MnBS Patchnotes

* Patch notes! Both normal and Steam

urb\* 03/02/2021

* "Most games want to create their AI to be 'fun' and it is perfectly ok. Arguably it is absolutely sane. However, in Mud and Blood, the enemy dearly wants you to not be alive anymore. That's why you code Ai that wants them dead"

## 0.0.4

* notes lost to IRL Urb event
* possible notes:
* Feb 26-21
* Mostly AI improvements
* Water terrain type coded (slows down troops)
* mud Terrain type coded
* Buffed AI code for mutual cover and fire support
* discouraged grouping up in cover
* Fire and Maneuver AI code improved
* AI debug cues
* Ditch
* River
* Cover values refined
* Rifle Grenades
* Axis mortars
* mortar accuracy is distance in px / 8 so 3000px/8 is the accuracy
* Mortar sounds (load fire)
* Mortar explosions (Same as faust)
* Axis signaler and sound

## 0.0.5 TANKS!

* Mar-3-21
* Things that small arms fire can do to a tank:
* 1% chance to do the following:
	+ break the commander viewport (slow reaction time of the Tank)
	+ break the driver's viewport (slow tanks in its turns and speed)
	+ break smoke dispensers (can't throw smoke if it had the ability to)
	+ break the fire extinguishers (cant extinguish fires anymore if had the ability)
	+ break antenna (cant communicate with infantry)
	+ break the MG (turret Mg is inoperable)
	+ med crate (cant heal troops anymore if it had the ability to)
	+ ammo crate (Cant boost rof length of nearby troops)
	+ tool box (can't do field repairs if it had the ability to)
	+ flag (can't buff morale recovery if it had the option to)
	+ ++kill the commander if he is out
* Added selection circle
* Added some sounds to the battlefield back ground sound generator
* Adjusted damage and specs of mortar explosion
* Adjusted damage and specs of Faust explosion
* Soldiers will reload their weapon if they have nothing better to do and on idle.
* Added group select functionality
* Added a green circle around troops that are selected
* Added a point on the ground where troops will move
* Pressing esc will unselect troops
* Giving a moving order now will cancel the shooting action on player controlled soldier
* Added axis armor and coded basic doctrine behavior (stick with infantry, push the line when favorable ect..)
* Added Axis Opel that drops infantry to the front line then retreats
* Reworked the ballistic engine to deal with all occurrences (infantry vs vehicle, infantry vs infantry, vehicle vs Infantry and vehicle vs vehicle)
* Made a spawn function for the enemy in preparation of the campaign mode requirements.
* Implemented the vehicle functionality in the soun engine to generate proper sounds when driving , braking, moving turrets and rev'ing according to distance from the user's screen.
* Added farm carts, they provide cover where the main body is.
* Added cover values for the wood piles
* Added cover values for cars and additional angles they can spawn in.
* Changed the default font to impact
* You can now turn the ui ON or OFF with TAB
* Fixed a bug when a placeable was removing during map generation it's cover values would remain in the map.
* Changed the squad load out for 4xM1 1xBar and 1xTommy to simulate a fireteam.
* Resized the car placeable to be more to scale with the environment.
* Fire mechanics coded. Fire can spread, hurt soldiers, ignite other items and persons and extinguish in the water.
* Selecting an individual will unselect the previously selected soldiers if shift is not pressed.

## 0.0.6

* Cars will no longer block line of sight
* Wood piles will no longer block line of sight
* Fixed an issue with house deleting their own cover area
* Fixed an issue with woodpiles not provide proper cover
* Fixed an issue where soldiers would not listen to move orders if firing at an enemy.
* Fixed an issue where some soldiers would interrupt their reloading sequences to take aim.
* Added a feature that only experienced soldiers would keep remaining in alert stance (gun up) after a target has vanished from line of sight.
* Tweaked the rate of fire for Semi automatic weapons. Adjusted pause in between shots and length of grouping to be more realistic.
* Slightly reduced the rate of fire of the bolt action rifle in order to better represent the tie it takes to cycle a round in the chamber.
* Semi auto shooters behavior will be more dictated by the experience of the shooter.
* Troops will avoid firing at enemies that are engaged in hand to hand with friendlies \*\* might be bugged
* Troops will make an effort (but not entirely avoid) to stop firing at a down enemy.
* Changed the version text colors and format on the bottom right
* German snipers are now back in the spawn tables
* Added the first batch of voice lines for Axis and Allies
* Coded the portraits to select the appropriate soldier when clicked
* The game will highlight the soldier on the ground that is corresponding to the portrait being mouse over by the player.
* You can now shift click portraits to select more than one soldier and/or can combine to shift drag select for more flexibility.
* Coded specialties for the soldiers. Upon the first promotion (10xp) the player will be able to give a specialty to his soldiers amongst the 12 available
* Gunner has target switching ability coded. A gunner will engage the nearest target like any other infantry units. However, any other target within 60 degree of that initial target has a chance to be attacked as well.
* Germans who spawn with a Machine gun will have the gunner abilities
* Medic healing ability coded. A medic can heal any troops within 200 px + his XP per action by 1 point.
* Added the radio pack for soldiers who will carry a radio
* Added the Faust pack which will identify which Axis soldiers are packing heat!
* Coded the pack code which can pretty much attach anything to the back of the soldier and follow him in his action
* Officer passive ability coded which can increase the morale of nearby troops

## 0.0.7

* Fixed a crash when a soldier was assigned the spec of gunner in the middle of a firefight.
* Added the Vicker K in the arsenal as tier 3 weapon for the gunner
* Added Springfield as starting weapon for all soldiers. Yep, they lied to us boys, we didn't get the Garand once we left England!
* Added the scoped Springfield for the allied sniper
* Fixed an issue when clicking another soldier's icon while specializing another.
* Reduced medic radius to 100px + xp
* Weapon bulk affects movement speed and aiming speed.
* Gunner is no longer having a -20% to move speed but is now affected by weapon bulk. This gives more control over squads mobility to the player through weapon selection.
* Added a cue form the soldiers when a plane is attacking
* Remixed the shotgun sound with files provided by Masked Terror
* Slowing down the bleeding rate
* Coded the Light infantry skills
* Coded the heavy infantry skills
* Coded a buff engine that will centralize all modifications and alterations to your soldiers an the enemy.
* Added a orange tracer to soldier firing AP rounds (heavy tier 2 skill)
* Added a little ring sound to any rifle firing an AP
* Added a line of sight check for the gunner to each shot when switching targets
* Increased the Axis combat skill by 2 (to 20) and their health by 10 (to 100)
* Optimized the infantry update function to have realistic gun operations notably with a follow through after shot, proper cycling for bolts and making sure an auto weapon doesn't line up 2 burst back to back
* Changed the radio sound for Germans to an actual ww2 radio chatter
* Medic is getting a -10% to combat skill
* Snipers will take longer time between shots.
* Snipers on both faction are not affected by enemy cover.
* Fixed an instance where soldier wouldn't call spotted enemies
* Coded basic fire behavior
* Replaced the red smoke grenade sprite
* Added a black smoke sprite for fires
* Coded the Arty, Strafe and Bomb run for the Siggy
* Added lil epitaph when a soldier dies
* Rifle grenade distance is maxed at 1000
* Reduced the time between the shots and the splash for artillery on both factions
* Artillery will now fire 5 rounds minimum for both faction
* Wood pile is not blocking line of sight anymore
* Added additional voice lines for Germans and allies, new and final German voice lines has been dropped by Lance and will be added in 0.0.8
* Coded gun and rank progression for all soldiers

## 0.0.8

* Snipers now starts with a M1917 Enfield
* Slightly buffed the medics
* Added specialty icon on the lower right of the soldiers' portraits.
* Fences can now spawn across the map
* Medics, Officers, RTO (comms) keeps their Springfield upon specialization
* Added the last German voicelines, which are situational.
* Added a couple more of American voicelines.
* Helmet pop on a head shot.
* Sniper skills coded.
* Medics need to roll a skill check for all healing attempts now unless the patient is under 10 hp (disabled).
* Increased defensive measures. Increased the halt time on contact.
* AI Assault momentum will now fade with time.
* Fixed an issue with the gunner's detection range
* Fixed an issue with the scout detection range
* Enemies outside of the field of vision of your soldiers will vanish
* First crude pass on the AI, mostly defensive doctrine.
* Scouts can detect and fire on the move, (they still halt their move to fire but will resume)
* Disabled the show enemy in the dev tools

## 0.0.9

* Burning soldier will not be selectable
* Burning Soldier will be flagged
* Engineer flamer coded.. for both faction :)
* Save file system (finally!!)
* Scout skills
* German counter attack (kinda of a big deal)
* German ambushes and stealth usage
* Coded the allied Jeep
* Added a sanity check to the the fires so they don't out of control... too much
* Coded soft skin vehicles gunners behaviors.
* Soldiers will now call vehicles when they are close to the front lines
* Mines coded with plans for different mines to be implemented. such AP, bouncing Bettys and AT
* Coded the Sapper abilities
* Sand bag walls will now spawn in the battlefield
* Added few props for defensive position, empty bottle of wine and few apples.
* Added a variety of Voice acting lines
* Added vocalization for when the Germans are about to counter attack
* Added vocalization for when the team is being sniped
* Added vocalization for when the team is under mortar fire
* Fixed an issue where the scout would stop walking if he saw an enemy.

