Verschlinger-Battle Brothers Mod -1.2.1 [26/10/16] - Hunted!

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Verschlinger-Battle Brothers Mod -1.2.1 [26/10/16] - Hunted!

Postby WCoB (mention) » Sat Apr 25, 2026 8:51 pm

mod_header_image.png


Something wicked this way comes.

In the dark forests, in the frozen wastes, amid the burning sands, a potent hunger grows. Some say it comes from a Hexe coven’s curse. Others claim it is the old blood asserting itself amid the scions of some accursed mating of Nachzehrer and woman. No matter the cause, they now stride among us. They patrol roads as caravan guards. They take the field as men-at-arms. And some simply auction their hunger to the highest bidder. Everywhere and anywhere men struggle for survival, the Verschlinger —the Devourers—now fight alongside them.


Verschlinger is a mod for the tactical RPG Battle Brothers, adding vore to the life of the gritty mercenary captain. Start as or recruit Verschlinger, humans capable of devouring and digesting enemies whole, and devour your way to becoming the richest and most famous mercenary captain in the land.

Features:
    Vore combat: By taking the Devour perk Verschlinger characters can swallow and digest enemies whole. Balance taking an enemy off the board versus the risks of leaving your pred bloated, exhausted, and being attacked from without and within.
    Vore experience: By devouring and especially digesting enemies, your Verschlinger can grow in proficiency, negating the penalties of a full stomach and improving their ability to stuff their gullet.
    Vore perks: A range of upgrades are available to improve your Verschlinger’s devouring prowess.
    Vore campaigns: Though wandering Verschlinger can be found throughout the world for hire, choose one of three scenarios kick the campaign off with starting Verschlinger. Begin as a lone devourer or a whole sisterhood of them.

Tags: player pred, same size, female pred, unwilling, scat (optional)

V1.2.1 Comfort Food Update

It seems quite unfair that only enemies can make meals out of your delicious little bros. Instead, in 1.2.1 you can not only devour your own, but even specialize into it with prey optimized to support their predator from within.

If you do decide to specialize in devouring your own troops, might I recommend a journey into the woods? Rumors abound of a new location in the world, where for a price on might be able to enjoy the same prey, over and over again. What could go wrong?

Also, a variety of bug fixes are also implemented, to avoid the hangs some folks reported. Thanks for the Q&A

This update should be compatible with old saves. The new location should even be added the first time an older save boots.


V1.2 Hunted Update - Play as Prey!
The Hunted Update is here! You aren’t the only predator on the loose anymore. All human enemies can now spawn predator pawns with distinct strengths and tactics reflecting their factions, who are all too eager to reduce your best lvl 10 hedge knight to lvl 0 fat.

For such an unfortunate meal, a range of new actions are available to those inside a gut, be it struggling against your captor, trying to hold out for rescue, or escape directly. To help in this struggle, two new sets of prey perks are available, both for those who want to get out as fast as possible, as well as those who would prefer to want to stay and debilitate their target from within. And if you do survive your first encounter with a predator’s gut, the new prey XP system makes surviving each encounter a little easier.

To try these mechanics right from the start, two new campaign starts are available, letting you start with access to the prey perks right away, be it as desperate Fugitive Meals having barely escaped being dinner, or veteran professional bait who suddenly finds herself the captain of her own company

To ensure every meal is distinct, seven new prey backgrounds are available, plus four new pred backgrounds to keep your hunters unique.

Setting options have been dramatically expanded. Strong feelings on enemy preds? Turn them off, or crank it up to universal and ensure every human enemy you fight tries to shove your bros down their throat. Difficulty modifiers and other settings are available to tweak the game to your exact preference.

NOTE: THE INSTRUCTION METHOD HAS CHANGED SLIGHTLY TO ENABLE RENDERING OF LARGER BELLIES. SEE INSTALLATION SECTION TO MAKE SURE YOU USE THE UP-TO-DATE METHOD.


Screenshots:
Spoiler: show

tactical_vore_combat.png

big_brain_vore_perks.png

vore_campaigns.png

02_unhold_comparison.jpg

03_larder_breakout.jpg



Download Link: v1.2.1
https://mega.nz/file/dcFARKrb#E8azNF46v ... ACUK4MxQEQ

Updates should not break saves unless specified. To update just delete the old .zip and place in the new one.

