Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • 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.

Battle Brothers Pre-Release Thread

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,460
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
The new patch just doesn't work on my system. There's these long delays when opening and closing town screens. Assuming the town screen opens at all. I've reverted back to the old version and will try again when it's working right.
Are you playing Ironman by any chance?

Yep


Then it might be the autosave feature.
Your computer sucks if the delay is really long.

I reinstalled, and it's definitely iron man mode that's doing it. Saving in regular mode takes very little time, but whatever iron man does is just causing the game to pause for long periods of time, or just outright hang.

Playing in normal mode now (well, self imposed ironman), and it works great. Improvements are great so far, too. Like the new missions, skill tree, etc. Why a "cripple" character though, and why is he more expensive than the beggar that already existed?
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,078
Bugs I noticed -
Sometimes when my crossbowman scores a hit on the enemy(I'm almost sure it happens only after injury procs) game freezes for a 2-3seconds. I noticed it only after shooting crossbows.

The base mechanics are solid. The only thing that is lacking in this game is a way to build upon your loot and satisfy our OCD progression urges. We can receive more popularity and this affects the combat and the quests you can receive in some ways, but that is about it. The map world looks much more rich and inviting than the combat and text interactions deliver. We should be able to have a place for our mercenary company, like a stronghold, a place that we could conquer, defend, put some heads trinkets in the wall, banners, etc. Other mechanics, like attacking peasants, and be hunted for doing this, would be cool too.

Yeah, but I think faction warfare mechanics they're going to add might change that a little. After you get most of the endgame gear, you can still help one of the families to rule over the whole map. There is a lot of possibilites for endgame content.
 
Last edited:

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,460
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
Bugs I noticed -
Sometimes when my crossbowman scores a hit on the enemy(I'm almost sure it happens only after injury procs) game freezes for a 2-3seconds. I noticed it only after shooting crossbows.

That's just the AI trying to rage-quit. I fucking hate crossbows in this game.
 

Lios

Cipher
Joined
Jun 17, 2014
Messages
425
haven't played this since months ago, before all these updates about factions better map new contracts? and stuff.
Though waiting for full release seems more and more difficult and difficult.
Finish this shit and release the game that will end all games.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,964
So when a Wolfrider gets stunned, who is exactly stunned?
Because when the rider or the mount is subsequently killed, the other one has the "stunned" effect removed.

Some issues.
- I accepted a quest to destroy orcs' camp. While waiting outside I was attacked by roaming bandit raiders. The orcs joined the frey, but I killed or routed everyone from attacking parties. The camp disappeared, as it was destroyed; but upon returning to the quest giver I didn't get any money for the orcs my men killed:
49FE9261CBE3DDE17583C034BB4D58AD5EBD4302


Worldgen still needs some tweaking.
I'm escorting a caravan along a road between two towns. Later I got half a dozen quests to patrol this "road".
15DD7A59BD2A1CA2B169F1EAE597D45FA9657EEB
 

Wolfenswan

Novice
Joined
Jun 17, 2015
Messages
42
Managed to break my ironman game (game crashes on loading the savegame). What happened:

1. While travelling I had the inventory screen open.
2. I was approaching a town to complete a fulfilled contract; I heard the reward window pop up while inside the inventory.
3. I closed the inventory and the reward window was shown but couldn't be closed (didn't react to either mouse or any keyboard input).
4. I Alt+F4ed the game and now after rebooting the game crashes on load:
cnrgQAy.png


