Battle brothers mods how to install
Battle brothers mods how to install
Battle brothers mods how to install
«How to install mods?», «How to access the games data files?»
Look no further, you have come to the right place, brother or sister!
This is a quick (and maybe ugly) guide that fullfills its purpose.
Credits to Sarissofoi, who told me how to access the game data!
* Be aware that an update of the game may or may not overwrite the changes from a mod and thus you may have to reinstall it.
First of all, where can mods for the game even be found?
Mainly in the following places:
The Battle Brothers Nexusmods page [www.nexusmods.com]
A List of some mods [battlebrothers.wikia.com]
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Right click Battle Brothers in your steam library and click properties:
Now a folder with these sub-folders must have opened:
Open «data».
Now you see these:
The «data_001.dat» file is the file we need. (The 002 is from the fangshire dlc, not from interest for us right now).
To open up the «data_001.dat» file, you need an archivar program like 7zip, WinRAR, WinZIP, etc.
Now we see the main game files. All scripts, images, etc. are stored in these folders:
As an example for a mod, we take my «No more asking for a raise [www.nexusmods.com] «mod, available on the nexus: https://www.nexusmods.com/battlebrothers/mods/20
That’s it. You have just installed a mod for Battle Brothers.
Yes, it’s that easy. Nothing more to do.
Replacing an image or other asset is about as easy as what is described above.
You can either:
1) Simply use copy and paste to replace the image(s) you want to change in the data001.dat file itself (Note that every official update of the game will break your edits/replacements and you will have to do it again if you decide to do it this way.
Mods and Modding
Contents
Most mods for Battle Brothers can be found at Nexus Mods or Mod DB.
Modding [ ]
Modding is the process of modifying files to change the gameplay.
The mod kit [ ]
Battle Brothers doesn’t have official modding tools. Rather, modders use Adam Milazzo’s mod kit to decrypt and decompile the game scripts.
Accessing the files [ ]
This is a step-by-step tutorial for Windows.
The scripts are now decompiled and can be opened, read and edited with a text editor. Notepad++ can add the ‘data_001’ folder as a workspace which comes handy for navigation and folder wide searches.
Adding new asset [ ]
The mod kit includes bbrusher, a program that can pack images into sprite sheets and create brushes. This is a step-by-step tutorial using the More Named Weapons mod as an example.
Orientation is north west for two-handed weapons, north east for one-handed weapons. Image size should stay close to the size of similar base game weapons (see 2. to unpack sprites).
For example, modify the assignRandomEquipment() function inside ‘scripts/entity/tactical/enemies/skeleton_heavy.nut’ by inserting this line: this.m.Items.equip(this.new(«scripts/items/weapons/named/named_crypt_cleaver»)); so that Ancient Legionaries will show with the new weapon.
Optionally, an archive can regroup all files and folders.
Web Rarely
If you can lead it to water and force it to drink, it isn’t a horse.
Battle Brothers mod kit
Background
I created a rudimentary mod kit for the game Battle Brothers that allows editing the encrypted Squirrel scripts (.cnut files) within the game. Since almost the entire game is implemented in script, this allows tremendous flexibility for modding. It started when I wanted to know which character backgrounds were best to hire in a «value for money» sense. There was a spreadsheet that the community had painstakingly created over the years based on hundreds of manual tests showing the typical stat ranges of various backgrounds, but it was invalidated by the Beasts & Exploration DLC which rebalanced various parts of the game. I wished I could just take a look at how characters are generated, but like many people trying to peek under the hood I soon saw that the scripts are shipped only in a compiled form, and not only that but they appear to be corrupted or encrypted.
Accessing the files
Encryption and decryption
The «corruption» in the compiled scripts is actually an unusual encryption algorithm that encrypts only bits and pieces of the files, making them look like normal compiled scripts at a glance, but preventing them from actually working if you try to run or examine them. After painstakingly reverse engineering parts of the game, I was able to decipher the encryption algorithm. I spent quite a long time discovering how it worked and then a while longer translating the cryptic instructions into C code that I could run. Only after I was done did I realize that one of the constants in the algorithm is well-known, and that the core cipher is XXTEA.
To encrypt a file, you can’t simply do the analogous approach of using a writer callback function to encrypt all blocks of 8+ bytes, since the Squirrel writer doesn’t invoke the callback for the same offsets and lengths as the reader, which is needed for the two to match. (And even if they did match, there’s no guarantee that it would stay that way.) So, I implemented encryption using a reader function as well, so you read the file that you want to encrypt, and as a byproduct of reading it the file gets encrypted.