## 0.1.0

* Coded the basic ui and basic game loop!!!!!
* Fixed the AI flamer burning dead men to atoms for no reasons
* Added life bars to soldier icons
* rifle grenades and othe explosives destroying cover
* team moving too fast (under 12 min), mines? barb wire?
* increase skill of Germans per 1% per

## 0.1.1

* Floored the values for time and added 0 to single digit time units for readability
* Removed minimal chances to hit on light machine guns
* Reinitialized flag (detected) status on all troop so when a mission is failed they will not start the game tagged
* Remove vet save increments (you only get one now)
* Bazooka skill now has a timer
* Fixed a crash when using intelligence skill to find out the amount of frags on enemies
* Added sanity check for lower than 0 morale and above 100 experience
* Prevent profile reset during game play
* Burning troops are not selectable anymore
* Prevented a crash if you click while the game is loading
* Germans that die with a radio on them will only spawn one radio on the ground
* The camera will be over your soldiers on subsequent missions instead of where you left it in the last game
* Fixed a value that wasn't resetting the kills in between missions
* Players will not be able to spec dead soldiers.
* Shotgun buff at closer range
* Pre game admin will clear up NPC allies at the start of a mission
* Significantly changed the demolition radius of certain explosions
* All able men of your squad has to be behind the retreat line in order to trigger the retreat now
* Troops occupying the same cover and firing at each other will not be saved by that cover
* Explosion landing top of buildings wont affect occupants anymore
* Players will not be able to use skills from incapacitated soldiers anymore
* Players will not be able to spec an incapacitated soldier anymore (also known as the heavy infantry revive)
* Fixed an issue where the officer morale buff would spawn an icon out of place
* Soldiers that are brought back to above 10 hp by a medic will get up now. No more dirt naps.
* Hand to hand combat will give proper xp
* Heal crosses and officer morale stars will only appear on flagged/revealed enemies
* Panzerfausts and flame thrower packs will not show on burning soldiers anymore
* Flamers will reveal themselves when attacking
* On allied medics, first aid will not affect intensive care timer anymore
* Commando starts with a Sten now
* Fixed the double shotgun upgrade for Scouts and Engineers
* Soldiers actively aiming at a vehicle prior it being destroyed will simply cancel their action
* Fade speed for roofs have been tripled
* Fixed a rare crash when vehicles would spawn at the start of a map
* Removing past reinforcement vehicles on a map restart
* Reset the timer for reinforcements when a game restarts (especially useful when you retreat)
* Reduced fire area of effect by x10

## 0.1.2

* Augmented the spread of German mortars slightly.
* Fixed bazooka timer being triggered even if the skill isn't used.
* Skill timers reset on map refreshes.
* Added measures to prevent fragging, smoking and rifle grenades to be cancelled by attacks
* Do a save everytime you transition back to menu
* Fixed an occurence where multiple jeeps could be called
* Fixed an occurance where multiple Stuarts could be called
* Fixed an issue with the scout flares looping too fast.
* Coded operational timers for support vehicles (when their time is over they will get off the map)
* Added mud patches.
* slightly increased the chances of hand grenades for the Germans
* Scout skill highground resets in between missions
* Nearby troops morale will be affected if a soldier dies based on how experienced the casualty was. (no one cares when the new guy dies)
* Created spawn Blood() for gore, will be useful later when options will be coded.
* Panic and morale is now introduced on the allied side.
* healed 10 hp soldiers will spawn back on idle state instead of on their back
* Fixed another occurance where throwing frags or smokes would be cancelled by another action such as firing a weapon
* Added a fading screen on squad lost event.
* Enemies will prioritize firing their weapons if it is safe to do so rather than moving (defensive stance)
* Enemy skill reduced slightly
* optimized the death function for all soldiers
* Dropped the squad lost text by 100 px
* Increased the cooldown of AP rounds to 180 seconds
* Increased the duration of AP rounds to 60 seconds
* reduced the hotpsot for soldiers buttons by 50%
* Basic Hedgerow Biome coded
* KIA icons over troops that are dead in game UI, debrief and squad panel.
* Corpses will have the proper Z value now (preventing to stack on top of living soldiers sometimes)
* Corpses will stay on the map now.
* Fleeing enemies will not turn towards their attacker when pinned

## 0.1.3

Contrary to other MNB games, the minefields in MNB Steam will be placed in an area and grouped when dropped by a soldier. So if your soldiers stumble upon a mine, there is a very likely chance that other mines can be found in the vicinity.

Other facts about mines:

* Enemy mines come in a cluster of 6 to 12.
* They are generally grouped together so if you find a mine expect that area to be mined.
* Flagged mines will not detonate if you step on them.
* Mines will not be detonated by the faction that has placed them.
* All mines friendly or enemy can be detonated by nearby explosions.
* Mine take some time to detonate (AT being the slowest) so fast troops may just avoid the gib.
* A minefield can be of the same type or be a hybrid minefield with mixed types.
* Most soldiers can detect mine granted they: have a line of sight, they are within 200 pixels and they succeed a detection roll based on their experience score.
* Scout detects mine automatically if within 200 px
* Engineers and Sappers have an increased detection range (600px) for mines but still have to do roll on their experience.

Loot boxes:

Now there is a chance for German weapon boxes to spawn on the map you are patrolling with your squad. Weapon crates are hidden but if a soldier is close enough (200 px) and rolls a successful detection check based on his experience the crate will be revealed. Scouts detect crates automatically within range. Once the crate is revealed it can be open and the weapon inside can be equipped by any soldier. This leads to very interesting combinations such as a linebacker medic with a heavy STG44 or an officer rocking an MG42. Any Axis weapons can spawn in those crates. This enables infinite combinations. Weapons captured in enemy crates will remain with the soldier even after the mission.

This said let's take a look at the patch changes for this week:

* Barbed wires
* Anti tank mines
* Anti Personnel mines
* Bouncing Betty mines
* Toned down the death announcement screams on the German side
* Significantly reduced morale gain when over 50 on the allied side
* Be on the lookout for them phat loot German weapon crates now!!
* Modified the frag and smoke throwing code to prevent further interruptions
* Give 15 morale after the panic sequence initiated.
* Stealthed enemies will now be invisible to non detecting troops
* Dropped flamer spawn chances by 1%
* Gun crate discovery animation and voice line added
* Dropped the spread bonus range for the shotgun by 100 pixel (500 max)
* Increased time between shots for snipers on both faction by 20%
* Decreased difficulty by 5%
* Dropped med kits will heal nearby troops

## 0.1.4

* Enemy mines will be hidden now
* Fixed a crash when hitting AP mines
* Panics state will reset for soldiers after a retreat
* Reduced the occurrence of certain counter attacks factors
* German anti tank gun Pak 40 added to the game
* German legendary 88mm gun!
* The Kubelwagen (German jeep equivalent)
* The Sdkfz (German half track)
* Weapon crates spawn rate will be map dependent (more crates in certain scenarios)
* Modified the code to reduce the chances of bomb strikes to fall off map
* Fixed some sound engine issues regarding vehicles on map load.
* Added call vehicle functionality to German signalers.
* Fixed an issue where dead passengers or crew members wouldn't drop on the ground when shot
* Fixed an issue where soldiers shot by coaxes would not visible
* Coded functionally for vehicles with body guns (such as Stug3)
* Gun crates when clicked will not prompt the soldier to move anymore
* Germans will not be able to put barbwires in your spawn area (Jerks)
* German AI will be way smarter about when to move or shoot.
* Moving Allied soldiers can spot enemies. I dropped the tunnel vision.
* New terrain generation for ruined cities
* German gunners will prioritize firing more often especially when they have good targets

## 0.1.5

* Normandy landing cutscene
* Bleeding enemy soldiers will be displayed if disabled while being hidden.
* Fixed a crash when you click soldiers medals
* Ambient sound scale function
* Increased morale to 100 off the beach
* Pushed the bunker on the beach to 3000px
* Severely nerfed the German radio operators
* Added 3 free airstrikes for the player on D-Day
* Landing craft art fix
* 88 fix which was crashing upon operational timer reaching 0 (Side roll value)
* Adjusted German AI to hold back a lil more on the beach
* German don't start maneuvering until you hit the beach
* Tanks tracks got pushed back a lil bit
* \*\*to do\*\* prevent 88s to fire at the boat
* \*\*cant walk off the boat\*\*
* Added voices for Germans when hurt and killed
* Added voices for allied promotion
* Added voices for allied troops when there is only one soldier left
* Added voicelines for when it is the second attempt on a map
* Removed the tension music at the start of the map. It is now playing from 9000 pixels and on getting louder as the player gets closer to the finish line.
* Added tips to the squad lost screen
* Added tips to the retreat screen
* Reduced 251 SDkfz turret skill significantly
* Fixed an occurrence where you could still gain days while on your second attempt at the beach
* Destroyed barbwire will not affect troops
* Reduced the amount of gun crates spawns
* Detection range for crates is now 100 px + soldier experience.
* Detection range for mines is reduced by 50%, this makes the mine field more menacing and closer to its intended effect.