Logfile:
Battle Brothers - Early Access - Build: 0.7.0.5
13:48:27
Platform
Setting video mode
13:48:27
Platform
Finished setting video mode
13:48:27
Core
Using write path: D:\Eigene Dateien\Battle Brothers
13:48:27
Core
Initializing Resource Manager
13:48:27
Core
Initializing Input Manager
13:48:27
Core
Initializing Render Manager
13:48:27
Renderer
Allocated Renderbuffer in excess of 3072kb.
13:48:27
Renderer
Vendor: NVIDIA Corporation
13:48:27
Renderer
Device: GeForce GTX 670/PCIe/SSE2
13:48:27
Renderer
Version: 4.5.0 NVIDIA 368.81
13:48:27
Renderer
Shader Version: 4.50 NVIDIA
13:48:27
Renderer
Framebuffer Support: Yes
13:48:27
Core
Initializing Sound Manager
13:48:27
Thread
Worker thread started
13:48:27
Core
Initializing Scene Manager
13:48:27
Resource
Loading: shaders/solid_pass0.fs
13:48:27
Resource
Loading: shaders/solid.vs
13:48:27
Resource
Unloading: shaders/solid.vs
13:48:27
Resource
Unloading: shaders/solid_pass0.fs
13:48:27
Resource
Loading: shaders/simple.fs
13:48:27
Resource
Loading: shaders/simple.vs
13:48:27
Resource
Unloading: shaders/simple.vs
13:48:27
Resource
Unloading: shaders/simple.fs
13:48:27
Resource
Loading: shaders/sprite.fs
13:48:27
Resource
Loading: shaders/sprite.vs
13:48:27
Resource
Unloading: shaders/sprite.vs
13:48:27
Resource
Unloading: shaders/sprite.fs
13:48:27
Resource
Loading: shaders/sprite_dof.fs
13:48:27
Resource
Loading: shaders/sprite_dof.vs
13:48:27
Resource
Unloading: shaders/sprite_dof.vs
13:48:27
Resource
Unloading: shaders/sprite_dof.fs
13:48:27
Core
Initializing Script Manager
13:48:27
Core
Initializing UI Manager
13:48:27
Resource
Loading: shaders/ui.fs
13:48:27
Resource
Loading: shaders/ui.vs
13:48:27
Resource
Unloading: shaders/ui.vs
13:48:27
Resource
Unloading: shaders/ui.fs
13:48:27
Core
Initializing Input Action Manager
13:48:27
Core
Initializing State Manager
13:48:27
Core
Initializing Persistence Manager
13:48:27
Resource
Loading: brushes/debug.brush
13:48:27
Resource
Unloading: brushes/debug.brush
13:48:27
Resource
Loading: brushes/detail.brush
13:48:27
Resource
Unloading: brushes/detail.brush
13:48:27
Resource
Loading: brushes/effects_0.brush
13:48:27
Resource
Unloading: brushes/effects_0.brush
13:48:27
Resource
Loading: brushes/entity_0.brush
13:48:27
Resource
Unloading: brushes/entity_0.brush
13:48:27
Resource
Loading: brushes/entity_1.brush
13:48:27
Resource
Unloading: brushes/entity_1.brush
13:48:27
Resource
Loading: brushes/entity_2.brush
13:48:27
Resource
Unloading: brushes/entity_2.brush
13:48:27
Resource
Loading: brushes/entity_3.brush
13:48:27
Resource
Unloading: brushes/entity_3.brush
13:48:27
Resource
Loading: brushes/entity_4.brush
13:48:27
Resource
Unloading: brushes/entity_4.brush
13:48:27
Resource
Loading: brushes/entity_icons.brush
13:48:27
Resource
Unloading: brushes/entity_icons.brush
13:48:27
Resource
Loading: brushes/object_0.brush
13:48:27
Resource
Unloading: brushes/object_0.brush
13:48:27
Resource
Loading: brushes/object_1.brush
13:48:27
Resource
Unloading: brushes/object_1.brush
13:48:27
Resource
Loading: brushes/orientation_overlay.brush
13:48:27
Resource
Unloading: brushes/orientation_overlay.brush
13:48:27
Resource
Loading: brushes/terrain.brush
13:48:27
Resource
Unloading: brushes/terrain.brush
13:48:27
Resource
Loading: brushes/transitions.brush
13:48:27
Resource
Unloading: brushes/transitions.brush
13:48:27
Resource
Loading: brushes/ui.brush
13:48:27
Resource
Unloading: brushes/ui.brush
13:48:27
Resource
Loading: brushes/world_decals.brush
13:48:27
Resource
Unloading: brushes/world_decals.brush
13:48:27
Resource
Loading: brushes/world_detail.brush
13:48:27
Resource
Unloading: brushes/world_detail.brush
13:48:27
Resource
Loading: brushes/world_entity_0.brush
13:48:27
Resource
Unloading: brushes/world_entity_0.brush
13:48:27
Resource
Loading: brushes/world_settlement.brush
13:48:27
Resource
Unloading: brushes/world_settlement.brush
13:48:27
Resource
Loading: brushes/world_special.brush
13:48:27
Resource
Unloading: brushes/world_special.brush
13:48:27
Resource
Loading: brushes/world_tiles.brush
13:48:27
Resource
Unloading: brushes/world_tiles.brush
13:48:27
Resource
Loading: brushes/world_weather.brush
13:48:27
Resource
Unloading: brushes/world_weather.brush
13:48:27
Resource
Loading: shaders/fow.fs
13:48:27
Resource
Loading: shaders/fow.vs
13:48:27
Resource
Unloading: shaders/fow.vs
13:48:27
Resource
Unloading: shaders/fow.fs
13:48:27
Resource
Loading: gfx/fow.png
13:48:27
Texture
Texture "gfx/fow.png" (ID: 5) took up approximately 16384kb in video memory.
13:48:27
Resource
