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Mud and Blood DDay patchJun 6, 2025 - Community AnnouncementsGood day folks urb here, I'm glad to release this patch just in time for the 81st anniversary of the D-Day landings. This update introduces new mechanics to both Classic and Campaign modes, giving players greater control over their builds and long-term strategies.The highlight for Classic is a new system of power-ups called Directives, a mechanic inspired by what we observed in Trench Mode, which now enjoys a solid, dedicated player base. At its core, this system rewards perseverance and survival with powerful, one-time-use abilities.After some back and forth with the community, we’ve implemented a reward structure that kicks in every 50 waves. Each directive is randomly rolled with a rarity tier and can be stored for later use or triggered immediately. They’re stackable, so if you're going for the Guerrilla Warfare ribbon, you might find it pays to hold on to a few.Currently, there are two types: TP Surge and Mass Resolve, each with five tiers of power. They pack a punch. At wave 100, you’ll get to pick between two directives. At wave 150, that becomes three — and so on.The system is designed to be modular and expandable, and I plan to add more directive types in future updates. As always, your feedback and suggestions are welcome. We also got new enemies in this patch: The first new unit is the Feldgendarmerie, essentially a German military policeman. These soldiers come with a slight health boost and, if positioned near a road, can redirect traffic along that route making them a tactical asset worth eliminating early. Often used by high-ranking officers as close protection, they’re frequently armed with MP41s.Visually, they’re easy to spot: bright red armbands, long green raincoats, and a tendency to loiter near roads. While they’re not especially brave, don’t underestimate them when cornered, they can hold their own in a fight. Puma: The Sd.Kfz. 234/2 "Puma" was one of Germany’s most advanced armored cars of the war fast, well-armed, and designed for deep reconnaissance in hostile territory. Historically, it packed a 50mm KwK 39 cannon, giving it enough firepower to threaten light armor while staying mobile on rough terrain. Its eight-wheel drive and relatively low profile made it a favorite among seasoned recon crews.In Mud and Blood, the Puma fulfills a similar role: a nimble, armored threat that shows up to support light infantry elements and press weak spots in your line. Uniquely, it carries a squad of Jägers strapped to its hull, who dismount when the vehicle reaches contact meaning you’re not just dealing with the Puma’s gun, but also a flanking infantry team if you're not careful.Treat it like a wolfpack scout if you spot it, assume there’s more trouble behind it. Speaking of the volksturm they got a new AI coded just for them so they can move more as a light infantry detachment, exploiting gaps and probing with fast retreat. Let me know what you think but I feel ultimately all archetypes of enemy should have their entire dedicated AI...The Mud and Blood Demo has been updatedJan 10, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/4a7e04b3a5f9870f62671caedad3beb01c42eb25.png It’s been a while since we updated the Mud and Blood DEMO, but I’m thrilled to share the fully upgraded 0.4.8a version. With new enemies like Volksgrenadiers, Luftwaffe Infantry, and Officers, revamped Trench Mode, and overhauled vehicle mechanics, the chaos has never felt so good. This update brings the improvements we’ve been enjoying on the main branch for some time and is a great chance to introduce your gun-shy friends to the joy of brutality. {STEAM_CLAN_IMAGE}/39837552/6b139d311743bf3c56a21b680389fafd79de36ce.png On the full game front of things the game I've took the holidays to fix few things: - Fixed a fault where the creation of a brand new profile would crash the games if it generated tip of the Spear or Rear echelon Battle conditions. - Brand new profile will have hard core DDay set to "on" by default - Added a catch for an exception generated by the steam achievement function - Disabling main cannon on a SDKFZ222 will disable the 20mm - Fixed a fault that made pak38s having fuel tanks. - Fixed scrounger command ability to last one mission per tier of rarity - FJs in trench mode will drop on any trenches in end games (on a many wins streak) - Fixed the Siegfried ribbon in campaign. - Fixed some typos (thanks Skaen) We got some solid gameplay during the holiday season from our pro players and from some very keen new members let's check this out: Check out Cheeks dropping on DDay in unfair mode (NG++) and finishing with all his troops but not without a tough fight. in 9 mins mind