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Battle Brothers Pre-Release Thread

Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
It could be possible to implement a horse-based combat in a turn-based format like BB (mechanically speaking) but it would require reworking the graphics a lot - those bust-like boardgame characters won't look good on horses...
You mean like the goblin wolfriders? Already in the game. The mount can die seperate from its rider, leaving either a goblin skirmisher or a wolf behind.

wolfriders.jpg
You're right of curse, i was so concentraded on human side that i forgot that we already have it in form of goblin riders... Welll then it is only a matter of adding some graphics, specific items (horses, lances), maybe a skill or two but as Oscar said - possibly an expansion material not an addition for the main game.

We also have the mount slot already (sorta). The same utility slot we have dogs of war in. The question is whether we can make a lance that does different damage if you've moved at least x squares in a turn and/or if you've got a mount equipped. I imagine they won't be much good on foot.

I rather like this idea. Especially if spears/pikes got a damage bonus vs mounted troops. This would both give us something to spend gold on in th emidgame and keep spears relevant in the late game when their low damage vs armor becomes a liability.
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
815
Steve gets a Kidney but I don't even get a tag.
The stories that matter in a game iike this are the ones you make yourself. Like the time Hellraiser stood on a hill with a woodsmans axe and killed/re-killed wiedergangers every turn for 14 turns. Until he was overcome by exhaustion and pulled down to his demise.
Yup. Just yesterday I got an easy quest for razing a cemetery. I got there at night and some of my guys were still wounded so I set up camp. Before dawn I found myself in the middle of a fight between a large group of ghouls and orcs (youngs and berserkers). At night. I advanced slowly hearing sounds of the battle all around, sometimes smacking a ghoul. Then an orc berserker with confident morale jumped out of the bushes at my flank. My weapons at that point were mostly spears and short swords. As I engaged the berserker I got 3 more ghouls from the other side, where I placed my archers on the high ground. Somehow I only lost one guy (1-hit by the 2h orc axe) and the bersker was finished off by my merchant with a crossbow who hit him 2 consecutive turns in a row (at night).
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
This week's update.

blog_header_grass.jpg

Worldmap Update 0.6.0.17
This update adds a range of quality of life improvements that you guys have been asking for.

There’s now options for both ‘Faster Player Movement’ and ‘Faster AI Movement’. Enabling these makes movement more or less instantaneous. Note that this only applies to actual movement and not movement skills (charge, rotation, etc).

Two more exotic new options are ‘Auto-Loot’ and ‘Auto-End Turns’. The ‘Auto-Loot’ option is for those of you who can’t remember to take loot after a won battle; you’re still presented with the loot screen to see what you’ve earned, but everything not picked up by you is automatically transferred to your stash once you leave combat. The ‘Auto-End Turns’ option is enabled by default for the behavior you’re used to. If you prefer to have to end all turns manually, and not have them end automatically as your men run out of Action Points, then disable this.

All of these options can be found in the ‘Gameplay’ tab of the game’s options menu.

On the content-side of things, this update adds an updated and revised look for the grassland plains combat environment. Plains are now generally more flat than before, with smaller differences in height level. Hills and cliffs will, however, make a comeback with assets of their own and some usability improvements as we get to implement actual hill and mountain environments for combat. Here’s how the new grassland looks in the game.



Changelog
  • Added optional ‘Faster Player Movement’ and ‘Faster AI Movement’ settings for combat.
  • Added optional ‘Auto-End Turns’ setting (enabled by default). Disabling this will result in turns no longer ending automatically as your guys run out of Action Points.
  • Added optional ‘Auto-Loot’ setting. Enabling this will result in automatically taking everything you didn’t already take on leaving the loot screen. Note that this may fail if you run out of space.
  • Added additional information to tooltip of warning about weapons that are about to break.
  • Added automatic configuration of laptops to use their Nvidia cards instead of integrated Intel HD Graphics when running Battle Brothers. Requires starting the game two times to take effect. You can override this in the Nvidia Control Panel.
  • Added two new twists to ‘Escort Caravan’ contract.
  • Changed combat environment for grassland plains to an updated and more detailed look.
  • Changed ‘Escort Caravan’ contract to have the caravan provide provisions for the duration of the journey. The player’s own provisions won’t be consumed while on the road but may still turn bad with time.
  • Changed relation mechanics slightly. Losing relations with a noble house due to player actions now also has a minor effect on the relation to all settlements owned by that noble house, and vice versa.
  • Changed name of ‘Even Difficulty’ to ‘Normal Difficulty’.
  • Fixed potential crash after combat ends.
  • Fixed several issues with how faction relations work when more than one faction is present at a single settlement.
  • Fixed wrong hitpoints in combination with certain traits and status effects after loading.
  • Fixed camping button being greyed out still after reloading an earlier save during an active ‘Escort Caravan’ contract.
  • Fixed issue with ‘Secure Cemetery’ contract.
  • Fixed issue with ‘Raze Location’ contract.
  • Fixed issue with AI use of Rotation skill.
  • Fixed issue with AI potentially switching between weapons unnecessarily.
  • Fixed armorer and blast furnace missing three helmets.
  • Fixed display of some attributes changed by events not updating immediately.
  • Fixed game not ending gracefully when quitting via Alt+F4.
  • Fixed potential exploit when killing allied troops with AoE attacks.
  • Fixed caravan donkey being a valid target for the ‘Rotation’ skill.
  • Fixed various text errors.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
I posted a little 'bug' on the official forum, but I'm going to talk about it here too anyway, it's pretty small and doesn't affect gameplay.