## 0.1.6

* Moved the trees back on the beach by 500 px
* Shotgun range nerf
* New weapon for the Axis, the M38. Very rare and effective SMG
* New German troops being prototyped, Fallschimjagers.
* Contextual tips engine coded. (thanks strike team)
* Fixed a couple of skills that were not resetting when clicked out of range.
* Panicked soldier shouldn't be pinned and keep running
* Mission briefs functionality is coded
* Intro text is coded
* diablo loot spark
* Commando and Officers immune to panic
* Prevented house to spawn close to the beach
* Fixed a bug that would start the time on first aid (medic skill tier 1) when clicked off range
* Same for sand bag wall (Sapper tier 1)
* Changed requirement for tier 1 medic skill for minimum 75HP and heal buffed to 25
* Changed effects of medic 3rd tier. It will remove 5hp from the max health of the selected soldier but will bring this soldier to the new max health instantly. A powerful trade off.
* Made a function to prevent buildings to spawn on top of each others.
* optimized map generation for beach and St-Lo
* Added Church asset to St-Lo maps
* Changed the Purple Heart medal color to purple :)
* New weapon for tier 2 Heavy Infantry, the m1941 Johnson rifle.
* Changed the weapon progression for the heavy infantry for the following: Initial, Garand, tier 1: Match Garand, Tier 2: M1941, Tier 3: BAR
* Reduced the mine detect VO
* Reduced the stuck in the barb wire VO
* Hidden attackers that perform a hand to hand attack will unstealth
* Reduced chance to detect mine by 10% for non engy/sapper classes
* New Medals for soldiers: Original six, given to any soldiers surviving the landing on dday. +2% to combat skill to medal owners per members of the original crew in the squad. So a skillful commander who keeps all of his 6 initial soldiers will farm a sweet +12% to combat skill for the time they are alive.
* M38 sprite created
* Sound change for Sten
* Read Intel is now a passive skill for the intel, just walk nearby some intel and he will read it!
* Briefing skill for the intel is now a tier 1 skill
* New skill for intel Tier2 which is strategic planning, when an intel uses a captured map the finish line gets closer by 100px
* New skill for the intel tier 3, counter intel, when Germans are calling support (air strikes, arty, mortars) you can divert that support to hit them.
* A soldier that has its reload sequence interrupted will resume its reload at that step instead of starting over.
* SS troops implanted. Beside being elite in skill and fanatical in morale they can also counter intel your calls back to your positions!!
* Fixed the icons for intel
* Fixed PAK40 spawning facing the wrong direction
* Throwable Molotov lootables
* Fixed a occurrences where enemies would spam grenades
* Snipers don't auto detect hidden enemies anymore (It's the Scout's job)

## 0.1.7

* Red text in intro scene is brighter
* Fixed a crash wit the DDay medal
* Fixed a crash with the too tip about stealth
* Added additional and pertinent tool tips
* Jam fix text will not appear on troops that fix their jam but are either out of line of sight or stealth'd
* Added 1 Springfield to the beach load out in order to pimp the range of new players
* Panicking soldiers will now retreat 1280 pixels (That is one screen away)
* Added a minimal distance for flamers to attack
* Adjusted text for the medic skill to represent the new mechanics
* Fixed a crash when a vehicle is firing at another vehicle while exploding.
* Soldier will not be able to throw stuff while pinned
* Gunner second tier and their tier skill timers working properly now.
* \*intensive care affect med pack
* Officer morale buff is now +5, if your moral is under 30, +2 if under 60 and +1 if under 90
* Frag grenade chances augmented when the player soldiers are grouped
* Same goes for Molotov
* Combat creep augmented by 50%
* Reduced by half the LOS blocker capabilities of the colored smokes
* Reduced the amount of equipment the Germans have on the beach
* Fixed a visual glitch where the soldier that needs to unjam his weapon while moving was forcing the unjam animation
* Added a check so soldiers would prioritize cqc over other actions such as reloading or unjamming weapons
* Coded 17 command abilities, every time you are promoted you can pick one ability out of 3. This allow you to create a profile that suits your play style.
* Coded 50 battle conditions, these are mutators such as weather, strategic advantages or restriction that will affect your next battle. Every deployment will be affected by 3 battle conditions creating endless unique scenarios. Combine this to MNB procedural map generation and your have, my friends, the mother of re-playability.
* created UXOs, or unexploded ordinance. there is 1 chance out 1000 that a round doesn't explode when it come into contact with the ground. UXOs are still very volatile however and can explode at any time, especially if there is troops around them. UXOs are also susceptible to chain effect.
* Reduced the size of fires coming out of the molotov by 50% giving a fighting chance to the the poor fellows catching one of these.
* Fixed a timer in the Panzer that would let them stick around for too long
* Adjusted tables so that German armor doesn't spawn on the beach.
* Added the state of confusion/stun in the Psychology Engine. A confused soldier must roll under his experienced in order to perform an action or else that action will be spent being useless. Currently confusion is triggered with the battle conditions (like during a surprise attack).
* There is now an experience save roll for morale loss when your squad sustain a casualty. Hardened veterans do not let their feelings get in the way.
* Morale loss for the squad that notices the death of a fellow soldier will be proportional to how long the soldier has been in the squad.
* Fixed the "total ground" stat for the soldiers, it should increment correctly now. will be displayed in increments of 1000s
* Made the map scalable within the engine and dynamically which means the map can increase or diminish in size on the fly. This is still under test but so far it respond well to in game events and engine commands. It is a fairly core functionality in the engine so I was hesitant messing with it. Turns out it became necessary for some player command abilities and battle conditions. Let's see how stable all this is.
* PPSh41 and M38 has been added to the loot tables of the gun crates
* Fixed a timer issue when using the tier 1 engy skill (Bazooka)
* Fixed a timer issue when using engy tier 2 skill (TNT)
* Hits on target increase morale only if the target was is alive.
* Contextual tool tips that were active will be deleted at the end of a map.
* Rejigged the Vire biome to make it more urban and as per historical description.

## 0.1.8

* Fixed an occurrence where barb wire would spawn in the water at the beach
* Same for mud patches, crates and other multiple objects that were changed in the map generation revamp
* Fixed a crash related to explosions
* Changed the Stray Cat description
* Fixed a crash related to Battle Condition (BC) Earned Trust
* Prevented UXOs to spawn in the sea.
* Fixed some "irregularities" with the weapon range table
* Changed the description of the M1 Garand Match (tier2 heavy infantry weapon)
* STG now drops the proper mag.
* Fixed a fault when a soldier gets replaced but is still target by the enemy.
* Fixed a fault when the coax of a vehicle would run out of ammo while firing.
* Remixed a couple of voicelines to normalize volume lines
* Fixed rifle grenades funkiness' (not going where they were shot)
* Soldiers that are on fire that miraculously get to the end of the map will not reappear on fire.
* Tactical movement (tier 2 officer skill) is now working properly
* Sniper doesn't get the x2 bonus to hit at close range
* New medal for medics who revive more than 5 Soldiers: St Luke, which subsequently gives 1 xp per revives.
* New Medic medal: St John, after 25 revives which brings any revived soldier back to 25 hp
* German equipment: Iron Cross. Iron cross holders are heroes in the German army. They can influence nearby troops and improving their fighting spirit. They also have 1 Iron Cross save (comparable to veterancy save for the allies). 1% of the German army holds Iron Crosses. When killed the Soldier will drop his Iron Cross.
* Fixed low morale soldiers retreating as soon as the mission starts
* Implemented the ribbon effects
* Coded the ribbon engine
* Entirely re done the Vire biome, now with destroyable tiles!!
* Primary fix for health altering battle conditions not kicking in or staying for multiple maps.

### 0.1.8 A

* fixed tracer crash from the Sherman
* fixed ribbon clicking fault
* pinch maneuver battle condition will not delete bunkers anymore
* Fixed the cover area of shit ditches

* tips: retreating or finishing a mission before a soldier bleeds out will save him

## 0.1.9

* Fixed soldiers calling enemies in hedgerows when there is no hedgerows
* Fixed briefings being one day behind
* Fixed UXOs craters spawning in the water at DDay
* Typos in the
* Fixed a fault when trying to fortify a church
* Fixed a fault were incineration capabilities were not initialized on German halftracks
* Fixed a fault induced by a typo when spawning a gun crate in Mortain.
* Added more functionalities to catch exceptions injected by the "Replacements" battle conditions in soldier Missed and soldierMissed2 functions
* Fixed a fault when a soldier would call an enemy in the ditch (sound wasn't existent)
* Fixed a sound fault in the AI function for when SS troops are being detected
* Proper kill count will show on the debrief menu (instead of total kills)
* temporarily removed cone of fire to gunner in weapon Firing function
* Fixed grenades erroneous angles
* Fixed the mouse over text for the 5th soldier in the debriefing screen

## 0.2.0

* Fixed Machine gunner range issues. (Bipod skill still wonky)
* Medic "hang on" healing messages will not play for Germans
* Wooden carts and wood piles will now have their cover removed when destroyed by explosives.
* Disabled soldiers that are left behind still get checked for medals availability, if they are still alive when the patrol finishes
* Bouncing betty blast reduced by half
* fixed a fault where Westpointer and Tactical Advantage skills were not resetting
* Pushed back the flankers by 300 px (they spawn up to 900 px back now)
* Change the screen sanity function to avoid empty fields when longer maps are generated
* New player and German skill, airburst arty. A very potent large scale crowd control (Blue smoke for the Germans)
* Iron cross bearers will now have 3 saves comparable to the veteran save your soldiers have.
* SDKFZ will now spawn properly when the panzergrenadier battle condition is on
* Troops that are dead wont be affected by stun for obvious biological reasons.
* Reduced damage of carbines by 10
* Increased combat creep by 20%
* Increased German hitpoints generated by skill creep by 20%
* Increased German base morale by 10
* Mines will affect vehicles now
* Mines can be disarmed by Engineers / Sappers and soldiers having a shovel
* Fixed a ribbon (8) description
* Super basic mnb classic implementation
* 0.2.0a fixed floating equipment debug view

## 0.2.1

* No counter attacks triggered in classic mode
* Fixed visual glitch with vehicles and fires
* Buffed Tommy SMG damage to 110
* Added losing condition with Germans passing your lines
* Haystacks now have a cover value of 35% (if a bullet connects it has 35% to be hit the cover instead)
* New defensive placeable: Barricade with a 45% cover value
* Replaced the tank traps specific tool tips
* Added supply drops to the classic mode
* Added special waves to the classic mode (+5tp and it spawns special troops)
* Added German vehicles to the spawn tables
* Germans will sporadically use smoke barrages on your positions
* In classic mode, Intel operatives can pick up intel and do a roll vs their xp. If succeeded they will generate a bonus tactical point.
* Added 4 Deployment options in classic mode.
* Added 4 Command abilities in Classic mode.
* Added 7 Radio procedure in classic mode.
* Added 5 buildings options in classic mode.
* Added TP star to the classic mode.
* Varied the length of depth where the enemy spawns in classic mode creating a less sustained assault initially.
* Maxed TP to 20 in classic mode.
* Changed the spawn behavior and location of the M5s artillery
* Ranger Training won't replace the weapon of gunners and sniper
* Slowed down the movement of German troops by 30% in Classic mode
* Mouse prompt will reset if the player doesn't have enough Tactical points
* Prevent game crash when calling reinforcement after classic mode is game over
* Fixed some occasion where idle soldier would look predominantly left
* Added a fix that prevents selected soldiers to move where you click when you hit a button.
* Added new sound for when an enemy perform an Iron Cross Save in order to avoid confusion.
* New sound for when an enemy cross the end line.
* Coded an extra sanity check to avoid excessive xp in classic mode
* Observing scout will now face the enemy they observe
* Fixed a glitch where the no TP message would show up excessively
* Tentative fix for the special troops spawn (SS and FJs

