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Nordick
Sep 3, 2011

Yes.
-It's 106 miles to Schweindorf, we got a full keg of ale, half a quiver of arrows, it's dark... and we're wearing mail.

-Hit it!





SO WHAT IS THIS?

Battle Brothers is the first major project of Overhype Studios, a small German indie team. In the game, you command a band of mercenaries in a gritty and unforgiving medieval fantasy world. It has a real time overworld map where you travel around, pick up contracts and manage your supplies, recruits and equipment. Combat happens on a separate battle map with a turn-based system. The game has often been described as "Mount & Blade meets XCOM/<some other turn-based squad tactics game>", which I find pretty apt.

The game can also be ball-bustingly hard, so check the second post for starter tips. Or jump right in, get horribly murdered and learn the hard way, that can be fun too.
If that was enough to convince you, go grab it on Steam! If not, read on.


HOW DID IT COME TO BE?

The game spent a couple years on Steam Early Access, and is honestly a great example of early access done right. For one, the profits from early sales were what allowed the dev team to start working on the game as a real full time job instead of a free time hobby project. From then on the game was steadily updated, and every update was substantial and for the better. Every iteration was also remarkably stable and bug-free. Any lulls in the update schedule were because the devs were actively working on some bigger changes to be introduced at once, and during these lulls they were very transparent and informative of their progress with steady dev blog updates. All in all the team has always come across as very competent, focused and reasonable people who know exactly what kind of game they wanna make and how to make it.

And most importantly, even in its unfinished state the game was tons of fun and many of us already put great many hours into it over the development process.

The game saw its full release on the 24th of March, 2017.


OK I MIGHT BE INTERESTED, BUT TELL ME MORE

Right, buckle up, this is gonna be a lot of words because I'm a right wordy bastard and I bloody love the hell out of this game.




LOW FANTASY

The medieval fantasy of Battle Brothers is a lot more medieval and less fantasy than is usually seen in video games. It does have fantasy creatures like orcs, goblins and undead, but there is not a lot of actual magic; No healing potions, magic wands nor wizards slinging fireballs left and right. In fact, you the player have no magic in your disposal at all, just a handful of (hopefully) stalwart men and their mundane equipment. Even any unique items are merely masterfully crafted instead of magical.

The game map is procedurally generated and the world has no background lore to speak of. There is a distinctly German(ic) flavour to everything, but other than that it's a very generic low fantasy setting. And that's fine, as this is not a story-driven game. There is a short introductory bit that explains how you got into the situation you start the game in, after that your story is your own to make. The world is mostly just a sandbox for you to do your thing, which is kill things for coin. It's not completely static though; more on this later.




A GAME WITH SLIGHTLY MORE WORDS THAN IN THIS OP

Despite the lack of actual plot, the game does have a good bit of writing in it. Whenever you pick up or turn in a contract, it is depicted in a descriptive narrative text box. You'll be skipping the familiar ones before long, but they do add some nice flavour.

In addition there are several dozens of potential random events that pop up occasionally as you travel around. Some are generic ones, others are based on things like the terrain you're in or your men's past occupations. Some are just flavour, others may have actual positive or negative consequences of varying significance, either as a consequence of how you chose to handle the situation or just as a matter of course. The events are quite well written and rare enough that they actually stand out when they happen.


KILLS TO PAY THE BILLS

You start the game with three men. These founding members will likely have very solid stats, but they are still just three level 1 guys with very basic equipment, so they can't really do poo poo on their own. Thus, it's up to you to use your starting funds to recruit more guys, buy them some pointy sticks and other equipment, and then go find yourself some work. You can do contracts or just raid enemy camps you come across on your own. The last big update also added the option of straight-up banditry by attacking neutral/friendly groups like trading caravans (you do this by ctrl-clicking). This will make the group's faction hostile to you for a long time, so it's not always a good idea, but it's there.

You will also have to manage your resources. You'll need to keep enough gold in reserve to pay your men's wages every day and get food to feed them. Fail to do either and they will start deserting you. You will also need tools to repair your equipment, ammunition for your ranged guys and medical supplies to heal any injuries. If you do well enough, between your rewards and any loot you find you'll keep accumulating more gold and better gear and be able to take on tougher fights. And so, little by bloody, sweaty little, you'll go from a bunch of pitchfork-wielding mooks to an elite squad of all ironclad badasses cleaving orcs in twain with greatswords.


