Overboard
Arcane
- Joined
- Mar 21, 2009
- Messages
- 719
Warbrand – a hybrid between a one-handed and a two-handed sword.
Why don't you just use a kriegsmesser?
Better name, historically accurate, more choppy...
Warbrand – a hybrid between a one-handed and a two-handed sword.
Soon...
Phil?Soon...
It's three god-damn dots! (Also the team could do with tweaking the kerning of the letters a bit more, but that applies to everything, ever)
I don't really bother with the hedge knights and other expensive character types. There are plenty of highly desirable, inexpensive characters to pick from. Farmers are tough and cheap, they make perfect front line fighters.
Dev Blog #44: Retreating Enemies
This week’s update adds a new feature to the game – enemies can now retreat from battle! Also, we’ve added a new weapon, a new armor, and a bunch of new events. Existing events have been tweaked a bit for more balanced outcomes and trigger conditions, and the bugs that surfaced after last week’s larger update have been fixed.
Retreating Enemies
Chasing that last surviving bandit marksman on a forest map isn’t always that fun, so non-undead enemies now have the ability to retreat from the battlefield should they perceive there to be no chance of winning the encounter. Just like the player, the AI has to reach the map border in order to retreat safely, giving you the chance to intercept them if you want to let noone escape, or get all the loot.
Whether an AI combatant retreats or not depends on a few factors, such as how many of his allies are still with him, how many have already fallen, and how many men the player still has. For the time being, the AI will not attempt to flee a battle from the beginning, even if they’re outnumbered. The option of retreat is meant for the last few scattered survivors. The actual thresholds for when individual combatants make use of it may still need some numbers tweaking.
We know that this doesn’t solve the issue of chasing enemy archers across the map in its entirety, but it is a good step in the right direction that makes sense in the context of the game world. We’ll eventually introduce a few more tools that will enable the player to better handle such situations.
New Weapon
This week we introduce the Butcher’s Cleaver, a tool used for hacking through meat and bone. It is a low tier variant of the older Military Cleaver and a possible starting item for characters with the butcher background.
Changelog
- Added ability for non-undead enemies to retreat from battle should they perceive there to be no chance of winning.
- Added 8 new events.
- Added Butcher’s Cleaver as a lower tier variant of the Military Cleaver and a possible starting item for characters with the butcher background.
- Added Werewolf Hide Armor.
- Changed some events for more balanced outcomes and trigger conditions.
- Changed out mood icons for better readable ones.
- Changed Pathfinder perk to now also reduce the fatigue cost for movement to half.
- Changed Necromancer to walk at a slightly less brisk pace across the battlefield.
- Fixed quickload/quicksave unintentionally being disabled.
- Fixed bug that had militia spawned with the Woodcutter’s Axe show as unarmed and unable to take their turn in combat.
- Fixed issue with savegames not loading correctly when the player has a Masterwork Bow. The savegames in question should now load correctly again.
- Fixed time not pausing correctly when switching tasks.
Yes, we'd like to do both Mac and Linux eventually. Unfortunately it's something we'll not be able to tackle until after the game has left Early Access.I really want to play this game but my old toaster died, leaving me with only my Mac Pro. It's gonna be some time before I can justify buying a PC which I would only use for gaming, so are there any plans for a Mac port?
This will be fixed with tomorrow's update.
Any content tomorrow?Yes, we'd like to do both Mac and Linux eventually. Unfortunately it's something we'll not be able to tackle until after the game has left Early Access.I really want to play this game but my old toaster died, leaving me with only my Mac Pro. It's gonna be some time before I can justify buying a PC which I would only use for gaming, so are there any plans for a Mac port?
This will be fixed with tomorrow's update.
Thanks for the answer. I guess it just means I'll have to play only once it's finished and perfected in all its glory.Yes, we'd like to do both Mac and Linux eventually. Unfortunately it's something we'll not be able to tackle until after the game has left Early Access.
Dev Blog #45: Named Items
This week’s update adds named items with unique looks and randomized stats as rare loot for the most powerful opponents, fixes a critical bug with last week’s retreat mechanic, adds some new events and includes quite a few balancing changes.
Named Items
As we see it, there are two problems with the item progression currently. Firstly, the player very quickly skips the lower tiers of weapons after just the first few battles because higher tier weapons generally drop as loot and are widely available for reasonable prices. And because mid to high tier equipment is available so soon, there is also little to buy or save for later in the game. This will be addressed with the next big update. Secondly, although the selection of weapons, shields and armor is ever-increasing, there is a distinct lack of reward when prevailing against the strongest of opponents, and little excitement in the looting phase after battle. This update aims to address this.
The strongest opponents now have a small chance to both use and drop as loot named weapons and shields that offer some advantages over their nameless counterparts and come with looks of their own. Their stats are slightly randomized to excel in different areas and some of them are plain better than others. To be clear, named items are not the legendary items we plan on adding eventually – they’re just very well crafted weapons and shields and should make looting in the game a bit more interesting for now, as well as allow you to customize your brothers better with their unique look.
Looking for a Sound Designer!
