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Battle Brothers Pre-Release Thread

Yoshiyyahu

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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

It also happens when you enter graveyards and chase off thieves. At first I thought the swamps/forests would provide more interesting combat but they drag on for far too long.

It seems the game has slowed down a bit? I am ~160 days or so in and I am only now finally seeing Orc warbosses/large mobs of warriors. Needless to say, my brothers are all kitted out in 250+ armour and make short work of them. I am only playing on even, but perhaps the difficulty needs to be adjusted? I haven't lost a brother in a long time.
 
Self-Ejected

Ulminati

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It really depends on how good a start you get. If you have a bad start, you're continuously under-geared for the enemies you meet. Which causes you to lose bros and gear so the cycle repeats. But if you get a good start, you'll breeze through with hardly any losses.
When determining the strength of opposition, the game should look at the average XP/gear value of your bros as well to some degree. If everyone is wearing chainmail or better, with tier 2-3 weapons and level 4-5 in xp, it's time to bring out more than orc younglings.
 

Trash

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Had a near wipe recently when I encountered an orc fight with three orc warriors, a lot of young ones and four or so berserkers. One of the berserkers got a lucky one hit kill on a flank and one of the warriors pushed through my line. Shit got hectic quick. The balance in the late game is something that needs to be worked on, as it seems that they reach their difficulty ceiling after awhile. The early and mid game are fine imo. I'm sure a lot of balancing will be done though, they got a lot of things planned before this thing is done.
 
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Ulminati

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The game could do with another tier of doom-murder enemies to shake things up for a well-equipped band, it's true. Maybe have the giant boss-type enemies have a high(ish) chance of carrying a named weapon or piece of armor to tempt the player into fighting them.
 

tiagocc0

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I had a 5-6 xp team of 12 bros and got into a fight with several young orcs and five warriors, no berserkers.
I got eradicated no matter what I tried to do, I'm guessing the skills I picked may be the reason.
 

Trash

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Your layout also plays a big role. I switch mine to fit the type of enemy I fight. Orcs for instance mean crossbows and anything that picks apart armor in melee. That and lots of heavy armor for my bros.
 

tiagocc0

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Your layout also plays a big role. I switch mine to fit the type of enemy I fight. Orcs for instance mean crossbows and anything that picks apart armor in melee. That and lots of heavy armor for my bros.
I did end up fighting orc warriors later, two groups of orcs were fighting each other so I got lucky and killed several orc warriors, one by one.
Crossbows did next to nothing to them, I had to surround them and get lucky, what saved my ass was the billhook, did massive damage with them until the orc warrior got easier to hit and them I would finish it off with regular attacks.
Trying to break their shields proved to be a bad idea, I would lose too much time, by the time they lost their shields I would have no one to finish him off.
 

Trash

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Try to use the goblin overseer's crossbow. They work wonders. Also those warhammer things do nasty stuff to orc armor. That and some fighting axes usually mean I prevail with no or minimal losses. When their armor is going down I usually switch to noble swords for my best melee fighters. They tend to bypass the shield and do great damage. The noble sword is pretty much the weapon of choice for me past the midgame. I also keep one bro behind the main line to poke everything with a billhook. It is a nice weapon when you fight a line battle.

I also usually tend to ignore enemy shields. Especially the orc ones. They are simply too massive to bother with.

Anyway, anyone uses throwing weapons a lot? I've not really bothered so far and am wondering if I'm missing out.
 
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Ulminati

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Warhammers are ace. For crossbows, I use them a lot. But not for damage dealing.
I have the crossbowmen spec utility for the tier 2 talent that makes attacks force morale checks even if you only do 1 hp of damage. I can usually get 2 or 3 shots off before the moshpit starts. And an enemy at wavering morale is a great debuff. At that point, I use the utility talent to swap weapon for 0 action points and turn my crossbowmen into pikemen or billhookmen.
 

Smashing Axe

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Divinity: Original Sin
Warhammers are ace. For crossbows, I use them a lot. But not for damage dealing.
I have the crossbowmen spec utility for the tier 2 talent that makes attacks force morale checks even if you only do 1 hp of damage. I can usually get 2 or 3 shots off before the moshpit starts. And an enemy at wavering morale is a great debuff. At that point, I use the utility talent to swap weapon for 0 action points and turn my crossbowmen into pikemen or billhookmen.
How do you go about upgrading them? Melee defence + fatigue + ranged attack? I really enjoy the utility tree, tbough I generally take ninelives once my men reach level 7 to avoid the odd instant kill.
I also keep one bro behind the main line to poke everything with a billhook. It is a nice weapon when you fight a line battle.

