medics now heal for 5 HP per tick, with successful heal rolls depending on experience.
  • Resolved an issue where German stationary units would decrew randomly.
  • Fixed a crash related to the new Trench Buff (29th, let’s go!) and improved stability.
  • Corrected spawn locations for Allied soldiers in Trench Mode.
  • Fixed paratroopers taking damage from spawning in trees.
  • Resolved a fault with Ranger Training cards in Trench Mode.
  • Addressed AI behavior where soldiers tossed AT grenades instead of Blendkörpers.
  • Brick stacks and cars exploding now provide no cover values.
  • Classic ribbons now display correctly on game over, and Trench Mode no longer brings old Classic ribbons post-reset.
  • Fixed EW equipment spawning in water on D-Day maps.
  • Corrected an issue with the Keener achievement in Campaign Mode when reaching exactly 80% in exchanges of fire.
  • Fully repairing a vehicle no longer respawns the crew.
  • Gameplay Adjustments
  • Night fighting improvements: Soldiers out of line of sight unflag faster, enhancing the realism of night operations.
  • Soldiers caught in barbed wire or entanglements now have a 10% increased chance of being hit by small arms fire.
  • Taunt waves in Classic Mode no longer roll for Tent bonuses.
  • Converted major sound files to MP3 to improve load times and overall performance.
  • Added missing sounds for deploying troops and vehicles for a more immersive experience.

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Community watch:

We’ve seen some solid fighting lately, with new Mud and Blood players stepping up and putting in the work.

Watch Crono holding his own in the brutal unfair mode (NG++).

Tutle, the almost MNB Master, aiming for an A+ in Exchange of Fire and Tactics. Some serious moves were made right in that fight!

Don’t miss this brutally intense Hard Case by Cheeks—pure chaos!

Check out this slugfest by Henz in Trench Mode, where he digs deep to claim victory. With a 39-win streak, you know the Germans are extra pissed!

This patch is a big one for Trench Mode enjoyers, with new mechanics and tweaks aimed at deepening the strategic possibilities. From the festive Xmas event to historical call signs for vehicles, this update blends fun and authentic to Mud and Blood tradition as we polish the content added in the no mercy patch —thank you for being part of this journey folks and I wish a great time during the silly season.

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Stay brutal.

-urb
 

PsihoKekec

Educated
Joined
Nov 15, 2023
Messages
122
Couple of classic defensive missions, a lot has changed since the old times.
 

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