Requirements and Installation:
Spoiler: show
• All Battle Brothers Content Expansions [Beasts & Exploration, Blazing Deserts, Lindwurm, Of Flesh And Faith, and Warriors of the North]

• Legends Mod (mod_legends and mod_legends-asset): https://www.nexusmods.com/battlebrothers/mods/60 [NOTE: must be an up-to-date version of Legends, v19.4.22 or later]
• Modern Hooks: https://www.nexusmods.com/battlebrothers/mods/685
• MSU: https://www.nexusmods.com/battlebrothers/mods/479

NOTE: AS OF 1.2.0 THE INSTALLATION IS SLIGHTLY DIFFERENT, PLEASE RE-READ THIS TO ENSURE YOU HAVE THE RIGHT TECHNIQUE
Download the compressed folders (.zip) for the other required mods. Place them in your battle brother \data\ folder. [Ex C:\Steam\steamapps\common\Battle Brothers\data].
Download Verschlinger_1.2.0_Complete.zip from the link above, and extract it to your Battle Brothers installation folder (eg C:\Steam\steamapps\common\Battle Brothers). This will add the mod files to their correct location in the existing /data/ and /win32/Battle Brothers folders.
ONLY EXTRACT THE OUTER Verschlinger_1.2.0_Complete.zip ZIP. Keep the mod_verschlinger.zip inside data, and all dependency mod ZIPs, compressed.


Future Plans:
Spoiler: show
Possible additions:
    Balance: Testing was focused on bug squashing, not long term campaign balance. Numbers could likely use some adjustment.
    Events: What is the life of a Verschlinger on the road? In the towns? And how do the dark forces of the world conspire with this new element?
    Economy: Currently, you get 50 gold worth of trade goods for digesting a target. How can this be developed?
    Perks: I’ve got a few ideas.
    Species Specific Prey Behaviour: Suggestions appreciated.
    Male Verschlinger: Could be added. I have no interest in it, but it would be an MSU option.

If you have any ideas for ideas, please post them. The robot makes iterating in some areas very quick.


Changelog:
Spoiler: show


V1.2.1 Comfort Food Update
Intra-faction devouring: Preds can now snack on meals even on their own side. This is important because ...
New prey perk line: Eager prey backgrounds have access to comfort food perks, focused on supporting an allied predator from within. It's a risky business to deliberately aim to end up in a gut though, unless ...
Reformation: A new location is available where, for an expensive price a soul might be able to find its way back from a belly. Just be careful about making deals with characters of ill-repute.
Bugfixes! This should stop the hanging some people experienced during pred NPC turns. Improved logging is also implemented to assist in future troubleshooting.


V1.2 Hunted Update
NPC predators can spawn from human factions, with faction-specific equipment and AI.
Playable prey turns, with Struggle, Brace, Desperate Thrash and Attempt Escape.
Eager Meal and Unwilling Meal perk trees.
Five prey experience ranks, granting bonuses and perk points.
11 new recruit backgrounds with distinct stats, equipment and perk access.
Living Bait and Larder Breakout origins, including avatar options.
Draught of Rejection and throwable oil added as a consumable and battle items, respectively.
Daggers give a bonus to internal damage;
New predator/prey bonuses are possible on named equipment.
Four belly sizes, matching statuses, and improved rendering beyond tile boundaries.
Configurable enemy/recruit frequency, difficulty, and XP gain/caps .
Improved tooltips, capacity meters, turn portraits and post-battle XP displays.
Numerous AI, targeting, movement, visibility and combat-cleanup fixes.


V1.1 Menagerie Update
First major update! A natural extension of existing content, this update aims to make every type of prey a distinct meal of its own. This includes:
    Different HP damage/indigestion generation - Some like orcs try to fight their way out, others like the undead will leave you so queasy your body will get rid of them itself.
    Statuses - Some species inflict penalties so long as they are still fighting. Others leave you with lasting bonuses as they're absorbed.
    Trade goods - Different meal, different waste. Each species leaves different trade goods, from a cheap novelty to a serious payday.
Other additions include:
Consumable to give non-verschlingerin the ability to devour. Look in black markets or events.
New Quest Chain: A solitary gardener is looking for a new supplier, and you've got what it takes.

1.0.3:
Features:
A Maw Coven Avatar start is now available, to work better with Lazy's mod. The only difference is one starting sister is considered your Avatar.

Bug fixes:
A pawn with someone in their stomach being swallowed by a Nachzehrer will no longer crash the game.
Potion of Oblivion should now correctly refunded perks, excluding the free Devour perk some starts give.
Starting armor is now Legends compatible.

Balance:
Selective Acids now damages even recovered arms and armour.

1.0.2:
Game will no longer crash when a target is killed by the impact damage from projectile regurgitation.

1.0.1:
Bug fixes:
Game no longer hangs on a belly's turn if that pawn was devoured before it's first turn.
Digested targets should no longer be valid targets to be raised from the dead, and in particular should not be rising from the dead in the bottom corner of the map.