## 0.2.2

* Changed the vehicle cleaning function so it doesn't catch "spawning" vehicles as being out of map
* Fixed an issue with the particle system getting rid of particles too fast on rigs with no VSync
* Significantly increased the numbers of bombs in a b17 run from 13 to 21.
* Increased cost of air burst to 4 TP
* Increased the amount of trees by 50 in classic maps
* Removed mouse position in the debug view
* Added pause function (space Bar)
* Engineers will now disarm UXOS
* Fixed fortifying a church misalignment
* Fixed fault/crash when ruins were fortified
* Fixed medic awards being given to the wrong soldiers on revives
* Kyoto Ribbon will work now
* Strafe ribbon effects coded
* Clarified that disabled soldiers don't get awards. This often happens when a map is successful but disabled soldiers left behind don't get the baptism of fire award.
* Contextual tips will now show up even if they are above a soldier
* Clicking a contextual tip bubble will not move your troops
* Reconfigured the AI priorities vs vehicles to use specialized equipment
* Double clicking on a soldier icon will warp the screen to him
* Added a contextual cue that will explain exactly that
* Option panel is now operational
* Reset properly the wave timer when starting a classic Game
* Fixed a crash when a soldier gets replaced and hit by a bullet at the same time ! :)
* Fixed the amount of airburst on the command ability to reflect the description (6 + 2 per rarity tier)
* Fixed ribbon discrepancies
* Increased mine detection voice calls timer to reduce spam
* increased the chances to gain an extra day to 100% on the first win on map in campaign mode
* Fixed a fault where recoil of semi auto weapons were not considered in the rate of fire
* Same for bolt actions
* Dropped the skill of German troops by 2%
* Added all the back end variables for stats management in Classic mode
* Early design of Classic mode debrief screen
* Demo back end solidified (to make the demo behave like the full game and not be too limited)
* Added about 200s voice line

## 0.2.3

* Enemy will spawn offscreen if the player post up at the end of the map.
* Airburst will only affect living soldiers (mainly to minimize blood spam)
* Fixed a typo in iron cross save
* Fixed typos in the mentions for the soldier of the day
* Added weapon description for the Johnny 41
* Allied soldiers who loot Fausts will have a Panzerfaust on top of their backpacks
* Very early option panel from the game menu
* Hard cap for days ahead to 10
* Increased the skill of German soldiers to 6 %
* Fixed FJ and SS not spawning properly in some occurrence in classic mode
* Length of gunner's incendiary skill increased to 60 sec
* Fixed a bug where mouse over text would be translucent
* Fixed a crash with the SS troops counter intelligence ability
* Volume option is now persistent
* Dead soldiers will not detonate mines anymore
* Rifle grenades will not bounce off the walls when fired inside
* Fixed air burst in campaign mode
* Game difficulty reacts to player soldiers loss
* Fixed an occurrence where disarmed UXOs would not disappear
* Added a community tab to the main menu
* Allied soldiers now flee when their morale get under 0
* Pause and other temporary set ups reset with a profile reset
* Rounded up timers for skills so we don't have fraction in the UI especially after using the "29th let's go!" skill.
* Prevented some looping sounds to carry over in the option menu
* Changed location of mouse over text on classic mode commands
* Added back buttons in classic mode menu
* Removed idle rotation to soldier with deployed bipods

## 0.2.4

* Shortcut keys for soldiers (1 top 6, 7 selects them all)
* Flame thrower soldiers that are ambushing will now unstealth upon firing
* Germans will not register as "passing your lines" if in campaign mode
* Strafes can't be called with the "Black Clouds" Battle condition activated
* Soldier will not restart the game pinned after a retreat
* Soldiers will show up on the line with a full mag after a retreat
* Pressing escape while not being in game will not close the game anymore
* Fixed an issue where enemy soldiers sprite would not show in game although your soldiers would engage and "see it"
* When flame thrower soldiers are on fire (how ironical) the game will not render their flamer gun
* added back pack Molotov to soldiers carrying them
* Added ZB60 heavy machine gun for Germans

### 0.2.5a

* Added about 100 new voice lines, mostly skill related and German fighting shouts.
* Medic first aid skill changed to operate if soldier is above 50hp and will give 15 hp
* Added 17 German idle voice lines when the tension is low
* Fixed an occurrence where open warfare would spawn vehicle in the sea at DDay
* Fixed a crash introduced with the new ZB60 heavy machine gun
* Disabled pause during cinematics
* Added the names of 29th members who died at Brest into the name generator
* Dropped the German skill by 5%
* Fixed an issue where you would get ribbons for a past operation in campaign mode full version.
* Removed the "back" from the the mission debrief in classic and replaced by the correct "buildings destroyed"
* Slightly beefed up the counter attacks
* Added air burst to possible support called during air attacks
* Promotion circles will not show up on dead soldiers anymore. Let it go man. It'll be alright.
* Ditch water mesh has been realigned properly
* Can't select panicking soldiers via the icons anymore
* Fixed soldiers' skill voice line that would create a fault.
* Scout flare timer fixed
* Fixed a wrong value in the air burst triggered by a counter strike

## 0.2.7

* Pressing F9 will show you the cover value in % of different items in the map
* Fixed an issue where some buildings would retain their cover value when exploding
* Fixed and occurrence where the sickness Battle condition wasn't affecting the troops.
* Fixed an error where bomb drops would drop on older flares
* Fixed a Line of sight issue with smoke not despawning properly in Campaign mode.
* The retreat line has been removed from classics mode.
* Classic mode spawn tables have been getting a little nudge of randomization.
* Removed the demo save integrity check since the full version is out and they are two separate exe
* Added placeholder text to AOs beyond Brest (this will be finalized during early access)
* Added hand to hand combat voices

## 0.2.8

Classic mode update!

Good day folks, urb here. First of, from the bottom of my heart I wish to thank you all on a personal level for the amazing love you threw at Mud and blood and myself recently. As a solo dev, hobbyist and veteran this stuff is priceless. Having people out there appreciating and enjoying your creative work is one of the best feeling in the world. I am grateful for the community and the fact that you guys are willing to give this pretty unique game a fair spin. I am thankful for each and everyone of you.

This said, it is fair to say that I had a lot of wind in my sails. I used this momentum to tackle a hefty chunk of work on the classic mode. I'm very satisfied with the end result and with the help of the beta branch folks we have now a fully re worked MNB classic mode. I'm not going to lie this thing is a beast now. The classic mode has 65 (yes 65 lol) command options, the 6 men limit is gone and vehicles are now controllable. you guys wanted a fight, you have one. Without delays here's the latest additions:

* With the 6 men limit gone we are back to a Mud and Blood 2 system for the classic mode. With tactical points you can buy soldiers to reflect your personal strategy and play style. Here's the lists of available soldiers.

* Rifleman: basic infantry start with a random combat skill just like MNB2.
* Officer: Riflemen that give morale buffs (automatically) to nearby soldiers, also an officer is required for most of the command decisions orders
* Medic: Classic medic with his healing abilities slightly buffed compared to the campaign mode. Reduced combat abilities.
* Engineer: Required to build almost everything beside cam nets. Can disarm mines, UXOs and cut wires.
* Signaler: Radio man which is required for any radio orders
* AT Soldier: Normal soldier that uses the bazooka on infantry and vehicles. Will prioritize vehicles. Reduced movement speed
* Crewman: Soldier that can replaced crew casualties on vehicles and equipment. Reduced fighting abilities but come with a m3!
* Commando: Hard punching melee unit with increased hit points. Never panics.
* Scout: Soldier that can see hidden troops and equipment. Has x2 detection range.
* Sniper: Soldier with unlimited engagement range. Can do headshots on 15% of his hits.
* Gunner: Can target switch mid burst (useful for crowd control)

* Commander decisions:

* Commander decisions were also a thing in MNB2 and are now back in MNB steam edition. Most of these require an officer.

* Heroism: Give 3 xp to a soldier, soldiers get automatically promoted every 25xp in classic mode and gain 1 to 10 combat per promotions.
* 29th Spirit: Restore a soldier back to max hp and max morale, cost 3 tp
* 29th Let's go!!: Resets all the equipment timers for your squad for Frags, molotovs, rifle grenades and Bazookas.
* Ranger Training: Give +5 to max Hit points and + 5 to combat skill to a soldier. Also gives a Garand. Soldiers that have Ranger training don't lose morale if they are in front of the squad (Rangers lead the way)
* Taunt: Taunt the Germans to attack you faster. When you are ready for the next wave this can be a good alternative to get in the fight faster. a TP will be give to you. This is a good option to speed up German attacks. Be careful however, Germans can group up in between waves and coordinate a combine attack. Use your crowd control options to mitigate that.
* Designate target: Tell your squad to engage a specific target. All squad will prioritize this target for the next 10 sec.
* All around defense: Tell your squad to engage the target of their choices regardless of range, very good when your position gets overwhelmed.
* Tactical withdraw: Tell a soldier to leave the battlefield. You have 25% to get his cost reimbursed.
* Tactical reload: Tell all your men to put a fresh mag in. Good to use in between waves.

