⚜ SteamCozy

Home / News / Mud and Blood

Mud and Blood "No Mercy" mega patch

Mud and Blood · Community Announcements · October 06, 2024

Read the original on Steam ↗

Mud and Blood Version 0.4.7 - Expect No Mercy





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:





Grouping hot keys for classic

We’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.



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.



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 concept

In 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 strategy and timing rather than micro-management. It’s important to note that the enemy commander also receives TP to buy units and call for support based on cost and their strategy. It would be exciting in the future to have different commanders with unique personalities.



Deck Building Mechanics

Units come in cards with varying degrees of rarity, with French troops being the most common and airborne troops being the most powerful and rarest. Currently, we offer infantry types and vehicles, providing enough variation to keep things interesting. The trench warfare begins rather mellow, allowing you to learn the mechanics and earn a few solid cards before it ramps up and gets personal.

New Gear





Anti-Tank Rifles

The idea of a soldier exploding from a hit by a huge-caliber anti-tank rifle definitely fits the Mud and Blood experience. I've added anti-tank rifles for both factions: the Boys Rifle for the Allies and the PZB39 for the Axis. They behave similarly; however, the Boys Rifle has a larger impact explosion and can destroy cover at times. The PZB39 offers excellent range but less damage due to its smaller round. Additionally, 20% of their rounds carry gas, opening up a range of tactical possibilities. It has been entertaining to see how the testers employed these rifles. Each rifle holds 10 rounds and is discarded when empty.



Improved Unit Weapons Adjustments:

Lieutenants and Supply Soldiers have been rebalanced, removing some exotic weapons from their loot tables for a more realistic battlefield haul. Speaking of loot, we’ve ensured that items will not despawn unless there are no soldiers nearby. As long as a soldier is within 600 pixels (half a screen) of an item, it will not despawn.

New Grenades!!

This patch introduces two new types of grenades. The Blenkorper is a gas grenade that can be thrown onto unsuspecting enemies, rendering them combat ineffective for a few seconds—perfect for mounting an assault on a crowded defensive position.



The second grenade type is the German Anti-Tank Bundle Grenade. This powerful anti-tank grenade has a lower frag radius but delivers a substantial blast (it also stuns effectively). Use it against armor to deal damage or even destroy them. While it can be tossed at infantry in a pinch, its weight limits its range. For external use only. Avoid contact with eyes or mouth.

Vehicle Combat Rehaul



Damage to Vehicle Components:

We’ve been hard at work on a significant change to vehicle combat. Now, vehicles can suffer damage to up to 12 different components, providing a wider range of scenarios and mishaps during battles. It’s all about that immersive experience—things can go south in a heartbeat!



Bailing Tank Crews:

In a new twist to vehicle mechanics, tank crews will now abandon their vehicles if they panic. This change adds an extra layer of vulnerability and unpredictability in tank battles. If the shelling gets too intense or they find themselves outmatched, your or their tank crews may bolt and leave their armored beasts behind, adding a whole new level of strategy and risk when deploying armor. Do you push your tanks hard into enemy lines and risk losing their crew? Or play it safe and keep your armor back, knowing that a panicked crew could mean losing a key asset on the battlefield?



Vehicle related Fixes:

We’ve significantly improved tank behavior—Churchill tanks now properly signal when they leave the map, and tank coaxial guns won’t generate debug messages during reloads anymore. Tanks have also received a bump in armor-piercing capabilities, while infantry now use Panzerfausts more wisely, so be prepared for smarter enemy tactics when they face your armor.



New campaign additions



6 New Battle Conditions for Campaign:

This patch introduces six new battle conditions: Partisans, Maverick, Tip of the Spear, Rear Echelon, Boys Club, and Link-Up. Partisans have a 3% chance to spawn French Resistance squads when enemy forces are detected—perfect for sneaky sabotage. The Link-Up condition requires you to reach the rendezvous point with the 1st Division in under 5 minutes in the center of the map, or you might anger Gerhardt. Additionally, Maverick units will dive and attack enemy ground targets sporadically, so keep an eye out for your men calling them "birds" to avoid friendly fire scenarios. Rear Echelon and Tip of the Spear conditions adjust the number of enemies on the map based on your progress.



Training Mode for Campaign:

Mud and Blood can be a tough game to get into; it features a myriad of mechanics and is highly randomized. For many players, a compelling war story is better than simply winning. Call it combat narrative or the "Dwarf Fortress of firefights." For new players, the level of aggression and cognitive load can be frustrating, especially since it's not the norm in the industry. To help new players get a grip on the game, it can now be set in Training Mode. This mode significantly lowers the damage from small arms fire, allowing newcomers to understand the types of actions that typically get soldiers killed. Once they feel ready for the gloves to come off, they can switch back to War Mode in the options menu. It’s ironic for a patch called “No Mercy,” but I feel many cool people who would enjoy Mud and Blood haven’t had the chance to experiment with the game before it ramps up.



Scrounger command ability

A new campaign command ability is the Scrounger, which allows the commander to order one of his men to grab a weapon from the ground—whether it's Allied or Axis—and use it for a set number of patrols, based on the card's rarity. This adds a new layer of tactical flexibility, giving commanders the chance to adapt to the battlefield and make use of whatever resources are available.



Campaign Stars and Recognition:

It’s time your soldiers got some proper recognition for their hard-fought achievements. In campaign mode, soldiers participating in key fights (high intensity in enemy encounters and brutality) will now receive the Campaign Star, a stackable award for their bravery and contribution to victory. The Campaign Star can be awarded multiple times during a campaign.

