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Battle Brothers Pre-Release Thread

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
814
Steve gets a Kidney but I don't even get a tag.
Also, the price tag on the equipment means that some mercs are too expensive. We're talking $4,000+ pricetag on the better types.
Yeah, I've noticed that too, new prices are insane, especially on hard: 1000+ for hunters and lumberjacks, 1000+ for billhooks, 2000+ for medium armor. I think I saw a hedge knight that was close to 10k. Right now I'm getting weapon and armor upgrades from loot much, much more often than from shops, simply because I can't afford anything. Then again, equipment progression in the previous version was too fast. I think I'll switch to normal for now and see how that works out.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,139
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I like it. More of a struggle to get good equipment and you value the stuff you get more, and it makes low tier weapon useful.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,684
Equipment progression has been slowed across the board - for both the player and their enemies. Also something else to note is that armor values and how they interact with damage have been changed. Some weapons can punch %-damage through armor now.

All of these things help improve diversity in gameplay, IMO.
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,460
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
How has the morale effect been changed for health damage? Does every strike now cause a morale check, because you almost always do a little health damage through the armour?

If that's the case, it would render the terror ability in the utility tree useless.

Anyway, everything in this update is a step forward except two things: merc prices and character background information.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
For a hit to trigger a morale check, a minimum of 15 hitpoint damage has to be done. With the 'terror ability' (Fearsome perk) any hitpoint damage at all will trigger a morale check. This is also explained in the perk's tooltip.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Anyway, everything in this update is a step forward except two things: merc prices and character background information.

Prices help you value the types people normally wouldn't take and the background info is as good as ever. I dislike the notion that you should see all the perks and traits straight up.

Do wonder what they'll do with the undead btw. I actually love them the way they are. Both lorewise, their looks and especially the way they overwhelm you.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
Yeah in some ways I quite like the new obscured nature of the backgrounds. I'm finding I'm being more open in more hiring, when the tooltip listed the boosts and penalties I simply never hired miners because I knew the fatigue malus would end up annoying me for example.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
For a hit to trigger a morale check, a minimum of 15 hitpoint damage has to be done. With the 'terror ability' (Fearsome perk) any hitpoint damage at all will trigger a morale check. This is also explained in the perk's tooltip.
Actually, would it not be a way better idea to change this to "trigger morale check when X PERCENT of hitpoint damage is done"?

A veteran berserker or giant monster would be able to take 15 HP damage and laugh it off, but losing 30% of their HP in one blow would make anybody stop and consider their options.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Actually, would it not be a way better idea to change this to "trigger morale check when X PERCENT of hitpoint damage is done"?

A veteran berserker or giant monster would be able to take 15 HP damage and laugh it off, but losing 30% of their HP in one blow would make anybody stop and consider their options.
The actual result of the morale check depends on the creature's resolve and their current hitpoints in relation to their maximum hitpoints. The more injured they are, the higher the chance they'll fail it. In effect it'll take quite some hits for a large monster with lots of hitpoints to fail their morale check, whereas for a human a single hit may suffice.
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
Started a new game on Hard, got nearly decimated in the tutorial battle - would have lost if not for the spearman bro, who somehow, as the last man standing, managed to kill three bandits. Gruesome.

:greatjob:
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
We've done a quick update to the game.

Goblin Update 5.0.0.3 – Bugfixes and Balancing Changes
With so many new things added or changed with last week’s huge ‘Goblin Update’ it doesn’t come as a surprise that quite a few new bugs popped up as well. This quick update fixes a bunch of them and brings some minor balance adjustments based on your feedback over the weekend.

We’ve also taken the liberty of renaming all the difficulty levels. Battle Brothers is not an easy game, so we’ve removed the implication that it may be one by renaming ‘Easier’ to ‘Even’. This is now also the default difficulty level when clicking the ‘Start Campaign’ button in order to get new players to start with the easiest difficulty mode available (which still offers plenty of opportunity for failure). Most players will start playing a new game on medium difficulty, but with Battle Brothers that isn’t necessarily the best approach. The other difficulty levels have been renamed to ‘Challenging’ and ‘Deadly’ in order to better reflect the playing experience. The actual effect of the difficulty levels hasn’t been changed, only their label and the default difficulty setting.

As a side note, some of us won’t be available for roughly one week starting tomorrow. This means that progress will slow down for the duration and our ability for technical support and bug fixing will be limited until our return. See you soon!

