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

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Still hoping someday the devs get more ambitious about fully fleshing out non-combat and psychological aspects of bros to increase the storytelling aspect of the game.


My suggestions for bro specific ambitions and questlines related to experiences or background:

General ambitions:
If a bro is permanently wounded by an enemy, they have a chance to either develop a phobia for that type of enemy or hatred (desire for revenge) that leads into an event chain where participating in battles or killing certain numbers of that enemy type can either overcome a phobia or gain a permanent stat bonus or personal trophy (like a necklace of orc teeth or a custom painted shield).
Bros without titles who kill enough of an enemy type automatically gain titles like Wurmslayer or Orcbane.
Bros can form friendships and grudges with other bros which effect their melee and ranged defense when placed next to eachother. Grudges can be removed by participating in enough kills together and saving low HP bros by killing or disabling an adjacent enemy or rotation.

Example of background specific ambitions that unlock by level 5:
Swordmasters get an ambition to strike down another swordmaster in a one on one duel. Hedge knights get an ambition to kill other noble hedge knights.
Caravan hands or farmers get an event chain where you can exterminate bandit camps until you find a bandit fortress with a giga-hoggart boss.
Historians get an ambition to research ancient dead graves.
Witchhunters get an ambition to slay a boss witch.
Apprentices get an ambition to become stronger (hit level 11) or craft a legendary item.
Monks get an ambition that's achieved by having nobody in your party die for a set amount of time.
Fishermen want to defeat the Kraken.
Flaggelants get an ambition to either take a certain amount of lifetime damage from enemies, or inflict a certain amount of damage to enemies.

Another suggestion to increase the difficulty of ultra-late game:
Ultra hard mode. Depending on the background, each bro has a variable for how ambitious they are (how many coins they get paid over their lifetime before they want to quit) multiplied by a factor of how loyal they are to the company. When bros reach the lifetime payment threshold, they will begin to be dissatisfied and express a desire to leave. Cheaper and non-combat backgrounds like farmers will reach this point sooner than professional soldiers, who may never reach this point in a play through. This threshold wont be reached for anyone until way late into the game (hundreds of days), at least after the first crisis and can be ignored as long as the bro is kept above neutral mood. The purpose of this feature is to force the player to eventually retire their seasoned vets who don't die often and replace them with fresh blood in the ultra-late game. Companions and bros that have completed their personal ambitions will never leave this way.

Other misc suggestions:
Replacing weapon mastery with per-weapon experience. Mastery is achieved by actually using weapons, but each weapon mastery takes more experience to achieve than the last.
A trait that can cause bros to go uncontrollably berserk when an ally dies or is struck down near them.
Markers on the map where particularly difficult or epic battles took place (like in the total war series)
Hall of Fame for honorarily discharged bros
A map type for big bandit lairs where you assault a fortification with generated obstacles and a guaranteed enemy height advantage.
A urban map type for noble war fights.

BIG SUGGESTION: SHOW COMBAT STATS ON MOUSEOVER AND SHOW CORPSE NAMES SO I KNOW WHO DIED
 
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Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,613
Nah. Too much micromanagement. What's next? "Your bro got 1.17161551 hp on lvl up!" You were bitten by Josh Sawyer?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Nah. Too much micromanagement. What's next? "Your bro got 1.17161551 hp on lvl up!" You were bitten by Josh Sawyer?

Don't worry, I'm sure no matter what you can continue to field 18 porn actress makeup womenbros taking great care of your 8000 furskin goods
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
While we're making suggestions nobody will read: I thought a really nice and underrated addition was the 'Story' for Gobbo City. It wasn't just 'Oh an even bigger Gobbo Camp, let's plunder it.' The little event gave you a sense that this location is something special and taking out other camps or patrols before makes sense and was immersive. (Even if it is completely optional.)

I wish similar things would be included for the Black Monolith. You could have a little scavanger hunt - find three or four pieces of a map in other 'Legion' camps to find the site, like in the first 'Realms of Arkania'. The 'Kraken Temple' wasn't too bad, but I wish it would be expanded a bit. Maybe you get a contract from the crazy lady to find something in an old ruin, that shows you the location of the Temple, then one to escort her there and one to get her the hides to 'wake' the Kraken, etc.