If you drag an item to one of the characters on the bottom part of the inventory screen and drop it there it will be placed on the inventory in the position where it is not visible.

I did this a few times because I forgot that the inventory is the same for all characters, at first I thought I lost the item because it vanished from the screen instead of going back to its original position.
Then when I sorted the inventory I found the missing item.

So I tested it again and instead of sorting I scrolled down and I found the item there.

I guess that since that part of the inventory is not visible, that the item should go back to its original position instead of being put there.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
467
Location
Mordor
Last week I installed the demo to see if I would enjoy this game (Darkest Dungeon was very praised, specially during Beta, and that game was not my cup of tea), but the demo didn't work (crash on startup). Maybe it should be updated or taken down?

Well, I took a leap of faith and bought it anyway, played one battle, it seems my kind of game, but I'm going to wait till the release to play since I usually play games only once. Any schedule on release date?
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
They said they were going to work another year on it. Anyway, like the constant flux of updates. Game looks better and better and has lots more content than it did in the earlier incarnations. The new enviroments are neat and I'm very much looking forward to see that bit expanded. Fighting in dungeons, villages and holding bridges like they showed as mock up screens seems awesome.

Speaking of bridges, will rivers make a return?
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
I think I found a bug, I got a cargo delivery mission, used a ship to get there fast and when I got to the city it didn't complete as usual, so I saved and kept walking and I got a script saying someone robbed the cargo and left footprints for me to follow.
I guess that if I get to the destination before the scripted event triggers I should be able to complete and skip the event.
 

Grimwulf

Arcane
Patron
Vatnik
Joined
Oct 1, 2014
Messages
4,045
Location
Kodex Kommunistic Kastle
If you plan to keep the tutorial like it is (I'd much prefer the old-fashioned start, but what can I do), you should re-write backstories for starting companions. Some of them imply that player was leading the mercenaries long before the game started ("you found him" / "you hired him"). Also, first companion (the spear+shield guy) sometimes has backstory that mentions the names of other companions, but if you rename them - his bio remains unchanged. Hope it made sense, I'm bad at explaining things.

Keep up the good work. :salute:
 

Helly

Translating for brofists
Patron
Joined
Dec 16, 2011
Messages
2,176
Location
変態の地獄、Rance様と
Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
If you plan to keep the tutorial like it is (I'd much prefer the old-fashioned start, but what can I do), you should re-write backstories for starting companions. Some of them imply that player was leading the mercenaries long before the game started ("you found him" / "you hired him"). Also, first companion (the spear+shield guy) sometimes has backstory that mentions the names of other companions, but if you rename them - his bio remains unchanged. Hope it made sense, I'm bad at explaining things.
I must say, a dynamic backstory that'd write itself upon specific events (killed an orc warlord single handedly, survived alone with 1hp, shot multiple times by friendly fire...) and maybe add related traits would be p. awesome.
What could change the nature of a battle brother?
 

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.
2 bugs:

If you take a mission to kill some raiders, sometimes the game will say "oh good, Mr. X is at this raider base, you will get a bonus for his head." In the fight, there will be two characters named Mr. X. This might only happen if the raider base was already listed as containing a leader prior to the event firing, not sure. At any rate, you fight a leader and his clone (different equipment, though).

Drunken orc party. Are you shitting me? This one makes zero sense. I camp outside an orc base, it tells me it's very many orc young. I carefully move in for the kill...

AND apparently the orcs are all drunk and having a brawl, and oh yeah there's over 20 of them and at least half of them are ADULTS. Go start a new game, because apparently some drunk orcs who are brawling each other magically transformed into adults. Oh, and they surprised and ambushed you.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
2 bugs:

If you take a mission to kill some raiders, sometimes the game will say "oh good, Mr. X is at this raider base, you will get a bonus for his head." In the fight, there will be two characters named Mr. X. This might only happen if the raider base was already listed as containing a leader prior to the event firing, not sure. At any rate, you fight a leader and his clone (different equipment, though).

Drunken orc party. Are you shitting me? This one makes zero sense. I camp outside an orc base, it tells me it's very many orc young. I carefully move in for the kill...

