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

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,348
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
It's like people don't understand what no means. Like they have never been made to accept anything they don't like.

I have such a dim view of humans.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,169
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.
Christ. With the amount of complaining you would think Overhype was EA or something.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
Playing Floris - the most bloated mod ever. This mod make me sick just from the looks at troops tree. (Yes all of three of them).
Who could make such distasteful thing?
I bet that Germans did it.

Also all you guys stop complaining. Game is literary German perfection(like German II WW tanks manufacturing - wonder how many people get the joke). You are not allowed to express your dissatisfaction with the lack of post game content or mod support(unless you also add 'BLAME GERMANY' tag). I am the only one who can do it(and Celerity - who is famed hero of Justice and Righteousness).

By the way. Anyone care to explain me advantage of using locked txt files over .json or other easy to open and modify ones? I mean we have Darkest Dungeon, Mountian Blade and Starsector who all use easily editable files and there is BB.
Is there any advantage at all? I will gladly accept anything with enough technical sounding noise in background. Because now it looks like they were planning no modding possibility from the start and all that hints about it possible in future(perhaps and maybe) was just simple bait. Truly a ruthless behavior.
Why they did not plan modding support(even for their own sake of making different balance rule sets to test stuff) is beyond me.
No seriously - why?, its beyond me.
I mean there are people who not only will make content for free but, heck, even pay for possibility to make it and they simply write it off. Even if it not translate in much bigger sales for BB it would help them with their next game. I do not understand. Guys, help me understand unless you want me to Blame Germany once again. What is wrong with them?

Maybe just maybe their main coder was a
TURK
instead of German, not that there is big any difference at this point, and I was barking on wrong country all the time?

The advantage is as I said. They save their fragile egos from utter destruction as both they and Derpest are indie clique, therefore they're perfectly aware that modders make hackjobs look like the cucks they are.

It's really that simple.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,716
Location
California
These antics got people Misery's Return a Sense8 finale, why should they stop with that? These motivated fans are just trying to change the economic reality so that Overhype can't afford not to keep developing the game. Also gotta smile at Darth Roxor's Mirror of Truth moment when he is disgusted by the sight of someone who played Battle Brothers for hours and yet wrote a negative review.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
Patron
Joined
Oct 22, 2013
Messages
3,348
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Playing Floris - the most bloated mod ever. This mod make me sick just from the looks at troops tree. (Yes all of three of them).
Who could make such distasteful thing?
I bet that Germans did it.

Also all you guys stop complaining. Game is literary German perfection(like German II WW tanks manufacturing - wonder how many people get the joke). You are not allowed to express your dissatisfaction with the lack of post game content or mod support(unless you also add 'BLAME GERMANY' tag). I am the only one who can do it(and Celerity - who is famed hero of Justice and Righteousness).

By the way. Anyone care to explain me advantage of using locked txt files over .json or other easy to open and modify ones? I mean we have Darkest Dungeon, Mountian Blade and Starsector who all use easily editable files and there is BB.
Is there any advantage at all? I will gladly accept anything with enough technical sounding noise in background. Because now it looks like they were planning no modding possibility from the start and all that hints about it possible in future(perhaps and maybe) was just simple bait. Truly a ruthless behavior.
Why they did not plan modding support(even for their own sake of making different balance rule sets to test stuff) is beyond me.
No seriously - why?, its beyond me.
I mean there are people who not only will make content for free but, heck, even pay for possibility to make it and they simply write it off. Even if it not translate in much bigger sales for BB it would help them with their next game. I do not understand. Guys, help me understand unless you want me to Blame Germany once again. What is wrong with them?

Maybe just maybe their main coder was a
TURK
instead of German, not that there is big any difference at this point, and I was barking on wrong country all the time?

The advantage is as I said. They save their fragile egos from utter destruction as both they and Derpest are indie clique, therefore they're perfectly aware that modders make hackjobs look like the cucks they are.

