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Battle Brothers Pre-Release Thread

Joined
May 2, 2012
Messages
407
I'd majored on the quick hands/bags & belts combo under the previous perk tree but I'm tempted to drop bags and belts now - no longer an autopick if the carried items still carry a fatigue malus.

Thoughts on a warhammer/war cleaver combo for frontline shieldmen post update? Wreck the opponents armor with the hammers then switch out to war cleavers to finish the job. Gives you the option to go for the decap against wiedergaengers as well.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
%5ED72DDC4BAA4A814C006198758052DB3562FB32C4F5475B1B23%5Epimgpsh_fullsize_distr.jpg

Dev Blog #82: Roadmap to the Finish Line
Battle Brothers has come a long way since it entered Early Access over a year ago, in April of 2015. Every update has brought it a step closer towards being a finished game – and there’s still a few more steps to take. Read on to learn what changes and additions are yet to come!

What’s still to come?
With the perk & injury update live and stable, we’ll now start working on the last big update to the game before it leaves Early Access. This is going to be the second-biggest update after the big worldmap update earlier this year and will take us several months to complete.

Here’s the list of major points we’ll be working on:

  • Three different ‘Greater Evil’ end game crises for you to get involved in – a war between noble houses, a greenskin invasion and an undead invasion. Each will come with its own set of contracts, events and changes to the world.
  • An overarching goal to work towards throughout your campaign, and the ability to retire at any point to receive an illustrated ending screen telling of your accomplishments.
  • A more lively and dynamic world, with more opportunities for you to shape it, and more relation between what is going on in the world and contracts on offer.
  • A memorial wall screen where your fallen Battle Brothers are listed with their deeds.
  • An overhaul of the mood and desertion mechanics on the worldmap.
  • An overhaul of the undead faction with new visuals and lore, unique lootable weapons and armor, and the introduction of new enemy types with their own fighting style.
  • An overhaul of ghouls as independent beasts that are more interesting and challenging to fight.
  • More contracts and events to change things up.
  • Various improvements to usability in both combat and on the worldmap.
  • Steam achievements.
Not included in that list are the countless smaller additions and improvements we’ll be doing along the way. As usual, all the major points and most of the minor ones will be explained in detail in future dev blogs as we go along, so you’ll always know what we’re working on and why.

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This big update, once published, will then be followed by a couple of smaller updates for balancing, bug fixing and further improvements based on your feedback until the game is ready to be released.

So does that mean…?
It means that Battle Brothers will not be released in 2016. We’re looking at a release in early 2017 and you’ll be the first to know once we have a set date – most likely to happen when the last big update is live. It’s important to us that the finished game feels complete, polished and well worth its price, so we’ll take the time necessary to ensure just that and won’t rush anything.

It also means that some features that were considered at one point in development or another have been cut and will not make it into the game for now. While some concepts simply won’t fit anymore with how the game has evolved, others would still be cool to have but also require a lot of time to do right. Time that we then couldn’t spend working on other things. Game development is often about hard choices and setting priorities – what feature best to spend our limited time on? What feature will benefit the game the most? Our choices on what’s most important are reflected in the list above. If ever there is an expansion to Battle Brothers, we may revisit some of the concepts that didn’t make it into the game at first.

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Also, the game has been updated
That’s right. The game has just been updated to version 0.7.0.10 with a new contract, balancing changes, a multitude of AI improvements and a couple of bug fixes. Find the changelog below.