Loading: gfx/world_tiles.png
13:48:28
Texture
Texture "gfx/world_tiles.png" (ID: 6) took up approximately 43680kb in video memory.
13:48:28
Resource
Loading: gfx/world_special.png
13:48:28
Texture
Texture "gfx/world_special.png" (ID: 7) took up approximately 256kb in video memory.
13:48:28
Resource
Loading: gfx/terrain.png
13:48:28
Texture
Texture "gfx/terrain.png" (ID: 8) took up approximately 10912kb in video memory.
13:48:28
Resource
Loading: gfx/transitions.png
13:48:28
Texture
Texture "gfx/transitions.png" (ID: 9) took up approximately 5456kb in video memory.
13:48:28
Resource
Parsed Resource Package "preload/on_start.txt" with 5 items.
13:48:28
Resource
Started loading Resource Package "preload/on_start.txt".
13:48:28
Resource
Loading: gfx/effects_0.png
13:48:30
UI
Screen 'RootScreen' successfully registered.
13:48:30
UI
Screen 'ConsoleScreen' successfully registered.
13:48:30
UI
Screen 'LoadingScreen' successfully registered.
13:48:30
UI
Screen 'TooltipScreen' successfully registered.
13:48:30
UI
Screen 'DialogScreen' successfully registered.
13:48:30
UI
Screen 'TacticalScreen' successfully registered.
13:48:30
UI
Screen 'TacticalCombatResultScreen' successfully registered.
13:48:30
UI
Screen 'TacticalDialogScreen' successfully registered.
13:48:30
UI
Screen 'WorldScreen' successfully registered.
13:48:30
UI
Screen 'WorldTownScreen' successfully registered.
13:48:30
UI
Screen 'WorldGameFinishScreen' successfully registered.
13:48:30
UI
Screen 'WorldEventPopupScreen' successfully registered.
13:48:30
UI
Screen 'WorldEventScreen' successfully registered.
13:48:30
UI
Screen 'WorldCombatDialog' successfully registered.
13:48:30
UI
Screen 'WorldRelationsScreen' successfully registered.
13:48:30
UI
Screen 'MainMenuScreen' successfully registered.
13:48:30
UI
Screen 'WorldMenuScreen' successfully registered.
13:48:30
UI
Screen 'TacticalMenuScreen' successfully registered.
13:48:30
UI
Screen 'WorldCharacterScreen' successfully registered.
13:48:30
UI
Screen 'TacticalCharacterScreen' successfully registered.
13:48:30
Texture
Compressed texture "gfx/effects_0.png" from 8192kb to 2048kb.
13:48:30
Resource
Loading: gfx/ui.png
13:48:30
Texture
Texture "gfx/ui.png" (ID: 11) took up approximately 5461kb in video memory.
13:48:30
Resource
Loading: gfx/world_weather.png
13:48:30
SQ
RootState::onShow()
13:48:30
Resource
Parsed Resource Package "preload/on_running.txt" with 27 items.
13:48:30
Resource
Started loading Resource Package "preload/on_running.txt".
13:48:31
Texture
Compressed texture "gfx/world_weather.png" from 32768kb to 8192kb.
13:48:31
Resource
Loading: music/title.ogg
13:48:31
Resource
Loading: gfx/fonts/cinzel_bold_20.fnt
13:48:31
Texture
Texture "gfx/fonts/cinzel_bold_20.png" (ID: 13) took up approximately 512kb in video memory.
13:48:31
Resource
Loading: gfx/fonts/cinzel_bold_100.fnt
13:48:31
Texture
Texture "gfx/fonts/cinzel_bold_100.png" (ID: 15) took up approximately 8192kb in video memory.
13:48:31
Resource
Loading: gfx/entity_0.png
13:48:31
Resource
Finished loading Resource Package "preload/on_start.txt".
13:48:31
Texture
Texture "gfx/entity_0.png" (ID: 35) took up approximately 43690kb in video memory.
13:48:31
Resource
Loading: gfx/entity_3.png
13:48:31
Texture
Texture "gfx/entity_3.png" (ID: 36) took up approximately 5461kb in video memory.
13:48:31
Resource
Loading: gfx/entity_icons.png
13:48:32
Texture
Texture "gfx/entity_icons.png" (ID: 38) took up approximately 21845kb in video memory.
13:48:32
Resource
Loading: gfx/world_detail.png
13:48:32
Texture
Texture "gfx/world_detail.png" (ID: 58) took up approximately 43690kb in video memory.
13:48:32
Resource
Loading: gfx/world_entity_0.png
13:48:32
Texture
Texture "gfx/world_entity_0.png" (ID: 70) took up approximately 10922kb in video memory.
13:48:32
Resource
Loading: gfx/world_settlement.png
13:48:32
Texture
Texture "gfx/world_settlement.png" (ID: 72) took up approximately 21845kb in video memory.
13:48:32
Resource
Loading: gfx/world_decals.png
13:48:32
Texture
Texture "gfx/world_decals.png" (ID: 74) took up approximately 10920kb in video memory.
13:48:32
Resource
Loading: sounds/fast_travel_boat_01.wav
13:48:32
Resource
Loading: sounds/coins_01.wav
13:48:32
Resource
Loading: sounds/coins_02.wav
13:48:32
Resource
Loading: sounds/coins_03.wav
13:48:32
Resource
Loading: sounds/dice_01.wav
13:48:32
Resource
Loading: sounds/dice_02.wav
13:48:32
Resource
Loading: sounds/dice_03.wav
13:48:32
Resource
Loading: sounds/barber_01.wav
13:48:32
Resource
Loading: sounds/tavern_round_01.wav
13:48:33
Resource
Loading: sounds/tavern_rumor_01.wav