New DDAY

World War II games face a unique challenge because they often begin with D-Day, which for many was the most brutal and pivotal battle of the entire campaign. It’s a balancing act to give this crucial day the respect it deserves while also introducing new players to the game. I wanted Mud and Blood to fully convey the chaos, violence, and unpredictable emergence that defined the Normandy landings. Now, the intensity is at the right level, giving players a taste of the full experience before they push further inland into a more controlled and deliberate advance.

To make this an ultimate brawl, I’ve added additional friendly troops, armor on both sides, and the entire selection of support options, allowing the new Mud and Blood engine to really flex its capabilities.

New enemies





We all agree here, new units are always fun. They add variety visually and create new tactical problems with their equipment and behavior. Well, 0.4.7 brings in four new enemy infantry types.

Luftwaffe Infantry:

These defensive specialists make their debut as a unique force on the field. Known for their poor training but remarkable resilience, Luftwaffe infantry are best deployed when you're digging in and holding the line. Although they're less experienced than their Wehrmacht counterparts, these troops benefit from being well-fed, granting them an extra 25 HP over your average German infantry. Their defense-oriented nature makes them tough to dislodge from fortified positions, and they come equipped with their own specialized gear, providing new tactical options in the heat of battle. However, don’t expect them to be quick on their feet—they shine best in defense, so plan accordingly.

Volksgrenadiers:

These late-war German heavy infantry units, despite their relatively short training, represent Germany’s last-ditch effort to deploy combat-ready soldiers. They excel when fighting in groups and are equipped with some of the best weaponry that a beleaguered Germany can muster, including the renowned STG44.

I've coded a specific AI for the Volksgrenadiers, and you'll find they prefer to stick together. When in larger groups, their officers will join them, enhancing their buffing capabilities. In terms of behavior, think of them as “Walmart SS.” They’re aggressive and bold but lack the fanaticism of the SS, making them less capable of sustaining tough fights over extended periods. As a result, they can easily falter under prolonged pressure.

However, don’t underestimate them; they’ll come in ready for a slugfest. Armed with heavier weaponry, the Volksgrenadiers will certainly present a serious challenge to your front lines.

Officers:

The enemy can now field officers. Their ranks are distributed according to our calculations, including various ranks from young lieutenants to higher-ups. Their appearance will reflect, to the best of our ability, the chances of seeing a given type of officer in the field. Players may encounter plenty of non-staffer officers throughout the campaign, but we love impossible probabilities and can't wait for the first reported field marshal kill.



Besides being fun to eliminate, officers are distinct units with the main purpose of buffing and directing nearby troops. The higher their ranks, the more troops they can affect and the more often they will command them. There are eight different order types they can choose from, ranging from basic maneuvers to directing fire or inspiring nearby troops. They work particularly well with troops who operate in tight formations, such as the Volksgrenadiers.

Pak 36:

At first glance, this light anti-tank cannon seems too light to be a nuisance. But that 37mm tungsten round can fly pretty far and accurately. Additionally, the crew will dismount and load a muzzle-loaded shaped charge grenade for quite the surprising punch. Being light, the gun can be rolled in or out of action quickly, and its low profile makes it perfect for camouflage ambushes. With the new component damage system, this weapon can still disrupt your advance with a lucky shot.

New additional AI patterns and existing AI rehaul

Friendly AI troops can now loot and use items. This includes behaviors for repairing vehicles, rearming nearby Panzerschrecks, and stabilizing bleeding soldiers. They will also use items to the best of their abilities, such as anti-tank devices and extinguishers. This change has led to some exciting emergent gameplay situations during testing.

In the campaign, Volkssturm units are now limited to carrying one lootable item at a time due to their poor nutrition and condition during the war. This small but impactful change keeps the immersion grounded in historical realism. Expect enemies to be a little more strategic with their resources.



New Vehicle:

Introducing the M20 Utility Vehicle, which now resets skill timers for nearby soldiers when enemies are eliminated. The M20 is a fast-moving Greyhound chassis with a .50 cal on a manual turret, serving as a solid middle ground.

Final Touches:

We’ve fixed various issues, from tank sound bugs to proper unlocking of ribbons and achievements. Rain can now extinguish small fires, smoke grenades are more tactical, and we’ve fine-tuned cover values for certain structures to better match their intended function.

Check out the full list of change:


General Changes and Fixes:





Let's check out what is going on in the community these days.



First Mud and Blood Master!! That's right, Meem is the first Mud and Blood commander to have finished the game on master mode. That is the fifth level of NG+. You guys can check out his channel and maybe learn a thing or two about moving guys around. Congratulation Meem!!

We recently got some great uploads from our Commando enthusiast, Zeterman. Check out his latest adventures and comments—he’s an incredibly aggressive player who runs exclusively with commandos. Definitely a fun watch!

Check out Tutle, one of our top players and a strong contender for the master title. This guy went from being pushed back into the sea on D-Day to becoming one of the first to attempt master mode. He plays a very low-attrition game, showcasing a high level of skill.



Also special thanks to Sombre Nuit for voice acting the frenchies!!

Well that's it for me folks. Thank for taking the time to read these patch notes and come over to our discord and let us know what you think of the new stuff. Also if you got questions come over and there is always someone willing to help with tips or tactics.

Next few weeks we will polish the new content and fix some typos. Have a good one guys!!

Respectfully,
urb
Mud and Blood MORE ON STEAMCOZYMud and Blood 87.4% positive · 737 reviews Price tracking · player charts · similar games →