Changelog
  • Added damage numbers shown in combat log also on killing blows.
  • Changed starting resources for Orc and Goblin bases to be lower so that they send out smaller/weaker parties in the very beginning. This will only take effect upon starting a new campaign.
  • Changed threat values of some Goblin and Orc units so that they’re rated as more difficult now on the worldmap.
  • Changed worldmap speed of Goblin Wolfriders to be lower to give the player a chance to escape them until we have a chance to solve other general balancing issues with the major worldmap rework.
  • Changed companion backgrounds to never start with the Drunkard trait.
  • Changed Throwing Net to no longer gain additional range with height level difference as ranged weapons do.
  • Changed Cruel Falchion to no longer have a bonus chance to hit the head.
  • Changed Goblin shields to give 5 less Melee Defense. They’re tiny shields, afterall.
  • Changed Puncture skill to never inflict critical hits for additional damage.
  • Changed Break Free skill to have each failed attempt increase the subsequent chance for success by 10%. Just keep at it!
  • Changed Cultist Hood to reduce vision by 1 just based on how it looks.
  • Changed wardogs to automatically be unleashed if their handler gets killed before they’ve been unleashed wilfully.
  • Changed wardogs to have slightly more hitpoints.
  • Changed Houndmaster background to unleash wardogs always with confident morale.
  • Changed names of difficulty levels to ‘Even’, ‘Challenging’ and ‘Deadly’, and made ‘Even’ the default setting.
  • Changed bleeding damage to be applied to characters when ending or waiting their turn, and no longer when starting it.
  • Changed defensive AI to better take into account range advantages.
  • Fixed Landsknechts and Militia attacking the player’s wardogs.
  • Fixed body injury layer on Orcs not displaying properly.
  • Fixed some incorrect values for worn headgear.
  • Fixed bug that could mess up the turn order as fleeing Goblin Wolfriders get killed, have the wolf survive and be immediately next to act.
  • Fixed Break Free skill not being removed after battle.
  • Fixed characters with negative defense values having absurdly high values after saving and loading the game again.
  • Fixed crash on spawning Bandit Leader in some instances.
  • Fixed potential savefile corruption related to Goblin Shaman’s Insect Swarm. Yikes!
  • Fixed issue with wardogs refusing to die properly after their former master has died.
  • Fixed issue with ranged AI positioning when having reduced vision (e.g. at night).
  • Fixed issue with sellsword event.
  • Fixed Pathfinder perk not applying correct values together with Clubfooted or Athletic character traits.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
A4A61FCEA358C7D076334388DCCB49F0B169E2D3
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
We've done a quick update to the game.
Absolutely wonderful game you've got here - I do have a niggle or two that wouldn't hurt to see addressed.

1. It's wonderful that enemies now run away, but having to wait for the routed enemies to reach the edge of the board before winning the battle is tiresome when you have zero chance of catching up with them, such as several bandit archers or ghouls. I suggest having something like a popup telling you "All enemies are broken - press X to let them run and end battle" instead of having to skip turns until they manage to run off.

2. Goblins kinda irritate me - their BB concept of sneaky archers and trappers is cool, but goblins are traditionally wimpy, pathetic creatures and the basic goblins in BB are WAY harder than the basic orc or bandit spawns. Unless the goblins are intended to be mid-game enemies and frankly impossible at the outset, a few things could be tweaked slightly, most notably the HUGE -3 AP penalty from the poison arrows or the fact that the low-level goblins seem to require more hits to kill than they ought to. Their high defenses make them hard to kill as it is, most goblins I encounter seem to be able to outtank orc young.

Unlike orcs, however, the goblins seem to me to become fairly trivial to fight past mid-game as their "advanced" units are nowhere near as scary as the advanced units of the undead or orcs and aren't fielded in as large numbers. If goblins're meant to be a credible late-game challenge, this could also bear some addressing, perhaps by giving the shaman some abilities beyond constant crowd control.

3. AOEs of swing attacks should be aimable at empty spaces to better manage AOE overlapping onto your own crew. Unless I'm missing something about the UI, it's hard for me to use greataxes and zweihanders in huge messy battles without targeting my own heroes.

4. HUGE kudos for patching in partial armour penetration on weapons - having armour be nothing but a 2nd layer of HP annoyed me a lot and this is a huge improvement.

5. World map is still pretty empty and there seems to be little incentive to explore off the main roads, since the only really worthwhile quests to do are the "raze camp" and "escort caravan" quests and the race questgiver always points you to the camp he wants torched. The world is fairly dead, but I'm sure you've got a lot of stuff planned to improve on this. M&B had pretty good mechanics to bring the world to life, friendly NPCs and lords to speak to and aid in battle, which hasn't really been implemented in BB yet.