* Radio commands:

* Scout plane: Fly a scout plane over the map and highlight all enemy units. Very good way to find out if the Germans are gathering for a combined attack. If you are quick enough you can call arty or air burst and ruin their party.
* Smoke Screen: Call a smoke screen delivered by artillery. This is very good in order to cover a hasty retreat to a rear position.
* Air Burst: A local favorite, the ultimate crowd control. This will call artillery rounds that will detonate above the enemy and rain shrapnel on their position. Nasty business.
* Heavy Mortars: Call a salvo of 81mm mortars, this has a ok spread but the delivery is faster than artillery or bomb drops. Useful when you want a quick punch in the enemy assault.
* Precision strike: Calls one round of arty to the exact location you designated. Takes a little while (passing on a 10 digit grid is a lengthy business) but it gets you a round of 105mm right on the button.
* White Phosphorus: This call WP on the marked area. While it does produce a bigger smoke screen and regular smoke, it doesn't linger as long. Good side effect of this is that it can start many fires.
* Call B17: This will call a strategic bomber to do a bomb run on your entire map, call this the MNB2 nuke. It is advised to be in a bunker when calling this.
* Strafe: The good ol' strafe, call in the Mustangs to strafe the Jerries. Results are varied but it is a cheap and quick crowd control. It can also star a couple of fires. It covers almost 1/5 of the map as well.
* Bomb Drop: This will drop a bomb at the designed location, however the vertical alignment will be random. Packs a decent punch and can destroy vehicles and fortifications.
* Artillery drop: The mother of all support calls, this takes a chunk of the map away on the designated area. Never gets old.

* Weapons menu:

* Now here is the kicker, you have absolute authority on who is carrying what. You want a Medic to rock a Vickers machine gun? You can. You want a gunner to spray and pray with a M3 Grease gun? You can. There is a lot of experimentation to be done here and expect some sort balancing in TP cost depending on where the meta stands in the future. Looking forward to hear about all the combos you guys will come up with. I will not list all the weapons but there is 15 in there.

* Gear menu:

* This is new entirely and it allows you to assign special gear to any soldiers.

* Knife: A soldier that carries a knife does 1 to 25 extra damage in hand to hand combat, we might make the knife throwable in a not so distant future.
* Brass Knuckles, this give a +10% bonus to hand to hand skill any soldiers who is equipped with these.
* Frag Grenades: Equip the soldier with frag grenades. the soldier will throw grenades time to time based on his experience score.
* Rifle Grenades: Rifle grenades can be fired from rifles and have a better range than frags. their frag radius and damage are slightly lower however.
* Molotovs: Equip your soldiers with fire bombs. This one is great because it start fires which are a pain for attackers. they can lead to hilarious situations when your lines get overwhelmed and your guys start tossing this haphazardly.
* Armor piercing rounds: This reduce the cover value of an enemy by 10%, it also does20% more damage to soft skin vehicles (Kubelwagons, halftracks, bikes and such)
* Incendiary rounds: Equip the shooter with rounds that can lit (10%) either the ground or targets on fire. Does 20% more damage.

* Vehicles:

* The vehicles in MNB Classic are now controllable by the player. This was one of your most requested features. Be advised now large vehicles can trash your defenses by plowing through them. You have control now so it is on you.

* Jeep: Fast soft skin vehicle armed with a heavy machine gun. Good investment to quickly bring additional firepower on the line. The driver or gunner can be replaced by a crew soldier if shot.
* M5: AT gun which can be moved but fairly slow. It will join the fight from the sides and can be moved around as well. The gun crew can be replaced by a crew soldier if shot.
* Greyhound: Fast and armored car that brings a 37mm and a coax into the fight. Good and cheap alternative to heavier tanks.
* Stuart light tank: This light tank is fast and nimble and packs a decent punch with high fire rate coax and light gun.
* Sherman Tank: Bring up the big guns to the front lines. the Sherman is slower but is resilient and packs a decent punch. Just make sure you protect it from panzerfausts.

* Well this is it for the classic mode, there is a fair amount of meat to chew on here and I'm looking forward to see you guys experimenting with all the options. We will let this marinate for a lil bit and see how the meta develops and add missing elements. The next patch should include Post Brest biome generation for the campaign mode and a progression system for the classic mode. There is a ~~lot~~ few Axis units that are being looked at and might make it into the next version. Let us know what you think of the new classic mode!

* Stay safe out there folks.

* respectfully

* urb

### 0.2.8 D

* Fixed the scout TP cost description (the lil guy cost 4tp)
* Fixed a crash with the Voluntold battle condition
* Added mouse over text to lootable items (fragStielhandgranate, faust, Molotov and Smokes)
* Fixed Ranger training giving Spirit of the 29th in campaign mode
* Fixed some loot items coming out of crates and despawning in 10 sec

### 0.2.8 E

* Fixed ranger training in campaign mode
* Fixed smoke duplication issues
* Increased cost of Ranger training in classic mode to 4tp

## 0.2.9

* Frags in classic mode will be useable more than once
* Retreat button added in classic mode
* Battle condition On site acquisition's gun crate will spawn further inland in campaign mode is it is given on beach day
* End and starting line will spawn above rivers and decals
* Realigned the cover mesh for the shit ditches by -100 px on y axis
* Remixed and removed clipping from close combat swing sounds
* Added close combat gritty fighting sounds and screams of violence and hatred. We need help. Emotionally speaking anyways.
* Fixed an issue where normal buildings wouldn't gain the proper cover value (75%) when fortified by sappers.
* Only revealed enemies will display a text cue when buffed by nearby Iron Cross holders
* You can unselect troops by hitting backspace
* You can cancel an order by hitting backspace
* QoL: Added building preview when constructing
* QoL: Added mouse cursor when the game is awaiting your feedback
* Nearby fire will decrew guns (making WP a possible strategy against crewed units)
* Looted frags will now appear on the back of soldiers who get them
* Added a cover save sound when a building with no roof protects a soldier that is pinned inside.
* Removed line of sight check for airburst since they are above the target
* Added 500 names from the 29th to the baptizer function
* Spirit of the 29th is not 3 tp in Classic.
* B17 strategic is now unaffected by weather in campaign
* Resetting profile will keep your decals and particles settings
* Fixed few stability issues regarding map generation
* QoL: A minimalistic minimap is now integrated in the game to allow players to navigate around the map with ease.
* Promotions, fear and selection circle will not appear on dead soldiers
* Revamped the cover algorithm to provide more situational cover to troops inside buildings. (aka pinned troop in a trench are immune to explosions unless the explosion is in that trench)
* Explosion smoke and smoke grenades got a lil fancier, we'll see how this affect perf and move on with fires and other particles intensive elements.
* Added about 50 new voice lines (more to come as I finish mixing them in 0.3.0)

## 0.3.0

* Fixed a crash introduced with the new smoke grenades particles
* Fixed erroneous intel report about number of Fausts in the map
* Fixed an exploit with the yield command
* Fixed a crash related to vehicles in sanity check function
* Fixed an error when vehicles would be hit by airbursts and spawn dead bodies
* Fixed an error that was triggered by the new flaming ammo in Classic mode
* Fixed wooden bunker appearing in preview when building a concrete bunker
* Fixed the angle of the trench preview when building in classic mode
* Fixed a fault where tactical opportunity (reroll the battle conditions) player command ability was selectable in the menu after a map was started.
* Fixed an occurrence where concrete bunkers could spawn in the water
* Reduced spawn rate of smokes on German troops by 20%
* Medics improvement: A Medic will now heal 2 hp per action instead of 1 if they are over 50 xp
* Med kits can be carried around by soldiers for a 25% per action to heal 1 hp (So 4 soldiers with a med kit would be equivalent of a full medic)
* Hidden soldiers who fire a Faust will unstealth.
* The size of pink mist (blood spray coming off a bullet exit wound) is now proportional to the damage sustained.
* Stug III can now roll in the battlefield in order to help the German infantry. Additionally Stugs can "hide" with their engine off and lay ambushes on careless troops. Hidden stugs can easily be spotted by scout that have line of sight or troops if they make a successful roll under their experience divided by 3
* Allied infantry will call vehicles more often by thier name when spotting them.
* Dirt and cobblestone roads have been removed from classic mode map generation.
* Intel and maps will not spawn in classic anymore (they were of no uses in that mode)
* QoL: Increased the buttons refresh rate by 100 which should prevent some rare occasions (especially when click a button while moving the screen) where buttons would not be functional when clicked and resulting to moving troops instead.
* QoL: In classic mode, dead allied soldiers paper doll (mouse over) will be deactivated after 15 seconds.
* \*\*Enemy trip flares can be attached to trees now
* Reduced the delay for heavy mortars by half in classic and campaign. This will allow the mortars to fill a role that is closer to what I wanted initially. Filling that quick but unprecise support tactical gap.
* \*\*Qol: Swapped the yield and retreat in the menu in order to prevent unfortunate miss clicks
* Qol: Ranks and titles names are now displayed on mouse over in the career panel.
* Added classic progression which is independent of your campaign story. There is currently 13 ranks in classic and they unlock deployment options.
* Fixed an occurrence where the game would just keep spawning 6 men counter waves in classic
* Any vehicles bigger than a car will now block line of sight.
* F9 (tactical view) will now display smoke and vehicles Line of Sight (LOS) blocker radius.
* The off-road speed of all vehicles have been increased by 20%
* Added flavor voice acting to deployment of specialized troops in classic and campaign.
* Added Taunts voices for classic mode.
* Added mortar skill (heavy infantry tier 3 skill) voice cues.
* Added bipod skill (gunner tier 1 skill) voice acting.
* Added voice warnings for when you are about to get counter attacked in campaign mode.
* Added voice lines for when a soldier is the only one left in classic and campaign
* Intro speech for Achtun Minen, K rats, uphill, cold day and eastern veterans Battle conditions added.
* Reduced the amount of mines by 50% in map generation
* New mechanic: Ambush sites, Germans will place cam nets where they believe they can ambush the players and hide few troops under them. Scouts can detect cam nets within their line of sight if they roll a d100 under their experience points at any distance. Normal soldiers can detect cam nets based on their experience x 10 and roll under their xp as well.
* Wood bunkers will now protect from airbursts
* Added 10 ribbons to classic mode
* Increased mine detect chances for Engineer/Sapper classes by 10%
* Classic mode Ranger training now cost 4 tp
* Fixed a couple of command decisions buttons that moved soldiers in classic

### 0.3.0 a

* Primarily a fix for classic xp
* Fixed a typo in the deployment option page
* Ranger training description says 4tp now
* Fixed a bug where medkits wouldn't drop if picked extra loot
* Fixed some inconsistencies with the support calls cost in classic
* Fixed a bug with profiles if a user would click back on pre deployment options
* Fixed line of sight issues with vehicles

### 0.3.0 b

* Removed debug code for all the ambush to spawn at the same x coordinate
* Brought back the road spawns to pre debug values. (two roads side by side would generate some pretty hectic war situations)
* Fixed an issue where infantry wouldn't target nearby vehicles
* Remove visual indicator of LOS blockers for non blocking vehicles (mostly stationaries)

### 0.3.0 c

* Soldiers that stand too close (like very close) to their squadmates will hinder each other affecting their combat skill.
* Troop movement and selection while the game is paused is now disabled.
* Enemy med kits drop rate reduced by 50%.
* ZB60 Heavy machine gun accuracy reduced significantly.