  • Added new ‘Defend Settlement’ contract type.
  • Added ‘-nosound’ command line parameter to start the game without any sound or music.
  • Changed loot in lootscreen to be sorted by type.
  • Changed amount of ammunition and medicinal supplies dropped by enemies as loot to be lower.
  • Changed ‘Spear Mastery’ perk to have spearwalls inflict full thrusting damage on a hit, and no longer give a bonus to hitchance.
  • Changed mechanics and cost of ‘Rally the Troops’ skill to better synergize with everyone’s resolve, as well as the ‘Sergeant’ perk.
  • Changed ‘First Aid’ and ‘Drink Antidote’ skills to be usable only when bleeding or poisoned, respectively.
  • Changed AI to make more intelligent use of the ‘Puncture’, ‘Lash’ and ‘Decapitate’ skills.
  • Changed AI to better handle engaging into enemy spearwalls when equipped with a shield or throwing weapons.
  • Changed AI of more intelligent opponents to be less prone to gift the player free attacks by charging without any action points left on arrival.
  • Changed AI to better handle range advantages and disadvantages when deciding whether to engage or hold a defensive position.
  • Changed AI to make use of the wait function in more situations as to waste less action points.
  • Fixed wardogs not being affected by night time.
  • Fixed issue with dead wardogs that could result in other things not working properly down the line.
  • Fixed ‘Sprained Ankle’ injury not lowering initiative like it is supposed to.
  • Fixed ‘Shoot Stake’ skill being able to knock back rooted targets.
  • Fixed issue with contract-related footprints not appearing if accepting a contract immediately after traveling by ship.
  • Fixed contract-related worldmap parties sometimes not being attackable by other factions even when they should.
  • Fixed behavior of worldmap parties not being properly saved and restored in some cases.
  • Fixed various minor things.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,079
No word on different battle maps? *Snort, snort.* Also, no battlesisters. :positive:
You guys plan any content updates after the release, or not really? People are still hoping for modding.

Does Overhype have any ideas for a new game after BB? :> You guys are masters of incline. I would be very interested in seeing something new from ya!
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,164
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.
Road map to the finish line, sounds good! Just remember. Be the one the left:

dDXNGc.gif


And not the right one as many other EA games :)
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
Steam achievements.

Please, make the achievements related to hiring rare NPCs, special crisis, endings, betrayals, etc. There is nothing more underwhelming than "You killed one hundred goblins!" achievements.

So what does that mean…?
It means that Battle Brothers will not be released in 2016. We’re looking at a release in early 2017 and you’ll be the first to know once we have a set date.

It means Battle Brothers will be the Codex GOTY of 2017.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,164
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.
Steam achievements.

Please, make the achievements related to hiring rare NPCs, special crisis, endings, betrayals, etc. There is nothing more underwhelming than "You killed one hundred goblins!" achievements.

So what does that mean…?
It means that Battle Brothers will not be released in 2016. We’re looking at a release in early 2017 and you’ll be the first to know once we have a set date.

It means Battle Brothers will be the Codex GOTY of 2017.

They need a "you have killed 10000 enemies" though.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
You guys plan any content updates after the release, or not really? People are still hoping for modding.

Does Overhype have any ideas for a new game after BB? :> You guys are masters of incline. I would be very interested in seeing something new from ya!
We have like a hundred ideas, but if possible we'd like to stick with Battle Brothers a while longer. Much depends on how sales develop once the game is released, but given the chance, we'd love to do themed DLC that expand the game further with additional mechanics and content. We see a lot of potential still to unlock with Battle Brothers, and it would be unfortunate to let something mundane such as development costs for expansions we can't recoup get in the way of it.
 
Last edited:

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
997
You guys plan any content updates after the release, or not really? People are still hoping for modding.

Does Overhype have any ideas for a new game after BB? :> You guys are masters of incline. I would be very interested in seeing something new from ya!
We have like a hundred ideas, but if possible we'd like to stick with Battle Brothers a while longer. Much depends on how sales develop once the game is released, but given the chance, we'd love to do themed DLC that expand the game further with additional mechanics and content. We see a lot of potential still to unlock with Battle Brothers, and it would be unfortunate to let something mundane such as development costs for expansions we can't recoup get in the way of it.

:takemymoney:
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
Please, make the achievements related to hiring rare NPCs, special crisis, endings, betrayals, etc. There is nothing more underwhelming than "You killed one hundred goblins!" achievements.

They need a "you have killed 10000 enemies" though.

No, no, and no. These types of achievements makes sense in action games that have nothing more than things to kill, and even in this case, it is only meaningful to deluded players with alpha male syndrome. On the other hand, tying the achievements to the real content of the game is useful to track what you are missing and offers a better notion of the real depth of the game. One example of a missed opportunity is Underrail. If you look at the achievements, there are no achievements related to the faction’s quests, the arena or the gauntlet, but you have things like “Kill 100 rathounds” or “Use grenades 50 times”. I killed 100? Big fucking deal. I will probably kill 10000 of them, because they are respawning all the fucking time. What a chore!
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
I bet Battle Brothers, StarCrawlers, D:OS 2, Expeditions:Viking, No Truce With The Furies, the Voidspire sequel, the Dwarf Run prequel, The Great Whale Road, the Underrail expansion, South Park 2, Torment 2, the Grimoire Greenlight campaign, and the first Tyranny DLC are all gonna release within the same week.
 
