Full notes
Full Mud and Blood update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
Mud and Blood changes
Good 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.
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.
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 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 shellscrapes - 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
Source
Changelog.gg summarizes and formats this update. How we read updates.
