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

hivemind

Cipher
Patron
Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
dutch women are CONCUBINES for HAN CHADS

the glory of china prevails though history despite colonialism and USA viruses trying to break down the great han people

we need rpg representation
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Guys look what I found.
WaFY6FT.jpg
I think German scale is little not in the right place.
OR
It is a local version of German Wunderwaffel.
 
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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
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
Itz back:



http://battlebrothersgame.com/dev-blog-134-soundtrack-of-the-south/

DEV BLOG #134: SOUNDTRACK OF THE SOUTH

We’re back with an audible bang this week as we take a listen to the upcoming additions to the Battle Brothers soundtrack by Breakdown Epiphanies. Let’s hear in their own words what they’ve been up to!

SOUNDTRACK OF THE SOUTH
The ‘Blazing Deserts’ DLC is going to make the world of Battle Brothers feel more diverse and rich in culture, and this of course also goes for the game’s soundtrack. Today we are going to share a sneak peek into the musical direction in the form of short snippets of four of the new pieces that await you once your company starts to explore the new content. These tracks are all still work in progress, but they should give a good impression of the atmosphere you are presented with battling the new enemies and visiting the opulent city states.

Our montage starts out with a new town theme and opens up with one of the Middle-Eastern instruments that we incorporated for our latest addition to the Battle Brothers OST, the Oud, a type of Arabic, fretless lute that has been used in the Middle-East and North Africa for millennia. Musically, this piece ties together with the rest of the soundtrack by means of a motif you are probably familiar with: the Battle Brothers main theme that plays in the main menu, on the world map and in northern towns. This time, though, we gave it a new spin by moving it into a key typical for oriental music.

The most prominent instrument of the second snippet you hear is a Bağlama, which is a type of Saz, a long-necked lute used in traditional music from the Balkan over Turkey all the way to today’s Iran and Afghanistan. It introduces us to one of the two battle tracks that are going to play when fighting the troops of the southern city states and the bandits in the surrounding deserts. Aside from the main motif on the Bağlama, this track features deep and heavy low string riffs that are reminiscent of the undead battle tracks (the city states are built upon the remnants of the old empire after all) as well as a more majestic brass section similar to the ones we came up with for the northern noble house battle music. The Bağlama also fills the role that the guitar did in those northern realms tracks.

The next transition brings us to a title that is going to play when fighting the new kinds of beasts introduced in the ‘Blazing Deserts’ DLC. As usual for our beast themes, the music is very heavy on percussion and the use of melodic elements is very sparse although we decided to let a flute play a bit of a more dominant role to convey that oriental atmosphere.

Finally, we have a piece that is not part of the southern deserts lore but expands the musical selection when travelling north since the new late game crisis might entail such ventures as well. This new world map track is like a more lush and open variant of the music we made for Warriors of the North, featuring the Nyckelharpa as well as deep and powerful northern choir.

This concludes today’s presentation and we hope we man
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,065
Damn that last tune is pure chills. Nyckelharpa is such an awesome instrument
 

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.
devs, please make round shields great again by giving them a shield wall defense bonus so we have a reason to use them in lategame
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
DEV BLOG #135: LOCATION ENVIRONMENTS

We’ve previously announced that we’re going to portray any location that you’re fighting at, such as a graveyard or a brigand camp, also on the tactical combat map. If you haven’t done so already, it’s highly recommended that you read up on our explanation of why we’re doing this and how we’re addressing potential issues here. Since this feature is now more or less ready, it’s time to take a closer look at how it plays out!

LOCATION ENVIRONMENTS
First off, location environments will be included for free with the upcoming 1.4 update – this includes graveyards, ruins, and various camps for humans, orcs and goblins. If you choose to get the ‘Blazing Deserts’ DLC, you’ll also have desert raider encampments and southern ruins in battle, and if you own the ‘Warriors of the North DLC’, you’ll get to see barbarian camps and villages. But you don’t need to own either to see most of the new environments.

ruins2.jpg


As we’ve said previously, we want fighting brigands in the open field to feel different from engaging them at their camp. Indeed, where their camp is located and what kind of camp those brigands have should also become more important. Smaller camps may be a loose collection of bedrolls around a campfire, providing a largely cosmetic backdrop for your battle, while larger camps may even have fortifications, like wooden palisades, that provide cover for the defenders. If a location does have fortifications, you’ll see it both in the location’s tooltip on the world map and in the engage screen before you start your assault.

engage.jpg


A location with fortifications is harder to assault, but it doesn’t mean that you’ll have to bring siege equipment. Take a look at the barbarian camp below. It’s quite a defensible position, being the extreme example of a fortified camp built on a hill, but we’ve deliberately kept holes in the palisades. Those palisades are enough to limit your angles of attack, change up things and make you think twice on how to go about your assault, but never enough to bring the entire battle to a halt at a single chokepoint. Although the location environment doesn’t look like it makes the battle any easier, it does make it a lot more predictable where you and the enemy start, and more a question of good tactics and less of having luck with spawn positions.

