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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
A good game must always be "realistic" and "sensible".
Good luck with that.
Look I love the game,I played it a lot and I recommended it to my friends.

But game has flaws. Compare it to Mount and Blade before warband. Was it good? Yeah. But it had terrible flaws.
Then warband came and fleshed out so many things and most notably added a solid endgame and inworld progression that was lacking from original.

When I played MB first I didn't hate it,I loved it,but it had issues. It is simply how it is.

Battle Brothers is simply a game that has major issues after first 6-7 hours and those need addressing.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,031
Steve gets a Kidney but I don't even get a tag.
A good game must always be "realistic" and "sensible".
Good luck with that.
Look I love the game,I played it a lot and I recommended it to my friends.

But game has flaws. Compare it to Mount and Blade before warband. Was it good? Yeah. But it had terrible flaws.
Then warband came and fleshed out so many things and most notably added a solid endgame and inworld progression that was lacking from original.

When I played MB first I didn't hate it,I loved it,but it had issues. It is simply how it is.

Battle Brothers is simply a game that has major issues after first 6-7 hours and those need addressing.
A common defense from those who have no arguments. "But the game has flaws!" No shit, Sherlock. That doesn't mean that your complaint isn't completely idiotic.
 

Haba

Harbinger of Decline
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Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
What I really find disappointing is that they are not focusing on new type of combat that was so much needed. The inclusion of witches would be a perfect opportunity to have one with your party that would have different unique perk tree.
And how about having your captain as a playable char with his or her unique perk tree.
How about redefining your company from a middle game to be more focused on unnatural like magic,rituals and such,or maybe even going evil with dabbling in necromancy,or focusing on higher tech stuff such as guns or maybe even a cannon.

There is just so much wasted potential here. This game is just boring when u played it once,most broes are very similar and perks just dont separate characters enough so you end up with mostly samish chars,especially late game when u optimise it.

They should add lasers and katanas too. What kind of an RPG doesn't have lasers and katanas?

Also why are there no mechas in this game?
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
What I really find disappointing is that they are not focusing on new type of combat that was so much needed. The inclusion of witches would be a perfect opportunity to have one with your party that would have different unique perk tree.
And how about having your captain as a playable char with his or her unique perk tree.
How about redefining your company from a middle game to be more focused on unnatural like magic,rituals and such,or maybe even going evil with dabbling in necromancy,or focusing on higher tech stuff such as guns or maybe even a cannon.

There is just so much wasted potential here. This game is just boring when u played it once,most broes are very similar and perks just dont separate characters enough so you end up with mostly samish chars,especially late game when u optimise it.

They should add lasers and katanas too. What kind of an RPG doesn't have lasers and katanas?

Also why are there no mechas in this game?

Have five brothers in formation to form bro-ltron!
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
There would be nothing really wrong with a playabe character and some magic using background/unique perk tree backgrounds. The latter is not relly needed, but player characters is something many(perhaps even MOST) players would appreciate and have asked for.

Just saying. No lasers and shit.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,036
There would be nothing really wrong with a playabe character and some magic using background/unique perk tree backgrounds. The latter is not relly needed, but player characters is something many(perhaps even MOST) players would appreciate and have asked for.

Just saying. No lasers and shit.
Yeah no the later is definitely not needed, player with access to those enemy spells would be overpowered. Granted I could get behind the first demand of a "playable" character but then again how would you deal with player character death (hopefully not in the Exanima arena delete save route).
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
It's completely fine for a game to deny players access to things NPCs have access to. You could say "but I want stuff" about anything in the game. I wanna recruit skeletons and goblins! I wanna build my own towns! I wanna ride dragons and invade other countries!

In particular, "Magic is strange and the protagonists will never understand it" is a perfectly good trope and throwing it out would be throwing out a pillar of the setting that many (perhaps even MOST) of us appreciate and enjoy. Luckily it seems the devs agree with us.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
3,571
Not Battle Bros, but I'd like to see a similar SRPG where magic is in, but the focus is primarily still on weapons fighting because magic is really hard and dangerous to do. Where a guy can only know 2 or 3 spells at most and using magic runs a risk of injuring or even killing yourself.

It sort of gets old that wizards automatically know a hundred different spells and can sling them with little concern.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
Yeah no the later is definitely not needed, player with access to those enemy spells would be overpowered. Granted I could get behind the first demand of a "playable" character but then again how would you deal with player character death (hopefully not in the Exanima arena delete save route).

Simple. Choose another character in the roster to be the captain.

