02/09/2026 Brigador Killers Update
A small update has been deployed for Brigador Killers v0.6 - 1b501a55. Here are the details. Please note that there are some minor spoilers.
Gameplay
-
Unload weapons of their ammo by pressing Interact (default bind of E) when mousing over a weapon containing ammo on the inventory screen – ammo from the weapon will be transferred onto the cursor.
-
When buying from a merchant, items will spawn directly on the ground by merchants instead of in a box (don't forget to pick them up!).
-
Fixed a bug where a weapon slot was sometimes not active for the player even though weapons were clearly equipped.
-
Cinderblock valet unlocked in Angel Base and Garage Base after completing The Stakh.
-
Carmine rig valet unlocked in Angel Base and Garage Base after completing Kishka Checkpoint and Silverleaf Estates.
-
Nerfed arbitrage exploit from buying low and selling high on Q-F Cell ammunition.
-
Flight aggro radius of rocks and other grenade-type weapons nerfed.
-
Poplar's morale damage was too powerful and has been nerfed.
-
Ryoken's maximum accuracy cone value adjusted.
-
The aim lines on vehicles that have multiple weapon mounts now converge onto the cursor location instead of shooting in parallel.
-
Mongoose mobility changed, sound effects added, weapon mount positions adjusted and it even has a kick.
-
Increased the light radius on the VBIED panel van's explosion.
-
Wheelchairs have been given trample data.
-
Cinderblock rig's trample increased.
-
Vehicles should no longer shoot themselves when firing through their own hitbox.
-
Non-sentient passengers have stopped bailing out of vehicles when the player also gets out of their vehicle.
-
NOSPOL cop sedans made at the FABRICATOR no longer come with free NOSPOL gear inside.
-
Revised erroneous salvage recipes to stop the player getting more than what they paid to make something at the FABRICATOR.
-
Reduced Lobo component carry weight.
-
Added or updated visual and sound effects for several weapons (e.g. Cello), "minis" (e.g. small props like fire hydrants) and consumables (e.g. Life Glug).
-
Stone pebbles in some Undercity levels have stopped appearing to float above the ground.
-
Corrected the height of collision boxes for some freight vehicle props.
Text & UI
-
Lore entries added for several weapons (e.g. Wallflower, Southy), ammo types (e.g. .357 Magnum, 604 Steel Ball) and consumables (e.g. Frag Grenade).
-
Added or updated UI renders for many NPCs, vehicles, weapons and ammo types.
-
Text strings added in places where placeholder strings were previously visible.
-
Short descriptions added to containers like the backpack.
-
Any available EXIT hud marker should be visible from anywhere on any map instead of fading in as the player approaches them.
-
Infinite interact distance for mission selector console nerfed.
-
Objective intro screens added to most missions.
-
Generic container icon updated.
-
Interact key (default bind of E) can be used to progress through the objectives screen.
-
Exit volumes draw on the pause screen instead of disappearing.
-
Minimum opacity added to various HUD indicators.
Settings
- HIGHLIGHT INTERACTABLES added to SETTINGS > BINDS – you will need to set a bind for this. Please note that this cannot share inputs with Interact (default bind of E) or Examine (default bind of F). Pressing this keybind will highlight most interactable elements on the player's screen.
Enemies
-
Added a plainclothes cop unit that comes armed with a DROBAC.
-
Added new sprite data for corporate security units (AKA the Bulver goons).
-
SWAT unit morale damage resistance buffed.
-
Drill buddies were prevented from attacking before – not any more.
-
Fixed retreat behavior overriding flee behavior.
Mission-specific spoilers
-
[Recon truck exterior variants] NPC inventories cannot be rifled through anymore.
-
[L. Wrightson] Mission scripting reworked and payphone moved closer to weapon container.
-
[Holger's apartment] Player can interact a bit sooner when the apartment loads.
-
[Hospital drive up] Side gate of hospital replaced with a static prop instead of one that drops down while on foot.
-
[Pinball crash site] Text informing player of item loss on death added to fake death screen after Pinball jump scare.
-
[Pinball hub] Layout changed, a few simple parts scattered about and flashlight box removed (flashlight can instead be fabricated and found elsewhere).
-
[Pinball hub] Start fabricating immediately – player no longer needs to find a FABRICATOR kit to get it running.
-
[Pinball hub] Player's ARMORY upgraded from shopping trolley to computer console like in other hubs.
-
[Pinball hub] Mission descriptions updated, and new tutorial messages appear as player goes through Undercity segment.
-
[Fix The Bucket Lifts] Lighting changed, missing tiles filled in, new messages added, and look out for an O'Remor shotgun near spawn the first time the player enters (cannot be farmed).
-
[Gear Up] Lighting changed, door removed, and guaranteed firearm drop added by player spawn.
-
[Reroute Power] Lighting changed, spawns updated, and Corvid poser's pockets cannot be picked through while he's alive.
-
[Get Some Wheels] Lighting changed, civilian dialogue expanded, and at least one wheelchair added.
-
[Escape The Undercity] Lighting changed, the direction the player spawns in adjusted, it is much harder to just drive by and ignore the Lobo entirely, and post-fight dialogue updated.
-
[Angel Base] Interior designers have visited and placed some ambient noise emitters, added an ammo vending machine, and adjusted upgrade recipes. Also Rictus is less likely to get in the player's way.
-
[Crow's Field] All exits are always open and some rubble piles added.