Going forward we’re looking for a dedicated hobbyist or professional sound designer to join us in making the game come alive. Your responsibilities would include designing the sound effects for various fantasy creatures, general battle sounds, footsteps, ambient noise and user interface sounds. If you’re a fan of Battle Brothers and would love to work on the game yourself, read our full job posting and apply at contact@overhypestudios.com!
What’s next?
Next up is the biggest update to date – the one introducing Goblins and changing quite a few mechanics around. Getting all this done will take us several weeks, so there will not be an update to the game for a while. However, we will keep you posted on our progress and will give you some sneak peeks into the coming green menace along the way.
Unfortunately the Goblin update will break save game compatibility – you will have to start a new campaign.
Changelog
- Added named weapons and shields with slightly randomized stats as rare loot for the more powerful opponents.
- Added 4 new events.
- Changed Rally the Troops skill so that a single character can only be rallied once per round. A single character being rallied multiple times, especially in combination with Perfect Focus, proved to be way too powerful in dealing with almost any threat, which was not how it was intended.
- Changed fatigue costs of Perfect Focus skill to 30 (down from 40).
- Changed Ghouls to make use of the retreat mechanics as well.
- Changed prices of some supplies to be higher.
- Changed movement speed on mountainous terrain to be slightly higher.
- Changed the waiting action to reduce initiative by 25% for the purpose of determining turn order the following turn. This is to lessen the problem of taking double-turns, i.e. two turns in quick succession.
- Changed the Shield Bash perk to have the Knock Back skill cost 10 Fatigue less to use in order to make it more of a viable choice until it gets either reworked or replaced.
- Changed Javelins so that they can be thrown twice per turn and cost less fatigue to use, also reduced their damage and effectiveness against armor with each throw.
- Fixed retreating enemies crashing the game in some instances.
- Fixed orcs potentially charging to tiles they shouldn’t be able to reach.
I dont know who is responsible for the graphics in your team, but please hug that bastard because those are beautifulUpdate time. This should answer your question, Ninjerk.
Dev Blog #45: Named Items
This week’s update adds named items with unique looks and randomized stats as rare loot for the most powerful opponents, fixes a critical bug with last week’s retreat mechanic, adds some new events and includes quite a few balancing changes.
Named Items
As we see it, there are two problems with the item progression currently. Firstly, the player very quickly skips the lower tiers of weapons after just the first few battles because higher tier weapons generally drop as loot and are widely available for reasonable prices. And because mid to high tier equipment is available so soon, there is also little to buy or save for later in the game. This will be addressed with the next big update. Secondly, although the selection of weapons, shields and armor is ever-increasing, there is a distinct lack of reward when prevailing against the strongest of opponents, and little excitement in the looting phase after battle. This update aims to address this.
The strongest opponents now have a small chance to both use and drop as loot named weapons and shields that offer some advantages over their nameless counterparts and come with looks of their own. Their stats are slightly randomized to excel in different areas and some of them are plain better than others. To be clear, named items are not the legendary items we plan on adding eventually – they’re just very well crafted weapons and shields and should make looting in the game a bit more interesting for now, as well as allow you to customize your brothers better with their unique look.
Looking for a Sound Designer!
Going forward we’re looking for a dedicated hobbyist or professional sound designer to join us in making the game come alive. Your responsibilities would include designing the sound effects for various fantasy creatures, general battle sounds, footsteps, ambient noise and user interface sounds. If you’re a fan of Battle Brothers and would love to work on the game yourself, read our full job posting and apply at contact@overhypestudios.com!
What’s next?
Next up is the biggest update to date – the one introducing Goblins and changing quite a few mechanics around. Getting all this done will take us several weeks, so there will not be an update to the game for a while. However, we will keep you posted on our progress and will give you some sneak peeks into the coming green menace along the way.
Unfortunately the Goblin update will break save game compatibility – you will have to start a new campaign.
Changelog
- Added named weapons and shields with slightly randomized stats as rare loot for the more powerful opponents.
- Added 4 new events.
- Changed Rally the Troops skill so that a single character can only be rallied once per round. A single character being rallied multiple times, especially in combination with Perfect Focus, proved to be way too powerful in dealing with almost any threat, which was not how it was intended.
- Changed fatigue costs of Perfect Focus skill to 30 (down from 40).
- Changed Ghouls to make use of the retreat mechanics as well.
- Changed prices of some supplies to be higher.
- Changed movement speed on mountainous terrain to be slightly higher.
- Changed the waiting action to reduce initiative by 25% for the purpose of determining turn order the following turn. This is to lessen the problem of taking double-turns, i.e. two turns in quick succession.
- Changed the Shield Bash perk to have the Knock Back skill cost 10 Fatigue less to use in order to make it more of a viable choice until it gets either reworked or replaced.
- Changed Javelins so that they can be thrown twice per turn and cost less fatigue to use, also reduced their damage and effectiveness against armor with each throw.
- Fixed retreating enemies crashing the game in some instances.
- Fixed orcs potentially charging to tiles they shouldn’t be able to reach.
I am the graphics guy, thanks for the compliment!
By the way, the patch included a lot more items than those shown in the Blog pictures
Cheers
I am the graphics guy, thanks for the compliment!
By the way, the patch included a lot more items than those shown in the Blog pictures
Cheers