## 0.3.1

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.

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.

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.

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

* Fixed a fault when hidden Stug 3s 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 armored 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 Flak 30 auto cannon, slow firing 20 mm tom foolery
* 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. (petpeeve: 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 "back sliders"
* You cannot tactical withdraw disabled soldiers behind the starting line anymore.
* Panicking soldiers will not be hotkey-ible anymore
* Un-crewed Jeeps (and crewable vehicles) will not spot anymore
* Tripled the speed of decals cleanup on lower settings
* New map asset: Deep craters, these are created by very powerful explosions and can be used as improvised defense locations. Currently the explosions that creates deep craters are V1s, B17 bombs and TNT.
* New German unit: Tiger tank. A tough armored opponent that if fired upon, has 50% of deflecting the incoming attack (Glancing Blow), unless it is shot in the back where its armor is the weakest.
* Passengers in Zundkapps (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 amount 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 a end game place holder 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.
* Supply 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 soldier are not affected with the standardization Battle Condition anymore (they get to keep whatever German weapons they found)

## 0.3.2

*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.

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 peers 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.

This said here's the list of changes for 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 behavior 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 armor (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

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.

On this, my friends, 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.

respectfully,

Urb

## 0.3.3

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 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.

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.

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 Signaler 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).

In Campaign, any German who is in a tent can act as a Signaler. 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 Signalers really come in 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 Signaler 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.

The last thing I wish to talk about is a new lootable, the Fire 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. 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 a 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 causing by the game loading when a 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 Medpack 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 Pak 88 by 50% to represent a more AT driven capability rather than HE.
* Germans now have Purple smokes which calls in a heavy mortar strike. Similar to the player Commander Skills, heavy mortars will start firing fairly fast after the signal has been deployed.
* Germans now have Grey smokes 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.
* Asset added: dead trees x 4
* Asset added: Standing dead tree which is used in Ardennes
* Asset added: Piles of Lumber pile/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 color for Hurtgen forest maps.
* Snow backdrop for Ardennes.
* 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 Ardennes and snow mechanics
* Added snow effects for Ardennes
* Fixed an occurrence where the Stug 3 would retreat if not engaged after an ambush
* Added condensation clouds when soldier breath in Ardennes
* Fixed few occurrences where the Commando class would Panic despite being immune to fear
* QoL changed the selection circle to a more discernable color especially on cobble stone 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.
* Campaign tent mechanics: any Germans standing in an HQ can act as a Signaler.
* 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 defenses at the end of the map and wait for you there.
* New asset, Tent provides 15% cover, used in the Hard Case Battle condition.
* NewBattle condition, "Master Sniper". A smart and deadly German sniper with 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: Fire 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

## 0.3.4

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.

Patch 0.3.4 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  Pak 38/40
* 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 Signalers over normal soldiers hanging in a HQ tent for calls.
* In classic, the Mines 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!).

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! Wanderjar 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.

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

Stay safe out there. Respectfully,

urb

## 0.3.5

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.

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.

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

* Hedgerow Ribbons will properly add extra time to armor 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 flamers 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.**

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

## 0.3.6

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 favorite 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.

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.

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.

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.

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 signalers or soldiers in an HQ tent making a call. This should give a hand to 0xp signalers just showing up for their first day at work and having to vector a creeping barrage. Antenna 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?)

Patch Notes

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

* Bikes that brings flamers that are decrewed by fire will now spawn flamers correctly.
* Fixed a glitch with TPs in classic.
* Commandos just like Gunners and Snipers, will not get a Garand with Ranger training anymore.
* Classic Survival Ribbon not proc'ing if you had another ribbon awarded recently fixed.
* Fixed an occurrence where pausing the game and going to the option menu would reset the map kills in campaign
* Soldier that fires Fausts/rifle grenades/bazooka will unstealth.
* Added proper carnage when a Pak 88 explodes.
* New Campaign command ability: Dismiss, this will dismiss a soldier and bring a new one in the fight. The new soldier will have 50% of the dismissed soldier Exp +5% per rarity tier of the skill used. This is useful when changing sectors.
* 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 option 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 vehicles it will be destroyed but will immobilize the vehicle for 30 sec and 60 sec respectively.
* Engineers and sappers can "de"-immobilize vehicles
* Mortar pit saves are now 60%
* Classic special operations deployment will set you at -10 tp instead of -20
* Tommy gun range increase from 200 to 250
* Range of M1919 reduced from 450 to 400
* Cover from Tank traps reduced from 50 to 40
* New asset: Antenna will cost 1 tp and give nearby siggys 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 uxos and on a right click dig a Shell scrape (improvised trench/shallow foxhole) which will consume the shovel.
* Allies and Axis Engineers/sappers can disarm TNT placed by the enemy.
* Classic new construction: Wood Palisades. Cost 1 tp and build a small improvised wood wall that blocks line of sight, Will be targeted by German explosives
* 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: Indestructible defense (60%) that increase the mortar ammo to 4 per wave.
* Fixed a slight misalignment on the mortar pit in Campaign mode
* Campaign: Dragon Tooth 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.
* Recoilless 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.
* 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.

## 0.3.7

* 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 Shell scrapes 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 Shell scrapes
* 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
* Barbed 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.
* 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 (reverted in 0.3.7c)
* Stun effects for explosions last twice as long on occupants of a pillbox
* *\*\* still working on it, bbq stats on mnb2 not representative*
* Removed airbursts from counter attacks
* 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 caliber ammo when engaging vehicles
* German snipers and the  SDKFZ 222 will see stealthed units
* When engaging a unit that is under a Camnet, the 222 has 1% chances 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 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)\*An allied soldier that has been disabled by wire more than once will stop providing Gallantry bonuses
* New classic Ribbon Ranger Graveyard (dig 250 shell scrapes, future shell scrapes has 10% to not consume the shovel)
* **New unit Jagers complete with all animation frames and custom AI!**
	+ The new unit can spawn during blitz waves, regularly or in special events in campaign.
* New enemy weapon (used by Jagers but can spawn in boxes)  Short K98  G33/40, a low bulk hard kicking bolt action rifle.
* Emplacements (such as Paks and other crewed vehicles) will need to have 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 allow any soldier to become stealth** for 30 seconds + (xp/5). This camo has it's limits however. A camouflaged soldier has 75% chance + xp/4 to remain hidden when spotted by an enemy.

### 0.3.7 A-C

Hotfixes and minor corrections

* Fixed the rifle position when a soldier call or observe
* Tweaked the enemy AI to be a little more fire conscious (no longer blindly walking into flames)
* Camnets 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 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

## 0.3.8 Mega patch!

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.

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.

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.

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)

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.

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.

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.

```

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.