It's really that simple.

village_idiot.gif
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
All this talking about how this game is terrible, unfinished and overall lacking just build my urge to play the game.
Is just me being masochist or there is something more in it(for example its not a terrible example of the unfinished game)?
Hm.
Blame Germany or not? That is the question.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,273
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
All this talking about how this game is terrible, unfinished and overall lacking just build my urge to play the game.
Is just me being masochist or there is something more in it(for example its not a terrible example of the unfinished game)?
Hm.
Blame Germany or not? That is the question.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Started tutorial. Sigh.
Rerolled map few times. Sigh.
Go on quest to kill tutorial bandit.
Imagine all that grind I need to do before going against end game threats(if only I could cut EXP needed for leveling sigh, some simply txt edit).
Sigh.
I going back to MechCommander and Mount and Blade right now.
That was close.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,357
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Started tutorial. Sigh.
Rerolled map few times. Sigh.
Go on quest to kill tutorial bandit.
Imagine all that grind I need to do before going against end game threats(if only I could cut EXP needed for leveling sigh, some simply txt edit).
Sigh.
I going back to MechCommander and Mount and Blade right now.
That was close.
But... Mount and Blade also need you to murder thousands of people to get to the endgame!
You can probably cut part of the grind with cheat engine.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
But its actually pretty fun to murder them. And even when you lose all your army its not that hard to recover.
Its not like when you lose your veterans in BB and need train replacements for them(and keep them alive).
There is also something like living world(kind of). Its really amuse me when world situation change.
And there is that little thing like modding.
To be honest I am not even good at M&B and still enjoy it massively. I even enjoy the grind as it really make me feel that my character get much more powerful and capable.
And even if kind of bland M&B have much more character and I enjoy to trash that one uppity lord who bullied me early.
BB have nothing outside a solid combat engine and collecting stuff.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
But its actually pretty fun to murder them. And even when you lose all your army its not that hard to recover.
Its not like when you lose your veterans in BB and need train replacements for them(and keep them alive).
There is also something like living world(kind of). Its really amuse me when world situation change.
And there is that little thing like modding.
To be honest I am not even good at M&B and still enjoy it massively. I even enjoy the grind as it really make me feel that my character get much more powerful and capable.
And even if kind of bland M&B have much more character and I enjoy to trash that one uppity lord who bullied me early.
BB have nothing outside a solid combat engine and collecting stuff.

M&B is improved massively by it's mods... PPL still mod for it, despite it's shit engine. If it wasn't for that, I doubt too many would care about Bannerlord.
The mod sub-forum on the official Taleworlds forum is huge...

Modern Germans are lower even than Turks, basically. What a disgrace. :despair:
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,489
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
PC Gamer review, better late than never: http://www.pcgamer.com/battle-brothers-is-turn-based-mount-blade-meets-xcom/

Battle Brothers is turn-based Mount & Blade meets XCOM
'It's basically an open-ended, Dungeons & Dragons-style campaign for players who prefer combat over storytelling.'

We recently, and rightly, complained on this website that Final Fantasy Tactics needs to come to PC. Yeah, we've got XCOM 2, Xenonauts, Shadowrun, Massive Chalice, and BattleTech is on the way, but fantasy turn-based tactics games where you're playing chess with customized soldiers are hard to come by.

As it turns out, a follow-up to FFT has been hiding in plain sight—a German equivalent of it, anyway.

I love games that don't imbue me with superpowers or magic from the outset.

I started Battle Brothers over the Memorial Day weekend after hearing designers Josh Sawyer and David Goldfarb rave about it on Twitter, and it's exactly the sort of combat-focused strategy game I've loved since Shining Force on Sega Genesis.

Battle Brothers is basically an open-ended, Dungeons & Dragons-style campaign for players who prefer combat over storytelling. You roam a procedurally-generated overworld map fighting goblins, varieties of undead, orcs, brigands, and competing mercenary companies on outdoor battlefields split into hexagons. Some of these threats are roaming, and will even chase your party around the map, but most of them sit and wait for you in forts and encampments.