you. For some learning on how to move properly with or without armor support, my fav is Tutle with this Hedgerow patrol which has everything. Tiger hunts are always fun to watch, here's one in the outskirts of Brest by Crono. We got some new blood learning the ropes and it is really cool to see their progression. Check out LikeableKiwi's fight in Hedgerows {STEAM_CLAN_IMAGE}/39837552/651066b539171439c65a6b43bcb2a323fda354f3.png Next patch is about polishing what we got in the game and few interesting additions that have been suggested by the community. I wish you all a very good 2025. Respectfully, -urb Mud and Blood 0.4.8 - Silent Night, Violent NightDec 20, 2024 - Community AnnouncementsMud and Blood Patch Notes Version 0.4.8 - Silent Night, Violent Night {STEAM_CLAN_IMAGE}/39837552/fee361d140390921d7a7d8d3afcab85716d0036f.png Hey folks, urb here! Just in time for the holidays, we've got a fresh patch for you, packed with bug fixes, new features, and plenty of tweaks to keep the Mud and Blood experience evolving. This patch dives deeper into trench warfare mechanics while addressing long-standing quirks and adding some festive surprises. Your feedback and suggestions continue to shape the game, so thank you for being part of this community. Let’s break it down: {STEAM_CLAN_IMAGE}/39837552/e91e174f689ff83cd874242a0e435ccb04af5682.png New Features and Updates Trench Mode Cost Variation: Items in Trench Mode now have varying costs, offering new strategic layers to resource management. 17 New Cards for Trench Mode: Expand your tactical options with a host of new cards, each designed to shake up gameplay in unique ways. Panicking Troops Behavior: Troops panicking in Trench 1 can now be summoned back, offering commanders a chance to regroup and stabilize morale. Historically Accurate Vehicle Call Signs: Thanks to LTHunter’s research, most Allied vehicles now have historically accurate call signs. Trenchwork Improvements: Roofs of workshops now block airbursts but take double fire damage and stun effects. Be mindful when placing them! Xmas Special Event! Celebrate the season with a festive event—don’t miss out on limited-time surprises and challenges. {STEAM_CLAN_IMAGE}/39837552/9f6644bde70714c050c898d202a17e8eb4adcb39.jpg Bug Fixes Fixed medics in Trench Mode: Medics now heal for 5 HP per tick, with successful heal rolls depending on experience. Resolved an issue where German stationary units would decrew randomly. Fixed a crash related to the new Trench Buff (29th, let’s go!) and improved stability. Corrected spawn locations for Allied soldiers in Trench Mode. Fixed paratroopers taking damage from spawning in trees. Resolved a fault with Ranger Training cards in Trench Mode. Addressed AI behavior where soldiers tossed AT grenades instead of Blendkörpers. Brick stacks and cars exploding now provide no cover values. Classic ribbons now display correctly on game over, and Trench Mode no longer brings old Classic ribbons post-reset. Fixed EW equipment spawning in water on D-Day maps. Corrected an issue with the Keener achievement in Campaign Mode when reaching exactly 80% in exchanges of fire. Fully repairing a vehicle no longer respawns the crew. Gameplay Adjustments Night fighting improvements: Soldiers out of line of sight unflag faster, enhancing the realism of night operations. Soldiers caught in barbed wire or entanglements now have a 10% increased chance of being hit by small arms fire. Taunt waves in Classic Mode no longer roll for Tent bonuses. Converted major sound files to MP3 to improve load times and overall performance. Added missing sounds for deploying troops and vehicles for a more immersive experience. {STEAM_CLAN_IMAGE...Mud and Blood - Trench Mode updateOct 13, 2024 - Community AnnouncementsGood day folks, urb here. The No Mercy patch has dropped, and you guys hit the trenches so hard that we broke our concurrent player record from launch day! I’ve been blown away by the cool feedback, and I'm really thankful to have you all along for this wild ride of violence and brutality. {STEAM_CLAN_IMAGE}/39837552/5c0a915dfde3990ad6decd29bf40cfbb401497db.png After going through some metrics, watching your uploaded vids on Discord, and analyzing your feedback, we’ve made some key balance adjustments to Trench Mode. Plus, we’ve added new cards, including all vehicles from Classic Mode, a bunch of items, and a few new ones like the Anti-Tank Rifle and Bazooka cards. I’ve also fine-tuned the pacing, making the difficulty ramp up progressively, giving you time to catch your breath before things really get brutal. This work on the mega patch has been incredibly rewarding, and your engagement makes it awesome to work on this game. I appreciate every one of you. Alright, enough officer talk—here’s