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Battle Brothers Pre-Release Thread

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Love it. One thing should be added when you dismiss mercs with injuries is that you are required to give him a departing "gift" or whatever you wanna call it. So you can't just replace mercs willy-nilly without any penalties.
 
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tiagocc0

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Would be great to dismiss a merc and then find him again later in the game.
Maybe with some new injuries, maybe a bit better or with new traits.
 

AbounI

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Why not add an atheist trait for some bros?it could make the temples useless for those bros and prayers won't affect them
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Lord-Varys-11.jpg
 

rapsdjff

Overhype Studios
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perk_rework_header.jpg

Dev Blog #80: Progress Update – New Perk System
This week we’re talking about the other major change coming with the next update: a revised perk system. We’re doing extensive changes both on how perks are acquired, and the individual perks themselves – new perks have been added and almost all of the existing ones have seen changes. Let’s learn more!

Why change it?
We’re happy to see that the concept of having perks in Battle Brothers worked out in general. They’re a good fit for the game in how they allow you to customize your men according to your own strategy, they make individual characters feel more unique, and they make up a large part of why leveling up and developing characters is fun.

That said, there’s a couple of issues with how the system currently works. By implicitly forcing you to specialize in one of three categories, we’re imposing too much of a limit on how you can develop your characters, and ultimately on the number of possible character builds. Over time it also became evident that some perks just didn’t work out. It may be because they’re not worth picking, whether they’re conceptually flawed or the game evolved in a way that made them obsolete, or because they may be so strong that they unhinge entire combat mechanics and dominate any other strategy. Both of these points demand action, so here we go.

We’re revising the perk system at this point in development because the game is now pretty stable in terms of combat design, and we have gathered enough knowledge on what works and what doesn’t. Because balancing the new perks is still going to take quite a bit of time, we want to enable you now to try out everything, discover synergies and new strategies, and to give us feedback while we have ample time still to act on it before the game is done.

What is changed?
While individual perks can still be described as being offense-, defense- or utility-oriented, you no longer have to pick perks from within a specific category to unlock other perks in that category. Instead, all perks are now sorted into rows that require a number of previously invested perk points to be unlocked. For example, while you can pick any perk from the very first row from the very beginning, the second row will unlock once you’ve picked any perk from the first row. It currently looks like this in the game.



This means that every time a character levels up, there’ll be new perks to pick from. And because there’s no longer any restrictions between categories, you now have much more freedom to experiment with character builds that fit your strategy, and to discover synergies between any of the available perks. The total number of perks sits at 51 currently, up from 42 previously, though that number may still change.

What is new?
When looking at how any perks work and what changes may be necessary, we’re looking at a couple of criteria. Ideally, a perk would support a player strategy or play style, it doesn’t invalidate combat mechanics but it may change them, it’s worth picking more than once for the company, and it should require player skill to make the most out of. Clearly, not all of the existing perks fulfill these criteria. Covering all the changes made to rectify this in detail is outside the scope of a single blog article, but we’ll take a look at some of the most important changes concerning fatigue, morale and weapon masteries.



Management of both morale and fatigue should be important combat mechanics. Unfortunately, fatigue easily becomes a non-issue with the repeated use of the ‘Rally the Troops’, which then also tips the scales on the balance of other things, such as heavy vs. light armor. Morale, likewise, is somewhat trivialized due to how the ‘Holdout’ and ‘Inspiring Presence’ perks work.

So what’s changed? ‘Rally the Troops’ still exists, but it now does what most people would expect it to do: it may rally fleeing allies and improve the morale of others. It’s become a tool that the player has to have the skill to make use of at the right moment. ‘Inspiring Presence’ has been cut from the game – you’d only have to pick it once for the whole company to benefit and it conflicts with other game mechanics such as mood on the worldmap. ‘Holdout’ largely invalidated the morale mechanic, so it’s now an entirely new perk that only shares the name and icon.



We’re introducing 12 different weapon masteries that allow you to specialize your characters. These include things like axe mastery, but also dagger mastery. Mastering any weapon reduces the required fatigue for using them and comes with a unique effect depending on the type of mastery. For example, axes have their shield damage increased significantly, whereas with daggers you’ll be able to attack three times in a single turn due to reduced action point cost. Picking weapon specializations for mercenaries not only makes a lot of sense thematically, but it also allows for building more unique characters and specialists, and it helps with fatigue management. As you see with the axe mastery example, we’ve also merged some of the previously very specific perks into the new masteries. Yes, there are masteries for light and heavy armor, too!

There’s also another new perk for fatigue management called ‘Recover’ that unlocks a skill of the same name. A character using it will spend a turn to, well, recover, and will see their fatigue reduced by a large amount. Why is that better than before? Because characters can no longer just keep on attacking with no regard for their fatigue, and using ‘Recover’ isn’t something you just automatically do every turn like with the old ‘Rally the Troops’. If you’re building up large amounts of fatigue, you’ll have to make a choice at some point on whether now is the right time to have that character spend a turn recovering, and if it’s the wrong choice, it’ll cost you.