And it's brutal. XCOM-brutal. There's no healing available to you mid-encounter, and soldiers who fail morale checks will try to flee on their own, triggering attacks of opportunity that usually get them instakilled. Even playing carefully on the lowest difficulty, death is guaranteed.

Whenever I encountered a new enemy type, I lost men. My star archers were useless against ancient skeletons, who give zero fucks about ranged attacks. Then I stumbled into Necrosavants, teleporting vampires who dodge most attacks, drain life from your soldiers, and inflict bleed damage. I also made the mistake of underestimating Wiedergangers, squishy medieval zombies that resurrect a couple turns after you defeat them, often behind your frontline.

I got my nose bloodied. Then I started to appreciate that Battle Brothers wasn't afraid to expose me to threats I wasn't leveled for, and each victory and loss started to feel owned and personal. It reminded me of Mount & Blade, one of the other true 'bottomless' sandboxes on PC that lets you bite off more than you can chew. It helped that Battle Brothers' brutality occasionally cuts both ways: as my mercenary company grew, I started slaughtering low-tier bandits I ran into—bullying them boosted my morale, and let me grind some easy XP. Here's my two-handed swordsman Cayenne cutting down three brigands at once:



Brothers & braggings
The presentation wrapped around this bloodshed is modest. I like the grounded yet colorful look of Battle Brothers' 2D art, but there just isn't enough of it across the game. There's likewise little voice work, other than grunts, death cries, and the clunk of crossbow bolts. Your men are legless busts, a cute indie workaround to avoid luxuries like idle animations.

As a result, your fighters' personalities feel under-expressed. When you hit the chain and plate mail tiers of armor, your soldiers' faces are completely covered by metal, which dampened my attachment to them a bit. I had to take responsibility for my own roleplaying: once a mercenary hit level 4, I named them after a spice, like Cayenne, Cinnamon, or Basil. Into the fray, Spice Boys! (RIP Mustard, my axe-throwing frontliner.)

The injury system, of all things, contributes the most personality, as characters wear injuries that permanently weaken their stats—a collapsed lung, a missing eye, even brain damage. Bringing a battered spearman into battle and watching him get revenge on the orcs that maimed his foot (making movement cost more AP per hex) provides some simple story.

Other areas of the game are admittedly shallow. Battle Brothers' writing is great, but structurally there's little quest variety—a multi-part 'city defense' is actually just three combats back-to-back. A caravan escort is puts a few friendly NPCs on your side (who often cause more trouble than they're worth by dying, then rising again as zombies that you have to deal with). Towns have randomized facilities and recruitable pools of (variously capable) men, but otherwise don't differ much.

I didn't care. I ended up putting 42 hours into Battle Brothers because the fundamentals of its combat (elevation, line of sight, action points, fatigue, shields, and armor degradation) all work harmoniously to deliver tough, procedurally-generated fights. I love games that don't imbue me with superpowers or magic from the outset, but feel grounded, and make me earn each kill, coin and victory.

Not unlike one of my other turn-based favorites, Darkest Dungeon, Battle Brothers allows and invites you to fail. Achievements are awarded for getting a campaign to last for 10 in-game days (according to Steam stats, currently 27.4% of players), 100 days (7.8%), or 365 days (0.6%) on veteran, the middle difficulty setting. You can tap out of your campaign at any time by 'retiring,' which awards you an ending based on how successful of a mercenary company you ran. If you're good enough, you can seemingly play indefinitely, mopping all evil (or other merc companies) from the map one by one.
 

hellbent

Augur
Joined
Aug 17, 2008
Messages
322
https://af.gog.com/forum/general/ga...e_in_the_future_part_2/post7058?as=1649904300
And I've discovered an entry for Battle Brothers on GOG, so it is likely on its way here.

I wonder if they will give GOG keys to those who bought directly through their site (via Humble Widget, I believe) during EA. That would be nice.