the rundown of what’s in this hotfix: Added a timer to limit excessive bazooka spam in trench mode Fixed typo: “strike” -> “streak” Reduced German artillery spawn in trench mode Fixed a numerical glitch with the clock Escalation in trench should now reset after a game Tobruk bunker spawning in water issue resolved Goliath having crew dismounting out of it fixed Increased the chance for small arms to damage vehicle components Small arms slowly damage tanks in trench mode (a lil bit like COH) Medics will now heal in trench mode Toned down the amount of enemy artillery Added .50 cal machine gun to trench cards Added artillery cards to trench mode for the player commander Bofors anti-aircraft gun added to trench cards Increased infantry card type variation Reduced German combat skill in trench mode Fixed the infinite crewman exploit Fixed player's vehicle driving off-map bug {STEAM_CLAN_IMAGE}/39837552/10faa1aed947c6672f152aeb43787d2d4d704f14.png We’ve also set up a Trench Mode channel on our Discord, so if you want to share some of the madness you’ve encountered or just have a few questions, pop in—we’ve always got folks willing to help. This mode is still young, and as per Mud and Blood SOP, the community has a big say in what goes on. If you’ve got a good idea, bring it up—it could make it into the next update. {STEAM_CLAN_IMAGE}/39837552/5dec310618dd23af28e7bf9caf3b15274bceba82.png Community update: Check out Henz running the full trench map in less than 10 minutes. For you campaign lovers, check out our local commando enthusiast Zeterman in his latest opus! Check out Mr Tutle just breezing through campaign That is it for me folks, I'll work on the radio calls and command abilities for trench in the next days and drop another hotfix when it is done. {STEAM_CLAN_IMAGE}/39837552/b692e8f60731465a87b088f84dde3a97ac56ae14.png respectfully, urbMud and Blood "No Mercy" mega patchOct 5, 2024 - Community AnnouncementsMud and Blood Version 0.4.7 - Expect No Mercy {STEAM_CLAN_IMAGE}/39837552/82db0352a0b4022332e04f6c97b7b065239818bd.png Hey folks, Urb here! It’s been a while, but I’ve been cooking. Today, we’re excited to drop the "Expect No Mercy" mega patch! This release is the work of many talented individuals in the community, including voice actors, testers, and, of course, all of you with your fantastic suggestions. A big thank you to everyone for taking the time to check out or play Mud and Blood. This game has been my passion for nearly 15 years, and I’m truly grateful to share this journey with you all. Thank you, friends! This is a beast of a patch, so let's dive in: Classic Mode Additions: {STEAM_CLAN_IMAGE}/39837552/5ffaa8b7f8ed70b8445d267ed41c6c93e0ff7f0d.png Grouping hot keys for classicWe’ve introduced group selection hotkeys in Classic mode for improved quality of life. You can now manage multiple soldiers with ease using Ctrl + 1-6, similar to common RTS games like Warcraft. Simply group select and then press Ctrl + 1 to assign that group to the corresponding key. {STEAM_CLAN_IMAGE}/39837552/9c6f9b7477211de6692968d9e16725d5fe15dadb.png New stuff and tweaks to existing units Commandos now come equipped with frag grenades. We’ve added a few new defensive positions. Tobruk Cannons and Pillboxes, augmented by Naval Guns, are now part of your building upgrade arsenal. Shellscrapes are now easier to place and better integrated into the flow of combat, thanks to an increased range limit. We’ve also tweaked their protection values and placement mechanics, ensuring that they provide realistic cover without being overpowered. A new building called the Defensive Position is available for just 5 TP (which is fairly cheap, although you will need an engineer with a shovel to build it!) and offers a vast array of buffs to soldiers inside. New advanced Trench Mode for classic This is a complete overhaul, featuring its own ranks and mechanics. It plays similarly to the 1917 flash game from back in the day but with that unmistakable Mud and Blood flair. {STEAM_CLAN_IMAGE}/39837552/56a9ef0d7c04c77c7c5b72780281e1474d5ca4c7.png For some time, I wanted a more competitive feel in Classic matches without altering the original format. After discussions with the community, I decided to create a Trench Mode where players face a predetermined enemy commander. You’ll fight over a large map, with significantly less micro-management of units than in traditional Mud and Blood gameplay. This mode draws inspiration from classic trench games like 1917 and Stickman Trench, as well as the elusive Mud and Blood 1, which was a WWI game. Trench mode conceptIn Trench Mode, you’ll move large groups of troops from one trench to another until you seize victory and earn a new unit. The chaos is ramped up to a whole new level as