You know, just a handful of late game quests.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,249
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Any good recipes that require vampire dust?
I already know about:
Happy Powder and those purity seal type armour add-ons.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,613
http://battlebrothersgame.com/dev-blog-113-company-origins-part-i/
:bounce:
I never hire anyone else anyway so this is perfect deal for me.
militia.jpg
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
You can thank the guy who crack the code.
The best is that you can actually tinker with older versions.
Even the ones before map update.
version 0.4 here I COME
Did you find the relevant sections of code related to economy?

Kind of. I mean I found some but probably not all relevant pieces. When they said that their code is a full spaghetti one - well they weren't lying. The biggest issue outside that is lack of any comments so essentially you need check and test all of it and honestly I don't have time and willpower right now to do that.
Well at last some small changes like boosting prices of loot/trade goods, increasing a worth of contracts, rebalancing weapons/armors/backgrounds can be done easily.

Well. Nice. Time for mod integration now.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,249
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://battlebrothersgame.com/dev-blog-113-company-origins-part-i/

Dev Blog #113: Company Origins, Part I

Welcome to our first dev blog on the upcoming ‘Warriors of the North’ DLC. One of this expansion’s major features is going to be a little thing called ‘company origins’, and that’s what we’ll be talking about this week and the next. Let’s dive in!

Introduction
Until now, there’s been only a single way of starting out in the world of Battle Brothers. Because the game is otherwise designed for replayability, this is an area we really want to tackle with the upcoming ‘Warriors of the North’ DLC, both to further improve replayability and to accommodate different play styles.

The established way of starting out in the world, your company origin, you likely know well by now: your company is nearly wiped out by a brigand named Hoggart, and it’s up to you to rebuild it. This origin remains available in the game, and it’s a good way to start for new players, but it’ll be just one of many possible origins to choose from. For starters, the free update coming with the DLC will introduce a second origin which immediately drops you into the world without having to deal with Hoggart. It’s reminiscent of Early Access days, and it even has the old introductory text and music that some of you may remember.

new_company.jpg


The ‘Warriors of the North’ DLC adds greatly to the selection of origins. Each of those comes with a flavor introduction, different starting characters, equipment, resources, and special rules for your campaign. Some origins change the game more than others, but most of them impact it from beginning to end. Because the game is and always will be fundamentally about leading a mercenary company, all origins will ultimately lead to this – but they do add new challenges, accommodate different play styles, and provide roleplaying flavor. If you own the ‘Beasts & Exploration’ DLC, you’ll also get a bonus origin centered around beast slaying.

Let’s take a closer look at two origins that the ‘Warriors of the North’ DLC adds to the game – just keep in mind that things are in active development and might still change!

The Militia
If you prefer to overwhelm your enemies with superior numbers, or even just equal numbers in the late game, but still want a balanced game, then the peasant militia might be for you.

militia.jpg


The militia starts not with three companions, but with a full roster of a dozen characters from various civilian backgrounds – daytalers, farmers, butchers, millers, and the like. With these kind of people, you’ll want to rely on numbers, so you’ll be able to field 18 men on the field at once, instead of the usual 12. The downside is that you’ll never be able to hire any noble or high tier combat backgrounds to join your mob of angry peasants. You’ll start with lower renown and crowns, but a home village that idolizes you and gives you great prices.

The Cultists
For a different experience, and some roleplaying flavor, you can also start the game as a wandering cult that worships Davkul.

cultists.jpg


You’ll start with three cultists, and more cultists will join you without any hiring fee. Cultists can be found more often in any settlement, and they may also flock to you in new events. Your god will demand sacrifices, and you’ll be expected to cull the herd and give lives to Davkul in bloody rituals. All cultists will rejoice upon this gruesome occasion, and Davkul may bestow upon them permanent boons. Of course, anyone not a cultist in your company may have a different reaction to the proceedings. Having a special relation to your god will also make certain late game cultist events much more likely to trigger.

There’ll be plenty more origins to choose from, of course. Join us again next week when we explore them in part two of this dev blog!
 
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Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
It would be even more awesome if each origin had an "end goal" of some sort. What that could be I don't know... anything. From raiding the Monolith to gathering 200k in riches - anything.
But some goal to works towards would be cool imo
 

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