Seeing as they are probably avoiding the pitchforks and torches right now in the wake of their announcement that development on the game is complete, they might not respond to requests for GOG keys for a while.
 
Last edited by a moderator:

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
So its me again.
Decide to continue started adventure.
Its beginner(econ)/expert(combat) with high starting funds and its ironman. 60 days pass and I lost like 7 people(3 in one battle when 2 parties of bandit raiders pile up on me when I was escorting caravan).
High funds and low prices and higher rewards make it more comfortable to play. You can afford nice merc and weapons earlier and can afford losses or even hiring and firing mercenaries. Also have spare cash if some rare weapon/armor appear.
Combat is little easier as you can field better force so its less frustrating.
Early game is really smooth but right now I just get hit by sudden increase in contracts difficulty. Still 5-7 level and mail so increased number and quality of enemy troops pose high challenge. Its just feel more satisfying to get high amount of cash after doing contract and being afford good quality merc and weapons and not having problems with lack of tools/food/medical supplies.
Currently having only two rare items one light armor found by rumor and one great sword bought in castle shop after bringing caravan(3 people lost in that one).
Also I seen as shop get 3 rare items after one caravan escort.
Its pretty good game and pretty entertaining but sadly lack depth.
Combat is great(outside of LoS and monotony of battle scenes and limited deployments variants)
Art is truly amazing with plenty of little details(although I must admit that most of the bonus recolored helmets look hilarious and out of place)
Music is good with few pretty decent tracks
Sadly the global mechanics and level scaling kills it in long way.
Damn. Is there a reason why they not release this compiler/decomplier tools?
Heck I would probably translate it for free into polish if I could get hands on it(with some narration changing of course).
Damn what a waste of decent engine. Because this game have so much potential under it but in current state its good at best but it could be great easily.
What a shame.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,489
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
GameBanshee review:

Battle Brothers Review

Battle%20Brothers%20C.jpg


Introduction

Battle Brothers is an open world, procedurally-generated, sandbox-focused strategy/RPG hybrid with turn-based tactical combat by Overhype Studios. I know, it's a mouthful. Prior to its release, Battle Brothers had gone through a successful Early Access period during which I've heard nothing but good things about the game. As I never play games while they are still in Early Access, I waited patiently for the full release, filled with hopes and high expectations.

Don't expect anything and you'll never be disappointed is a good rule to live by, but in this particular case, my expectations didn't end up working against me. As a strategy/RPG, Battle Brothers can provide you with plenty of enjoyable - even, if at times, frustrating - challenges.

The Basics

In Battle Brothers you play as the leader of a mercenary company that's fallen on to some hard times. In a scripted event, most of the company gets killed, including the captain, and you have to take the reins, rebuild, and bring glory to your company's name in a low fantasy medieval setting. This means that, apart from the ordinary bandits and arrogant nobles, you'll be fighting ghouls, orcs, goblins, and a plethora of undead. That's the fantasy part. The low part comes from the fact that you won't be recruiting wizards or clerics, or creating your own private hoard of legendary swords. Magic in the world of Battle Brothers is extremely scarce, and therefore the rare named items are just well-crafted pieces of gear, not vorpal blades.

To begin your journey, you first need to generate a world. The topography, all the settlements, the enemy encampments - it's all randomized, with a few common elements that persist. No two worlds are exactly the same, but certain places of interest and the general balance of power are constant.

With the release of the version 1.1 patch, the game's difficulty is highly customizable. You get to choose the combat difficulty, economic difficulty, and your company's starting funds, with an optional Ironman mode on top of it. You can also pick an end game crisis you'll be dealing with or leave that decision up to chance. And if you've generated a particularly interesting or challenging world, you can send its unique code, or "seed", to your friends and they can play in it, too.

This world you create is represented by an overworld map where caravans and peasants traverse the roads, other mercenaries take care of business when you aren't present, and nefarious individuals and creatures of the night try to ruin it all for the good hard-working folk of the land.