multiple infantry platoons slug it out in the mud. The number of combatants is exponentially larger, and combined with the simplified controls, it becomes a game of...Mud and Blood Holidays patch is out !!Dec 22, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/a113a8ddb10431d9f97bcad25eee7cffc330e3af.png Good day folks urb here with a holiday patch! Gib Santa and Earn a Special Ribbon! {STEAM_CLAN_IMAGE}/39837552/0f79a3004e562a8a433c155499b4d5cc31401c91.png As tradition dictates, Santa will make a surprise appearance in your AO during one of your fights. Seize the opportunity to gib the old man and bag yourself a stylish ribbon that enhances your max Tactical Point potential. {STEAM_CLAN_IMAGE}/39837552/476d8b997fdd9bf4228d9e1c8bac3d36a457d8ae.png Trench Combat Mode for Classic Warfare: {STEAM_CLAN_IMAGE}/39837552/534657a2782194419839693332b08fff019fae6d.png Imagine yourself as the commander, stationed in the front-line trench. Here, the usual 6-man rule takes a back seat, allowing for a more substantial deployment. The catch? Waves of enemies won't yield Tactical Points (TP). How do you earn them, you ask? Well, strategically retreat to the next trench and pocket 20TP. You can repeat this tactical withdrawal up to 5 times. Tempting as it may be to rush to the rear trench for a quick 100 TP, consider the finer points. Without specific ribbons, your TP maxes out at 20, necessitating thoughtful spending during retreats. Moreover, the farther you retreat, the fiercer the Germans get. Trench warfare demands a delicate balance—hold the line as long as possible, then strategically retreat before the inevitable collapse. It adds a unique twist to the economic dynamics in a game of Mud and Blood, offering creative players a canvas for experimentation. Rush mode with its unique enemy AI {STEAM_CLAN_IMAGE}/39837552/d7043f409bca268d192a77be8c083bd4538e8d2e.png Rush mode unlocks after achieving your first promotion in classic, resembling the latest special event. This mode introduces a significantly reduced time between waves, creating a heightened sense of urgency. Notably, the enemy matches the speed of your soldiers. However, the key feature of Rush mode is the integration of its own AI system. The primary goal is to enhance the believability of enemy actions, with AI employing tactics such as utilizing cover, strategically holding and regrouping in staging areas, and occasionally advancing as a cohesive unit. This mode aims to improve overall maneuvering, emphasizing tactics like leveraging concealment for flanking maneuvers and employing mutual cover during movement. The dynamic shift is evident, as the enemy becomes a formidable force early in the game, adopting an aggressive approach. This alteration transforms the focus from building strategies to prioritizing rapid and effective fire output in the short to medium term. It will be interesting to see some of you breaking the puzzle on this one. Introducing the Churchill: {STEAM_CLAN_IMAGE}/39837552/f2268b66828875952f268bbd9eb6de324c55a0a7.png The Brits are entering the fray (albeit selectively) with the robust Churchill tank. This beast boasts heavy armor capable of deflecting incoming AT fire, similar to the formidable Tiger. Ar...0.4.5, a little bit of polishingOct 22, 2023 - Community AnnouncementsGood 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. {STEAM_CLAN_IMAGE}/39837552/8e3cd3bc003bb5f0372dd0edf7feb8ca74aa6091.png 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. {STEAM_CLAN_IMAGE}/39837552/1d1fb0b1366e3106a695bcdb87e846391d01d34b.png 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. {STEAM_CLAN_IMAGE}/39837552/a97d7d3a76f1a8b861e0451a1d5020c9a8c6ab5e.png Germans will no longer place TNT in deep craters. Germans on fire won't pick up loot. Removed the error bleep in some distance checks. Removed the "animal sound" debug cue. Removed the "lightning!" debug cue. Fixed an issue where roofless ruins stopped airburst (they now provide 41% cover). Lootable toolboxes now expend more conservatively. A soldier with a toolbox can cut wires like an engineer. .50 cals and Bofors will engage more frequently now. {STEAM_CLAN_IMAGE}/39837552/b09a407ac80c20ca67b2d474e3d8007147c2f793.png 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. {STEAM_CLAN_IMAGE}/39837552/e38a494c55413bf74caac77a90f7b0f016be0c86.png Deaths occurring in 1945 will be properly dated in the memorial and during death floaty text. Fixed an error that occurred when players attempted to fortify city blocks in Brest. Frangible ammo will now cause bleeds for up to 5 + (weapon.damage/10) seconds. Frangible bleeds can be cured with a first aid kit, a med kit, or, according to experience, if a medic is nearby. Primarily fixed airborne troops dropping all at the same