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anus_pounder

Arcane
Joined
Mar 20, 2010
Messages
5,972
Location
Yiffing in Hell
What if all the achievements in the game were related to failures? Instead of 'kill 100 enemas' it could be something like 'lose 10 bros'. And the names of all the cheevos would be flat out insulting the player in some way.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,682
I bet Battle Brothers, StarCrawlers, D:OS 2, Expeditions:Viking, No Truce With The Furies, the Voidspire sequel, the Dwarf Run prequel, The Great Whale Road, the Underrail expansion, South Park 2, Torment 2, the Grimoire Greenlight campaign, and the first Tyranny DLC are all gonna release within the same week.
So next friday then?
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,642
Location
Asspain
I was going to cave in and buy the game this weekend but one of my lovebirds got hurt, though thankfully it was just a minor dislocation and not a fracture like I thought, and turns out emergency checkups by exotic animal vets aren't exactly cheap :negative:

So instead I'll ask a question to vets of the game about something I'm curious about. Do Brother wages increase as they level up? I'm wondering if it's possible to have a company of beggars that, while probably not nearly as overpowered as one composed of people with a professional soldier background unless you have incredible luck with traits and talent, is cheap to run.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
I was going to cave in and buy the game this weekend but one of my lovebirds got hurt, though thankfully it was just a minor dislocation and not a fracture like I thought, and turns out emergency checkups by exotic animal vets aren't exactly cheap :negative:

So instead I'll ask a question to vets of the game about something I'm curious about. Do Brother wages increase as they level up? I'm wondering if it's possible to have a company of beggars that, while probably not nearly as overpowered as one composed of people with a professional soldier background unless you have incredible luck with traits and talent, is cheap to run.
The wages do increase with each level up. And I believe the wages might be dependant on the character background since my different level 5 brothers have a different wage. It may also be, that there is a slight random factor to it, so as not to make every level 5 character demand the same amount of gold.
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,642
Location
Asspain
The wages do increase with each level up. And I believe the wages might be dependant on the character background since my different level 5 brothers have a different wage. It may also be, that there is a slight random factor to it, so as not to make every level 5 character demand the same amount of gold.
I see. I'm really interested in this because the idea of a playthrough where I only ever recruit the most humble candidates (beggars, fishermen etc.) seems really attractive to me. Even moreso if there is a potential upside, in this case maybe having to pay considerably lower wages to the company at higher levels to compensate the downside of having generally worse Brothers.

I'm intrigued by this possibility. I'd love to hear other players' experiences with wages on recruits that had wildly different initial wages and later gained a few levels. Maybe even a dev comment.

Get rid of hte bird.
The bird :M'd me IRL. If anything it earned its right to stay by proving its dominance over my finances, the cheeky little shit.
pict0009gxskj.jpg
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
The wages do increase with each level up. And I believe the wages might be dependant on the character background since my different level 5 brothers have a different wage. It may also be, that there is a slight random factor to it, so as not to make every level 5 character demand the same amount of gold.
I see. I'm really interested in this because the idea of a playthrough where I only ever recruit the most humble candidates (beggars, fishermen etc.) seems really attractive to me. Even moreso if there is a potential upside, in this case maybe having to pay considerably lower wages to the company at higher levels to compensate the downside of having generally worse Brothers.

I'm intrigued by this possibility. I'd love to hear other players' experiences with wages on recruits that had wildly different initial wages and later gained a few levels. Maybe even a dev comment.

Get rid of hte bird.
The bird :M'd me IRL. If anything it earned its right to stay by proving its dominance over my finances, the cheeky little shit.
pict0009gxskj.jpg
I did some quick testing, and your expectations seem to be right. Here is a short list of backgrounds, levels and wages of some characters I had and could recruit:
Raider level 4: 37 gold
Sellsword Level 3: 45 gold
Militia level 2: 11 gold
Ratcatcher level 1: 5 gold
Militia level 4: 15 gold

So as you can see, a level 4 militia only costs 1/3 of what a level 3 sellsword costs in wages. So having a group of brothers with less desirable backgrounds, like ratcatchers, fishermen, day talers etc would be significantly cheaper than running a full outfit of Hedge Knights or Sellswords.
 

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