Or greataxes, if you so prefer


BUZZWORD: DYNAMIC

Now, as I said, the world isn't static. There will be trading caravans traveling the roads, bandits and other enemies roaming the wilds and often attacking said caravans, soldier companies rushing out of nearby forts to chase away said bandits, etc. Enemies may raid towns and burn down outlying buildings, too. All this will affect things like availability of goods for sale, and the contracts offered to the player: If orcs from a nearby camp keep ganking peasants, there will likely be a job to clear the camp out. Groups of different enemy factions will also fight eachother. These dynamics can be taken advantage of; you can jump into an ongoing fight between enemies to watch the two groups go at eachother, then finish off the battered survivors and take their stuff. Or you can lead enemies chasing you near a fort or guard tower and have the soldiers deal with them.


That supply caravan oughta be loving grateful for my presence.


Picking up contracts, hiring men and trading stuff happens in settlements that range from pissant fishing hamlets to proper castles and great big cities. They will have varying services, depending on their size; weaponsmith, temple, tavern, harbour, etc. The bigger the settlement, the more services it has. Settlements will also have outlying "attachments" you can see on the worldmap, which will affect things in the settlement. For example a workshop means repair tools will likely be pretty cheap.

Many settlements also belong to one of the three (generated) noble houses, and how you handle contracts from them will affect your standing with them and may eventually lead to... things happening.


The scroll icon in the upper left corner indicates there is a contract available.


WE'RE ALL HEROES, YOU AND BJARNE AND I


The men you recruit are also randomly generated by the game cramming together a name, appearance and background. There's a whole bunch of possible backgrounds, and they are what you'll mainly be looking at when you recruit guys, as they will have some effect on stats. Just about anyone can potentially grow up to be a total badass, but some backgrounds are more likely than others.

When a brother falls in battle, there is a chance they survive but with some manner of permanent injury. These injuries' effects vary from negligible to downright crippling enough that you might let the man go anyway. Funnily enough, brain damage is one of the most harmless ones.

When a brother actually dies, it's permanent. That's unless they get raised as a zombie, in which case you will just have to kill them again, which is very sad.


Oh, don't mind the grunting and moaning, Addle is a solid bloke and will have your back in a fight.


OK COOL BUT WHAT'S THE POINT TO IT ALL?

Well the thing is, until the last big update the game didn't really have anything of an end goal. We would do contracts and roam around robbing enemy camps to gradually increase our company's badassedness and that was it. Still fun, but ultimately a bit lacking. Now, the game has three new features to allay that issue.

Firstly there are Ambitions. They are your company's own personal missions like "get the company to at least 12 men strong" or "get into good standing with a faction". The game will first present you with a choice of some simple ones, and they will then branch out from there, depending on your accomplishments, situation and the state of the world. Completing them will give you various rewards, mainly renown (higher renown will let you score more lucrative contracts) and a big morale boost. There are no time limits to completing ambitions, but you can cancel them if you decide you picked a bad one. This may make your men a bit grumpy though.

Second is Retirement. Instead of just putting the game down, you can "officially" end any campaign at any time by choosing to retire from mercenary life, at which point the game will present you an outcome depending on the state of your company and the world. You know, just to offer that little bit of closure.

Lastly and most importantly, there are three different "Great Evils", i.e. late game crises that start developing later into the game and that you can choose to get involved in. It will be either:
  • A greenskin invasion, where orcs and goblins will join forces and try to pillage and burn everything. (veterans of the early access period may find this idea loving terrifying.)
  • An undead uprising, where the ancient dead of a bygone empire rise up, gang up with other undead and try to kill everyone.
  • A plain old War, where the noble houses start going all Game of Thrones all over the place.
(Listing them here isn't much of a spoiler as they are listed in the starting menu so you can pick one. You can also choose to play without one.)

When a crisis hits, there will be contracts that deal with it. They will be challenging, but very lucrative. You will also have an option to pick defeating the crisis as your company's ambition, and doing so will act as a "soft ending" to the game. But you can also just stay out of it as best you can and watch as either the world burns down around you or it all blows over. And if you do defeat the crisis you will still be able to keep on trucking and merrily murdering things for their stuff until you feel like retiring.