place when called in classic with a Drop Zone on the map. Increased chances for a non-experienced siggy to make a call at 15% per action cycle. These antennas might come in handy for quicker calls. Increased the cam net detection effect of sdkfz222 by 8%. {STEAM_CLAN_IMAGE}/39837552/d378141d958c4acd94965619368985e145ea05b6.png Increased the rate of fire for Nebels. Mobile artillery on both sides now come into play without being flagged. (They must fire a shot to become targetable by ene...Mud and Blood 0.4.4 hotfixesSep 19, 2023 - Community AnnouncementsGood evening folks, I hope your week is alright. I'm just going to drop a quick hotfix and also a list of the changes and fixes that have been added to the game since the release of 0.4.4, thanks for taking the time to read this and let me know if you find something funky in the game I'll do my best to fix it promptly. {STEAM_CLAN_IMAGE}/39837552/0fabbf445af6b27370dbe6f1709e80fd4b31cbf2.png 0.4.4a -- 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 an error occuring when in a 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 the 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 -- soldiers engaged in hand-to-hand will cancel their bipods, and soldiers being swung at will also cancel their bipod. -- R key quick reset functional again -- Changed the chunky salsa achievement description on steam 0.4.4b - 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 restores the morale of the soldier to 25 - Enemies spawning with a Shreck will have 50% to have a shot in it. - Animals take damage from airbursts and fire - reduced the speed of soldiers carrying a panzer Shreck by 10% - reduced cover for tank traps to 40% - Detector Range reduced to 500 - sappers with a mine detector can flag mine at 10% + (xp/3) when pigned - engineers increase the detector range by xp * 2 - You can now use the hotkeys in the campaign even when the ui is disabled - added an exception caught in the weaponfiring() function, which will proc a debug message if true. - Soldiers can now reload their Shreck from nearby ammo boxes on the ground. - Added VictoriaCross specific stats to the classic post-game menu for ease of tracking - Fixed the broken xp bonus display in the classic ** Known issue, medpacks (white ones) don't drop detectors. 0.4.4c - 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 Deuce dropping too many guys from the 1rst 0.4.4d - 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 0.4.4e - fixed a fault with the panzershrek and ammo crate functions 0.4.4f - Removed the 3 DDay air strikes from classic - Added th...Mud and Blood 0.4.4 has dropped!!Sep 11, 2023 - Community AnnouncementsGood evening, folks! It's Urb here with a beefy 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. {STEAM_CLAN_IMAGE}/39837552/878d89708f28b44983526e1e9d6fe3534e72e387.png 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: {STEAM_CLAN_IMAGE}/39837552/0d0a4081c02210f6301d2a5a1a115442b0853b78.png Train wagons can now appear on any railway track in the game, and there are five types: Regular Flatbed: These standard wagons don't obstruct line of sight and offer no cover. Keep an eye out for crates with interesting items. Reinforced Flatbed: These wagons have been retrofitted to provide protection for infantry units. They can house plenty of enemies and are ideal for defensive purposes. Box Car: Box cars offer decent cover and block line of sight. You can fortify them with a sapper to create impromptu strong points. Tanker: These generic tankers carry flammable substances and block line of sight. Be cautious—destroying them can set the area ablaze. Armored Wagon: By 1943, the Germans had developed the BP42 armored train, equipped with AAA capabilities and a mounted Panzer4 turret. These wagons often house infantry and spell trouble. Memorial: Fallen soldiers from your campaign will be honoured in the memorial, allowing you to pay your respects. {STEAM_CLAN_IMAGE}/39837552/a3a2884f3bdd79de590b58aa73fd969c0a6223ee.png 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. {STEAM_CLAN_IMAGE}/39837552/7c4cb189e8f3f26c383346e1bcfbfbb2d1ff2c4d.png 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. https://www.youtube.com/watch?v=O8CeQ28Igxc 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. {STEAM_CLAN_IMAGE}/39837552/878d89708f28b44983526e1e9d6fe3534e72e387.png Hardcore D-Day: This mode intensifies the D-Day experience, removing nerfs on beach troops, adding more defenses, and enabling all enemy support options. {STEAM_CLAN_IMAGE...Mud and Blood 0.4.3Apr 21, 2023 - Community AnnouncementsGood day folks, urb here welcome to another Mud and Blood patch {STEAM_CLAN_IMAGE}/39837552/d2275c534089ec4268b977f014c79a269ef7883e.png 