6. The "unique" weapons you can loot off bosses are fun - hoping to see this integrated more into the game to further specialise your troop.

7. Any information on non-combat companions? Seems to me this would add a lot to the game, both immersion and gameplay-wise - hiring a civilian smith to make your gear repairs faster and cost less, a doctor to heal your guys faster, a scout to make you move faster and so on. The Might&Magic games implemented this well and it would fit far better in a game like BBros.

BB will probably be my GOTY for whatever year you decide to release it in. Keep up the excellent work, and I look forward to playing future updates.
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
Let me preface this by saying that the art-style of Battle Brothers is one of my favourite parts of the game. It reminds of the Warhammer style, without overdosing on goofiness and grimdark. However, I feel like the new art assets lack an important part of what made the old ones so flavourfull in the changes to the colouring. By this I mean that the new ones their more prominent use of earth tones diminishes the visual impact of the enemy troops - in this case, Orcs.

One of the things that I really liked about the Orcs was how the brightness of the Young Orcs and Berserkers helped make them intimidating, without looking cartoon, and gave them a tribal and martial touch, without going overboard like in most games. This made them feel more realistic, because the way they looked matched and enhanced the role they play as enemies (a physically powerful opponent, with limited technology and a tribal culture). The brownish tones that are usually used to suggest realism, actually make them feel less realistic, because their dullness makes them look more like the Peter Jackson type of Orc, who are just generically evil soldiers, and less like creatures with their own culture that are threatening in their own way. Reality is not brown and colours have always been used as a way to denote status and to intimidate others, so having them be as subdued as they currently appear to be looks weird and more appropriate for the troops of a disciplined, highly militarised nation, which has less room for individual displays of strength. The previous colouring did this really well, which is why the current design keeps nagging at me whenever I see it. I'm not suggesting suddenly going overboard and adding colour everywhere, just that toning down the brown and adding subtle uses of colour would help bring out what makes these Orcs different from the Orcs found in other settings.
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
Update. Mostly bugfixes.

Battle Brothers 0.5.0.4 - Bugfixes and Balancing

This update fixes a lot of issues that surfaced over the past two weeks and makes some minor balancing adjustments. We're now moving on to rework the worldmap gameplay and will have a blog post with our plans for you probably next week.

Changelog
  • Changed events to occur slightly more often.
  • Changed fatigue cost of Lash skill to 20 (down from 25).
  • Changed direct damage of Shoot Bolt and Shoot Stake skills to 70% (down from 75%).
  • Changed Anticipation perk to give (1 + 10% of Base Ranged Defense) additional Ranged Defense per tile that the attacker is away. This way, to get the most out of the perk, it's necessary to invest into the Ranged Defense attribute, and picking the perk should no longer be just a replacement for investing into Ranged Defense. On the other hand, the perk should still provide a moderate boost to survivability against ranged opponents, though lower than before, if not making an investment into Ranged Defense.
  • Changed Insect Swarm and Root spells cast on a Battle Brother to reveal the caster to the player, the same as it works with other attacks.

  • Fixed dead Battle Brothers not dropping their (non-destroyed) equipment when dying.
  • Fixed undead Battle Brothers unleashing their wardogs a second time again upon dying.
  • Fixed armor on wardog corpses not displaying correctly.
  • Fixed incorrect fatigue costs being applied when climbing a height level in some cases.
  • Fixed combat log sometimes claiming that armor was destroyed more than once.
  • Fixed Shieldwall animation not resetting correctly after combat ends.
  • Fixed crash on cultist conversion event.
  • Fixed issue with AI not continuing its turn in rare cases.
  • Fixed erroneous stat bonus for Disowned Noble background.
  • Fixed turnbar getting confused on whose turn it is in some instances.
  • Fixed turnbar sometimes not showing characters at the correct size the very first round.
  • Fixed orcs being able to charge through blocked terrain in some cases.
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
#DevGAMM pics and confirmation of the next big thing that they'll be working on: a reworked world map, featuring both changes in visuals and gameplay.

Also cosplay.

blog_header_devgamm.jpg

Last week we grabbed our latest development build and headed over to Devgamm 2015 here in Hamburg. We’ll have a full dev blog post regarding our plans with the new and improved worldmap coming later this week. Finally, a small hotfix has been published to fix an issue related to the Fearsome perk.

DevGAMM 2015
On the 10th and 11th of September we attended the DevGAMM 2015[devgamm.com] here in Hamburg to present Battle Brothers to other developers of Indiegames and to make contacts with like-minded folks. This is why our presence over the past few days might have been a little scarce.