All in all, Battle Brothers is not really a game you play to finish in the usual sense, but rather play until you feel like you've had your fill of your current company and put it down until you feel like another go. If you've ever played Paradox strategy games, you'll know what I mean.





SUMMARY

Game good, go get it.



LINKS

Old thread by HerpicleOmnicron5 if you wanna get a sense on how far the game has come (spoiler: really far).

The official site has the usual devblogs and forums and stuff. You can also buy the game through the website if you want to support the devs more directly.

There is a wiki but last I looked it was outdated as poo poo.

Nordick fucked around with this message at 17:42 on Dec 4, 2021

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Nordick
Sep 3, 2011

Yes.
NEWBIE ADVICE

-This post is just a quick collection of pointers to get you started. For more detailed guidance, check out :siren: this big honkin' beginner's guide by our own Hieronymus Alloy. :siren:

-Be sure to read the event boxes in the first few days of the game. Some of them are actually tutorial messages disguising as dialogue, and do explain some game mechanics stuff like bigger cities being better places to sell loot etc.

-It's perfectly okay to just run the hell away and abandon a contract if it turns out too much for you

-The difficulties are not a joke, don't feel bad starting on beginner just to get a hang of the game mechanics.


Equipment

- Different weapon types have different strengths that are not obvious from the item stat card, as they all have their own special moves, and even the basic attacks have different properties. For example, a spear's thrust attack has +20% to hit, making spears a good weapon for low-skill recruits. Spears also let the wielder activate the Spearwall ability, letting them take a poke at any enemy who tries to engage them them until their next turn; if the poke hits, the enemy takes damage and is repelled. In general, just about everything can be useful in one situation or another, so keep some spares around and experiment to find out what works for you. Equip a weapon and hover over its ability icons under the character's inventory to find out specifics.

- When shopping for gear, prioritize armor before weapons. Weapons are much easier to come by in loot (armor tends to get destroyed in battle) and better armor makes a big difference. Even if it's just a thick coat instead of rags. And don't go bareheaded if you can help it, even a lovely hood can and will save your guy from being instakilled by a headshot.

- That said, you can also take some measures to loot more armor: The secondary attack of flails always hits the head, use it to kill foolish brigand raiders without proper headgear. This will preserve their body armor. Alternatively, the secondary attack of daggers bypasses armor completely, but it does have a hefty accuracy penalty and is very fatiguing so you will likely have to surround an enemy to gangshank him.

- Non-polearm two handed weapons can be a bit tricky to use well early on when you don't have a lot of defensive options other than shields, but once you have a guy in some good armor and with good stats and perks, a greatsword will clean house like nothing else. They're still powerful even before that, but you'll have to be careful about positioning.


Recruits

- You will want to hire as many men as you can comfortably get decent equipment for. Encounter difficulty is based partially on your company size, so in the long run 8 brothers in good gear is better than 12 half-naked schmucks with sticks. In the very beginning (as in the first few game days) I find seven or eight guys a good starting point to gradually work upwards from. Don't blow all your money on hiring a single expensive hotshot, the difference in stats will not be that big and he'll just get swarmed and die. Cheap guys accustomed to physical activities - farm hands, brawlers, etc. - are what you should start with.

- Any new hire is always a little bit of a gamble, because they might end up having good or bad traits that you can only see after you've hired them. Perhaps most importantly, they will have varying talents denoted by stars on a given stat bar: more stars mean bigger increases at levelup. Even a lovely beggar can potentially develop into a fearsome killing machine (or at least a decent trooper) with a lucky combination of traits and talents and suitable perks, while conversely some blowhard badass sellsword might turn out to be a useless clubfooted asthmatic.


Leveling

- Melee Attack and Defense are obviously important stats, and if you get a brother with high talents in either, you will likely want to hold on to him for dear life. Especially high melee defense guys are prime candidates to use two-handers , since they can stay alive without a shield.

- A less obviously vital stat is Max Fatigue. Every action raises the fatigue bar, and when it fills up you can't do anything until it goes down. For front line guys you will most likely want to raise it on every levelup, and pick the Brawny perk that reduces armor's fatigue penalty. Personally I try to keep my frontline guys' max fatigue at least around 70, maybe 60 as a bare minimum. Backline guys like polearm users will get by with less.