```

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.

```

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 defenses in the classic mode.

* Trenches are now 4TP
* Wood bunkers are 5 and
* Concrete bunker are 6

This brings back the trench as a very fast and reliable early defense and also a cheap fallback position in case of a shift in your defenses.

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 defenses 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.

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 Flakpanzer added
* Fixed the rifle position when a soldier call or observe
* Tweaked the enemy AI to be a little more fire conscious
* Camnets 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 VG15 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 VG15 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 SVT40 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.
* Medpack 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 Ribbons for the Rhine campaign scenario
* Stug 3s, Tigers and Flakpanzer 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 defenses.
* 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 color 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
* Wood bunker now costs 5 TP in classic
* Concrete bunker now costs 6 TP in classic
* Brest Biome in classic as a special event! Madness!

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

## 0.3.9 A-D

0.3.9 A-D

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.

**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 behavior 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!

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.

**Volkssturm**

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.

**New Biome: Heart of Germany**

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 Wolverine 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 armor 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.

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 and you only get 1 at a time as well. 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.

**German Airborne drops**

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.

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:

* In classic Germans will adapt if you have too many of a certain unit type. Post wave 100 difficulty 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 Pak 88s and M5 AT has been increased by 5 sec
* M5 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:
	+ Explosion 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 surface will spawn wooden planks 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 defense structure will be immunized to fragmentation (but still be stunned)
	+ Stun value for all explosions has been reviewed
* Troops being shot will turn for few degrees alive or not.
* Lootable med kits fixed
* Germans with radios 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 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 campaign after a hail Mary battle condition.
* Air dropped Supply Crates now have 10% chances to drop and random allied weapon.
* 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 mouse over.
* 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 campaign to change their positions and shortkey
* Soldier that are very close to each others will see others in a los blocker (such as inside a smoke or a tree)
* M5 and Pak 88 range dropped to 2000px
* Added carriage return on long ribbon descriptions
* Added a cool lil particle effect and sound when a tracers hit trees
* Changed sounds for far explosions to something more beefy
* Added a chance for soldiers to comment after a veterancy 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 Jagers spawns. This is 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 shovel will now be able to detect and clear player's mines. Mines must be within line of sight so hiding mines under trees or behind line of sight blockers can work good.
* 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 overhaul 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 vehicle to half the previous values
* Detection range for ZB60 is now 800 px
* Added stars under the Commander abilities in campaign to indicate rarity tier
* Added new music for Mission success and mission fail in Campaign.
* Intels now clear propaganda in Campaign
* Added air drop FJ blitz wave in Classic
* New vehicle added M10 Wolverine tank killer. This is a beefy Tank at a decent cost (15tp) it has not coax and the turret move really slow. It has however some of the best Anti tank damage in the game combine with the best detection range for all vehicles.
* Added Ambulance, this is a non fighting medical unit which will heal soldiers that are under 50 hp more expediently than medics. It will however leave if damaged so be careful with your placement.
* Added Flakpanzer, Greyhounds, Shermans and M10 Wolverines to the roads spawn tables for more chaos.
* New enemy, Volkssturm added to classic and campaign. These are low skill and morale militiamen that starts 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 term of tactics it should be taken as a low intensity rural area with partial hedgerows. Lot of line of sight blockers. It is quite the variation in engagement range which vary from short to medium and often, long range.

Special event: Classic in Heart of Germany!!

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 absolutely insane classic run that got him the Guerilla Warfare ribbon

* St-Lo montage baby!!

* Minor war crimes by caligulasAquarium

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

respectfully,
urb

A-B: Stability micro patchs

C: Stability and minor changes. Ambulance limited to 1 in defense

## 0.4.0

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**

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:**

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**

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:**

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.

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:**

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.

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:**

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.

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 (blame cali and wander))
* Air superiority has 25% 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 furtherst you can be from truth)
* First stab at preventing some vehicles to see stealth units across LOS blockers
* 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.
* 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) who 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 (3tp)
* Sdkfz 222 will now spawn on roads
* Fixed a fault where trucks would group up at the end of a map in campaign
* Added Trap 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  Guerrilla Warfare ribbons since it is fairly well populated with defenses already
* Germans spawning in ambushes (under a camnet) will react a little faster simulating they were on overwatch 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 Battle 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.

A very tough fight in Ardennes by Mentally.

Check shadowguy888 streaming some Campaign and doing pretty good

Cali 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.

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

Respectfully,
urb

## 0.4.1 The Xmas Patch

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,

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.

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

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

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 favor. 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.

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.

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
* Borfors 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.

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

## 0.4.2 A-F

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.

* **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

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.

* **Panther Tank**

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.

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.

* **M3 Halftrack**

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.

```

* **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.

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.

* 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.

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**

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.

* **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.

* **Class descriptions in squad panel**

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 36 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
* M3 Halftrack 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 M3 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 to spawn slightly off the map during map generation.
* Fixed an issue where the ribbon for Heart Of Germany would not be issued in Campaign
* Fixed an issue where 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 (sad wander noises)
* Eyes in the sky BC will now flag un hidden enemy vehicles, convenient for spotting PAKs in advance.
* Tombstones now delete their relative covers if they are destroyed
* Fixed the Flak 30 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

0.4.2A hot fix:

* 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

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

### 0.4.2 B-F hotfixes

* Fixed 2 users crashes
* Fixed a game crash once the drop Zone battle conditions would spawn a drop zone marker in campaign
* Fixed Munchen, Cologne and Heart of Germany ribbons not triggering correctly on some older saves
* Fixed an issue where the Trench props (empty bottles, ammo cans etc..) would interfere with the spawning and more importantly the despawning of that trench
* HT 105 will now engage infantry
* Fixed an where Germans looting allied weapons from the supply depot would reference 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 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
* Drop zone wont be removed by cleaning function
* Fixed a crash with the grease gun in classic
* Fixed a crash related to a loot box
* Fixed double BC effects on some occasions in campaign
* Fixed an instance where HQ Halftrack would not spawn troops
* Added a message for V1 blitz waves
* Fixed an issue where the meat grinder wouldn't fire at infantry
* Fixed the blue speedo fault
* Fixed the shooter angle function fault

## 0.4.3 C

The mother of all patches
Good day folks, urb here welcome to another Mud and Blood patch

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.

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.

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!!***

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)

**Airborne**

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.

**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.

In the campaign, Airborne troops are a powerful asset that can be called in using a command ability in the game. When called, a plane will drop an initial group of 4 troopers, with additional troopers added per rarity level, onto your front lines. These AI-controlled troops are known for their high mobility and preference for utilizing vegetation for cover, making them effective in various environments.

Once deployed, the Airborne troops will regroup and either hold their position or make their way towards your location if you are ahead of them. They are cautious when under enemy contact, progressing carefully while utilizing cover. However, it's important to avoid separating too far from them during sustained fights, as leaving only one group to absorb enemy fire may not be ideal.

The Airborne AI may 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 understand the risk of counterattacks. As a commander, you will need to strategically coordinate and support your Airborne troops to maximize their effectiveness on the battlefield.

**The Wespe**

The addition of the Wespe, a German mobile artillery vehicle, brings a new dimension to the battlefield. Designed to stay away from direct fire and the front lines, the Wespe engages with powerful HE (high-explosive) rounds against flagged units (visually identified by a friendly unit) that are located far away. The Wespe prioritizes enemy vehicles and other artillery pieces, making it a valuable asset for the Germans, typically called in for counter-battery operations.

As a player using field mobile artillery, you may need to be cautious, as the Wespe poses a potential threat to your own artillery units. Its presence on the battlefield adds a strategic dynamic, requiring players to carefully manage their artillery assets and consider the potential risk of encountering the Wespe in their operations.

In my opinion, this is where the gameplay gets interesting. While you're actively engaged in combat at the front lines, the artillery pieces on the map are also engaging in skirmishes to determine who will dominate the field and attempt to destroy the infantry. As a tactical commander, it's crucial to keep an eye on the indirect fire situation in your area of operations (AO), monitor both ends of the map, and anticipate whether you'll need to provide support to your own artillery with command abilities like precision artillery or heavy mortars, or a strategic artillery strike.

Furthermore, we plan to implement more indirect fire units to enhance the meta battle between field artillery, and add variety in artillery pieces and systems to spice up this additional layer of depth. This adds an extra strategic element to the gameplay, requiring careful coordination and decision-making to effectively manage the indirect fire assets and gain an advantage in the battlefield.

***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**

The Chauchat is a World War I era light machine gun (LMG) that is known for its slow firing rate and less than ideal reliability. It is a relatively heavy weapon to carry, which can be a challenge for soldiers in the field. However, if used effectively, the Chauchat can deliver decent damage with its 8mm round.

After World War I, the Chauchat was either retired by France or distributed to some heavier police and security forces. In some cases, it can still be found in crates or caches. Despite its limitations, the Chauchat holds historical significance as a prominent LMG used during World War I and remains an interesting piece of firearms history.

**MAS36**

The Mas36 is a unique weapon that combines the design of a bolt action rifle with the compactness of a carbine. This gives the MAS a sleek appearance and lower bulk compared to traditional bolt action rifles. However, the range of the MAS may be compromised due to this design choice. Nevertheless, in the hands of a skilled user, it can be a surprisingly fast and effective mid-range secondary marksman rifle.

Despite its age and design, the MAS36 still maintains reasonable reliability and decent firepower. Its combination of unique features makes it an interesting choice for those who value maneuverability and versatility in combat.

**Take charge**

This ability grants the campaign commander temporary command over attached troops in the AO (Area of Operations). The duration of the ability is 1 minute, with an additional 1 minute added per rarity level (thus significantly affected by rarity). Additionally, there is a +10 second bonus length per campaign rank held.

This unique command ability is influenced by factors other than rarity. AI troops (infantry) become selectable and will follow move orders given by the commander. However, they will not act as automatons and may not hold a move order for long if they judge it less than ideal.

This ability proves useful in reorganizing the structure of the advance, assigning AI squads to support specific areas, or saving the lives of allies by guiding them away from ambushes. It can also be employed to direct allies to hold a specific arc while the player's own troops progress. In essence, if the AI troops are positioned effectively and actively engaged in combat, they will tend to hold their position.

**Naval Guns of Brest**

While advancing towards the port of Brest, the 29th often encountered improvised gun sites consisting of naval battery guns placed on top of fortified locations made of concrete. These naval guns were initially placed to defend against attackers from the sea but were turned inland once the Germans realized the Allies would approach from inland.

The naval guns are the only neutral unit in the game, which means they can be used by both factions. Whoever occupies the bunker now has control over the artillery piece and can use it against the enemy. In testing, it was entertaining to see the gun changing hands a couple of times during particularly intense fights, creating dynamic scenarios and daring assaults to turn the guns on incoming German armor

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

**Outskirt Brest**

The outskirts of Brest are a biome that must be fought through just before entering the city in the campaign. It's a rural area with rolling hills and small hamlets, guarded by gun sites and observation positions. The Germans have dug extensive anti-tank trenches, occupied medieval fortresses, and built hasty defenses on elevated positions to delay the advance to Brest as much as possible.

To reflect the terrain changes in-game, I've added new features to the outskirts, including hills that impede movement and can cause inexperienced troops to fall. This is the first time we've introduced the Z axis in Mud and Blood, so we'll observe how it pans out and make adjustments as needed. Personally, I find it adds depth to the gameplay, as elevation of the terrain now needs to be factored into strategic decisions. Holding the high ground or covering arcs with machine guns becomes a significant factor to consider, just as the Germans will.

The map rework introduces a network of procedurally generated medieval fortifications that reflect the unique engineering of these old sites. The 175th will have to navigate and fight through these fully destructible citadels, often outnumbered, in order to clear them. These fortifications come with their own set of props for added fidelity and offer opportunities for intense room-to-room fighting or strategic positioning in an otherwise barren AO.

