What changed
0 fixes3 additions0 changes0 removals
- Workshop
- UI and audio
- Balance
addedOne of the things I've wanted from day one is for Mercenary Brotherhood to be a game people can shape themselves. So much of what makes a tactics RPG feel alive is the breadth of its content — the races you can recruit, the weird traits you can stack, the enemies that come stomping out of the fog — and however much I keep adding, it's still just my ideas of how the game should work. With this update, mod support is officially in. When the game is live, you can build mods locally or grab them off Steam Workshop, and the game just picks them up and merges them into the world.
addedI've made most of the game open to modding. Want to add a new race of swamp-dwelling toad-folk that cast poison magic? Go for it. Want a faction of clockwork bandits with custom encounter tables, their own relics, and a vendetta arc that follows your company across the map? That works too. You can add new weapons, armor, legendary relics, trade goods, enemies, quests, settlements, dungeons, points of interest, boons, company roles, prestige bonuses, personalities, even custom portraits and unit art so your new race's warriors and mages actually look the part in combat. If you'd rather just remix the base game — make orcs tankier, swap out an entire enemy faction's loot, rename every tavern in the kingdom — overriding existing content works the same way, and load order decides who wins when two mods touch the same thing.
addedThe honest limitation I want to put up front is combat abilities. You can absolutely add new abilities — set their AP cost, range, damage, status effects, area shape, all the usual knobs — and you can do a lot with that. A "Frostbite Slash" that bleeds and slows? Totally doable. A poison-cloud arrow that lingers for three turns? Sure. What you can't do is invent a fundamentally new *mechanic* the engine doesn't already understand — custom positioning rules, multi-step resolutions, weird conditional branches. If you need something like that, you're past what mods can do at this point.
Mercenary Brotherhood changes
addedOne of the things I've wanted from day one is for Mercenary Brotherhood to be a game people can shape themselves. So much of what makes a tactics RPG feel alive is the breadth of its content — the races you can recruit, the weird traits you can stack, the enemies that come stomping out of the fog — and however much I keep adding, it's still just my ideas of how the game should work. With this update, mod support is officially in. When the game is live, you can build mods locally or grab them off Steam Workshop, and the game just picks them up and merges them into the world.
addedI've made most of the game open to modding. Want to add a new race of swamp-dwelling toad-folk that cast poison magic? Go for it. Want a faction of clockwork bandits with custom encounter tables, their own relics, and a vendetta arc that follows your company across the map? That works too. You can add new weapons, armor, legendary relics, trade goods, enemies, quests, settlements, dungeons, points of interest, boons, company roles, prestige bonuses, personalities, even custom portraits and unit art so your new race's warriors and mages actually look the part in combat. If you'd rather just remix the base game — make orcs tankier, swap out an entire enemy faction's loot, rename every tavern in the kingdom — overriding existing content works the same way, and load order decides who wins when two mods touch the same thing.
addedThe honest limitation I want to put up front is combat abilities. You can absolutely add new abilities — set their AP cost, range, damage, status effects, area shape, all the usual knobs — and you can do a lot with that. A "Frostbite Slash" that bleeds and slows? Totally doable. A poison-cloud arrow that lingers for three turns? Sure. What you can't do is invent a fundamentally new *mechanic* the engine doesn't already understand — custom positioning rules, multi-step resolutions, weird conditional branches. If you need something like that, you're past what mods can do at this point.
One of the things I've wanted from day one is for Mercenary Brotherhood to be a game people can shape themselves. So much of what makes a tactics RPG feel alive is the breadth of its content — the races you can recruit, the weird traits you can stack, the enemies that come stomping out of the fog — and however much I keep adding, it's still just my ideas of how the game should work. With this update, mod support is officially in. When the game is live, you can build mods locally or grab them off Steam Workshop, and the game just picks them up and merges them into the world.
I've made most of the game open to modding. Want to add a new race of swamp-dwelling toad-folk that cast poison magic? Go for it. Want a faction of clockwork bandits with custom encounter tables, their own relics, and a vendetta arc that follows your company across the map? That works too. You can add new weapons, armor, legendary relics, trade goods, enemies, quests, settlements, dungeons, points of interest, boons, company roles, prestige bonuses, personalities, even custom portraits and unit art so your new race's warriors and mages actually look the part in combat. If you'd rather just remix the base game — make orcs tankier, swap out an entire enemy faction's loot, rename every tavern in the kingdom — overriding existing content works the same way, and load order decides who wins when two mods touch the same thing.
The honest limitation I want to put up front is combat abilities. You can absolutely add new abilities — set their AP cost, range, damage, status effects, area shape, all the usual knobs — and you can do a lot with that. A "Frostbite Slash" that bleeds and slows? Totally doable. A poison-cloud arrow that lingers for three turns? Sure. What you can't do is invent a fundamentally new *mechanic* the engine doesn't already understand — custom positioning rules, multi-step resolutions, weird conditional branches. If you need something like that, you're past what mods can do at this point.
Hope people enjoy modding. Some of my favorite games are honestly because of the great mods players come up with, and I am sure that will be the case with this one.