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Steam News18 July 202621d ago

Demo Hotfix - July 17 - Improved animations and reworked dungeons

This hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic.

Full notes

Full Mercenary Brotherhood update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes1 addition10 changes0 removals
  • UI and audio
  • Balance
  • Gameplay
  • Maps
  • Performance
fixedThis hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.
changedUnits are not set into one play style. Want to equip your mage with heavy armor? Go for it!
changedGameplay
addedCompletely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.
changedChanges to many of the ability and spell animations
changedTweaked grass image on world map some more

Mercenary Brotherhood changes

fixedThis hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.
changedUnits are not set into one play style. Want to equip your mage with heavy armor? Go for it!
changedGameplay
addedCompletely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.
changedChanges to many of the ability and spell animations

This hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And only 1 floor.

Steam post image Steam post image Steam post image Steam post image Steam post image

Tip:

Units are not set into one play style. Want to equip your mage with heavy armor? Go for it!

Gameplay

  • Completely redesigned dungeons. Before they were very tight, hard to navigate, multi floor and very cave like. Now they are like underground bases with much more open, straight passages, hand crafted rooms (will be adding props to them later) and a single floor battle.

Graphics

  • Changes to many of the ability and spell animations

  • Tweaked grass image on world map some more

  • Tweaked a few unit images with image transparency issues

Performance

  • Performance improvement when moving onto settlements through autosave optimizations

Fixes

  • Fix rare crash related to a vendetta lair

  • Fixes to dungeons and camps sometimes not spawning enemies properly

Usability/UI

  • Tweak reinforcement messages some more

Source

Steam News / 18 July 2026

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