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. {STEAM_CLAN_IMAGE}/39837552/40ed26b5212815e290cc71ad19264d7d511a454d.png 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. {STEAM_CLAN_IMAGE}/39837552/9f352a049287b36c805d42224c30b7be2b504dbb.png 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!! {STEAM_CLAN_IMAGE}/39837552/26c63355816bb2d5fd1dcf5c736f507b09a4e959.png 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 wil...Mud and Blood Hotfixes for the last patchFeb 18, 2023 - Community AnnouncementsGood day folks, thanks for reporting issues on our discord and in other means. I'll keep monitoring your experiences and fix them as we go. Cheers everyone and have a decent weekend! - 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 Mud and Blood 0.4.2 is live!!!Feb 10, 2023 - Community AnnouncementsGood 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. {STEAM_CLAN_IMAGE}/39837552/dbe689208d2d25cd0d5aa66feb271b59d5e4d9fa.png The four pillars and their importance in Campaign!! To many, the campaign is arguably the hardest but most rewarding Mud and Blood experience out there. We have this wild concept in the Mud and Blood community that firefights in this game are essentially successful (or not) based on 4 principles. Basic stuff that you should do well in order to win the fight. Arguably these "pillars" of combat might be abstract to some of our new players and leave them sometimes guessing what they should emphasize on. {STEAM_CLAN_IMAGE}/39837552/9806212228e3c6ecfd62f0e9380fceae625aeda6.png 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. {STEAM_CLAN_IMAGE}/39837552/42f4d67f6dd255dd7e322f274ec5c3a183b3712b.png Panther Tank {STEAM_CLAN_IMAGE}/39837552/a0b52d8cf1119bbf00e0749ccbb771c8ab47eca9.png 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. {STEAM_CLAN_IMAGE}/39837552/304be5af3c7da155c5dca9f745e78e16f09f8b97.png 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...Xmas patch and Mud and Blood is one year old!!Dec 19, 2022 - Community AnnouncementsGood day folks urb here, {STEAM_CLAN_IMAGE}/39837552/7d7befc327d9ef8a6330dfd0c1e56b2a28e794fc.png 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 of flash 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. {STEAM_CLAN_IMAGE}/39837552/5ee97aa6e2c7d9c74d2909d138f8c728a0a96375.png 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 {STEAM_CLAN_IMAGE}/39837552/873a006169406034f8bb3a657e9dbc248f6d1aab.png 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 {STEAM_CLAN_IMAGE}/39837552/b95862c4568f74e3ce0c25622ab458b2504dcac6.gif Some of the battle conditions such as rain and heavy clouds 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 t...Mud and Blood 0.4.0 has dropped!!Nov 20, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/4fabe7b9cf7c9d2b4577b1c48c952f5cee2b9090.png 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 {STEAM_CLAN_IMAGE}/39837552/51107462ed4d2c357721ba914c4581913411a9c2.gif 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 {STEAM_CLAN_IMAGE}/39837552/8eaabb8c99056535807f3d524746aa615ce4d7a1.gif 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 rocket of the blitz. P38 Lightning air strike: rocket run {STEAM_CLAN_IMAGE}/39837552/1de005a14746707d7e9bd36e3a7fcfb1ef194b46.png 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 level. Trap Doors {STEAM_CLAN_IMAGE}/39837552/9aac2dd60b8d269fa4b0d487beb9b62c76330d69.png Once you start rolling in German cities expect the e...Mud and Blood Mighty 0.3.9 Patch!!Oct 5, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/14ab609730c15884f4b83a0b08bc5ae8a7d33ef7.png 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. {STEAM_CLAN_IMAGE}/39837552/51913be790910beb41bd9c11c2effded2c83ba78.png Forest warfare AI upgrade I've spent a fair amount of time re-arranging the AI in order to navigate forest fights better. In a nutshell, the enemy will simultaneously move in and out of contact and keep a general SA (situation awareness) on how their squadmates are doing. Depending on their TTPs (tactics, techniques, and procedures) either SS or FJ or Wehrmacht, will behave with various degrees of aggressiveness and cohesion in order to match their archetypes. My goal is not to make the AI perfect woodland assassins, however, but rather to simulate soldiers attempting their best to win a fight. This was the hard part because it was easy to code the perfect solution but rather challenging to code human-like behaviour and plausible tactical mistakes in a high-stress situation. The result is very satisfying and also makes the Germans more aware of your troops while you are trying to be cute in the trees. We also got new sounds and effects when bullets hit the trees making the forest fight colourfully and snappy. Soldiers that are moving within trees will also generate