AND apparently the orcs are all drunk and having a brawl, and oh yeah there's over 20 of them and at least half of them are ADULTS. Go start a new game, because apparently some drunk orcs who are brawling each other magically transformed into adults. Oh, and they surprised and ambushed you.
Dont you know? Getting drunk and taking part in a big brawl is the Orcs ritual of adulthood. You just managed to catch them in the middle of it. Be glad that not all of them managed to transform into adults!
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
2 bugs:

If you take a mission to kill some raiders, sometimes the game will say "oh good, Mr. X is at this raider base, you will get a bonus for his head." In the fight, there will be two characters named Mr. X. This might only happen if the raider base was already listed as containing a leader prior to the event firing, not sure. At any rate, you fight a leader and his clone (different equipment, though).

Drunken orc party. Are you shitting me? This one makes zero sense. I camp outside an orc base, it tells me it's very many orc young. I carefully move in for the kill...

AND apparently the orcs are all drunk and having a brawl, and oh yeah there's over 20 of them and at least half of them are ADULTS. Go start a new game, because apparently some drunk orcs who are brawling each other magically transformed into adults. Oh, and they surprised and ambushed you.

I just found this event, but for me it said many young orcs and many warrior orcs. (Build 0.6.0.17)
Lost one brother, I let them fight themselves while I killed two orc warriors and three young.
Six warriors came later but they had fought other orcs and all of them had lost their shields and just one still had full health and armor.
Killed four and other two escaped.
 

AbounI

Colonist
Patron
Joined
Dec 2, 2012
Messages
1,050
I really wanted to wait an option to directly buy from Overhype blog the game, but since the only option to get the collector edition is not (yet?) available from there, so I failed :negative:

Now, with the temple feature to get implemented, here is a humble wish:
-I would like to be able to burry my fallen brothers where they are lost.And why not hire a priest to offer them decent funeral, which could cost money (depending of the level of the bros, but also from their background history, a noble funeral would cost more than of a fisherman one, and of course the party reputation). So the goal is to find a priest, and as not all settlements have temple, it will force the party to find one, then to return to the said battlefield.
-When it will be done, the hired priest can do his job : bless the fallen brothers souls.

If this little task is completed, a tomb could appear in the world map, and by moving the mouse on it, we could get a "in memory of X/ RIP he who was born as a farmer.." small window text which could retrace the whole exploits of those heroes.I guess it could be nice.

And more than that, rumors could reach the ears of a necro who is seeking to raise an army.So if a necro manage to arrive there before the priest, our fallen heroes could join his army, with no chance to offer them some decent funerals. But if their souls are blessed, so the necro can't raise army from our dead brothers.

I would like to see such feature, as it can offer some positive or negative events, force to player to search for a special place/character with a time factor, and invest money to get a chance to obtain something (no money, no funerals)
:salute:
 
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Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
815
Steve gets a Kidney but I don't even get a tag.
Memorial has been a requested feature since forever. Same with stats for kills and such for living mercs and a setup phase, so hopefully they're coming.

On a different note, can we please get ports in all costal cities? My last map was almost impossible to navigate, look at this:

hdjXibg.jpg


There are only ports in the 3 towns I highlighted. You can't pass between the 3 peninsulas on foot outside of the northern mountainous part. Doing any contracts on this map took forever, I've run out of food twice and half of my guys deserted when I run out of money during a caravan contract after 4 days :negative:

Which got me thinking, would it be possible to have customizable settings for map generation? Islands/coastal/in-land, cold/temperate/dry, mountains, civilized/standard/wild frontier, rich/poor, maybe also general type/density of enemy spawns, that sort of thing.

Edit: are recruits pre-set now? I restarted the game a few times to see how the game generates different maps (I started in the north once for the first time!). I keep seeing the same guys down to name, background and (I think) equipment.
 
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tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Yeah, I got some problems with the map as well, roads didn't make much sense either, close cities weren't connected and the cities with ports were close to each other, which makes me turn down any quest to deliver something since it always makes me transverse the whole map on foot and most of the time I have to travel without roads because it would take much longer if I used them.
Deliver cargo missions came with two flavors for me, paying 150-300 to deliver to a close city or 1000 to deliver to a city on the other side of the map.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
rapsdjff ever since this last update, I'm getting characters with this null return for turns left when their turn is over.

arb2ccT.jpg

X9TRW9a.jpg
This is with the .17 update, the game was started on .14 I believe.

Also, I made a few feature requests earlier- scaling your bros' flag when you zoom out like other settlement's and text confirmation of quicksave. I'd like to add to this: scaling of your campsite icon as well.

Separately- are bros arranged randomly when battle starts? I don't see the logic to their starting positions.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Sometimes your Bros are arranged in 3 rows. Melee front, pikes and billhooks second, archers in rear. It mostly seems to be when you are the one initiating combat, and you're not joining an existing fight between other parties.

On that topic, when you jump into an existing fight, E.G. between raiders and a town militia, you spawn way too far away. Moving all your guys in the general direction of the opposite corner for 6+ turns to mop up 2-3 enemies gets real tedious. If you have the misfortune to start in a swamp, you may as well flee and spare yourself half an hour of inching forward
 

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