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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Hrymr

Educated
Joined
Jul 7, 2017
Messages
80
Yeah, in-game text seems to suggest that, but nothing that actually happens in the game reminds 30 years war. Things quickly going back to normal and the fact that they are reoccurring gives me impression of annual viking raids, or something like that.

And the time (like the distance and other variables) is scaled down, of course.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Recently I discovered x-files and piratez mods for open ufo. I mean I hear about them long time ago but seriously doubted that they even half that good as people day.
I was for pleasant surprise.
Really I don't expected that.
Tons of new content, new mechanics, new lore.
Its just blow my mind.

Back to BB.
Problem is that best in BB is early-mid game. The one that you can take some risks and losses suffered not cripple you.
Sadly late game is all about avoiding risk and grind.
Thing is invasions can't be avoided(unless you keep your company underdeveloped).
Thing is human factions and game mechanics make little sense.
In a world where undead walk and world is full of beasts and angry humanoids that want rip you apart peasant militia still use sticks and nobody bother even building or defending fortifications.
I really don't mind enemy invasions that destroy settlements.
Thing is whole mechanic is really badly done and I would say unfinished.
The settlements can fall when they exhaust their reserves with attached locations working as hit points. With multiple parties around it can happen really fast. Sieges that can happen on contract(and on contract only) don't happen.
How it should be.
>enemy sends scouts
>they find potential target and come back(could be intercepted)
>enemy army assemble(by sending requests to subjected camps that can be intercepted)
>few strong raiding parties plus some smaller scouting/foragers
>they march onto settlement(not so fast, they are big so can be spotted)
>maybe they build and man some supply camps on the way
>they surround and start siege of settlement
>settlement send plea for help
>enemy force build camps around settlement where they build siege weapons or start mining works to collapse walls or prepare assault equipment
>defenders allies assemble counter force to lift siege
>before that they skirmish with smaller raiding parties and foragers
>maybe try attack supply camps
>it end either with enemy lifting siege because they run of supplies or they were defeated and forced to run by coming help
>or settlement fall under assault or starvation
>mercenary company can join at any stage either by contract(even taken by field commander) or by own will(still should get some reward if successful).
>stages should take some time for both players and defending AI to respond
>making few maps where defenders enjoy high ground with towers, walls and some chockepoints that give them advantage>supply should be important for both sides
>feedback should reach the player either in form of gossips, messengers or fire/smokes on the map

What we have.
>>settlement get destroyed
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
Don't see the point of negativity, there are countless uses for built-in character creation. Nobody says that you should use it to cheat the game and make people with no flaws. Don't know about you, but I always felt more attached to characters I made and named myself instead of generated by a random script. Besides you could make only one, your RPG-style protagonist, and recruit everyone else in a traditional style.

Oh, you mean that? Creating your own captain character and having him fighting alongside your bros is something that has been suggested repeatedly by several people for years(since EA apparently) and something that I would personally love.

Unfortunately the devs are quite stubborn in that regard and I doubt it will be happening(even though such a feature would greatly improve the game and it would be easy to implement). I understand their logic(characters are disposable, the captain would be as easy to kill as any bro, game over would happen repeatedly, etc) but I disagree with it. The fucking game intro has the company captain dying and being replaced, for eff's sake. Just implement a similar mechanic and do it(if your captain dies, simply name another captain. The sergeant feature works exactly that way now). It doesn't have to be a game over when the captain dies.

I mean think about it, is there any BB player who wouldn't like the captain to be represented in the game? I have the notion that it is a feature wanted by the vast majority of players, and one that would quite easy to implement.

I wouldn't mind the destruction of settlements if they could be 1. Freed from the occupants 2. Rebuilt over time.

People return to their homes even after they're destroyed and build them back up again.

I don't see a "rebuild" mechanic really working, but you should indeed be given the option to say, destroy an undead necropolis(that shit spawns undead groups forever).

Some settings should also be quite difficult to destroy. Castles for instance. They should last for months and give you ample time to defend them. I understand villages and other small settlements being quickly wrecked, but fortresses and walled cities should withstand greenskins and deadies for long..
 

Hrymr

Educated
Joined
Jul 7, 2017
Messages
80
Just implement a similar mechanic and do it(if your captain dies, simply name another captain.
Just name some guy "Captain".

He will have no special function on the battlefield, no special events, and during normal events he will be referred to as a regular recruit.

Doesn't work.
And some crazy paradoxes will arise. Sooner or later you will run into the random events where your "captain" argues with another guy and you as the captain (who is supposed to be identical with the first guy) will have to resolve their conflict. Or your "captain" will get drunk and you being the captain will have to decide how to punish him.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
Excellent. Specially if it comes to backgrounds which currently seem to have few to no events at all(miner, squire, eunuch, etc).

On the topic, will there be new backgrounds? I also specially liked the bros recruited via event(the caged wildman, the swordmaster apprentice, etc). Felt more attached to those losers than the more random ones you hire in towns.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,684
Excellent. Specially if it comes to backgrounds which currently seem to have few to no events at all(miner, squire, eunuch, etc).

On the topic, will there be new backgrounds? I also specially liked the bros recruited via event(the caged wildman, the swordmaster apprentice, etc). Felt more attached to those losers than the more random ones you hire in towns.