When will it be done?
All 51 perks are in the game and working, though some are still missing assets. We’ll keep on iterating to balance these and iron out any bugs. We’re also determined to introduce some additional content and improvements to the game with the coming update that we’ll talk about in our next progress report. Once everything is done, we’ll again put it on the beta branch first. You can expect it to arrive later this month – we’ll keep you updated!
 

Dr Skeleton

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Steve gets a Kidney but I don't even get a tag.
Ah, finally the perks overhaul. Looks great :salute:

I see shield bash and deflect are gone. Merged with shield expert?

Weapon specialization might cut down on everyone running with spare warhammers and billhooks in their pockets but as long as bags and belts works as it does there's no real need to stick to a weapon.

Fast adaption back at level 1, my blind and stupid farmhands will hit things again!
gGcbFQl.jpg
 
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rapsdjff

Overhype Studios
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Messages
330
I see shield bash and deflect are gone. Merged with shield expert?
Yup, Deflect has been merged with Shield Expert. Shield Bash is now exclusive to Orc Warriors and otherwise gone. It's never been a good pick and had a kind of identity crisis as a utility-oriented perk.

Weapon specialization might cut down on the everyone running with spare warhammers and billhooks in their pockets but as long as bags and belts works as it does there's no real need to stick to a weapon.
Bags & Belts no longer nullifies the fatigue from carrying items in the bag. Carrying around different weapons is still doable, and smaller weapons like daggers don't even have a fatigue penalty, but lugging around 4 heavy weapons now comes at a price - perk or not.

More like Battle Eunuchs.
Incidentally, the coming update will introduce two new character backgrounds, one of them the Eunuch.
 

InD_ImaginE

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Pathfinder: Wrath
Regarding the perk design, from the update, you will balance the perk on current combat balance? Or will you tweak the combat difficulty as well? The reason the aforementioned perks being so strong is because, well, the game demands it, especially on Deadly.
 

SmartCheetah

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Cool, I'm curious about other new features you have planned for that release. This seems to become a major update now. Not only we get Injuries/new perk system/unique weapons and armor but even more additional content.

Provided that something new comes later on, do you consider adding more levels/more perks connected to these "things"?

Also, a little idea: how about additional few perks (totally on the side from those we have already) like "Undead slayer", "Goblin slayer", "Orc slayer" etc. - given for specific backgrounds and after killing <x> number enemies of that specific kind? All of them giving small bonuses to damage or hit chance against that kind of enemies.
That would be awesome. Hiring an assassin who starts with "Human killer" perk, making him even more specialized towards fights with bandits.

Personally, I love stuff like this. The more customization of your pawns, the merrier.
 

Haba

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I kinda like what Hard West did with combat injuries. Combining that with negative traits could allow some unique character development (i.e. char starts with negative "traumatized by goblins" trait), after he kills enough goblins that is turned into "goblin avenger" with positive effects).
 

Grimgravy

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Codex 2016 - The Age of Grimoire
Shield Bash is now exclusive to Orc Warriors and otherwise gone.

I'm sorry to read this. I like the idea of shield bash a picked it a few times before I realized it wasn't the greatest choice. I thought adding a stun chance would have given it more utility.
 

Trash

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Shield Bash is now exclusive to Orc Warriors and otherwise gone.

I'm sorry to read this. I like the idea of shield bash a picked it a few times before I realized it wasn't the greatest choice. I thought adding a stun chance would have given it more utility.

I actually found it quite useful in shieldwall battles vs the undead. Knocking back zombies was nice. Always thought it could use a bit of tweaking. Sad to see it gone. Giving it a stun chance or a disarm chance in addition to knockback always seemed like it would make it more useful.

Anyway, love the update. Sounds like it will make for more diversity. Can't wait to slip a guy who is handy with a knife around the melee to start slashing around.
 

oscar

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Love the proposed rework but why drop shield push? It was very situational but a fair trade off of doing an attack to try and save a valued comrade so they can retire away from the frontline. Knocking guys off steep hills with it is always a lot of fun too.
 

sser

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They're referring to the perk that would add damage/fatigue damage onto shield bashes.
 

Norfleet

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Jun 3, 2005
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I'm sorry to read this. I like the idea of shield bash a picked it a few times before I realized it wasn't the greatest choice. I thought adding a stun chance would have given it more utility.
Shield-bashing shouldn't be a perk, shield-bashing should be an innate functionality of having a shield at all. Any warrior who does not intrinsically grasp that a shield can bash has simply failed at being a warrior. People have this strange conception that shields are defensive-only and that using them offensively as a weapon is an unusual exception. This is simply not true: A shield is a weapon, one that happens to be oriented towards defense, but still a weapon.
 

oscar

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"Shield Bash is now exclusive to Orc Warriors and otherwise gone."

I thought they meant the entire skill not just the fairly underpowered perk.
 

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