- If you find that one of your brothers is still a bit poo poo after some levelups, don't be afraid to look for a replacement with better stats/talents/traits. 55 melee attack is good for a rookie, but terrible for a level 5 guy.


Enemies

- Bandits are typically what you should mostly stick to fighting in the early game. Bandit thugs are mooks with lousy equipment and easy to deal with, while raiders can be drat tough but will also be a major source of better equipment early on. Their archers can be nasty, especially if they happen to have crossbows.

- Goblins are typically pushovers in fantasy games, but in Battle Brothers they will murder the poo poo out of you. They are fragile but kinda hard to hit, they will throw nets on you and skewer you with polearms, and their archers are lethal. If you have to fight them and they have ambushers in their ranks, do it at night to dampen their ranged capabilities somewhat. Preferably, stay the hell away from them until you have some levelups and good gear. Even then, be prepared to be stabbed right in the kidneys through your armor. Wolfrider packs are also a helluva thing for the unprepared.


Nobody has ever been as hosed as these guys right here.


- Orcs will also murder the poo poo out of you. Not by being crafty little shits like goblins, they just hit like a brick truck. When fighting orc young, try to focus your damage on the unarmoured ones first, as killing a few of them will cause the others' morale to go down. It's also not a bad idea to prioritize the ones using orc weaponry (don't worry, you'll recognise it), because it is goddamn devastating. Most of all though you should prioritize berserkers over all else because they will ruin your poo poo if you let them. Orc warriors are ridiculous armoured juggernauts and are generally best avoided altogether until you have high level guys in top-end gear.


Pictured: An appropriate force response to orcs


- Undead vary a lot in challenge. Wiedergangers (= zombies) are the basic ones. They're mostly easily handled, but armored ones in large numbers can be challenging; they can take a beating and have a habit of not staying dead, so they can wear you down through sheer attrition. The Ancient Dead are skeletons; Ancient Auxiliaries are pretty wimpy, but the rest are bad news for a newbie company. Same goes for other types of undead, especially necrosavants. gently caress necrosavants.

- Monsters consist of direwolves and Nachzehrers. Direwolves are stupid fast and can do a lot of damage to lightly armored guys, but are also pretty fragile and their morale breaks really easily. Spearwall is great against them, if you can get it up before they're in your face. Nachzehrers are corpse-eating monstrosities that buff themselves up by eating the dead in battle. They're not very hard unless there are a lot of the buffest ones.

Whatever you didn't find out from this wall of text, don't hesitate to ask about in the thread. Just don't mind if it sparks a big grognardy argument over whatever game mechanic might be in question. :v:


RECOMMENDED WORKS OF FICTION FOR YOUR MEDIEVAL MERCENARY ACTION NEEDS

The Black Company series by Glen Cook. It is, fittingly, a gritty fantasy novel series that follows a group of mercenaries and their endeavors. I haven't read them myself but I've heard nothing but praise for them.

Ironclad is basically Battle Brothers - The Movie, if Battle Brothers had castle sieges. The movie is straightforward and gritty and the battle scenes are brutal as hell. Paul Giamatti and Vladimir Kulich are amazing in their antagonist roles. Also, this scene is basically Battle Brothers Greatsword.avi.

Nordick fucked around with this message at 19:18 on Apr 15, 2019

Nordick
Sep 3, 2011

Yes.

Night10194 posted:

One thing that the OP doesn't quite get across that I love about this game: The special attacks for weapons are tied to the weapon.
Good point, I edited the bit about weapon types to make this clearer.

Nordick
Sep 3, 2011

Yes.
One of my favourite contract narrative bits is the ending to a caravan escort where the caravan head is telling you about some past run-in with bandits and the last sentence is just "You nod as if you give two shits about what's happened to this man" which is just so hilariously loving blunt.

Nordick fucked around with this message at 03:07 on Mar 23, 2017

Nordick
Sep 3, 2011

Yes.

radintorov posted:

Overhype just released two tutorial videos aimed at new players:
World Map
https://www.youtube.com/watch?v=iOGp9DxqQyg

Tactical Combat
https://www.youtube.com/watch?v=OJZBhZLU2RA
Nice catch, adding these to the second post. :)

Coolguye posted:

executioner and backstabber are far more important than crippling strikes for the knife fighter himself. crippling strikes makes more sense on the dudes who are SUPPORTING the knife fighter.
I dunno, the supporting guys will have to do significant armor damage to do health damage and cause injuries, and at that point what's your knife dude even doing there? Crippling strikes and Executioner sounds like a good combo for a knife guy.