The game intro has that pretty much. Captain Bernhardt(or whatever his name was) dies and the one of the survivors replace him leading the company.

It would be the same thing with the current sergeant role really, it would just need a new item(captain sash?) and perhaps a new associated skill.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Not Battle Bros, but I'd like to see a similar SRPG where magic is in, but the focus is primarily still on weapons fighting because magic is really hard and dangerous to do. Where a guy can only know 2 or 3 spells at most and using magic runs a risk of injuring or even killing yourself.

It sort of gets old that wizards automatically know a hundred different spells and can sling them with little concern.

Sure, I think we'd all welcome that. But for BB, I really like this sense that your own dudes could have popped out of Darklands; they're mundane people, flawed, morally suspect folk, maybe missing a limb or half a brain, running around with the best bits of arms and armour they could scrounge, increasingly becoming exposed to the unnatural horrors of the world beyond the few civilised pockets.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
Sure, I think we'd all welcome that. But for BB, I really like this sense that your own dudes could have popped out of Darklands; they're mundane people, flawed, morally suspect folk, maybe missing a limb or half a brain, running around with the best bits of arms and armour they could scrounge, increasingly becoming exposed to the unnatural horrors of the world beyond the few civilised pockets.

I mostly agree, but in Darklands, the party had access to much of the "magic" the enemies had. Most magic using enemies carry the same potions (or cast spells with similar effects) as the player's party, just a few things (demon summoning) are out of reach for the player.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
The game was abandoned after the last patch, I think they came to their senses after enough people explained how stupid that was.

It is an unfinished and barebones game with tons of potential. Could become one of the best and most addictive tactical games ever made with enough work into it actually. I hope they keep working on it for more than one dlc.

As for modding, I think that ship has sailed long ago. You don't develop modding tools as an afterthought years after the game has been released.
 
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Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Is this why they don't release mod tools? So they can slow drip low efforts expansions?

They don't release mod tools because they don't have any. I think all we need is compiler/decompiler or but I guess its never gonna happen.
Funny thing that you miss the whole outrage when they abandon game and say that there will be zero new content. And they come back - huh capitalism sometimes work - who can tell?
In current day I don't really mind DLC or expansion if they have some real content inside.
In worse case scenario I can always let whales fund it when I sail on free seas. Arghhh.

I am cautiously optimistic about new content.
The new enemies they presented aren't great.
>yeti looks fine and prospect of habitat and zone based beast is good - especially if they get lairs, and maybe new global map behavior
>witch not so much - more human enemies is good - but it look really as it gonna be a pain to fight, and all enemy spellcaster are broken now in one way or another
New weapons look sweet but I was always sucker for good looking weapons and Psen art is like always great. Funny thing that we get bastard spear/pike that I was asking since forever. Anyway its nice(hope it have fast long range attack vs 1 strong pike attack). New combat status is fine too. Looks like maces gonna rock.
Wonder how they gonna introduce these new weapons into enemy ranks? Are thye plan add some more variety of human enemies? I will gladly see some cultists, fanatics and overall more types of enemies - deserters with military equipment(even if used), rogue knights, vikings/pirates(no horned helmets), barbarians or even not muslim slave raiders.
The only thing that bother me is mention of one used weapons.
It looks like they not gonna make them refillable (like javelins) and item managment(with limited space and not stacking) gonna be a apin.
>they could add some sort repeating ambitions to increase space9or increase space)
>make them(and some other items) refillable from specific supplies, like bandages/antidotes/etc from medical, nets/throwing spears from ammo
Would ease the pain.

We will see if they smooth the corners and how they do with balance but for now I cans ee that its not that bad as I expected to be.

Truly its good - no matter their reasons or intentions - that they work on it again.

As for modding, I think that ship has sailed long ago. You don't develop modding tools as an afterthought years after the game has been released.
>me playing xPiratez and having fun
Dunno. All we need is access to files. Maybe we will get it when they finish milking it and move to another game. But no hopes of course.

A common defense from those who have no arguments. "But the game has flaws!" No shit, Sherlock. That doesn't mean that your complaint isn't completely idiotic.

