Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Battle Brothers Pre-Release Thread

Discussion in 'General RPG Discussion' started by rapsdjff, Jan 31, 2014.

  1. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    They'll also be present in tactical battles. Both if mandated by a contract, for example if a caravan the player is escorting is being attacked, and if the player decides to join an ongoing battle, such as village militia defending their home against raiding bandits. And while we're at it, three-way-battles are possible as well, for example if you join a battle raging between orcs and undead.
     
    • Brofist Brofist x 2
    ^ Top  
  2. Chef_Hathaway King of the Juice Patron White Knight

    Chef_Hathaway
    Joined:
    Aug 13, 2009
    Messages:
    1,066
    Location:
    Dicksville
    Divinity: Original Sin BattleTech
    Sounds awesome, I really am getting excited for this.
     
    ^ Top  
  3. Jack Dandy Arcane

    Jack Dandy
    Joined:
    Feb 10, 2013
    Messages:
    3,031
    Location:
    Israel
    Divinity: Original Sin 2
    Fuck yeah! Dungeons! :bounce:
     
    ^ Top  
  4. Norfleet Moderator

    Norfleet
    Joined:
    Jun 3, 2005
    Messages:
    9,424
    Will there be a stat or skill to allow you to take charge of a situation involving allied units so that you can give them orders to not go full derp? Nothing more awful than an escort mission with NPCs that can't fight, yet insist on going full derp and rushing straight at the enemy instead of holding the line. Wasteland 2, I'm looking at YOU.
     
    ^ Top  
  5. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    There is one contract archetype currently, bodyguard duty, which gives you direct control over the NPC in question. It'd be just too limiting/frustrating not to have full control here when a whole enemy team is after just one guy. Other than these special cases you won't be able to control allied units or give them orders.
     
    ^ Top  
  6. Norfleet Moderator

    Norfleet
    Joined:
    Jun 3, 2005
    Messages:
    9,424
    If you're in any way responsible for their safety, there really should be some means of influencing their actions. Otherwise it's STILL frustrating, and more of them just means they can get themselves stupidly killed or otherwise obstruct the action even worse than that one guy.

    Now, if you're not at all responsible for their safety at all, like they're just random people you encounter, then yeah, they don't have any reason to pay attention to you. Still, you'd think that there would be some kind of charisma or leadership attribute that enables you to take charge of a situation by shouting impressively, like in real life.
     
    ^ Top  
  7. oscar Prestigious Gentleman Arcane

    oscar
    Joined:
    Aug 30, 2008
    Messages:
    7,671
    Location:
    NZ
    No women Brothers thanks
     
    ^ Top  
  8. Norfleet Moderator

    Norfleet
    Joined:
    Jun 3, 2005
    Messages:
    9,424
    Too late, I think we already saw one. Not that you could really tell all that much, considering that the character art consists of someone's head and extreme upper torso stuffed into a barrel.
     
    ^ Top  
  9. zeitgeist Magister

    zeitgeist
    Joined:
    Aug 12, 2010
    Messages:
    1,437
    [​IMG]
    I propose that this becomes the canon explanation for the character art, and that the game is renamed to Barrel Brothers.
     
    Last edited: Dec 14, 2014
    • Brofist Brofist x 17
    ^ Top  
  10. sser Arcane Cuck Developer

    sser
    Joined:
    Mar 10, 2011
    Messages:
    1,866,303
    What happens if you suffer a "party wipe" in a battle? Is the campaign over or does the head of the mercenary band sorta exist outside the party, in that you could just pick up the scraps and try and put together a new crew...?
     
    ^ Top  
  11. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    We’ll build a world wherein both male and female characters exist but – keeping in line with history – the majority of the fighting profession is filled by males. Female characters come with their own backgrounds that take into account how a quasi-medieval world treats them, so they won’t just be male characters with different heads either. Just like their male counterparts, some will be more and some will be less suited to the hard life as mercenaries. It's your prerogative as a mercenary commander to hire or not to hire whoever you want.

    Currently, a complete party wipe would end the campaign and has you lose the game. We want to have a fleeing mechanic to allow you to potentially retreat from any battle similar to how it is in the original X-Com; reach a certain zone on the map borders (instead of inside the Skyranger), hit the Flee button and everyone not inside the zone is lost. Reaching the zone is obviously harder when surrounded at the start of the battle as a result of an ambush and with highly mobile opponents (such as vampires). In any case, fleeing should be a viable option and a sensible alternative to a fight to the death, or to reloading. Your men will also leave you after a period of time (depending on their individual loyalty) if you fail to pay them or run out of supplies, and losing every last man this way ends the campaign as well.

    At this time we have a limit of 12 Battle Brothers you can have at once, all of which are present in every battle. Ultimately we want the player to have a larger roster and the ability to choose who to take into battle, among other things to allow for the rotation of Battle Brothers that need some time to recover from their wounds. At that point we'll look again into what the lose condition should be.

    In other news we're making good progress on the new worldmap visuals. Villages now burn as they are raided and snowy terrain can be found in the north. We'll do a video this week to give a tour on the new worldmap and world simulation.