Credits

Spoiler: show
Art
- Rapid Processing art: https://aryion.com/g4/view/832530
- Big game hunter art: Can't find it again, but it’s on Eka’s with a URL ending with 1015480-200059-pwbu1w
- Swallow brush: SeekGr, https://aryion.com/g4/view/1076817 , Gis3ll3 , https://aryion.com/g4/view/1013399
- Struggle brush: AbsoluteVL, https://aryion.com/g4/view/732505
- Verschlingerin scenario image: MakMil, https://aryion.com/g4/view/1100805
- Apex Predator scenario image: https://aryion.com/g4/view/870727
- Release image: softnotion, https://www.hentai-foundry.com/pictures ... ing-Cheeks
* Art without a specific credit was produced by using AI image generation

Sounds
- Eka's game directory resource patch
- Jeschke's audio pack (2024)
- Viscep's Scat & Disposal pack

AI gen tools
- Gemini: Image gen
- ChatGPT Image gen 2.5
- Code: Claude Opus 4.6/4.7/ Fable 5, ChatGPT Astra 6



AI Usage:
Spoiler: show

I am not a coder. I am just one individual impressed with the progress in AI tools, and by how much they enable untalented amateurs accomplish.
My last project demonstrated that AI kind of sucks when it comes to writing, particularly vore writing. Thus, all player-facing text in this project was produced by a human.* By contrast all code was produced by the robot. Initially Claude Opus 4.6 struggled a bit with the relatively obscure scripting language (Squirrel). However, Opus 4.7 came out about halfway through the project, and that model really handled it with no sweat. It’s impressive and worrisome to see firsthand how fast AI is advancing.

The art was mostly produced with AI image generation, though human-created images were used in several areas where public AI image generators would be too restrictive. Overall, human-created art remains much better for something like this. However, most of the art is AI-created as:
1. You can get the exact scene you are looking for, versus accepting something close after trawling through tags.
2. It can maintain a consistent style.

If you can think of any human art that would better suit any icon/image/etc and matches the battle brothers art style (gritty medieval low-fantasy, semi-desaturated painterly style), please feel free to send it along and I will eagerly replace the existing art.
Alternatively, if you are one of the artist’s who art was used, but who wants it removed, please let me know and I’ll take it down ASAP.

* There might be some tooltips still written by AI. There were a lot of them, and I probably missed some in the sweep. All the major writing is human generated.
Last edited by WCoB on Thu Oct 15, 2026 11:41 pm, edited 13 times in total.
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Re: Verschlinger

Postby mmmooo55 (mention) » Sun Apr 26, 2026 2:01 am

A BATTLE BROTHERS VORE MOD?!?! IN THIS ECONOMY!??!

holy cow so many good vore projects got updated this week, but battle brothers is such a niche game. granted, it does have vore implemented as a mechanic in the base game, but i seriously appreciate you making this. i'll let you know what i think once i get to it through the rest of my backlog!
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Re: Verschlinger

Postby BamJ52 (mention) » Sun Apr 26, 2026 6:52 am

Played the mod it's really good i can't lie have not found any bugs yet tho so. Keep up the hard work.
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Re: Verschlinger

Postby LobsterMaster (mention) » Sun Apr 26, 2026 7:59 am

Downloaded Battle Brother to give it a go and oh boy did it whoop my ass even on the easiest difficulty. Good mod though wish it spawned more npc with the ability to vore
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Re: Verschlinger

Postby Hakima (mention) » Sun Apr 26, 2026 8:27 am

Oooohhhhhh interresting !
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby WCoB (mention) » Sun Apr 26, 2026 10:55 am

Glad to see there's some interest. Like @mmmooo55 said, Battle Brothers is niche enough that I was a bit worried no one here would've heard of it. I only found the game recently, but I've fallen for it rather hard and so I figured I could risk wasting a bit of time to evangelize it. I'm quite glad to see the effort was not in vain.

To those who have played the mod, I would particularly appreciate any feedback you have on the balance. Testing time was mainly limited to bug squashing, so balancing, particularly late in campaigns, was only given limited attention. Battle Brothers is meant to be difficult and this mod should still fit that, but there is no need to go all the way to having it be frustrating.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby SmilingSoviet (mention) » Sun Apr 26, 2026 3:53 pm

Crazy how I just finished like an 8 hour BB binge and log on to see this. It'll be a good break from the Greenskin invasion to mess around with! Thanks for making it!
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Delenard (mention) » Sun Apr 26, 2026 8:42 pm

Some slight oddness when eating the undead: Zombies that 'spring back up' respawn at the edge of the battle field, and the embalmed tier enemies (queen, priest, noble, solider, slave, etc) do not turn progress when their belly icon in the turn order comes up, leading to a never ending turn.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Zucc (mention) » Mon Apr 27, 2026 12:01 pm