Nordick
Sep 3, 2011

Yes.

Snatch Duster posted:

P sure the devs are giant European history nerds and wanted to make a game to reflect that interest. Idk maybe I am wrong but that is what I get from their let's plays
Yeah the old Empire that the ancient dead are from is a pretty clear Roman Empire analogy, which fits the German feel of the game world because ancient Rome and Germanic tribes have a bit of a history, so to speak.

Nordick
Sep 3, 2011

Yes.

Tin Tim posted:

:siren: FULL RELEASE IS OUT :siren:
Yay! :toot:

Now to bug everyone to buy the game. I really hope this game is successful, Overhype have certainly earned it.

Nordick
Sep 3, 2011

Yes.
Yeah it is absolutely okay and expected to just leg it and screw the contract if it's too much.

Should probably put that on the newbie advice section, bolded with a :siren: or two. :v:

Nordick
Sep 3, 2011

Yes.

Hieronymous Alloy posted:

Ok, bear with me here --
My eyes completely glassed over before even looking at this, but seriously bless you

CommissarMega posted:

A few questions:
1: When do the endgame crises start?
2: I've heard tell of named/artifact weapons- where can those be found?
3: Will dudes in the reserves trigger/take part in events?
1) I dunno if it's strictly time based, but mine have kicked off at around day 80-ish
2) Rarely a brigand leader might have one, otherwise just go raid some enemy camps way out in the boonies. Or if you get the noble house war thing, some knights have named stuff.
3) Yes they will.

Nordick
Sep 3, 2011

Yes.
Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive.

Nordick
Sep 3, 2011

Yes.
Yeah my current game had the noble house war at first, I did a few contracts on it but eventually it just blew over without me. Then after a time the undead scourge thing happened and is still ongoing.

Nordick
Sep 3, 2011

Yes.

John Charity Spring posted:

Still often worth buying if you can afford it, and if the famed item is meaningfully better than the standard.
Yeah I've bought a couple things, but then I see something like a unique coaat of plates for like 40k and just who the sincere gently caress has that much gold piled up at once

Nordick
Sep 3, 2011

Yes.

rope kid posted:

The layout of a specific map is consequential enough that it can easily turn a hopeless battle into an easy one. Being able to set up the formation of your company for general circumstances (i.e., both sides on an open field) is nice, but that same setup is often ruinous on swamps, in mountains, and even in hills. It's one of the few things I don't like about Battle Brothers.
Same, they really need to give the player some sort of ability to prepare for the generated battle map. If not straight-up an option to hand-plaace our men, then at least a preview of what the map looks like so we can judge whether we wanna go in or not.

Roobanguy posted:

Zombies don't actually need a head to get up sadly.
Normal zombies absolutely do. Maybe it's different during an undead crisis though? I'm not sure. But in any case, fallen heroes will get up even without a head. And I like the little detail that they won't make any sound if they do.

Nordick
Sep 3, 2011

Yes.

Back Hack posted:

I like this game, but man am I struggling with it; not with the battles or RPG mechanics, but with maintaining a steady flow of money to keep my mercs going. I'm having the hardest time finding a foot hold without bankrupting my group, especially in the beginning. Anyone got any advice? :smith:
You're paying attention to where you are buying and selling stuff, right? Stuff like repair tools can range from about 200 up to 400+ crowns a bunch, and conversely selling your loot in some dinky poor hamlet will not net you nearly as much money as selling it in a rich city.

Trading goods are also a thing, if you happen to a place that produces something, you might want to pick some up and sell for a bit of profit in a bigger city if you're heading that way anyway. It's not worth it to go out of your way just to haul trade goods though.

Nordick
Sep 3, 2011

Yes.

MOVIE MAJICK posted:

What does the possessing do?
Not sure of other buffs, but it at least gives them a shitload of AP. A Fallen Hero with a two-hander that can make two attacks a turn is quite a thing, lemme tell ya.