He is right tho. Not exactly and has problem wording it but game do awful work on mechanics going along with lore.
For flaws:
>ONE CONTRACT AT TIME is enough especially how its handled it but i can expand it if you want

Anyway game would be better(or so I think) if they cut of stat inflation and allow hire more troops instead.
Also as for game about mercenaries there is lack of cost to field them -
>simply merc should demand pay on fight basis making it decision when to field them
>then i8t would make even sense why they throw fit when they sit in reserves as they don't earn extra money
>then you can field more cheap mercs or less more costly or go overbudget and bankrupt
 
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Hrymr

Educated
Joined
Jul 7, 2017
Messages
80
Are thye plan add some more variety of human enemies? I will gladly see some cultists, fanatics and overall more types of enemies - deserters with military equipment(even if used), rogue knights, vikings/pirates(no horned helmets), barbarians or even not muslim slave raiders.
Wildmen are confirmed, no info about the others:
Spoiler: With the DLC, there'll be roaming bands of wildmen in the northern parts of the world.
https://steamcommunity.com/app/365360/discussions/2/1734336452569723504/
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Guys don't die on me.
If we don't talk about game
what about hating Germans together?
When next blog coming?
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
Guys don't die on me.
If we don't talk about game
what about hating Germans together?
When next blog coming?

Wanna go eat a pizza together and talk shit about germans sometime? :love:



EDIT: Blogs are weekly, next one should be scheduled for the 31st.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,409
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS suddenly notices that Battle Brothers exists: https://www.rockpapershotgun.com/2018/08/30/how-battle-brothers-builds-a-team/

How Battle Brothers builds a team
Strategy and tactics that makes you care about tiny mercs

70


Many of my mercenaries have died under arms, but Meinolf’s death was the only tragedy. While collecting a reward in the town of Birkenstrand, my band were approached by a townsman who insisted the kid was such trouble their best option was to foist him on me. My band, the Stalwart Standard, had a vacancy: the swordsman of the crew had died to a ghoul, so I outfitted this new, youngest member with partially intact and presumably bloody gear. Meinolf cost me just six gold, or one day’s wages, because just a few turns into his first battle he was dead. I sent him to block an enemy brigand on a ridge from moving forward and attacking down at my men, which he did successfully for two rounds before he was clubbed to death. The Stalwart Standard were hiring again.

Battle Brothers is a game about managing a mercenary company in a grim fantasy world. Primarily, that means commanding men like chess pieces in battle on a hex grid against brigands, necromancers, goblins and other beasts, but Battle Brothers is about managing men outside battle too. What town will they go to next? What job should they take? Do they have enough food to survive? Critically, how will you pay them tomorrow? If pay is behind, men are hungry, injured, or their compatriots have died, they’ll be less effective in battle and prone to desert. Battle Brothers excels at linking its tactical layer – fighting monsters on a hex grid – with its strategic layer, managing the company. Both layers work together to realise the game’s fantasy of managing a mercenary company. Battle Brothers isn’t about winning battles and finishing the story, but getting rich and famous.

Your first decision in Battle Brothers is the name of your band and the colours of their standard. It’s almost certain that the handful of men in your party are doomed to die or desert, but the band itself will (hopefully) outlast its founding members. I chose the name Stalwart Standard and their colours – three axes – less because it’s memorable and more because I don’t like to duplicate the identity of whatever character or group I’m controlling in a game across runs. It’s a difficult rule to adhere to in Battle Brothers because my whole band has been completely wiped out many times, which means starting all over again.



The first casualty in this band wasn’t one of the founders, but one of a small group I recruited in a town called Tangvall to reinforce my band. Each town in Battle Brothers has a small pool of men looking for a band to join. Depending on their background, they have different skills and perks and demand different wages. Hans is fittingly a brawler, which means he’s tough and gets a bonus to unarmed strikes. Nothing will make punching an orc a great idea, but it’s cheaper than buying a spear to arm him. Ruthard the Student, the aforementioned casualty, gained experience faster, but wasn’t very tough so I gave him a bow. He performed admirably against slow-moving brigands, but when we were contracted to rid hills near Grafenheide of dire wolves he was mauled by a fast-moving wolf who got the first turn and closed on him before he could fire a shot.

When battle begins in Battle Brothers, every member of your band and every enemy takes their turn based on their initiative. Initiative can be increased when your men level up, and for my bowmen and crossbowmen it’s a must: high initiative means they can attack early, before their friends get in the way. In the event, nobody was faster than the wolves. What this system means, though, is that your men begin as generalists whose roles become more specialised as they level up, and their stats better suit the use of particular weapons. Anton was given a crossbow because that’s what was in my band’s inventory at the time, but now that he’s a higher level I wouldn’t dream of handing him a sword even though it’s technically possible.