I also usually tend to ignore enemy shields. Especially the orc ones. They are simply too massive to bother with.
The billhook is my most used weapon, although I have only a few bros start wielding them, I have everyone apart from my archers equipped with them. It's just too useful, especially when ganging up on powerful foes like an orc. Two tiles away with a bro in the way so you can't attack this round? With quick hands and extra bags, easily switch out to the billhook to get an extra attack in. It's such a great weapon, it destroys armour effectively and does an awful lot of damage.
 
Last edited:
Self-Ejected

Ulminati

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Usually it's melee defence, fatigue and melee/ranged attack on all my bros. But if one of the stats shows a roll of +1, I will usually substitute or for another where I can get +3 or better. I generally want one bro that maxes resolve whenever possible for the captain and inspiration perks in utility. The captain buff is huge vs undead later. +20ish resolve for 10 Bros? Yespls!
 

rapsdjff

Overhype Studios
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Jan 31, 2014
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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?
I'm afraid indoor combat environments won't make it into the game for now and all fighting will have to take place outdoors. Rivers won't make a comeback on the worldmap for now; they're more trouble than they're worth development-wise, and mechanics-wise they've been replaced by the ocean and mountain ranges. We're still going to have urban-type combat environments for fighting at villages, and this will likely include holding chokepoints like in the mockup.

No. That's clearly a tree.
Something inbetween. Trees are supposed to have their top turn transparent if a character is behind them so that they don't block your view. This works fine with larger trees, but smaller trees and some boulders turned transparent in their entirety, making for seemingly invisible trees. We've changed this with today's update.

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.
Indeed. Thanks for reporting - it's fixed with today's update.

On a different note, can we please get ports in all costal cities?
Yes. We'll change how ports are assigned to settlements.

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.
Maybe. It would certainly fit the vibe of the game. The thing is that there aren't that many different setups that would work out without us having to spend extra time on them - which, at least for now, isn't an option. Having the game world consist of islands, for example, rules out a lot of contracts, and, in the absence of ships for most factions, would really hamper the AI's ability to raid and otherwise interact. Adjusting climate, economy and the type/density of AI factions may work out, but it's a low priority thing which we'd only take on once we're satisfied with how the default setup works.

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.
No.

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.
Unfortunately I wasn't able to reproduce this, it works fine for me. I'll keep an eye on this.

The game could do with another tier of doom-murder enemies to shake things up for a well-equipped band, it's true. Maybe have the giant boss-type enemies have a high(ish) chance of carrying a named weapon or piece of armor to tempt the player into fighting them.
Definitely - we have more than one boss-type enemy in the works.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Speaking of today's update...
blog_header_tundra2.jpg

Worldmap Update 0.6.0.18
This week’s update adds a new combat environment: the tundra. Flat and stony plains, sparse vegetation and a unique look make it stand out among the growing collection of different environments to do battle in. Here’s how it looks in the game.



Next up is a reimagined version of the forest environment. We have a pretty good idea now on what we want to do in order to have fighting there feel unique but at the same time get rid of some of the usability issues currently haunting it. While the new forest didn’t quite make it in this week, a related quality of life improvement did. You can now find an optional ‘Always Hide Trees’ setting in the game’s option menu to always hide the top part of trees, whether they occlude a character or not.

A large chunk of the last two weeks was spent discussing where we want to take the game from here, budgeting and planning things out. You can expect the result of this, a detailed blog post about what we’re going to add to or change about the game during the remainder of Early Access, right here next week.

Have a nice weekend!

Changelog
  • Added tundra combat environment.
  • Added optional ‘Always Hide Trees’ setting.
  • Changed smaller trees and boulders to only have their top part translucent when a character is positioned behind them, and no longer turn translucent as a whole, in order to make things more clear.
  • Changed noble house contracts to be bound to a single settlement once they’ve been fully negotiated in order to avoid some potential issues if the player accepts them at a different location later on.
  • Changed durability of some two-handed weapons and bows to be slightly higher.
  • Changed ‘Wolfriders’ scenario to take place on tundra terrain.
  • Fixed rare crash after loading a game from the worldmap.
  • Fixed potentially wrong ‘Bought for’ values in the tooltip of food and trading goods after looting them or loading a game.
  • Fixed issue with ‘Armed Courier’ contract.
  • Fixed another issue of characters sometimes appearing as injured after loading when having certain character traits.
  • Fixed barber missing a hair style.
  • Fixed various text errors.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
As a note, I really like the combat system of BB.
I'm thinking of adapting it for a space ship combat game, that's how much I'm loving it!
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
The caravan prisoner quest line is definitely bugged, when I take him back to the city the militia turn hostile but in turn non-hostile militia are also spawned leading to this:

8C13F2597BAA2761C44E8DBA184D191BEA221D36


What would've actually been a pretty cool battle (I made up in my head that it was a minor battle between the nobleman's supporters and foes) had the AI not had 'caravan guard' mode turned on and just danced back and forth around the sides.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Should be fixed with this update, oscar.

blog_header_forest.jpg

Update 0.6.0.19 & Next Steps
This week’s update adds reworked forest environments to the game and gives you a roadmap of our next steps with Battle Brothers.