noise and leaf particles. This will help players determine where sneaky Germans hide in that hedgerow. It will also help the Germans know where you are so careful disturbing the vegetation too much you might catch a Faust! {STEAM_CLAN_IMAGE}/39837552/8671ecdfbee44ab2e0e1a91474e59c4699254619.png 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 strai...The very chunky Mud and Blood 0.3.8 patch has dropped!!Aug 17, 2022 - Community AnnouncementsGood 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. {STEAM_CLAN_IMAGE}/39837552/2d52c700a2043ea354e87595434d946a8db41507.png 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. {STEAM_CLAN_IMAGE}/39837552/4792d29bc5a7a4e431d8d29c6e1e969e029b58fb.png 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. {STEAM_CLAN_IMAGE}/39837552/63f55c700a0685d93acc03adedc0b48442c8eb82.png 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) {STEAM_CLAN_IMAGE}/39837552/7eab3ffefb0d1e6d4553ec00046f0207367d241b.png 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 ...Mud and Blood 0.3.7 and the Jager troops are here!!Jul 8, 2022 - Community AnnouncementsGood day Mud and Blood commanders. I hope you guys are having a decent Friday and enjoying the summer. It has been a little while indeed since 03.6 brought in multiple new mechanics to the game and needed some tweaks. I've lost counts of hotfixes but the first 3 weeks were pretty busy hot fixing the game and tweaking balances issue with regard to the new dynamics. {STEAM_CLAN_IMAGE}/39837552/18d7aaa4d2a09c70df299fda89f052f8f64ac9ef.png This said all that time I was really eager to start on the new enemy type that is finally introduced in 0.3.7 to be consistent, a different look in MNB steam means that the unit is significantly different than the others notably with behaviour. Today I present you the jagers, which mean hunters. The Jagers are considered light infantry which means they are primarily faster infantrymen. They also have the particularity to spawn behind your lines and conduct hit and run tactics on your lines. In classic, they will spawn as a blitz wave assaulting your support troops from the rear in a coordinated fashion. Jagers due to their nature of already being behind your squad will not attempt to cross the start line but instead, remain on the map and coordinate a short and fast series of assaults on your rear flank. In Campaign, the Jagers will start appearing if you finish patrols and leave enemies behind. We all know at times things get hairy and pushing thru the last few yards in order to finish a tough fight can be a life saver. This is a viable tactic, however, every enemy left behind adds 1% for Jagers to start appearing in subsequent maps. We can lower this rate by 1% per Jagers killed. You will never have more Jagers attacking you than the number of enemies you left behind. {STEAM_CLAN_IMAGE}/39837552/282c1e284f0a847d31fb85e17370adb7acab6d83.png This new troop type comes with a new weapon as well. The shortened K98 is a less bulky bolt action that allows a decent amount of range and damage while sacrificing range due to a shorter barrel and lighter weight. The short K98 can also spawn in German crates hidden across the battlefield as well. Jagers's AI drives them to group up and perform hit and runs on your section. If they sustain a lot of fire or get hit they attempt to retreat, reorganize and try again with the troops that are available to them (tactics will depend on numbers). It is important to note that Jagers are not considered special troops and will behave conventionally towards combat and casualties. This means that a Jager assault can be successfully broken if you manage to hurt them enough. In this case, you will see the Jagers quickly losing their initial 'pizaz' and revert back to self-preservation and hopefully some confusion. This said let's take a look at 0.3.7 change log: - Fixed a fault in classic when you would deploy close protection and start calling vehicles without infantry - Fixed a fault in the range-finding functions of some of the vehicles - Disappearing visuals for shells crape and mortar p...0.3.6 hotfixesJun 21, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/7c3f07a120b125d780242064df176d539f1eb706.png Good day folks, urb here. I've uploaded around 5 hotfixes since the last update. Today I'm dropping another one and this should solidify the game in order to get it ready for the new major content update coming up shortly. Here's the change log in the recent fixes: - Fixed a fault in classic when you would deploy close protection and start calling vehicles without infantry. - Fixed a fault in the range-finding functions of some of the vehicles. - Disappearing visuals for shells crape and mortar pit. - Germans will not count as occupying