13:48:33
Resource
Loading: sounds/new_round_01.wav
13:48:33
Resource
Loading: sounds/new_round_02.wav
13:48:33
Resource
Loading: sounds/new_round_03.wav
13:48:33
Resource
Loading: sounds/scribble.wav
13:48:33
Resource
Loading: sounds/inventory/wardog_inventory_01.wav
13:48:33
Resource
Loading: sounds/inventory/wardog_inventory_02.wav
13:48:33
Resource
Loading: sounds/inventory/wardog_inventory_03.wav
13:48:33
Resource
Loading: sounds/cloth_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_05.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hammering_06.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_hot_water_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_scrape_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_sharpening_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/blacksmith_sharpening_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_hooves_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/caravan_horse_neighing_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_bell_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_bell_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_bell_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_flapping_sail_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_flapping_sail_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_rope_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_rope_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_working_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_working_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_working_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_working_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/docks_working_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_cage_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_cage_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_cage_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_05.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_06.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/kennel_dog_07.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_bottles_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_05.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_chicken_06.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_05.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_06.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_07.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_08.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_people_09.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_pig_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_pig_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_pig_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_pig_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/market_pig_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_drunk_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_drunk_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_03.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_04.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_05.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_06.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_07.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_08.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/tavern_laugh_09.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/temple_bell_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/temple_prayer_00.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/temple_prayer_01.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/temple_prayer_02.wav
13:48:33
Resource
Loading: sounds/ambience/buildings/temple_wounded_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/bee_keeper_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_armor_weapons_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_marching_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_marching_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_marching_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_marching_03.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_yelling_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_yelling_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_yelling_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/fortification_yelling_03.