The village elders, the affluent pillars of the community, and later, the nobles, all have their problems. Problems only someone good with a sword and plentiful in numbers can solve. This being a sandbox game, you're free to take on any contract you want, accept or refuse any job, or even be a free spirit and just roam the wilderness hunting bandits, exploring ruins, and keeping the greenskin population in check.

I'm not usually a fan of sandbox games as they tend to feel too big, too open, and typically contain pointless filler, but in Battle Brothers, you always have something to do. Contracts provide short missions; ambitions, like rebuilding your company or gathering a certain sum of money in order to expand your inventory, fulfill the role of mid-term goals. And the aforementioned end-game crises that come in the form of a war between the nobles, a greenskin invasion, or a necromantic plague, plunge the realm into chaos, shake things up, and provide a soft win condition for your campaign. On top of that, thanks to the plentiful random events, something is always happening. Everything pulls at you, requires your personal attention, and there just isn't enough time in a day to cover all your bases, especially early on. Your mercenaries require daily salary and they need to eat, and they need someone to tend to their wounds and fix their deteriorating equipment. There's no time to be bored by an open world, dealing with all these logistics.

And while all these things, as well as the abundant and high-quality for a procedurally generated game writing, create an illusion of a living and breathing world, the simulation feels somewhat lacking. It's like the developers knew what they wanted to put in the game but either didn't have the time or the resources to finish it, so they left the basic placeholder model.

For example, the game has a trading system. Depending on the world's seed, towns can have access to a variety of trading goods. The prices for these goods on the marketplace are dynamic and depend on the current events. If you protect a town, its prices become more favorable. If it gets raided, the goods skyrocket in price and become limited in their availability. The unfortunate part is that there doesn't seem to be a way to trade in bulk, send out caravans of your own, or have a decent idea where your particular goods will fetch the best price. It all mostly boils down to buying a few stacks of lumber, traveling across the map, and selling it to a town without a forest around it, hoping to get a decent margin.

Then, there are the provisions. You have access to all kinds of different foodstuffs from dried fish to cheese and to edible mushrooms, but this variety doesn't seem to matter much. As long as you have enough to feed your troops – you're good. The only benefit to having a balanced diet is that at some point it opens up the possibility of a random event happening that can raise the morale of your company. Once again, an intricate system that lacks just a few touches to be fully satisfying.

And, of course, the biggest thing about the simulation is the way you deal with the neutral parties on the map. Now, this may well be a tinfoil hat moment, but I've managed to finish my first campaign by overcoming the end game crisis without even realizing you can interact with non-hostile parties in any way. But later, playing the game some more after a few patches, I've started noticing a loading screen tip that told me that you can CTRL+click on the neutral parties to attack them. I'm fairly certain this tip wasn't there in the initial release version.

Even so, attacking or not attacking is not what I would like the full extent of these interactions to be. It would have been so cool to actually have dealings with the other mercenary companies. Talk to them, form friendships or rivalries, organize joint raids on places that are too well-defended. Maybe even an option to double-cross them when a raid is finished, or get double-crossed by them. And the game actually has a system in place where multiple parties can participate in joint combat if they just happen to be nearby, so that isn't a problem. It's a shame that the developers didn't go all-out there.


The Combat

A mercenary's life isn't all trading and scheming, of course. Fighting is important as well. And fighting in Battle Brothers is a heap of ruthless fun.

On a hex-based grid, your forces of up to 12 units - or brothers as the game calls them - face their enemies in turn-based combat. The enemies don't play fair, and on some occasions can field roughly fifty combatants. To overcome such long odds, you have to use every trick in the book, and in the case of Battle Brothers, that book is anything but simplistic.

What's even better, is that the enemy AI depends on the type of enemies you're facing. Highly trained soldiers will try to pepper you with arrows, protecting their archers with a shield wall, while the common rabble can try to do the same, but given their lack of discipline, they get restless after a turn or two and just charge your position. And while even the dumbest of brigands will try to avoid your menacingly sticking-out spears, various wolves or zombies will jump onto them with reckless abandon and attempt to drown you in bodies.