Decompiling a script
Because of those problems, I wanted to write my own decompiler. I’m sure I can create a better one than NutCracker, but my free time is limited so I probably won’t do so unless there’s a real demand. The problems above are not fatal, since Battle Brothers is capable of loading plain-text scripts (for the most part) and most scripts decompile correctly. A few scripts don’t, though, so be careful.
Anyway, here’s an example of how to use NutCracker to decompile a script. By default it prints the script to the console, so you simply redirect the output to a file. (The NutCracker author doesn’t distribute binaries for the decompiler, but a binary is included in my mod kit.) From a command-line:
Getting a modified script loaded by the game
Lets say you decompile scripts/items/weapons/knife.cnut, which starts like this:
Coding guidelines for better mods
Now we can mod the game, but mods created as above will not play well together either with other mods or with future official updates. The reason is that you are overwriting entire files rather than just tweaking the bits you want to change. If an official update changes the file, your copy won’t have the update unless you recreate your mod based on the latest official version. And, two mods that update the same file will overwrite each other’s changes even if the changes don’t conflict. So, we need a way to express the changes relevant to us without duplicating the rest of the file. Consider the following script.
Something like this would allow us to change just the description while keeping the rest of the knife code the same, and we could put this script into its own file rather than overwriting the base knife file. The difficult part is getting this code loaded at the right time. By placing your file in a folder named !mod_mymod you can make a script load before most others, and by placing it in a folder named
mod_mymod you can make it load after most others, but neither of those work in this case. That said, I did create a small mod called «modding script hooks» that allows something like this:
On a side note, any sizeable mod will have to deal with official updates. You wouldn’t want to redo your mod from scratch after each official update, nor would you want to continue to use outdated script files in your mod. The solution here is to set up version control. Extract the game data, decompile the scripts, and put it into a Mercurial or Git repository. Create a branch for the mod and edit your mod in the new branch. After each official update, switch back to the main branch, extract and decompile the game data again, and check in any changes. Then merge the changes into your mod branch. This way you keep your mod up to date with official changes without having to redo it from scratch. Also, the repository should of course just be on your local disk. Don’t go putting all the game files up on GitHub. This also helps if you need to merge multiple mods together due to conflicts.
The mod kit
I packaged together a few tools into a very basic mod kit to get people started modifying the scripts for Battle Brothers. See the README.txt file within the package for details.
Changelog
Postscript
So in the end, I got my updated character backgrounds spreadsheet. 🙂 I wrote a program to scan the script files and make a spreadsheet out of it. I guess that’s mission accomplished!
Comments
What have you done?
you hab changed the construct of the universe for generations to come.
However you have wrote instructions at a high-level skilled programmers voice.
Are you able to dumb down the words in the Battle Brothers mod kit for us without the proper training?
Thank you and still can’t believe you mod Sid Meiers Pirates game one of my favorites.
Wish we can get attacked by pirate hunters a full fledge fleet like maybe 1-3 ships trying to sink you or something.
I do hope people use the mod kit to make something cool. I’m probably too old now to make actual mods with it. I just wanted to enable other people to do so.
On those lines with Pirates! I remember I was once working on a mod to allow you to have up to 4 ships in combat. (The enemy could also have up to 4 ships.) I never finished it but it would have been interesting.
Then there’s this craziness:
There’s already some support you could latch on to, since the game has different head, body, and sound sets for the different races, and also for subsets like «old men», «smart men», «tidy men», «untidy men», etc. Women could just be another race or perhaps a different subset of humans. You also wouldn’t have to lose any of male art by overwriting it. It could be in addition.
Anyway, I’m looking forward to seeing what you can make. 🙂
Hi. I get an error when trying to decrypt files.
Any idea how to get it working? Btw you are incredible for getting this done. Thank you
I have edited every image in the game, and read through the bytecode in every line in every cnut and js file, looking for anything i could use. I had a rough idea of the structure of the game logic including races, units and how they call the different heads and hair. I just couldn’t actually change any of it until now. It was like peering through a thick mist filled with «TRAP» sprinkled through the byte code.
I’ll be able to do so much with the knowledge you’ve posted here, although those bugs you’ve found in the decompiler are like landmines in the path of any large mod. This is more progress than any modder has made before you.
Many won’t be able to follow in your footesteps though, so if you’re willing to do more work on this I’m happy to offer whatever support i can to help you. The complexity of this solution greatly limits how many modders will able to try it out.