troops in HQ for bonus TP generation. - Engineers will not fix nearby enemy vehicles. - Vehicles should not engage stealth enemies but can detect them like ordinary troops. - 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 no infantry is around. - Mortars can't fire when stacked on top of each other. I will monitor the condition of the game for a little while and see if we are good to go for the next content drop. Help me out with bugs and issues by dropping a line or a two in our discord if you have time. respectfully, urb Mud and Blood. DDAY patch 0.3.6Jun 6, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/39837552/c39f49b21b65f9c90310aa9fda73d9a06dc51c20.png Hey guys, urb here. Hopefully, you have a decent start to the week time to kick back and check out what's new in your favourite chaos simulator. Something of mention, however, today is the 78th Dday anniversary. Pretty special date as far as I am concerned so the Mud and Blood tradition of dropping a decent-sized patch will continue. This update brings pretty cool new mechanics and additional tactical options to the player. Let's check out what's in there. {STEAM_CLAN_IMAGE}/39837552/d4e2239c59cb6983105929d11bea922d1af2392f.png 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. {STEAM_CLAN_IMAGE}/39837552/6da683c931a42271ea4536e66e9e62088717f834.png 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. {STEAM_CLAN_IMAGE}/39837552/81a7e5d8f8729ac4cd6a775163d6d2ee75b056b3.png 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. {STEAM_CLAN_IMAGE}/39837552/50eff5847a2d05a1faa08f44b4074764566faef1.png Additionally, we have a new lootable, or should I say the shovel lootable has been modified now to be useable. If a soldier has a shovel right-click nearby he will be able to dig an improvised trench, also called shell scrape (or colloquially named ranger grave). This is a 40% saving throw small defensive construction and this shall be useful in a pinch either in classic or across the Western front in Campaign mode. Digging a shell scrape will consume the shovel. Soldiers who have a shovel will retain their passive ability to disarm Mines, Tnt and UXOs that are nearby. A soldier needs to be stationary in order to perform these actions. The shovel also gives a 3% saving throw to incoming fire (ping!). We also have an antenna that cost 1 tp which boosts the chances of success (+20%) of any nearby signallers or soldiers in an HQ tent making a call. This should give a hand to 0xp signallers just showing up for their first day at work and having to vector a c...0.3.5 has droppedMay 11, 2022 - Community AnnouncementsNever, 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. {STEAM_CLAN_IMAGE}/39837552/76d4cd1d6ebaf2317ed3e21639ba9062e623c365.png 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. {STEAM_CLAN_IMAGE}/39837552/dc4433a5120faaca798887bc5d6f63c22b0dd508.png Let's take a look at the changelogs for this bad boy: - Hedgerow ribbon will properly add extra time to armour in the campaign. - Added notification and sound when casualties are replaced due to ribbons abilities. - Added notification and sound when ribbon abilities prevent a soldier to bleed. - Luttich ribbon will now function as intended and will announce when it drops loot. - The outskirt of Brest ribbon now working as intended and give bonus rounds on heavy mortars calls and light mortars skills. - Brest ribbon now working as intended giving up to a 30% bonus on explosion damage. - Siegfried ribbon now working properly giving the correct amount of XP after successful patrols. - Hurtgen forest ribbon will now work properly having up to 20% chances to prevent retreats to take a day. - Flaming soldiers will not take the time to read propaganda since they are busy dying. - AI will not extinguish fires that are too small to hurt them. - M5 and Jeeps are now recrewable (again). - Fixed occurrences where the flak 30 would spawn mid map. - Bikes will no longer trash houses when driving thru them. Calm down Michael Bay. - The taunt timer in classic has been increased to 30 sec. - MNB Classic commandos now spawn with +20 health. - MNB Classic officers now spawn with -10 in combat skill. - MNB Classic Added Wehrmacht Blitz wave. - MNB Classic Added Sniper Blitz wave. - MNB Classic Added special weapons Blitz wave (Bikes come and drop flammers on your positions). - MNB Classic Added Panzer Grenadiers Platoon Blitz wave (3 half-tracks drop grenadiers on your positions). - MNB Classic Armory, Armory Mastery and Armory Command Ribbon added. - MNB Classic Shell Shock Ribbon added. - MNB Classic BBQ Ribbon added. - MNB Classic chain of command Ribbon added. - MNB Classic Defence Expert Award added. - MNB Classic Disti...
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