barbarian_camp2.jpg


Unlike with field battles, which most of your battles are still going to be, your men don’t start in a battle line right in front of your opponents when assaulting locations. You’ll still start in formation, but further to the left, whereas the enemy starts in their camp to the right. There’s also going to be a couple of instances where the roles are reversed and you have to defend a location against attackers.

goblins.jpg


If you don’t want to fight the enemy at their camp, you can attempt to lure out their garrison on the world map to fight them in the open and then return to easily sack the location afterwards. On the other hand, engaging the enemy at their camp may sometimes be advantageous over luring out their garrison onto difficult terrain. That’s because your enemies naturally cut down trees at their camps, making for open spaces, and build their camps only on dry spots within swamps. So instead of having to fight goblins in murky marshlands where your heavily armored men get stuck, you can descend upon their camp and fight them on solid ground. Ultimately, location environments are about bringing more variety and atmosphere to combat in Battle Brothers, and about adding another strategic consideration to the world map.
 
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Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
I mostly played with legends, even the first vanilla playthrough gets boring way before you solve the first crisis.

Next DLC (after this one), they'll fix their quest design and voilà, they'll finally have a game in a released state, the beta testing was fun ...
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
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
http://battlebrothersgame.com/dev-blog-136-smaller-things/

DEV BLOG #136: SMALLER THINGS

The next update to Battle Brothers will introduce not just major new gameplay features, many of which we’ve already talked about, but will also include countless smaller additions and improvements. This week we’re taking a look at some of those. Let’s start!

NEW BANNERS
Naturally, the ‘Blazing Deserts’ DLC will come with several new banners to pick for your mercenary company. They all sport a southern look and are a good fit for a southern-themed playthrough.

blog_banners_player.jpg


We’ll also have a Supporter Edition again for those who want to support us in developing Battle Brothers above and beyond. As a thank you, you’ll get a unique southern-style banner with some extra bling this time.

blog_banner_supporter.jpg


AMBITIONS
The next update will include some rebalancing on currently available ambitions, but the upcoming DLC will add a whole bunch of new ones. Many of these new ambitions are tailored to specific playstyles – for example, perhaps you’re more into trading? There’s a new ambition for becoming a master trader. Or perhaps you’re into banditry and robbing caravans? We’ve got you covered. Because unlocking additional slots for your retinue of non-combat followers requires renown (the system was slightly revised since we last talked about it), these new ambitions also help out with more specialized playstyles that previously had a harder time at accumulating renown.

ambitions.jpg


When picking ambitions, it’s obviously helpful to know beforehand what exactly is asked of you and what your your reward is going to be in order to make an informed choice of your company’s next steps. That’s why the ambition selection now includes a detailed tooltip showing exactly that.

MORE REACTIVITY
In an effort to bring more reactivity to the world of Battle Brothers, we’ve added a few more ways to interact with parties on the worldmap. For example, if you happen upon a caravan that is being attacked, and you rescue them, they’ll now properly thank you and often provide you with some kind of reward. As they then tell the story of how you saved them to others, your relations to settlements will also improve this way.

helped_caravan.jpg


Farmers travelling between settlements to sell their produce on local markets may now also offer it to you. That’s convenient for the farmers, as they don’t have to travel all the way to the next settlement, but can return early to their loved ones, and it may be convenient for you, as it’s a way to get cheaper supplies on the road. Of course, you can also decide to just take it from the farmers by force – after all, what are they going to do about it against a company of armed men?

TRADE
The ‘Blazing Deserts’ DLC will introduce several new trade goods produced only under the blistering heat of the southern sun, such as silk, incense and spices. But while previously the prices of trade goods were affected only by the size of a settlement and whether it produced a trade good itself, it’s now also a matter of how far away a trade good is produced.

blog_trading_goods.jpg


Southern trade goods, such as spices, will earn you a higher profit up north, where such goods are not commonly available. Conversely, northern trade goods, like thick furs, will earn you higher profit down in the south, where even a bear pelt is a valuable curiosity. All this makes trading across the continent and across larger distances more profitable.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Glad to see they returned to updating and expanding this game. I absolutely loved it and am eagerly waiting for this DLC to dive back into it. Still hoping they'll return rivers to the game and add bridge battles one day. Also remember them wanting to expand the game with a demon faction back in the day. Wonder if they'll ever do that.

And I'm mighty curious about their next project. They're really keeping quiet on that one.

Btw, for those who don't know. Sometimes the art dude shares some wip art on this here thread on their forums. Lots of little bits of info there.

http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/111/
 
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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.
I'm starting to get very hyped for this DLC. I don't care for the new setting part of it or the new enemies so much, but all the other changes are pretty damn cool.
 

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