Battle Realms patch v1.60.2 is out!
Quickly following up from last week’s update, we wanted to shake things up a little bit more bringing in some units closer to what they were originally envisioned as. We’d love to hear how you’ve felt the changes.
We have some important QoL changes in v1.60.2, so let’s talk about those first.
Lobby
As the community grows and more there are more matches to jump into, we thought it was time to revamp the layout so it makes it easier to list and find the lobbies you want to jump into. No changes to what’s on the screen, just the layout.
Technical Fixes
- Added a new anti-aliasing video option under Game Options. This setting is off by default and has 2x and 4x anti-aliasing options. This should reduce sharpness on edges throughout the game.
- Made the AI more clever by making it pickier when considering who (which player) they are attacking when assembling a war party instead of just considering the average of all enemy units.
- Fixed a bug with the Dragon Archer’s Zen arrow getting into a stuck state when the unit tried to fire an arrow and stamina was below the minimum threshold.
Serpent Bandit
Over the years, the Bandit has drifted a bit away from the original intent. They evolved to be this front line and kind of made all other choices irrelevant. We want to bring him closer to what the name implies: a single bandit might not be a problem, a group of them will definitely be a problem, and you don’t want them sneaking around your base.
To that end, we’re shaking things up a little bit by changing the following:
- Increased ranged damage from 12.5 to 17.5.
- Increased melee damage from 17 to 28.
- Increased blunt damage vulnerability from 100% to 130%.
- Increased cutting damage vulnerability from 50% to 110%.
- Increased piercing damage vulnerability from 75% to 110%.
- Increased explosive damage vulnerability from 25% to 50%.
- Decreased magical damage vulnerability from 125% to 110%.
- Decreased max health from 340 to 270
- Increased speed across all terrain by 25%.
- Increased line of sight range from 16 to 17.
Wolf Brawler
In the Wolf Clan, the Brawler is a strong, hefty unit - not exactly quick, but can hold his own in a fight. The Tier 1 units in the Wolf Clan felt very close to each other. We’re hoping that these two changes between the Brawler and the Mauler help to differentiate them a bit more and offer more choices, depending on play style, early on.
For the Brawler, we’re introducing the following changes:
- Increased melee damage from 16 to 18.5.
- Increased blunt damage vulnerability from 50% to 80%.
- Increased cutting damage vulnerability from 50% to 75%.
- Increased explosive damage vulnerability from 100% to 125%.
- Increased piercing damage vulnerability from 75 to 85%.
- Increased max health from 280 to 300.
Wolf Mauler
The Mauler was originally idealized as a play on two meanings of the word “maul”; as a large hammer and as an animal attack. Just like a wolf, the Mauler should have been quick, promoting an aggressive play style, but requiring more attention from you to keep them alive and in the fight.
If the Brawler is the dependable, slower paced unit, the Mauler is moves fast, hits hard, and retreats to tend to its wounds.
To keep that spirit alive, we’re adjusting the following values:
- Increased melee damage from 14 to 20.
- Increased blunt damage vulnerability from 50 to 90%.
- Increased cutting damage vulnerability from 100 to 125%.
- Increased explosive damage vulnerability from 100 to 125%.
- Increased magical damage vulnerability from 50 to 75%.
- Increased piercing damage vulnerability from 75 to 100%.
- Decreased max health from 280 to 220.
- Increased health recovery from 1.5 to 1.7.
- Increased movement speed across all terrain types by 20%.
Achievement Updates
- Last Chance is now a bit more forgiving to unlock. Timing it down to the microsecond wasn't the intended gameplay, but it will still require timing skills to ensure completion.
- Overheal now triggers from when the heal command is given, so that micromanagement of timing is a little bit more forgiving.
- A Defenseless Prince's target was changed to trigger on destroying all three Academy and their units so the trigger would fire more reliably across different computers and network conditions. The units will respawn after 150 seconds and will reset progress if that happens.
- An Ally in Need now fires at the intended point when you actually first meet Wildeye instead of at the beginning of the mission.
As always, for the Dragon!
This announcement was originally published by Ed Del Castillo on Steam on Oct 2, 2026.
Open the original on Steam