I have heard many people say they would pay for mod support on this game, including myself. We can get a patreon or crowd funding campaign going if you’re interested. I would personally be willing to pay your hourly rate directly to work on this if it got us to a single UI mod tool, or even a better decompiler
Hi Rafa. bbsq.exe is not the decompiler. It’s just the decrypter. NutCracker is the decompiler. Normally you’d just use massdecompile.bat to decrypt and decompile all the game scripts at once, but if you just want a single script the pattern is:
I think I fixed the major bug I found in NutCracker, so I hope we are good to go. There are other bugs, though. I hope the author patches them, or else I might have to do it.
I’m not sure what you mean by a «UI mod tool». Theoretically you can do everything with the mod kit I posted, but I realize it can be a pain to edit scripts and HTML and CSS by hand. I suppose one could create a UI tool to let people edit simple things like item stats and character backgrounds. That wouldn’t be hard. But any serious mod will probably have to proceed by writing code.
Thank you very much for these mod tools. This is fantastic. Already knee deep into the code with some ideas I’ve always wanted to do.
Again, greatly appreciated!
Any chance you have been able to get the log file statements in the scripts to print out to file? So far no luck.
Hello There Adam,
first of all Thx a bunch for all the effort you put into this. Finally seeing some mod support was hell of a good news for me today 😉
I tried to follow your Guide to get into all this but unfortunally it didnt work out for me.
I became kind of stuck on point 4 of your suggested workflow in the Readme.txt.
I have all the «.nut» files ready in clear text by using the «Massdecompiler.bat» and for a simple testing purpose i just wanted to creat a modiefied «knife.nut» and change the description of the knife just as you have stated it in your example.
I modified the knife.nut file and placed it in my installation folder that looks now like this:
\Data\scripts\items\weapons\knife.nut
The actually file that i used for the test is this:
Problem is, when i start a new game, im stuck in the loading screen. Waited 10min+ but nothing. No error massege visible. It just wont load the game.
I tried a different approach by packing the folder into an zip archive named data_005.dat but in this state the game wont even launch at all.
Im running the 1.2.0.25 GOG version of the game with Beats&Exploration DLC installed if this matters but i think i clearly miss somthing here.
Any kind of help would be much appriciated.
im desperete to get starting on that stuff. 😉
Interesting. Looks like another bug in NutCracker. I will file another bug against it. My guess is that the problem is caused by the way numbers are rendered in your culture. Instead of 32.0 the number appears like «32,00000000.0». That’s not valid Squirrel code, of course.
If the NutCracker author doesn’t fix it soon, I will fix it myself.
Battle brothers mods how to install
В данном материале разбирается модифицирование игр, использующих squirell в качестве языка сценариев, на примере «Battle Brothers», которая в значительной мере написана на этом языке. К сожалению, у меня нет возможности оформить всё это в виде руководства, т. к. моя копия «боевых братьев» на GOG. А Steam в качестве обязательного условия для публикации требует от меня повторной покупки игры. Прошу прощения: не имею в наличии свободных средств для этого 8-((
In this theme explores modifying games that use squirell as the language of scripts, using the example of «Battle Brothers», which largely written in this language. But, unfortunately, I do not have the opportunity to design all this in the form of a manual, since my copy of «battle brothers» on GOG. And Steam requires from me to repurchase the game as a prerequisite for the publication of my guide. I am sorry, but. I do not have free funds for that 8-((
Приветствуется любая обратная связь! Any feedback is appreciated!
Может быть, потому что белочки милые. и пушистые. и любят крепкие орешки?
Лучше, конечно, переадресовать этот вопрос разработчикам «боевых побратимов», потому что, для нас, причина, собственно, в этом: для модификации любимой игры, которая, почему-то, использует SQUIRELL 8))
Картинка 1: Кстати говоря, Альберто Демикелис, создатель данного языка программирования, вложил в его разработку не менее двенадцати лет своей жизни!
Если Вы никогда прежде не занимались модификацией игр и ничего не знаете об этом, но очень хотите попробовать, то по прочтении моего краткого руководства Вы сможете самостоятельно сделать свой самый первый мод! И я это гарантирую 😎
Если Вам кажется, что это «сложновато», то разочарую: на самом деле всё гораздо проще, чем могло бы показаться! Весь процесс, на практике, будет сведён к банальной распаковке отдельных cnut-файлов в определённую директорию и запуску одного из двух bat-файлов. Т. е. всё будет сделано почти что без Вашего участия.