Forests have always been a bit tricky to navigate and read in the past because of how trees could clutter up the map. To solve this, we’ve changed the general layout of forests to be more clearly divided into mossy open pathways between pockets of very dense vegetation, making it much easier to read where you can and can’t go. While arguably a less realistic layout, it should make for better gameplay while retaining that feeling of fighting in a forest that is different from fighting on other terrain. There are still chokepoints and opportunities for flanking aplenty, but now with less usability issues. Below you can see the layout of a typical forest map.



Changelog
  • Changed forest combat environments to have a new layout and look.
  • Changed tundra terrain to have slightly less vegetation.
  • Changed Effectiveness vs. Armor of the Billhook to be slightly lower, and of the Pike to be higher.
  • Fixed potential crash related to pending offers for contracts that have you destroy a location when the location was already destroyed in the meantime.
  • Fixed issue with ‘Escort Caravan’ contract.
  • Fixed issue with Riposte skill.


Next Steps
Doing the worldmap update was a big step towards how Battle Brothers will play once it’s finished. With this done we want to give you guys a better idea on the future development of Battle Brothers by outlining the next couple of steps on our list. Note that this is not a complete or final feature list. As development progresses, we’ll give you an updated outlook again so that you’ll always know what things we’re working on next. The list isn’t in any particular order and we’ll often work on several things in parallel.

Tactical Combat Environments
We’ve added to the combat environments over the past weeks, and we’ll continue to do so. There’s autumn forests and snow still to do, as well as hills and mountains. Swamps will get a makeover as well.

Once all terrain from the worldmap has found its way into tactical combat, we’ll move on to build set pieces for different locations you can fight at. Attacking an orc camp on the world map will produce a different map than fighting at a graveyard, for example. All fighting will have to take place outdoors, however, and we won’t have actual dungeons for the initial release of the game.

UI Skin and Backend
There are a couple of issues with the third party UI library we use for Battle Brothers. There’s a tendency for mouse clicks to be lost, and the UI can feel sluggish at times. Because this library ceased to be developed and we’re now stuck with all these problems, we’ve started porting our UI to another library. This is a process that may take us several weeks but should result in a much more responsive UI experience overall, as well as increased performance of the game. We want to do this first before we get to adding any new features that require lots of UI work.

The current look of the UI, grey and orange, is merely a placeholder and will be switched out. We’re going for a skeuomorphic design, probably lots of wood and metal, to have the UI do its part for atmosphere and give Battle Brothers a more professional look as it nears completion.

More Contracts and Events
There’s 10 contract types and 70 different events in the game right now. We have another 10 contracts already written and waiting to be implemented, and we may write more. The same goes for events. Changing priorities has us working on other things first (mainly, porting the UI), but we’ll keep adding to the selection of contracts and events in the game.

Perk Rework
While the perk tree works for the game, there’s certainly room for improvement. It’s plagued by a couple of imbalances; there are perks that are must-haves, perks that are almost never picked, and perks that kind of work but could be made more interesting. We’ll go over all the perks and see if and how they need changing or should potentially even be replaced entirely.

More Equipment and Accessories
We have several more weapon types planned out, and there are a few tiers still to fill for certain weapon types, such as for bows and crossbows. Only a few weapon types have unique variants right now, but we’re going to add some for all of them. The accessory slot is very much underutilized still, and we’ll add a few more specialized equipment options that open up new tactical avenues.

Again, keep in mind that this isn’t a complete list but merely our next couple of steps. We’ll keep you updated.
 

Serious_Business

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Aug 21, 2007
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Frown Town
This game is pretty great!

Where are you going with it though, actually? Will we be able to rise in ranks and own villages and such? Obviously Mount and Blade was a big influence - are you aiming to do what it did? Of course, it might require to change the party limit, which could make the battles tedious...

I was unsure about the fantasy elements of it, they seemed thematically out of place. However from a gameplay perspective, they do offer a variety of challenges and this is good. I'm still wondering however if you ever thought about making a "no fantasy" option at the start of a game... to me, it would be interesting.

Ever considered enabling the player to create their own character? The way you have it set it up right now is a bit awkward... at least the whole tutorial becomes redundant after a few playthroughs. Although ultimately I get that you are trying to go for a "computer guy" setup as in Jagged Alliance.
 

Grimwulf

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Vatnik
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Anybody else has problems with changing body type at barber's? Seems like all changes revert to standard beefy-bro type over time. I want fat people to stay fat, dammit.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,079
Anybody else has problems with changing body type at barber's? Seems like all changes revert to standard beefy-bro type over time. I want fat people to stay fat, dammit.

Are you undressing your brothers before camping or something? :P
 

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