Nordick
Sep 3, 2011

Yes.
The auto-loot option is there for a reason, guys :v:

(I don't use it either)

Nordick
Sep 3, 2011

Yes.

Sloober posted:

Reach advantage makes great swords super viable. Hit once and you get better than a round shields worth of melee defense.
Not quite. It's a percentage increase, not a flat +20 per stack. In other words, if the guy's base melee defense is low, reach advantage is nearly useless.

Nordick
Sep 3, 2011

Yes.

quote:

Fixed AI not using the 'Footwork' skill properly in some cases.
I wonder if this means the thing where goblins will waste their turns footworking away from someone, stepping back in and footworking away again. It's amusing but probably needs fixing, yeah. :v:

Nordick
Sep 3, 2011

Yes.
I like using javelins on a brother who has both high ranged and melee skill, for the simple reason that they are just so satisfying to nail motherfuckers with. Especially that one game where I found a named bundle of javelins that had both extra damage and extra armor pen, and were loving insanely lethal.

Nordick
Sep 3, 2011

Yes.

Major Isoor posted:

Since when could you pick up weapons on the ground? :confused: (Apologies in advance, as I'm no doubt missing something obvious, here)
Since... always?

Just hover over a hex where someone has died and the tooltip will show what equipment has dropped there, if any. Then just move on top of it, open the inventory and pick it up.

Nordick
Sep 3, 2011

Yes.

Locke Dunnegan posted:

Change of subject: Are there some backgrounds I should shoot for or avoid? I keep having really good luck with farmhands, beggars, and peddlers for stars on good stats, but I don't know how much of that is luck.
Talent stars are pretty much random as far as I know.
Farmhands are a good background to pick up because they tend to have solid health and fatigue, and peddlers and beggars are so drat cheap that you might as well hire them and see if they won the RNG stats lottery, and fire them if they didn't.

There are some backgrounds I try to avoid due to the nasty events they generate, like thieves or killers-on-the-run.

Nordick
Sep 3, 2011

Yes.
Cheers man. Added the link to the OP.

Nordick
Sep 3, 2011

Yes.

dogstile posted:

Yeah, my frontline as time goes on is a lot of "whatever". All my 2h dudes have quick hands and a kite shield for the advance though. One time one of my bro's swapped to his kite shield, an enemy goblin charged him so I just had him punch the thing to death. It was pretty funny.
It would be cool if heavier armour increased your unarmed damage somewhat, to simulate smashing things with a bigass loving gauntlet.


Renegret posted:

game good
:agreed:


Locke Dunnegan posted:

In other news, I just hired a Hedge Knight and a Squire at the same time to replace some low stat starter dudes (Ratcatcher and Fisherman), and the Squire had the same base melee skill as the knight. The rest of his stats were pretty close as well. His hiring fee was 1/6 the knight's. :psyduck:
Most of the difference was probably the hedge knight's equipment. As far as I remember, squires tend to come with pretty basic gear while hedge knights always have sometwo-hander and heavy armor, which is several thousand crowns.

Nordick
Sep 3, 2011

Yes.
I.... I think I need to lie down.

Nordick
Sep 3, 2011

Yes.
God drat this game is so loving metal sometimes

EDIT:

Locke Dunnegan posted:

A majority of the Hedge Knight descriptions remind me of Gregor Clegane and that screenshot basically cements the image in my mind.
Well I have personally seen hedge knights with the titles The Mountain and The Hound up for hire, so I'm thinking that's probably deliberate. :v:

Nordick fucked around with this message at 14:06 on Apr 25, 2017

Nordick
Sep 3, 2011

Yes.

Overhype Facebook posted:

A new feature for the 1.1 update: Added an option to automatically switch back weapons to default!
https://www.facebook.com/overhypestudios/photos/a.610105385711908.1073741829.608415655880881/1329539080435198/?type=3

:toot:

Nordick
Sep 3, 2011

Yes.

Russian Remoulade posted:

Do thrown weapons get buffed with duelist?
I seem to remember reading that they in fact do.

Hieronymous Alloy posted:

But javelins, why
Because they're cool!

Nordick
Sep 3, 2011

Yes.