Но прежде чем мы это сделаем.
Распакуйте содержимое архива bbros.zip (см. выше пункт один) в любую папку по Вашему выбору. Я предпочитаю, чтобы эта всегда была соседняя с игрой директория (например, modkit).
Chikanuk: Я по 10 раз просмотрел все видео и перечитал все посты и ничего не помогало, пока в конце концов до меня не допёрло, что у меня при архивировании у файлов в архиве получается отличная от оригинальных дата-архивов система.
Ещё раз: Вы хотите, как пример, изменить боевые характеристики ножа. Для этого Вы распаковали (и декомпилировали!) соответствующий файл из архива: data_001.dat => scripts / items / weapons / knife.cnut.
Теперь Вы должны воссоздать всю соответствующую структуру папок заново в директории data (и далее либо упаковать это в архив zip, либо оставить как есть).
Если модифицируемый файл не слишком велик по размеру (или, наоборот, вносится значительное количество изменений), то рекомендую работать непосредственно с ним, точнее с его копией.
Давайте, опять, обратимся к алгоритмизации действий, в данном случае как-то вот так.
Как узнать, что пошло не так? Просто просмотрите игровой «журнал»:
Там красным цветом будет выделена вся нужная информация: в каком именно файле и в какой строке случилась ошибка, а также будет указан тип ошибки. Отловите жучка!)
Перечень источников (все на английском языке):
Итак, поехали. Вернём «железным лёгким» прежнее значение параметра восстановления выносливости.
И что нужно сделать? А всего-навсего поменять тройку на пятёрку!)
Ещё раз: не забудьте сохранить изменения и повторить структуру папок из data_001! Собственно, всё. Ваш первый мод готов.
Ведь, действительно, это было не так-то и трудно?
А для выработки и закрепления навыка попробуем вернуть прежнюю стоимость в очках действия для умения «неукротимости».
На этот раз всё с точностью до наоборот: замените пятёрку на тройку. Снова всё.
В принципе, ничего сложного. Разве нет? ¯ \ _ (ツ) _ / ¯ (c) Caroline Eisenmann
https://steamcommunity.com/sharedfiles/filedetails/?id=2234585683
Короче говоря, конечно же, это может быть сложно, но на самом деле, чем больше Вы будете иметь дело с этим на практике, тем лучше Вы будете это понимать и в этом разбираться в теории 8)
Данные и функции
data_001.dat: scripts / items / weapons / weapon / battle_whip.nut:
data_001.dat: scripts / items / weapons / weapon / short_bow.nut:
Нужно ли заново компилировать модифицированные файлы?
— Не обязательно. Поскольку это осложняет редактирование. Но желательно, когда таких файлов много. Потому что откомпилированные файлы выполняются быстрее.
Игра скачала последнее обновление и модификации перестали работать. Что делать?
— Модифицированные файлы должны иметь дату перезаписи, более позднюю, чем у оригинальных файлов. Иначе работать не будет! Альтернативный способ решения проблемы: заново скомпилировать модифицированные файлы.
Да, это не очень весело и не надёжно. Лучше скомпилировать свои файлы (если Вы модифицируете существующие файлы игры). В этом случае Вы можете быть уверены, что они будут загружены, и Вам не придется беспокоиться о том, чтобы дата их изменения всегда была бы позже, чем у оригинальных файлов.
Однако в идеале Вы не должны изменять исходные файлы игры. Это делает Вашу модификацию ненадёжной, поскольку каждое обновление игры может сломать её, и она может легко конфликтовать с другими модификациями. Лучше научиться использовать mod_hooks [www.nexusmods.com] ], чтобы Вам не приходилось изменять какие-либо оригинальные файлы игры, а Ваши моды были бы совместимы с другими модами.
Чтобы стать хорошим моддером, нужно быть неплохим кодером! Разве нет?
— Вероятно, скорее, всё наоборот: любой мододел со временем вполне может стать программистом 8)
If You have never dealt with modifying games before and do not know anything about this, but really want to try it, then after reading my quick guide You will can make Your very first own mod yourself! And I guarantee it 😎
First remark: Alberto Demichelis, the creator of this programming language, has invested at least twelve years of his life in its development!
But before we will do that.
Second remark: What is the program? As not a sequence of steps that implements a solution of tasks that lead to the achievement of definite goal. Or algorithm.
Decompilation of the scripts:
Unpack completely the contents of the archive bbros.zip (see point one above) into any folder of Your choice. I prefer this directory to always be adjacent to the game directory (let us say, modkit).