-
[Shoreline] Replaced locked cars with burned out hulks or a bike before vehicles become properly available.
-
[Roundabout] All exits are always open. Replaced locked cars with burned out hulks or a bike before vehicles become properly available.
-
[Aubrey's Hood] Replaced locked cars with burned out hulks or a bike before vehicles become properly available.
-
[Papyard] Replaced locked cars with burned out hulks or a bike before vehicles become properly available.
-
All exits are always open. -
[Vilutian Promenade] All exits are always open.
-
[Causeway to Garage Base] Changed flags to permit all vehicle types on mission – except infantry (wearing the Cinderblock rig counts as a wheeled vehicle).
-
[Garage Base] Ammo vending machine added.
-
[Chop Shop] Initial spawns are less dangerous, but more hazardous reinforcements will turn up later.
-
[Kishka Checkpoint] Previously disabled spawns have been re-enabled, while some cops and their loadouts have been downgraded. Less lethal enemies are found in quieter spots of the map.
-
[Silverleaf Estates] Some of the previously disabled spawns have been re-enabled. Some terror loadouts have been downgraded: units with Graxas now carry Amerigos, units with Zithas now have Grimlers. The "infinite wave" phase still retains its previous behavior. Look out for a couple of small ammo boxes on the map. Added some rubble piles.
-
[Vilutian Promenade] Previously disabled spawns have been re-enabled – except the Security Truck – and downgraded some existing spawns. Added some rubble piles.
-
[Kolchak Park] Check out all those new rubble piles.
-
[Wilderness] Cinderblock reinforcements have returned: one will hunt the player, the other will linger around the gas station. Maybe the new rubble piles will help the player deal with them.
-
[NOSPOL Ammunition Depot] Previously disabled spawns have been re-enabled. Added some rubble piles.
-
[Posadochny Bend] Many spawns have been added back in with some of them downgraded. Re-added all cop APC targets – although one of them has been bumped down to a regular APC.
-
[Vinton Villas] Updated mission briefing and, you guessed it, added some rubble piles.
"Do I have to reset my campaign progress?"
If you do not care about seeing the changes to the narrative portion of the campaign, then no and you can ignore the rest of this segment. If you do care about seeing the changes, and want to hold onto your acquired gear, that depends on how willing you are to tinker.
Brigador Killers is different to the first game, in that save data isn't just located in one file. We recommend that you reset the campaign and play fresh, though this means the contents of your ARMORY will be wiped, all parked vehicles removed, and any progression unlocks are reset to their defaults. Carrying forward all of these is a bit tricky, especially since some progression elements have been added or changed.
Be warned: manipulating data files is hazardous and if you get any of the following wrong you might cause a crash and brick things and have to reset your progress anyway.
We are going to assume that what players will want to hold onto the most is the contents of their ARMORY, which is fairly easy to do. If this is your intent, then do the following after the game has been updated.
-
Make sure the game is updated to the latest version i.e. you can see v0.6 1b501a55 on the main menu.
-
Go to …\Brigador Killers\assets\scripts\data\campaign_saves folder and find save_campaign.json.
-
Make a copy of save_campaign.json to your desktop – you will need this later.
-
Launch Brigador Killers and reset your campaign progress.
-
Play through the narrative campaign up to Angel Base and store a couple of items in your ARMORY (any gun, any part, any ammo).
-
Close Brigador Killers via Escape > QUIT (do not Alt + F4).
-
Open your copy of save_campaign.json from earlier in a program like Sublime Text or Notepad++.
-
At the top of this copied file you will see "base_storage" on line 2 followed by "items" in line 3. If you have played for some time you should see a long list of items from line 4 onwards e.g. "assets/data/pickups/ammo/pkp_ammo_12ga_pellet.json": 24 (this means twenty-four 12ga shotgun shells were stored in the ARMORY).
-
Go to …\Brigador Killers\assets\scripts\data\campaign_saves folder again and open save_campaign.json with a program like Sublime Text or Notepad++. You will see the few items you stored earlier from completing the narrative campaign.
-
In the copy of your save_campaign.json, highlight and copy everything from line 4 up to, but not including, the next }, (the location of this line varies depending on how many items you had in the ARMORY). PLEASE DO NOT COPY THE ENTIRE FILE.
-
In your current save_campaign.json, select everything in the same location as the previous step, and then paste in the "old" data from the copy to overwrite it (we overwrite because we do not want any duplicate filepaths). Make sure that each asset has a comma at the end of the line (Sublime Text will typically warn you if there's a line error) except for the last line before the }.
-
Save your current save_campaign.json, and close the text editor.
-
Done correctly, you have replaced the existing ARMORY with your old one.
-
Open the game and tear through the rest of the Angel Base missions with all that high tier gear you had.
PLEASE NOTE: All of this may still cause a crash. You have been warned.
What's next?
We expect to have another content update at the end of September which among other things will bring in the ability to acquire the heavier vehicles and mechs currently not available from the FABRICATOR in Angel and Garage base, such as the Security Truck or the Fork. As stated in the recent dev post, these vehicles and mechs were present in the demo and are disabled in the Early Access build for the time being, since they are meant as mid-to-late-game vehicles, but they will become available. Before that happens we want to have some content added to the game that is appropriate for vehicles of that scale and destructive power, and provide encounters against equivalent threats.
If you encounter a bug or a crash, please tell us about it in the Technical Issues subforum on Steam. Otherwise, see you at the end of the month.
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.