    [​IMG]

    [​IMG]
     
    • Brofist Brofist x 11
    ^ Top  
  12. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    So here it is, a first video showing the worldmap. It's obviously still work in progress, using some placeholders and missing some features such as rivers, another terrain type to the east and more interesting locations to discover.

     
    • Brofist Brofist x 12
    ^ Top  
  13. Jack Dandy Arcane

    Jack Dandy
    Joined:
    Feb 10, 2013
    Messages:
    3,031
    Location:
    Israel
    Divinity: Original Sin 2
    Ahhh. I just want to go out and explore that world.
     
    ^ Top  
  14. Trash Pointing and laughing.

    Trash
    Joined:
    Dec 12, 2002
    Messages:
    29,680
    Location:
    About 8 meters beneath sea level.
    Awesome video there. Looking forward to see such things as river and lakes implemented. Am wondering though. Will rivers have chokepoints like (guarded) bridges and fords? Limiting movement and making for interesting mechanics and decisions. How about them being able to freeze over in winter? Giving the hordes a chance to invade across them? Would give a heavy Fall of the Roman empire vibe.

    Also, do orc outposts and the like spawn 'settlers'? Meaning more of the countryside gets infected by evil if they're doing well? Anyway, game looks more impressive the more I see of it. Kudos!
     
    ^ Top  
  15. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    Thanks for the encouragement.

    Rivers act as natural barriers and can only be crossed at certain chokepoints, namely bridges and fords. We've toyed with the idea of seasonal changes but the workload would be too much for now; snow and ice are, at least for the time being, a permanent terrain type in the north. We may also look into changing terrain dynamically as the campaign progresses in the future, e.g. forests becoming corrupted or plains converting into barren wastes as some evil spreads.

    The AI does indeed spawn settlers which can build new outposts and other locations if it accumulates enough resources and has no other pressing concerns. This is also so the map doesn't become too empty once the player has enough strength to take down spawnpoints. New villages or watchtowers are not built during the campaign, however.
     
    • Brofist Brofist x 3
    ^ Top  
  16. AbounI Colonist Patron

    AbounI
    Joined:
    Dec 2, 2012
    Messages:
    980
    the village screen, with shop, mercenaries and contractors

    [​IMG]

    Is it a universal screen for all villages, or just one amongst others?Will there be some variant setting (people , houses, shop, taverns and so..)?
    I like it so much though, and as I listen once again the theme town, I think both fit together pretty well .I just wish there will be some animations (birds, clouds, dust, rain or snow etc etc)
     
    Last edited: Jan 5, 2015
    • Brofist Brofist x 3
    ^ Top  
  17. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    We currently have one screen for villages and cities (the one you posted above) and one for strongholds and watchtowers. Ultimately, we want to have more (so that cities look different from villages and stuff) but they'll have to do for now while we focus on other assets that need to be done. These screens aren't animated, unfortunately, but we do have a night time version for each and the idea is to have a soundscape here that gives the vibe of a living and breathing village. The people are placed on a different layer and only show if there is a reason for them to be there; the mercenaries in the middle only show if there are actually mercenaries for hire and the potential employers on the right each have their own contract offer for the player (so in this case there would be 3 contracts on offer, but it could just as well be none). By the way, contracts are now in the game.

    We'll post a blog article with more details probably tomorrow.
     
    • Brofist Brofist x 6
    ^ Top  
  18. Jack Dandy Arcane

    Jack Dandy
    Joined:
    Feb 10, 2013
    Messages:
    3,031
    Location:
    Israel
    Divinity: Original Sin 2
    Just saw the new update! Looks super cool as always.

    Heheh, wouldn't it be cool if you could demand the villagers for more money after beating quests, at cost of reputation?
    And maybe you could go completely rogue and start pillaging villages outright..
    But, I suppose that's going into feature creep territory.
     
    ^ Top  
  19. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    Yeah, that's something we thought about as well. It would require us to have a whole reputation mechanic first, though - something to consider after the initial EA release. Interaction in the contract screens is limited to flavorful "yes" and "no" responses for now, but once more critical things are done we'd like to experiment on where we can take this. The infrastructure for (shallow) dialog trees is already in place.

    Anyway, here goes the blog article.

     
    • Brofist Brofist x 6
    ^ Top  
  20. Ninjerk Arcane

    Ninjerk
    Joined:
    Jul 10, 2013
    Messages:
    13,071
    fuck this game looks good
     
    ^ Top  
  21. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    Available late February, most likely.
     
    • Brofist Brofist x 3
    ^ Top  
  22. AbounI Colonist Patron

    AbounI
    Joined:
    Dec 2, 2012
    Messages:
    980
    ^ Top  
  23. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    Here is the full version. Any programmers interested in Battle Brothers around?

     
    • Brofist Brofist x 1
    ^ Top  
  24. rapsdjff Overhype Studios Developer

    rapsdjff
    Joined:
    Jan 31, 2014
    Messages:
    330
    City and trading caravan assets have made it into the game.

    [​IMG]
     
    • Brofist Brofist x 5
    ^ Top  

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.