I have also encountered the never ending turn bug but it happened against normal wiedergangers not embalmed. Would've been an easy feast otherwise! Maybe eating zombies should make gals sick or cause more indigestion damage? it seems a *little* too easy to farm vore experience from them.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby traponeko (mention) » Mon Apr 27, 2026 2:35 pm

Never ending turn bug happenes only if you swallow someone on 1st turn fyi
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Zucc (mention) » Mon Apr 27, 2026 4:19 pm

@traponeko wrote:Never ending turn bug happenes only if you swallow someone on 1st turn fyi
Link to post


Maybe that's a separate bug cause it takes at least three turns for the zombies to even reach my line of mercs. I ran that fight multiple times and I can say that there is a significant chance to get stuck in limbo if you eat a zombie.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby DrHotDog (mention) » Mon Apr 27, 2026 5:53 pm

Ech. The AI gives me hives.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby WCoB (mention) » Mon Apr 27, 2026 6:03 pm

@Delenard wrote:Some slight oddness when eating the undead: Zombies that 'spring back up' respawn at the edge of the battle field, and the embalmed tier enemies (queen, priest, noble, solider, slave, etc) do not turn progress when their belly icon in the turn order comes up, leading to a never ending turn.
Link to post


Thanks for the report, the bug with the Zombies respawning at the edge and the Embalmed should be fixed now. The first turn issue in general should be resolved in the 1.0.1 I just posted.

@Zucc wrote:
traponeko wrote:Never ending turn bug happenes only if you swallow someone on 1st turn fyi
Link to post


Maybe that's a separate bug cause it takes at least three turns for the zombies to even reach my line of mercs. I ran that fight multiple times and I can say that there is a significant chance to get stuck in limbo if you eat a zombie.
Link to post


I'm not too sure about where this bug could be coming from though. Could you post a the log file of a fight where that problem occurs? The log file is typically found at \Documents\Battle Brothers\log.html
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Zucc (mention) » Mon Apr 27, 2026 8:03 pm

I'm not too sure about where this bug could be coming from though. Could you post a the log file of a fight where that problem occurs? The log file is typically found at \Documents\Battle Brothers\log.html


https://www.mediafire.com/file/rulyph0ro8z1onp/log.html/file

Alrighty here's a fresh battle from a bit ago. This fight was on 1.0 I'll try it on 1.01 to see if it still happens.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Zucc (mention) » Mon Apr 27, 2026 9:19 pm

Okay I fought that same battle 5 times on 1.0.1 and I didn't get stuck in an infinite turn so maybe the bug was related to the zombies resurrecting at the edge of the map idk. Seems good now though!
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Auriga (mention) » Tue Apr 28, 2026 12:01 am

Interesting idea. I'll take a closer look at this once the AI "art" is gone. (And keep an eye out for any art of the right style to help with that.)
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Rumani (mention) » Tue Apr 28, 2026 2:42 am

Overall the mod is great but I got this error and the game crashed when used projectile regurgitation on the enemy standing on high
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby SegaCD (mention) » Tue Apr 28, 2026 8:52 am

Not sure if it was the Verschlinger mod or something else, but for some reason my battle standard glitched. The icon vanished and it became worth NaN.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby WCoB (mention) » Tue Apr 28, 2026 5:16 pm

@Raud wrote:Overall the mod is great but I got this error and the game crashed when used projectile regurgitation on the enemy standing on high
[ [url=https://i.postimg.cc/brYN6SRW/photo-2026-04-28-10-40-07.jpg] ][/url]
Link to post


Thanks for the report. I'm not sure what exactly you mean by standing on high, but based on that crash message I did discovered that if projectile regurgitation kills the target the game crashes. Now 1.0.2 fixes that issue. Please let me know if the issue persists.

@SegaCD wrote:Not sure if it was the Verschlinger mod or something else, but for some reason my battle standard glitched. The icon vanished and it became worth NaN.
Link to post

As for this one, sorry, no clue. As far as I can tell, this mod never touches the battle standard. I would guess from a different mod.
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Re: Verschlinger - A Battle Brothers Vore Mod

Postby Rumani (mention) » Wed Apr 29, 2026 2:43 am

Thanks for the report. I'm not sure what exactly you mean by standing on high, but based on that crash message I did discovered that if projectile regurgitation kills the target the game crashes. Now 1.0.2 fixes that issue. Please let me know if the issue persists.


My bad, English isn’t my first language, but I meant that the enemy was on high ground
Also, I just checked all possible variations using projectile regurgitation, and there weren’t any crashes so far
Many thanks for the quick fix!
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