Jack Dandy
Arcane
Cute horse!
City and trading caravan assets have made it into the game.
Dev Blog #38: Progress Update – Bandits, Militia, Rivers and more
We’ve been busy this past week adding a whole bunch of smaller features and new assets to the game. Bandits are now available for you to fight in tactical combat – our first opposing faction that consists almost entirely of humans. Also, militia is now desperately defending their homes in tactical combat as well. But that’s not all.
Bandit Faction
The first almost entirely human enemy faction is now in the game to cause mischief and terrorize the poor civilians until they cry out for help to the Battle Brothers. The Bandit faction consists of society’s dropouts, reckless outlaws, desperate refugees, wanted criminals and all those that want to make a quick crown by taking what is not theirs.
They usually hide somewhere in the woods, be it abandoned huts, old ruins or makeshift encampments. When they head out they look for trade caravans und unaware travellers to rob them of their belongings. If they’re strong enough, they may even raid whole villages for valuables, supplies and prisoners.
In combat they have access to the same equipment, weapons and perks that Battle Brothers do, so be prepared for a match at eye-level. They usually rally behind an exceptionally strong, skilled or brutal leader and have some really experienced archers in their ranks. Their melee combatants range from poorly armed and malnourished thugs to battle-hardened raiders.
Bandits will usually be among the first enemies you encounter on the worldmap as they tend to stick close to settlements and trade roads.
Militia
Militia is the makeshift fighting force of civilian settlements like villages and cities. These are basically citizens that arm themselves with whatever weapons and tools available to them as soon as danger approaches. That is why they will only show up on the worldmap when there is an enemy party closing in on a settlement.
As these are not professional soldiers they lack in equipment and experience compared to other forces – but do not underestimate their determination to defend their homes and their loved ones against whatever enemy.
In combat, militia are usually led by an experienced militia captain, perhaps a professional soldier or sellsword when he was younger, that coordinates all the fighters and distributes weapons and armor among them. The militia captain boosts the morale of all others by some margin, and if he falls, it can spell disaster.
Cities and Trading Caravans
Besides the small villages we’ve shown before, we’ve now implemented cities into the game. The city is a civilian settlement like the village and has a militia force defending it. However, the city is much bigger and presents better opportunities for a mercenary commander. More potential recruits are available for hiring, more and different contracts are on offer, and a larger variety of weapons, armor and supplies can be found. As prices in general tend to be higher in larger settlements, everything may be a little more expensive here, though.
Cities are important hubs for trading caravans and for your mercenary company to restock supplies. Speaking of trading caravans, we’ve replaced our placeholder caravan with an actual asset of a little wagon pulled by a donkey also pictured above.
Worldmap Additions
The worldmap has seen some other additions, as well. Rivers have made it into the game, snaking through the lands and creating some natural borders, much like mountains do. Rivers can not be crossed unless at bridges or natural crossings. They still need a polishing pass but look like this now in the game:
Also, the orc faction got new assets for their hideout and warcamp – finally they won’t have to share the sprite with the bandits anymore and have a style of their own.
Tradeable and Lootable Supplies
Mercenaries are a needy bunch. You need to feed them so that they don’t starve or desert you, their armor needs repair after battle and their quivers need to be refilled. The supplies necessary for this can now be bought at allied locations – villages, cities, watchtowers and strongholds. Of course, food is more readily available at villages that live off of farming, and tools to repair armor with are easier to find at a military stronghold or larger city than at a small and peaceful village.
These supplies can also be looted after combat, both from locations you raided and from enemy parties you engaged. What supplies exactly and how many depends on what your opponent was doing. An orc or bandit hunting party will have more food for you to loot than a scouting party does – the more, the longer they’ve been out and hunting animals, in fact.
Love the new video guys, im aware that this is an early version of the game, and im sorry if this has been asked before, but are you guys planning to change the introduction for the game? Will there be some kind of story? Right now it looks a little "pointless"
Love the new video guys, im aware that this is an early version of the game, and im sorry if this has been asked before, but are you guys planning to change the introduction for the game? Will there be some kind of story? Right now it looks a little "pointless"
While the worldmap is dotted with a number of minor enemy parties, from independent roaming monsters to bandit encampments, there is also what we refer to as The Greater Evil, which will become increasingly dominant as time goes on. The Greater Evil is one of several possible armies which starts an invasion of the worldmap in an attempt to completely control and/or destroy it.
Love the new video guys, im aware that this is an early version of the game, and im sorry if this has been asked before, but are you guys planning to change the introduction for the game? Will there be some kind of story? Right now it looks a little "pointless"
That seems rather awkward. If all the villages are burned to the ground, who will pay you? At some point the villages will start paying you to protect them from being burned to the ground, you'd think. I doubt the Greater Evil which wants to burn every village to the ground is going to pay you. Chaotic Evil makes a poor paymaster, and burn-every-village-to-the-ground isn't exactly a plan with much of a future, evil or otherwise.Finally, the Greater Evil. It won't be in the initial EA release, but once it's in the game, a random faction will attempt to shift the balance of the world and ultimately to take it over. Preventing this to happen will be the overarching goal of any campaign (unless you're content with being a random mercenary company until every last village is burned to the ground).
Does their "best" generally mean an annoying, overly-enthusiastic, Leeroy Jenkins-esque desire to close with the enemy, as is typical of these games? Or do they start hanging back once they see you taking charge of the situation? It seems only natural that they would prefer you risk your necks over theirs. Too many AI allies are far too eager to charge into a battle that is already under control, getting needlessly killed. And blaming you for it.Jan will record the next and probably final episode tomorrow. In the meantime, the caravan cart and donkey have made it into tactical combat. Caravans are protected by Caravan Hands and, if they're large enough, Caravan Guards, which will do their best to save those donkeys.
If all the villages are burned to the ground, noone will pay you, that is the point. You'll have lost the game. Villages will indeed want to hire you for protection.That seems rather awkward. If all the villages are burned to the ground, who will pay you? At some point the villages will start paying you to protect them from being burned to the ground, you'd think. I doubt the Greater Evil which wants to burn every village to the ground is going to pay you. Chaotic Evil makes a poor paymaster, and burn-every-village-to-the-ground isn't exactly a plan with much of a future, evil or otherwise.Finally, the Greater Evil. It won't be in the initial EA release, but once it's in the game, a random faction will attempt to shift the balance of the world and ultimately to take it over. Preventing this to happen will be the overarching goal of any campaign (unless you're content with being a random mercenary company until every last village is burned to the ground).
They generally have a very defensive behavior regardless of your involvement. Their priority is in protecting the caravan and not to chase after enemies or charge into them for greater glory. I'm sorry for your psychological trauma regarding AI allies.Does their "best" generally mean an annoying, overly-enthusiastic, Leeroy Jenkins-esque desire to close with the enemy, as is typical of these games? Or do they start hanging back once they see you taking charge of the situation? It seems only natural that they would prefer you risk your necks over theirs. Too many AI allies are far too eager to charge into a battle that is already under control, getting needlessly killed. And blaming you for it.Jan will record the next and probably final episode tomorrow. In the meantime, the caravan cart and donkey have made it into tactical combat. Caravans are protected by Caravan Hands and, if they're large enough, Caravan Guards, which will do their best to save those donkeys.