I have concepts for thirteen currently, so yes. Those are some my favorites as well. Some will probably be more generic like the melon mounter, but some like

the assassin

will be more hidden.
 

Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,346
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Just implement a similar mechanic and do it(if your captain dies, simply name another captain.
Just name some guy "Captain".

He will have no special function on the battlefield, no special events, and during normal events he will be referred to as a regular recruit.

Doesn't work.
Captain is the laptop guy from JA2.
But there are no laptops in battle brothers.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,130
Location
Mars
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.
leiden_ub_bpl_collection-detail.jpg
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
7,336
I have a question about 'Fast Adaptation' though (I started giving it to my archers to better deal with Gobbos, seems to help - at least a bit): It says you get an 8% bonus with every shot you miss, I often only get 6 or 4%.

What am I missing?

Terrain penalties? Rounding up of numbers?

Never paid much attention to the numbers, but even if it is only 6% it did help a lot. Specially early levels when your archers and crossbowmen have a hard time hitting anything.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
I have a question about 'Fast Adaptation' though (I started giving it to my archers to better deal with Gobbos, seems to help - at least a bit): It says you get an 8% bonus with every shot you miss, I often only get 6 or 4%.

What am I missing?

Terrain penalties? Rounding up of numbers?

Never paid much attention to the numbers, but even if it is only 6% it did help a lot. Specially early levels when your archers and crossbowmen have a hard time hitting anything.
Just checked the Wiki wich doesn't say anything about reduced Boni either. Maybe if what you're shooting at stands behind anything - another enemy, a rock, etc. ?

They should update the description in any case.
 
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Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
A quote from rapsdjff from the Steam forums, to clarify difficulty of contracts, non-contract locations and roaming parties :
Difficulty of contracts, non-contract locations and roaming parties scales differently.

Contract difficulty scales with time, the strength of your roster, the difficulty rating (skulls), the type of contract, and some factors specific to the type of contract – for example, escort contracts are generally more difficult the longer you travel, as it increases the chance to run into enemies. Renown does not factor into contract difficulty, but it does factor heavily into contract rewards; the more renown you have, the more you'll be paid.

Difficulty of non-contract locations and roaming parties scales mostly with distance to civilization and time. Roaming parties also scale slightly with player strength, but less so than contracts, and non-contract locations don't scale with player strength at all.
 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,424
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://battlebrothersgame.com/dev-blog-100-the-unhold/

DEV BLOG #100: THE UNHOLD

Last week we took a look at the Hexe, a wily witch that is making its way into the world of Battle Brothers as part of the upcoming ‘Beasts & Exploration’ DLC. This week, we’ll take a look at the Unhold, a more down-to-earth type of enemy that is intended to spice up the mid game with its physical presence. Let’s go!

THE UNHOLD
The Unhold is a lumbering giant, easily the size of three men, and dwarfing even the tallest orc. It eats whole sheep for a snack and empties a pond to wash it down. There’s tales of enraged Unholds leveling remote farms and plucking the limbs off of unlucky farmers like wings from insects, but closer examination will reveal that Unholds aren’t malicious creatures. They’re fiercely territorial, but may often be content to persuade with ear-deafening bellowing and threatening gestures any invaders to run for their lives. The Unhold is a somewhat solitary creature and can be found either alone or in small groups only.



The upcoming DLC will assign to all the beasts distinct habitats around the world, but the Unhold actually has several, because it comes in three regional variants. The most common variant is found in the northern tundra and hills. Another variant is said to be found in swamps and sometimes forests, where they inhabit caves. The fiercest is the northern variant found in the snowy wastes, with white fur that protects equally against cold and steel. Click here for a wallpaper of the artwork below.



The Unhold’s theme in the game is displacement, and all of his skills center around it. To this behemoth, zone of control means little, as he will constantly shuffle the battlefield and demand smart repositioning by the player to protect their weakest characters, and allow the strongest to bring their weapons to bear on the beast. Unholds have little to no armor, depending on the regional variant, but they possess the unique ability of healing wounds slowly over the course of combat. Luckily they can’t heal injuries, like a broken leg, the same way, but the longer combat drags on, the more their regenerative abilities will work in their favor.

The Unhold’s first skill is called ‘Unstoppable Charge’ and works similar to the charge that orcs employ. When charging, the Unhold hurls himself towards his opponents with such force that it can’t be defended against with a spearwall, it stuns or knocks back several people at once, and it also dazes the Unhold himself as he makes impact, so he isn’t able to charge and attack in the same turn.



The second skill is ‘Fling Back’ and allows the Unhold to grab any opponent in his way and fling them back over his shoulder like a plaything, taking their place in the process. Using the ‘Indomitable’ perk will guard against it, but anyone flung like this will receive falling damage. By tossing his opponents around, the Unhold can slowly make his way wherever he wants to go.

Once in melee, the Unhold uses his massive fists to make sweeping strikes that can hit up to three targets at once with so much force that there’s a chance they’ll be knocked back. Because the Unhold will constantly knock targets away from himself, he’s rather bad at focusing down a single target, but he excels at battering down a group of people over time. Individual attacks of the Unhold aren’t the most damaging, especially to armor, but he has the potential to make a real mess out of your plans if you don’t adapt fast enough.
 

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