Now open the archive data_001.dat (it is a regular zip-archive!) and select the file[s], with which You plan to work in the near future, for example, let it be the file iron_lungs_trait.сnut, then unpack it directly to the folder «bin» in the directory «modkit». And there run massdecompile.bat. Actually that is all.
At the same time, loading the game files into the computer memory is carried out in alphabetical order! And since the original files are in the archives with name data_***, by analogy and together with that by default, it is customary in the community for the archives with the modifications to use name mod_***.
If the file that being modified is not too large in size (or, on the contrary, a significant number of changes will be made), then I recommend working directly with it or rather with its copy.
After modification, into the testing process of changes, in especially at first, You will definitely and constantly received the some messages about some errors. Do not be discouraged! It was happening, is happening and it will be happening not exclusively to You! The errors are absolutely usual practice, and, at the beginning, even useful!
But how do You know what went wrong? Just look at the game log:
All the necessary information will be highlighted there in red: in which file and in which line the error occurred, the type of error will also be indicated. Catch the bug!)
¯ \ _ (ツ) _ / ¯ (c) Caroline Eisenmann
So begin. Let us return the «iron lungs» to their previous value of stamina recovery parameter.
But what needs to be done? And just change the three to the five!)
And again: do not forget to save all changes and repeat the folder structure from data_001! And that is all. Your first mod is already done.
So, is not it, nothing complicated?
For to develop and to consolidate modding competence let us return previous cost in action points for the «Indomitability» skill.
This time, everything is exactly from the opposite: replace the five with the three. Again that is all.
https://steamcommunity.com/sharedfiles/filedetails/?id=2234585683
In short, of course, it can be difficult, but the more You will work with it practically, the better You will understand it theoretically 8)
Data and Functions
[To be continued. ]
Do I need to recompile the modified files?
— Not necessary. Since it makes scripts editing difficult. But it is desirable if there are many such files. Because the compiled files run faster.
The game downloaded the last update and the modifications no longer work. What should I do?
— The modified files must have a rewriting date later than the original files. Otherwise it will not work! An alternative way to solve the problem just is to recompile the modified files.
Yes, this is not very fun or reliable. Better to compile your files (if you modify existing game files). Then you can be sure they will be loaded and won’t have to worry about the modification date being later than the original.
However, ideally you would not be modifying existing game files. That makes your mod fragile, because every game update may break it, and it may easily conflict with other mods. Better to learn to use mod_hooks [www.nexusmods.com] so you don’t have to alter any existing game files, and so your mods will be compatible with other mods.
To become a good modder You have to be a good programmer! Is not it so?
— The opposite is probably more likely: any modder may well become a professional programmer with time 8)
Legends Mod Beta (WotN Compatible) (RU) 15.1.6
Новые Старты
21 сценарий на выбор
Мощные сольные персонажи, такие как Берсеркер, Крестоносец, Чернокнижник и Провидец
Ванильные сценарии дополнены новыми льготами, оборудованием, фонами и событиями
Старты имеют широкие эффекты кампании и много новой механики
Вариант случайных событий обеспечивает бесконечное разнообразие прохождения
Руководство братьев
Обширная система кемпинга с заданиями и путями обновления
До 27 наемников на поле одновременно
Сохраняйте свои войска в соединения для подготовки к различным битвам
Назначьте до 27 человек в резервы, но они будут вынуждены сражаться, если на вас нападут
Бэкграунды и уровни братьев:
Разные бэкграунды имеют уникальные и динамичные перковые деревья с совершенно разными способностями, миллионы комбинаций
260+ перков (ваниль имеет
50)
Предпосылки вносят вклад в задачи лагеря и мировые ресурсы (ремонт учеников, перенос караванных рук и т. Д.)
Не боевые специалисты (ослы, повара, целители-травники, таксидермисты, монахини)
Бэкграунды влияют на скорость движения по различным местностям (шахтеры в горах, охотники в лесах и т. Д.)
Проба при приеме на работу теперь показывает таланты звезд и льгот
Женские специфические бэкграунды, которые соответствуют времени с дополнительными лицами, телами, именами, событиями и прическами.
Каждый наемник может повысить свой уровень до 99, с новыми бонусными очками каждые 5 уровней за пределами 11.
Новые враги
Легендарные версии всех врагов в режиме легендарной сложности
Новые могущественные враги, такие как гигантские орки-бегемоты
Увеличено разнообразие вариантов появления в середине игры.