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/goat_pens_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/goat_pens_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/goat_pens_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/lumberjack_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/lumberjack_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/mines_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/mines_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_building_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_building_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_03.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_04.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_05.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_carts_people_06.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_cat_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_cat_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_cat_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_cat_03.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_cat_04.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_children_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_children_01.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_children_02.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_children_03.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_dog_00.wav
13:48:33
Resource
Loading: sounds/ambience/settlement/settlement_dog_01.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_dog_02.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_dog_03.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_dog_04.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_people_00.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_people_01.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_people_02.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_people_03.wav
13:48:34
Resource
Loading: sounds/ambience/settlement/settlement_people_04.wav
13:48:34
SQ
Load campaign: Wolfenswans
13:48:35
Scene
Finished loading scene.
13:48:36
Script Error
the index 'addFaction' does not exist
Function:
addSettlement -> scripts/factions/faction.nut : 142
Variables:
_owner = False, _s = Null, this = Table
Function:
onDeserialize -> scripts/factions/faction.nut : 577
Variables:
owner = False, s = Null, i = 7, numSettlements = 11, numAllies = 2, cooldowns = Array, numCooldowns = 4, numTraits = 1, _in = Instance, this = Table
Function:
onDeserialize -> scripts/factions/bandit_faction.nut : 49
Variables:
_in = Instance, this = Table
Function:
onDeserialize -> scripts/factions/faction_manager.nut : 540
Variables:
f = Table, @INDEX@ = 18, numFactions = 19, _in = Instance, this = Table
Function:
onDeserialize -> scripts/states/world_state.nut : 2937
Variables:
_in = Instance, this = Table
Function:
unknown -> NATIVE : -1
Function:
loadCampaign -> scripts/states/world_state.nut : 936
Variables:
_campaignFileName = Wolfenswans, this = Table
Function:
init -> scripts/states/world_state.nut : 777
Variables:
this = Table
Function:
onInit -> scripts/states/world_state.nut : 325
Variables:
this = Table
13:48:37
Core
A critical exception occured.
13:48:37
Core
Modules & Application Stacktrace:
OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00FC2543)
00FC2543 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0100F7FD)
0100F7FD (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0101290C)
0101290C (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 010A2715)
010A2715 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0109FF4F)
0109FF4F (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 010A3B0F)
010A3B0F (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0109B40E)
0109B40E (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00FC3199)
00FC3199 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 010841AD)
010841AD (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 01084231)
01084231 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 010365B5)
010365B5 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 010C7AA5)
010C7AA5 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 758B338A)
758B338A (kernel32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 77889902)
77889902 (ntdll): (filename not available): RtlInitializeExceptionChain
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 778898D5)
778898D5 (ntdll): (filename not available): RtlInitializeExceptionChain
13:48:37
Core
Script Stacktrace:
Function:
loadCampaign -> scripts/states/world_state.nut : 936
Function:
init -> scripts/states/world_state.nut : 777
Function:
onInit -> scripts/states/world_state.nut : 325
 

