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Battle Brothers Pre-Release Thread

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Looks great but I do find the patterns on the bars too busy. The eye is drawn to the pattern rather than the data the bar is intended to convey. Several of these in close quarters is hard to look at even.

Perhaps reduced contrast, 3d relief (gemified without repeating pattern) or something more subtle would work.
2016_06_14_17_58_35.png
 

rapsdjff

Overhype Studios
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Jan 31, 2014
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330
blog_header_ui.jpg

New UI released to beta branch!
Here we go – the new UI is now live for the beta branch of Battle Brothers!

What’s new?
All of the UI received a new look of wood, iron and paper that better contributes to the game’s atmosphere. Several lingering UI bugs have been fixed, and the UI as a whole should be more responsive and make for a much smoother experience playing the game.

wood-1024x641.jpg


You can now hire up to eighteen men for your company, and while the maximum number of characters you can lead into battle is, for reasons of balance and usability, still twelve, you now also have a reserve roster to draw from. Characters can be dragged & dropped easily between combat duty and reserve duty, and indeed placed at the exact spot of the formation you want them to be in order to best fulfill their roles.

In the lower right corner of the inventory screen you now have three rows with 9 slots each. The lower row is your reserves; characters placed here do not take part in battle. The top two rows are your front and back battle lines, allowing you to place archers in the back and build a sturdy shieldwall in front. Note that formations may be disabled for certain events, like when ambushed.



Having more characters available with the reserve roster allows you to rotate injured characters in and out of active duty (especially with the more complex injury mechanics we’re going to introduce soon), always have new recruits gather experience so that losing people in battle doesn’t hit you quite as hard later on, and to more easily keep specialists for fighting certain enemies around (especially as we overhaul the perk trees). Having a deep roster is also a matter of cost, of course, so it’s up to you to decide where best to funnel your crowns.

Finally, this new version also comes with a new music track playing on the worldmap, as well as movement sounds for different types of ground.

Why put this in a beta branch first?
Redoing the UI for Battle Brothers wasn’t just a cosmetic change, as we’ve entirely replaced the underlying UI library. There were a couple of issues we wanted to solve; there was a tendency for mouse clicks to be lost, the UI could feel very sluggish at times, and some people experienced compatibility issues when starting the game. Because this library ceased to be developed and we were basically stuck with all these problems, we opted to replace the library altogether.

A change as extensive as this will invariably introduce a couple of new issues. Because we don’t want to ruin anyone’s game, we’ve decided to iron out these issues in a separate beta branch together with your help. Please consider signing up for the beta (instructions below!) and report any issues you find so we can fix them and make further improvements based on your feedback.

fancy.jpg


The UI isn’t final as is, but it’s certainly ready to play with. There’s still room for improvement, regarding both usability and colors, and we’re still going to refine the look over the course of the beta. Once everything works smoothly again, we’ll merge the new UI into the live branch of the game.

How do I access the beta branch?
In order to access the beta branch of Battle Brothers you need to do as follows:

  • Go to your Steam library.
  • Right-click on ‘Battle Brothers’ and select ‘Properties’.
  • Go to the tab labeled ‘BETAS’.
  • Select ‘beta’ from the drop down menu.


Steam should now download the beta branch and once it is finished you can normally run it via your Steam library.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
GOG release when?

I'm running out of nephews for whom to buy this as a birthday present.

Edit.
How will the revamped injury system work?
Will injuries take effect mid-battle or after?
Can enemies take injuries if effects are applied during battles?
 
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Jinn

Arcane
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Nov 8, 2007
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4,969
I really like the UI improvements, guys! They really raise up the aesthetic appeal of the entire picture. I can't wait to try them out in earnest.
 

agris

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Looks great but I do find the patterns on the bars too busy. The eye is drawn to the pattern rather than the data the bar is intended to convey. Several of these in close quarters is hard to look at even.

Perhaps reduced contrast, 3d relief (gemified without repeating pattern) or something more subtle would work.
2016_06_14_17_58_35.png

Bolding the white text and giving it a 1 pixel black outline would take care of the 'too busy' background thing, and look good too.
 