Масштабирование расширено для больших партий и более длинных игр
8 новых вариантов легендарных животных, на которых можно охотиться через четыре контракта с черепами
Динамичный мир
Внутриигровые ползунки для управления размерами городов, фракций, океанов
Новые «легендарные» настройки сложности
Увеличение крови и магических эффектов
увеличение засад, может быть засаду ближе к поселениям
Увеличение частоты событий
Мод совместимости:
Запуск мода Legends с любыми другими модами, скорее всего, приведет к сбоям и повреждению сохранений. Даже если файлы не конфликтуют, вполне возможно, что это сделает игру нестабильной. Многие из декомпилированных файлов сценариев неверны и могут привести к сбою игры при использовании. Если вы пытаетесь использовать другие моды, придерживайтесь тех, которые используют ловушки мод Адама.
Следующие моды были протестированы для работы с легендами:
Musical mod
Fastest
Удаление
Удалить zip-файл из каталога данных
Подсказки:
Настройки сложности изменены, нормальный самый близкий к ванильному
Вы можете разблокировать больше слотов реестра через привилегии командира.
Каждый бэкграунд вносит свой вклад в ограничение вашего ресурса, скорость лечения и задачи лагеря.
Благородные дома начинаются на войне и теперь могут быть полностью уничтожены, хорошо подумайте о своих союзниках.
Попробуйте сохранить формирования, чтобы защитить своих раненых солдат
15.0.0.14 Update to BB 1.4.0.44 Fixes Fixes serpent skin armor upgrade Fixes vanilla armor attatchments (e.g. leather shoulderguards) from spawning with armor layer system on More fixes to demon alp ai Should prevent the buckler bandits from freezing the game (Massive thanks to Proman) Removes bear form from berserker Should fix end of combat wardog causing freezes Fixes shoot stake error Fixes debilitate tooltip to correctly read 75% damage total vs 50% damage total Should fix rare crash on killing an enemy with smite skill Fixes supplies on southern maps not being attackable Piercing shot and bolt tooltip grammar Piercing shot and bolt don’t hit something behind target if the main shot misses Weiderganger’s bite applies poison with the same rules as spider poison (min of 6 damage to hitpoints) Fixes gruesome feast error Fixes fire pot for seer Fixes barbarian madman spawning without armor Should fix miasma skill Fixes some of the noble scenario starting items back to previous (& intended) items Minor tweak to beast spawns : Serpents resource-per-unit upped along with Ifrits. (e.g. where you’d previously see 20 serpents you’d now see 16) Fixed Brawny incorrect value on some layers and helmets. (Thanks Leonion) Updated description of Bloody harvest to specify «All melee attacks» fix hollenhound curse neglecting resilience fix missing non-layered alp helmet fix champion behemoths ai and champion sets Adds southern enemy classes to favorite enemy perks fixes noble fencer spawn crash on legendary difficulty.
Updates to BB 1.4.0.43 Fixes Bandit Warlords can have named helmets again (typo where helmets were accidentally treated as body armor) Drums of Life changes: Can’t heal people above max HP, now always heals people below max HP, doesn’t rely on people being fatigued. Hopefully fixes bleeding issue for dead brothers (mwah) High Tier Zombie from Necromancer skill spawns with armor now Spelling/grammer fixes Weiderganger favored enemy now signifies Fallen Heroes rather than Weiderganger Champion Player character can’t be selected for the lawmen after a criminal event Second wind can only proc in batte now instead of out of battle Demon Alp AI tweak to not just crash Fixes problem with upgraded gatherer’s tent You don’t have a higher chance of dying when you have high chance of surviving with injury. (Big thanks to Surrealistik) Fixes rare healer building bug that didn’t cause crashes Should fix repairs not working in town Should fix transform effects crashing on combat end Fixes Seer’s aoe fire skill causing AI freezes Fixes cart upgrade on reload Fixes sticks not dropping from harvest wood skill Fixes harvest tree not being able to chop sticks Knights no longer have the 30 durability feathered hat and actually have their normal hemlets back Fixes wolfspane check on arborthropy injuries Background changes Southern Assassin get new Dynamic perk tree. Adds scout modifiers Belly Dancer: Get Barter modifiers Gladiator: Get Ammo, ArmorPars, Meds, Training modifiers Manhunter: Get Barter and Injury modifiers Nomad: Gets new Dynamic perk tree. Adds Ammo and Scout and Terrain movement modifiers.