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
995
Managed to break my ironman game (game crashes on loading the savegame). What happened:

This happened to me as well, right before the random mercenary band event demanded the Red Baron's head...set me back a few hours but the world gen kinda sucked so I just restarted. If you're playing ironman be sure to make backups atm.
 

Yoshiyyahu

Arcane
Patron
Joined
Mar 17, 2012
Messages
1,063
I am getting rekt by Orc warriors. They seem to be much more durable, and are impossible to kill in a timely fashion without breaking their shields with axes first. In small numbers, they are tolerable, but I always lose a bunch of guys at least when they can parcel out along a line and split my forces up.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,078
Personally, I haul a lot of additional weapons with me. Mostly war hammers, sledges, maces and flails. They really work miracles against orc warriors and other heavily armored opponents. My crossbowmen and archers are going to reserves, as they are mostly useless against those.
I remember having problems with bandit leaders few patches ago. Nowadays, they often die without even scratching my boys.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
A new update is out that should address most of the issues reported on the last two pages. If you still encounter any savegames that can't be loaded, please mail them to contact@overhypestudios.com so I can see to get this fixed.

Any wonkyness of the worldgen will be handled in the next big update to the game later this year. The one introducing faction warfare, implementing the revised greater evil and presenting overarching goals to work towards.

blog_header_events.jpg

Beta Update 0.7.0.6
The beta update has been fresh out for a week now and we collected a good bit of feedback and bug reports already. This update should address most of the issues that popped up.

Changelog
  • Added 5 new illustrations for contracts and events.
  • Added new 'Bascinet with mail' helmet.
  • Added ability to pause/unpause the game on the worldmap also by clicking on the image showing the time of day.

  • Changed monetary value of looted orc and goblin weapons to be higher, so that fighting them is more profitable.
  • Changed how ammo supply works. Each arrow is now counted separately; a single arrow equals 1 point of ammunition and a single throwing weapon equals 3 points. An empty quiver for ten arrows thus now requires 10 points of ammunition to be refilled, whereas a half-empty one would require 5 points of ammunition. Amount of ammo sold, loot drops and carry limit have been adjusted accordingly.
  • Changed retreating while the enemy is already in retreat to not incur any injuries or losses, and to count as letting the enemy retreat, allowing you to loot what is left on the battlefield.
  • Changed the 'Decapitate' skill to no longer have a -10% penalty to hit chance.

  • Fixed issue with potentially unloadable savegames in Ironman mode. Affected savegames will now load correctly again.
  • Fixed potential freeze with 'Return Item' contract on small islands.
  • Fixed enemies not dropping loot when dying from bleeding effects or by friendly fire.
  • Fixed 'Impatient' trait not always working.
  • Fixed issue with 'Impatient' trait in the opening tutorial fight.
  • Fixed the 'Strike' skill of Longaxes not benefiting from the Axe Mastery perk like it should.
  • Fixed Cruel Falchion not benefiting from Double Grip like it should.
  • Fixed 'Maimed Foot' and 'Injured Kneep Cap' incorrectly reducing max fatigue instead of initiative.
  • Fixed temple building not working correctly while a character has the 'Fatigued' status effect.
  • Fixed tooltip for medicinal supplies not working correctly while a character has the 'Drunk', 'Hangover' or 'Fatigued' status effect.
  • Fixed wardogs coming back to life when storing their collar in the bag slots.
  • Fixed AI using the 'Rotation' skill to unneccessarily shuffle around actors armed with throwing weapons.
  • Fixed various minor issues and inconsistencies.
 
Last edited:

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,964
One more issue ('twas before the last update):
I camped next to the bandit camp I was contracted to care of, waiting for the night to come.
Some roaming raiders attacked me, while I was to busy drinking beer to break camp and move away, so naturally the bandit camp inhabitants joined the fight.
But they clashed with the roaming raiders, and I'm pretty sure that those raiders were spawned by that very bandit camp. Is it possible, that roaming raiders are hostile to everyone?
 

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