Agesilaus

Antiquity Studio
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Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I like it, but I encountered a bug fairly early on. My band was wandering along a highway between cities, and I had the screen focused elsewhere away from my men. My band got ambushed by some raiders while I wasn't looking, and the combat announcement screen popped up. However, the mouse was frozen and I couldn't click to initiate the battle. Is there a bug whereby if combat is initiated and the player isn't looking at his token, the game crashes?
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
GOG release when?
We'll look into it once the game is released (as in leaves Early Access).

How will the revamped injury system work?
Will injuries take effect mid-battle or after?
Can enemies take injuries if effects are applied during battles?
We'll do a detailed blog post about it once the dust from the UI update has settled. Yes, injuries take effect during battle. We want to have most enemies be affected by injuries as well, but it's something we still have to play around with and see if it works out as intended.

I like it, but I encountered a bug fairly early on. My band was wandering along a highway between cities, and I had the screen focused elsewhere away from my men. My band got ambushed by some raiders while I wasn't looking, and the combat announcement screen popped up. However, the mouse was frozen and I couldn't click to initiate the battle. Is there a bug whereby if combat is initiated and the player isn't looking at his token, the game crashes?
Not exactly; the mouse cursor sometimes appeared frozen when dragging the screen while a menu opens. It's fixed now, we'll push an update once we have fixed a few other issues that popped up as well.
 
Self-Ejected

Ulminati

Kamelåså!
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rapsdjff
Mousewheel zoom appears to be broken in the beta version. Same with scrolling camera away from my party on the overland travel map. The screen just jitters a little when I give input. Running fullscreen windowed. Regular mouse. Haven't changed any options. Panning and zooming worked just fine on the battle map. It's like there is a "center camera on party" command that is constantly firing.

Restarting the game seems to fix it. But not always.


Also, it'd be nice if buttons gave a little click when you clicked them.
 
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SmartCheetah

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May 7, 2013
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As beta ain't working for me (When I click play it says "Running" for a few seconds, and then nothing happens - ideas?) I'm waiting for the normal branch release.
Also, I've been doing some "tests" for my future lets play, and hell - battles took a lot of screenshots. I'm thinking about using screenshots on the world map, and on certain events - but battles alone would probably be in form of videos.
And I'll wait for injuries system as well.
 

oscar

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I get a village sacking mission that always takes place on a swamp when the the map and tooltip are clearly grassland (no matter if I choose encircle or sweep).
 

rapsdjff

Overhype Studios
Developer
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Jan 31, 2014
Messages
330
blog_header_ui6.jpg

Update 0.6.1.6 – New UI launched
After tinkering with it over the last week in the beta branch, the new UI has just launched to propel Battle Brothers further towards being a finished game. Thanks to everyone who participated and helped us ironing out any issues!



We’ve talked a lot about the why of the new UI in blog posts over the recent weeks, so instead of doing it again, here’s the short list of changes for this update.
  • A more responsive UI with a hand-crafted look that fits the game’s setting.
  • A new reserve roster for a total of 18 Battle Brothers to keep with your company.
  • The formation in battle is now customizable via drag & drop.
  • Battles can now be ended once all your enemies are in retreat.
  • Four new events on the worldmap.
  • A new music track on the worldmap.
  • Movement sounds in combat specific to each type of terrain.
  • Numerous bugfixes.
This update does not break savegames. If you encounter any other issues, please report them to us in the appropriate forum here following the instructions in the sticky post.

What’s next?
The next major milestone for us is the introduction of a more complex injury system to take full advantage of the reserve roster, as well as the long-awaited perk overhaul. While we’re at it, we’re also filling some gaps in item progression, like adding a second crossbow and named armor to find. We’ll keep you updated with our plans over the next weeks!

 

rapsdjff

Overhype Studios
Developer
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Jan 31, 2014
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330
rapsdjff
Mousewheel zoom appears to be broken in the beta version. Same with scrolling camera away from my party on the overland travel map. The screen just jitters a little when I give input. Running fullscreen windowed. Regular mouse. Haven't changed any options. Panning and zooming worked just fine on the battle map. It's like there is a "center camera on party" command that is constantly firing.