Death is routine in Battle Brothers, but you probably can’t afford to treat even inexperienced men as disposable. In addition to a daily wage, every new hire demands a lump sum payment commensurate with their background. The effect is that the band hires people to fill roles or replace the dead, rather than merely to amass men. The Stalwart Standard has a hardcore of veterans, including two founding members, Asgeir and Alfred the Black, who are tough enough and well enough equipped to take a hit and ensure my less experienced men don’t die in their first encounter.

Knowing the role each man performs is important to determining battle formation. When I first played Battle Brothers, I was convinced I solved the game and that equipping everyone with spears and bows was a winning strategy in all cases. In fact, each type of weapon has a particular role in combat: clubs can stun enemies who would otherwise cut men down, axes can destroy shields, and already defence-oriented characters with shields can further boost their block to absorb hits.

My men in Battle Brothers are as much a football team as a squad in other tactics games. Everyone has a role and the goal of the first turns is to get men into position. Swordsmen should face un-armoured opponents, hammer-armed men should face opponents with heavy armour, and bowmen should be on high ground.



The Stalwart Standard were tasked with clearing out a graveyard for a gargantuan sum of money. If they accomplished the job even mostly intact it would be a great victory. The undead they faced caused most of my previous losses in Battle Brothers. Partially, that’s because the game fails to communicate their ability to resurrect almost on the spot they die, which ensures you’ll be wiped out at least once, but even after that trick they’re a tough opponent. This time, I accomplished it without losing a man.

Zombies are lethal in combat but they’re both slow and fragile. My men raced for a long ridge and blocked access up, forcing the wave of undead crashing against them to attack uphill. Attacking down in Battle Brothers with melee or ranged weapons confers a significant advantage, and attacking uphill is a significant disadvantage. It’s important, if possible, to secure the high ground. Against the undead I secured all the high ground partially as a result of lucky random map generation, but partially also because I knew the capacities of my men and how far each could move and where each would be best positioned. Hans was the only man to suffer an injury when a zombie resurrected on the ridge itself and in so doing pushed him back. It’s a testament to the extent to which a good formation can mean the difference between victory and death. When I claimed the reward, I had enough to fund my band for ten days, easily a record. Needless to say I bought the men a drink at the tavern after we collected our reward.



Battle Brothers is exceptionally good at making you feel a connection to characters who are, after all, little more than a drawing of a head and torso. No one has any voiced dialogue, the men are randomly generated for each new band, and while the game’s visual consistency might be admired, it does make it easy to mistake one angry Germanic man for another. Its success is the result of small details which make the role of mercenary captain more credible and consequently the men more valuable. The ability to negotiate pay with your employers, the sparse but well-written dialogue with your men, and of course the button in the tavern which allows you to buy a round and improve their mood.

As I mentioned, two of my men from the very beginning of the campaign survived the whole duration: Asgeir and Alfred the Black, the latter worse for wear. In a town in the far north, I took a high-risk job to clear out a bandit camp I knew would be fortified. The battle started well: we fought in dense forest and my men were able to block the passages between an impenetrable line of trees and kill two bandits separately. Eventually, however, a bandit with javelins moved forward and complicated my strategy by throwing a spear and knocking out the weakest member of the band. Alfred the Black likely saved many of my men from being pelted to death when he charged forward, axe in hand, and cleaved apart the javelin-armed bandit.



He was, as far as I could see, killed the following turn. However, in Battle Brothers there is a chance that even when one of you men is knocked out of the fight that they don’t die but suffer a permanent injury. Alfred was lucky enough to sustain the injury ‘traumatised’ at the end of the fight which vastly reduced his initiative and resolve. Keeping Alfred cost seventeen gold a day though he never took the field again. It was, I decided, seventeen gold worth paying. In other bands you might be dismissed for injury suffered in the line of duty, but that’s not how we do things in the Stalwart Standard.

Battle Brothers masterfully links its tactical and strategic layer to realise the fantasy of managing a mercenary company. If I’d run out of jobs to do or had taken a bad fight that meant I needed to hire new men, I might have had to let Alfred go when my funds were low. Luckily his injury, and the injury of the man hit with the javelin, turned out to be the last catastrophic event of the campaign. By the end, I was commanding a cohort of veterans who were strong alone, but whose success had more to do with my getting to know how to use their skills, deploy and manoeuvre the men collectively. Battle Brothers excels at enabling the player to build a team. Mechanically, that means your men have particular roles in combat. Just as important, though, are the steps the game takes to allow players to build an identity for the team, with a name, symbol and characters. Many members of the Stalwart Standard died of course, but the company lived on. A few of the band even live on in retirement right now.
 

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