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

QoL stuff and functionality:

One of the features I'm proud to introduce in this patch is the new 'Halt' command for groups. This was a frequently requested feature in our Discord community and it makes perfect sense. Commanders often needed a quick way to stop the entire squad, especially in situations like minefields or nearby fire. Now you can press 'H' to halt your squad in both modes.

In addition, the tab key now hides portraits and the mini-map, which is helpful when soldiers are close to the edge of the map and you need to navigate in tight spaces without the UI getting in the way. It also allows for capturing cool screenshots.

Furthermore, individual saves are now available! This was also a highly requested feature and it makes perfect sense. You can now reset only one mode, either classic or campaign, or both. Just hit the reset button in the options menu and you will be directed to another menu where you can choose the actions you wish to take

I've made several additions to the UI, including feedback and sounds, to provide players with auditory or visual confirmation when performing actions or when the game performs certain actions. These improvements were collectively made to enhance clarity, such as the addition of icon notifications when TP is generated by the HQ and preventing system messages from overlapping.

This patch is packed with love and numerous implementations that I'd love to ramble about, but these patch notes are already extensive. Without further ado, let me share 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

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

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

### 0.4.3 A-D hotfixes

* EOD medal Fix
* Ammo type notifier
* Whoops
* Paratrooper names corrected to the 505th of the 82nd Airborne names
* fixed max jagers to 20
* fixed springfield button in classic
* fixed constant HQ spawn if you had a troop killed at the German HQ in classic
* fixed a mismatch of days vs sectors in the ui
* fixed typo in vehicle names
* fixed goliath not detonating at times
* fixed a typo on bomb drop
* wespe immune to vehicle stack (as a temp fix )
* took the Paras out of the water on DDay if you have a H-Hour (poor dudes)

## 0.4.4

9/12/23

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.

Version 0.4.4 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:

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 honored in the memorial, allowing you to pay your respects.

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.

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.

YouTube™ Video: Airborne Wings Challenge
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.

Hardcore D-Day:

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

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.

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.

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.

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.

Kettenkrad:

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

Weasel:

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

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. Similar to the P38 strike
* 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 Ardenne.
* Axis flares no longer affect allied bomb runs.
* Panthers can spawn on roads in the campaign.
* Added Flak 38 (fixed), 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 Wolverine explosions create more unexploded ammo.
* Improved mouse-over text for lootable ammo.
* Increased variety of Category:Train Cars wagons on railways to 5.
	+ Armored, Flat Car, Reinforced Car, Box Car and Tanker Car
* Flak 38 (fixed) AAA cannon can be deployed in the field as well as the artillery cars
* 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+.
* Pak40 range reduced.
* Land mattress rocket launcher added to allies.
* Fixed special ammo labeling 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 campaign.
* Added hardcore DDay mode.
* SARGE is back!
* Snipers in classic mode have a minimum combat skill.
* skill 29th Let's Go skill resets all soldiers' skill timers in campaign.
* M1A1 155mm Gun howitzer added to allies with versatile ammunition types.
* A New BC in campaign called Fight of the Titans. A pair of allied 155mm artillery face off with a pair of 17 cm Kanonen on map. Good luck and God save you if the german battery wins
* 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 out.
* Removed artillery vehicles after retreat or squad wipe. Destroyed allied vehicles no longer announced as leaving your AO.
* Added M29 Weasel for supply transport.
* A New BC in campaign called Gravy train. The Boys in Logistics decided to do some work. an M29 weasel will drop off supplies
* Fixed naval guns missing names.
* Added Panzershrek AT rocket launcher.
* A New BC in campaign called Tank Hunters. It has chances to spawn a team of panzershreck based on the amount of tank fire your AO produces.
* 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 Wood 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 few Steam achievements
* Hard Core DDay is now selectable in the advanced option menu
* Added a fix to the NaN issue when the player would avoid fighting entirely on a Campaign map.
* Added Workshop building to Vire
* Added Brick Piles and wire coils for cover in Vire
* Added German Horse drawn cart which can carry troops.
* New asset large trench.

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

First thing first, have a look at Tutle'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 Tutle

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

Respectfully,

Urb

### 0.4.4 A-G Hotfixes

A

* remove debug message shrek
* para challenge credits are now taken after a try
* Nebel not having a function when destroyed fixed (temporary exploding as a pak40)
* Removed an exception that would not grant the keener steam achievement
* fixed a error occurring when in the very unlikely occasion you are above rank 13 as a player (bro..)
* Weasel will now drive behind the frontline instead of right on it
* Fixed the steam achievement for finishing the campaign
* Gave a name to Weasels
* fixed free para wings on wave 50 outside of para challenge
* disabled a debug key that would shorten the map
* soldiers super close to an enemy will unstealth themselves on the next action unless they are commando
* soldier engaged in hand to hand will cancel their bipods, and soldier being swung at will also cancel his bipod.
* R key quick reset functional again
* Changed the chunky salsa achievement description on steam

B

* Removed some sanity check errors in classic for third party AI.
* Fixed the memorial hotspots not panning with the camera for headstones.
* Rallying a panicking soldier, cancels the panic and restore the morale of the soldier to 25.
* Enemies spawning with a Panzershrek will have 50% to have a shot in it.
* Animals take damage from airbursts and fire.
* Reduced the movement speed of soldiers carrying a Panzershrek by an additional 10% (to a total of -20px/s)
* Reduced cover for Tank traps to 40%.
* Mine Detectors range reduced to 500.
* Sappers with a mine detector can flag mine at 10% + (xp/3) when pinged
* Engineers increase the detector range by xp \* 2
* You can now use the hot keys in campaign even when the UI is disabled
* Added an exception catch in the weaponfiring() function, will proc a debug message if true.
* Soldiers can now reload their Panzershrek from nearby ammo boxes on the ground.
* Added Victoria cross specific stats to the classic post game menu for ease of tracking
* Fixed the broken xp bonus display in classic
* Fixed a couple of faults that would cause crashes.
	+ Known issue, medpacks (white ones) don't drop detectors.

C

* Preliminary fix for the sanitiyCheck() fault function
* Big Red one skill has proper text when activated now
* Fixed combat jumps and para challenge credits numbering issues
* Fixed the the Deuce and a half dropping too much guys from the 1rst

D

* Officer orders don't require officers in  airborne challenge
* Fixed a rare occurrence where vehicles could be called off your lines in classic
* Fixed an occurrence where you would be able to spawn more than one Sarge

E

* Loot fixes
* Bluescreen fixes

F

* Bluescreen fixes
* Removed the 3 DDay air strikes from classic
* Added the lil intro jingle to the classic mode
* Fixed an issue with roads being too numerous in Vire

G

* Second fix to Vire roads
* Fixed an issue where promotions in classic would not give Airborne challenge credits
* Lowered the chances of getting counter artillery by 20% in classic.
* fixed a crash occurring when a passenger in a Citroen FFI clown car would switch to the driver position.
* fixed a crash when Germans would loot a weapon off an Weasel truck
* Increased the reload timer of armored Cannons in Vire.
* btw there is a new BC in campaign called Tank Hunters. It has chances to spawn a team of panzershreck based on the amount of tank fire your AO produces.
* Added historical names to our First Infantry division guys. (Thanks LTHunter for the research)

## 0.4.5 polish and fix

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.

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.
* 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.
* 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.
* M2 .50 cals and Bofors will engage more frequently now.
* 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.
* 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 Camnet detection effect of sdkfz222 by 8%. (to 10%)
* Increased the rate of fire for Nebelwerfers.
* 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.
* 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.

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

Proper use of field arty by
MT

Tutle our "almost Mud and Blood Master" fighting SS troops in Hurtgen forest

formerlychucks overcoming an absolute slug fest in one of the most lethal AO, Vire.

Lastly, our boy Caramida having fun with the new stuff in 0.4.4

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

### 0.4.5 A-F Hotfixes

* Fixed false positive from 10.1 push (aaaaaaaaagh)
* Fixed typos and crashes
* Fixed HT mortars
* Fixed some text color issues in classic debrief screen
* Troops jumping off a horse wagon can stealth themselves
* Fixed indirect fire weapons not engaging infantry beyond their detection range
* Horse cart will not stick around that much
* Fixed an error when using the tool box on a vehicle in classic
* Windowed mode is now borderless baby!!

## 0.4.6

Holiday patch is out folks !!

* New Campaign Battle condition Bad Intel (unknow BCs!!)
* New Campaign Battle condition Secondary duties (delivery mission)
* New Campaign Battle condition Butter Bar (Escort mission)
* Changed the horse cart to stick around less when empty
* Horse Carts can spawn on roads in 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 who 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)
* 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 in order to improve onboarding
* Fixed an issue where the original 6 ribbon (campaign) wouldn't provide the advertised bonus.
* Deuce and a halfs will now spawn on roads in 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 and AI which will hide in the trees more and work as a group.
* Lowered the creep for infantry on classic (Germans gain +1 weapon skill per 20 waves)
* Xmas lights will delete if the trench is removed by the map engine
* Churchill tank, crocodile soon
* M10 rate of fire slowed down (aprox 10 sec from 8 sec)
* fix for the counter artillery for the Halftrack 105mm
* Taunt ribbon timer fixed
* Created new AI behaviors 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.
	+ 0.4.6 C-E

mostly BSOD fixes.

### 0.4.6 F-H

* Turned off Xmas. no more santa hunting
* Removed the building range limit on shell scrape for players to be comparable to the enemy's capabilities
* Changed the loot table for the LTs and Supply guys' weapons to include no exotic weapons.
* Smoke over mortar firing tests
* Tip explaining assisting gunners
* Added the churchill to the list of tanks anouncing their leave
* Coax guns in tanks will reload their ammo now
* Fixed a rare occasion where tank coax guns would not raise the tension
* Reduced the likeliness of enemies fausting our guys point blank.
* Cue tips about leveling your siggy will spawn on top of siggies
* fixed the ambulance
* German snipers will not shoot your tanks out of Narnia anymore
* however, Germans will use Shreks more efficiently especially against armor
* BSOD fixes