In order to get some attention for our showcase, Paul, our artist, threw on his Viking armor. Always handy to have one of those in the stash.

Battle-Brothers-DevGamm-Promo.jpg


We met some great guys over there, so here is a shoutout to the folks behind “Shattered Worlds”[www.shattered-worlds.com] – a great looking scifi-game that mixes deck building with tactical combat.

shattered-world-Screenshot-game-mainpage.png


What’s Next?
We’ve since started on the worldmap rework that will keep us occupied for the next couple of months. The rework means extensive work on both visuals and gameplay, and will significantly change how the game is played. We’ll let you guys know of our plans with a full sized blog post later this week.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Speaking of the worldmap, here is a first glimpse of our plans. As for the non-combat followers you guys mentioned, we'll address those after the worldmap rework is done. They'd be a nice addition to the game, no question about it, but they're less essential than some other features we want to focus on for now.

blog_header_world_01.jpg

Dev Blog #52: Worldmap Rework
Time has come for the biggest overhaul yet: an extensive rework of the worldmap both in terms of visuals and gameplay. Read on to learn about our overall plans and get a first glance at what changes you can expect on the look and feel of the map you’re playing on.

The Plan
While tactical combat progressed nicely over the past months, the worldmap hasn’t been touched much and many elements are still what we consider placeholders or proof-of-concept pieces, such as how contracts work. This worldmap rework will change how the game is played quite substantially, and because of the many changes and additions we’re intending to do, it’ll take us several months to complete. Yes, that’s several months until the next major update, unfortunately, but it’ll be worth it. Here is a shortlist of what we want to achieve with the new and improved worldmap part of the game;

  • A new look and feel of the worldmap as an actual continent, larger than the current map, with more diverse climatic regions and unique landmarks.
  • Settlements, such as villages and cities, that feel unique across the world and are recognizable for their different looks and services they offer. This includes taverns to rest at and ports for fast travel.
  • Different human factions that may work against each other, offering a diverse set of contracts depending on their individual strategy.
  • Different non-human factions such as individual orc tribes that differ from one another and may fight each other.
  • A new modular system for contracts that allows for more variety and player interaction. Reputation will be introduced as a measurement for progress.
Over the coming months we’ll cover each of these points in detail as we work on it, so you’ll have a pretty good idea about what will change exactly. To kick things off, this week we’ll give you a preview on the new worldmap generation, the thing we’re working on right now.

Worldmap Generation
With the rework one of our main goals is to both create a reasonable and believable world while still keeping up replayability by making it very different each time.

To give the player a sense of the real world we decided to stick to some rules that apply to central Europe and North America. Heading north will lead the player into colder and more harsh climates while moving south will generally result in hotter and more dry regions. Additionally, we wanted the world to have somewhat realistic coastlines with arms reaching inland and smaller islands lying somewhat off the coast.

Take a look at the screenshots below to see a first preview of the new worldmap using placeholder visuals for different regions. The strong colors are just for differentiating the regions better during development.



Regarding the landmass itself and especially mountain ridges we want to create natural barriers for the player to bypass. By splitting up the continent in different regions through the placement of obstructive terrain we effectively increase the perceived map size for the player while keeping the total tile amount reasonable.



As you can judge from the screenshots you will have quite different outcomes each time you generate a new map. Still, each map is based on the same algorithm and will adhere to the same general rules.
 

Elim

Augur
Joined
Feb 15, 2011
Messages
330
Project: Eternity
Man, this game just keeps getting better.
Now we need a "fast forward" button that speeds up the game x2 or x4 while travelling...
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
814
Steve gets a Kidney but I don't even get a tag.
an extensive rework of the worldmap both in terms of visuals and gameplay
Yes!

it’ll take us several months to complete
No!

Just wondering, will the new map include some sort of fog of war or line of sight? It seems weird starting with the entire world already explored. Maybe towns and roads could be mapped from the start, but the wilderness only be vaguely outlined or covered with fog of war?
Same with line of sight, even slightly lightening up the circle around the party would be very helpful with location search contracts.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Yes, uncovering the parts of the map not populated by humans is indeed something we want to experiment with. We'll see how that goes.
 

Eyeball

Arcane
Joined
Sep 3, 2010
Messages
2,541
IMO the most important thing for the world map right now is to provide some incentive to actually go off the main road and explore. When I play, I just travel from town to town and do quests there, since there is no obviously apparent reason for going off into the wild and razing a dwelling if you could just go to any town and get a quest to raze it AND get paid for it as well.
 

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