Restarting the game seems to fix it. But not always.


Also, it'd be nice if buttons gave a little click when you clicked them.
Odd. It works fine for me and we didn't change anything about zooming for the new version. For the time being, you can use the Page Up and Page Down keys as an alternative for the mousewheel.

As beta ain't working for me (When I click play it says "Running" for a few seconds, and then nothing happens - ideas?) I'm waiting for the normal branch release.
There were some compatibility issues with Microsoft redistributables not installing correctly for people. Should be fixed now - let me know if you still encounter any problems.

What's the eta on follower/perktree overhaul?
Perk overhaul is what we'll focus on next. No ETA yet.
 

agris

Arcane
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Hey rapsdjff, are you still planning to implement the player's icon scaling on the world map during zoom like city's banners? It would make usability a lot better when your bros are travelling while the map is zoomed out. It would be nice if that could be implemented for all third parties moving on the map that our bros can see, including tracking marks.

Essentially making the world map more functional even when zoomed out.
 

Modron

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May 5, 2012
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10,051
Hey man, we don't let just ANYONE wander in and shitpost here. You have to prove you're properly insane first!

Isn't it generally the other way around, people come in all thoughtful-like then gaze into the abyss too long and become shitposters? I mean go back and look at Volourn's first posts or Blobert before he became the hero we needed.
 

Agesilaus

Antiquity Studio
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Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
What happened to the new skeletons that you revealed ages ago? Are they bring implemented soon, or did you decide to redesign them?

They looked really good, like a mix of myceneans, romans, and gauls.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
Hey rapsdjff, are you still planning to implement the player's icon scaling on the world map during zoom like city's banners?
Yes, it's still buried somewhere on my several pages long to-do list. Along with zooming in on the position of the mouse cursor, which was also suggested earlier in this thread.

What happened to the new skeletons that you revealed ages ago? Are they bring implemented soon, or did you decide to redesign them?

They looked really good, like a mix of myceneans, romans, and gauls.
They're coming, just have been pushed back a bit in the schedule so we could do the new UI and remaining game mechanics first. The look you've seen should be pretty close to the final one.
 

SmartCheetah

Arcane
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May 7, 2013
Messages
1,078
rapsdjff Am I wrong, or opportunity attacks against running enemies don't exhaust the attacker? I just had a battle against heavily armored oponent and 4 of my guys was around him. Suddenly, one of them said "fuck it" and started to retreat. Guy had 3 attacks of opportunity on him and took him down, which made two of my other fellas to also start running. As you can imagine, one of them died another round. I said to myself "This dude must be extra tired after all those swings." - NOPE. He was almost fresh.

First of all, you guys should do something about multiple opportunity attacks. It shouldn't be THAT hard to run away. Second of all - they should tire as well (Maybe they do, but for so little that I haven't event noticed it?)

Another thing - what are your current plans for perk overhaul? Can you spill some info to the lovely Codex? :3 You're going to balance the stats, or change the system altogether? Personally, I'd love to see more randomized trees (or maybe a few random branches, 3 for every guy?) and less "go down that branch if you want to survive more or go down the other to deal more damage" - eventually leading to 3-4 "Tier 1" builds.
Also, It would be awesome if our brothers could (eg. because of random event or because we paid gold for his training) get additional perk points despite his level. Also a good gold sink.

tl;dr - Opportunity attacks mechanics suck big time + Tell us something about upcoming perks overhaul!
 
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Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
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Jan 21, 2015
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Wasteland 2. Funded with Kickstarter. Result: shit

Pillars of Eternity. Funded with Kickstarter. Result: utter shit

Age of Decadence. Self-funded. Result: awesome

Underrail. Self-funded. Result: awesome

Battle Brothers. Self-funded. Result: already awesome in early access

I guess this shows which model is better and where we should put our money.

Fuck inXile and Obsidian, using millions of funding with Kickstarter, promising classics and delivering shit. Long live to talented indies!
 
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tiagocc0

Arcane
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Jun 29, 2007
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All hail the indie master race, before they get rich and start doing mobile shit.
 

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