CommissarMega posted:

I've never used throwing weapons before, but I've managed to snag some unique throwing axes from a ruin. If I use them, how do I 'refill' my stock? What if I run out mid- battle? There are only four of them after all.
They get refilled from your ammunition stock just like arrows and bolts. Doesn't make too much sense if you think about it too much, but eh it works.

Nordick
Sep 3, 2011

Yes.
Update 1.1 is giving us a more modular difficulty setting. Check this poo poo out:


Nordick fucked around with this message at 16:31 on May 3, 2017

Nordick
Sep 3, 2011

Yes.
Also they confirmed on Facebook that Combat Difficulty will only affect the number and type of enemies and carries no AI or stat adjustments, in case anyone else was wondering.

Nordick
Sep 3, 2011

Yes.
Update 1.1 is gonna bring the black-and-white crow banner back. :toot: (source: Overhype Facebook)

Nordick
Sep 3, 2011

Yes.

Pornographic Memory posted:

there's certainly more room for stuff to be added into battle brothers but it's a pretty complete game with a hefty amount of replayability as it is, if you start adding more stuff then it begs the question of why you don't add this, or that, or creates hooks for new additions, and at some point with a game like this you just have to declare the game "done" and move on

Yeah honestly I'd love for BB to get a few more features, like different battle maps etc, but feature creep is a thing and the game is baller as it is. The devs have always come across as very competent and reasonable folk, so if they judge that it wouldn't be feasible to expand the game much further then I'll defer to their judgement.

Maybe now that they've sharpened their claws with Battle Brothers, they can make their next game a bit bigger? At any rate, I'm eagerly looking forward to seeing what they've come up with next.

Nordick
Sep 3, 2011

Yes.

BenRGamer posted:

So, I ran into my first necrosavants.

:negative:

Worst. Enemy. Ever.
Welcome to the fold, brother. :unsmigghh:

Unrelated: That sure is a place to build a loving fort in, alright.

Nordick
Sep 3, 2011

Yes.
Note that the rumour won't always mention the item's name like that. It can just be like "We saw some walking dead in the hills east of here and one of them was carrying a really awesome looking weapon" or somesuch.

Nordick
Sep 3, 2011

Yes.

GlyphGryph posted:

Oh wow I only just realized they made bags and belts worth taking again. I wonder when that happened.
Pretty recently, I think it was in the last patch actually.

Nordick
Sep 3, 2011

Yes.

Miss Lonelyhearts posted:

I also just watched The Blues Brothers last night and petition to change the thread name to - "Battle Brothers: We're On A Mission From Go(l)d
I actually considered that when I made the thread but I decided I wanted to keep the reference just a little bit subtler. :v: (Then I came up with the opening for the OP to drive that poo poo into the ground anyway)

Nordick
Sep 3, 2011

Yes.
That said, if anyone's made any big effort posts that y'all think should be in the second post too, point me to them and I'll put links in there.

Nordick
Sep 3, 2011

Yes.

Hunt11 posted:

Necromancers can revive corpses without heads.
I'm not sure about that, but Fallen Heroes specifically can rise up on their own even without heads, unlike normal Wiedergangers.

Nordick
Sep 3, 2011

Yes.

ZombieLenin posted:

And while I think the game is fine, even pretty good, as is, the last thing I would want to hear is "we are no longer working on this title, get super excited about our new far future project!"
Hate to break it to you bud, but this is pretty much what they already said months ago:

quote:

Development on Battle Brothers is concluded with today’s update – although we’ll of course continue to provide bugfixes, as necessary. We have a very good idea of the game we want to create next, and we’re enthusiastic to get started. It won’t be Battle Brothers 2, but if you enjoyed playing Battle Brothers, chances are good you’ll really enjoy our next game, too. We look forward to tell you all about it in the future. It’ll even have legs!

Pretty obviously the new challenge, whatever it is, is just a single one-off surprise thing.

All that said, I too would love if they could keep really expanding Battle Brothers because this game will always have a special place in my heart, but I absolutely cannot fault them for moving on. I've already gotten 340 hours of enjoyment out of a game I paid 20 € for, so I really wouldn't be in a position to complain even if I wanted to.

Also I am eagerly looking forward to what their next project will be. I feel like they could actually pull off some sort of Jagged Alliance-like really well.

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Nordick
Sep 3, 2011

Yes.
Badass :black101:

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