To deal with such a variety of enemy tactics, you have a wide range of tricks up your sleeve. Every type of weapon has its own unique move set - spears can prevent enemies from getting too close, axes can make short work of any shield, flails are good at delivering critical blows to the head, and so on.

To hit with an attack, you have to succeed in a roll where your melee or ranged skill attempts to overcome your enemy's defense skill. Some weapons, like swords and crossbows, provide a bonus to accuracy, and as such are better suited for your rookies.

The 1-hex radius around every character is their Zone of Control. Leaving it without using one of the specialized movement skills provokes an attack of opportunity.

Fighters on the battlefield, unless they are undead, tire. Every skill costs fatigue and as your fatigue bar fills, you won't be able to use as many or as powerful attacks, turning prolonged engagements into these visceral slugfests where both sides can barely lift their arms but have to kill one another regardless.

Fatigue replenishes after the fight is over but health doesn't. Health, as well as any wounds sustained, has to be treated over time, giving you one more thing to worry about. And in case one of your brothers falls in battle, there's a good chance they die for good. And if they do manage to survive, they will be forever scarred with some nasty permanent injury.

All in all, there are a lot of intricacies to the combat system. Just one example would be destroying your enemy's shield. Sure, it makes them more vulnerable but at the same time, shieldless, holding the weapon in both hands, said enemy can dish out more damage and becomes much more dangerous to your brothers.

While, overall, combat is extremely satisfying and there is little more epic than facing off against a tireless phalanx of Ancient Dead, or being forced into a tough contract that pits your undergeared company against a hardened Orc war party, there's one thing that sours the experience.

You fight your enemies full medieval style where two lines of fighters advance towards one another in an open field with maybe a few trees sprinkled here and there or an occasional swamp. And while such approach is fine for a noble house, a mercenary company shouldn't be beholden to such standards. I would have liked to see larger obstacles, urban multilevel combat, storming fortifications, and the like. The worst part is that when you learn the AI tactics, varied as they may be, fighting any kind of enemy becomes formulaic with such little variety in the battle arenas. The underlying combat systems are quite fun, and confining them to mere line combat was a mistake, in my opinion.

Overwhelming Yet Intuitive

When you first start playing Battle Brothers, it feels like you have an ocean of options before you. You can have a party of up to 12 characters plus a reserve roster of 8, these characters seem to have 16 stats, every weapon has a different move set, every character has a number of unique traits and a pool of 49 perks to choose from. And this is just the tip of the proverbial iceberg.

However, as you play the game you realize that things aren't as convoluted as they initially seem. All those stats boil down to a few important ones and the rest are there just to keep you appraised of your brothers' gear condition and such. Perks open up in a tiered fashion and don't require careful pathing. And after trying all the weapons out you quickly get the feel for what's what.

Despite how overwhelming the game may seem initially, it's actually extremely intuitive. It adds another, preliminary, step to the old "easy to learn, difficult to master" formula, which is "intimidating to get into." But steel yourself, jump in, and soon you'll be navigating the intricate waters of Battle Brothers as if it were a game you knew for decades.

In case you want to test your skills in consequence-free combat situations, the game offers a set of scenarios that aren't a part of the campaign. You can learn a few tricks there before jumping into the main game. And if you find some of the game's aspects confusing, one of the menu buttons takes you directly to YouTube where you can watch detailed video tutorials created by the developers. This isn't the most elegant solution but as I've said, this shouldn't be necessary, as you are quite likely to figure things out on your own.


Keep Rolling, Rolling, Rolling...

Randomness in games is a divisive issue. Some people abhor it, other swear by it. Usually, I'm firmly on the pro-RNG side of the argument, but in Battle Brothers even I have to admit that at times it can feel like you're not playing a game about a mercenary company, and instead are just pulling the levers of some multifaceted slot machine over and over again. Pretty much everything in the game is random in one way or another.

You can scout the enemy composition but if you attempt a particular fight several times, you'll find that the weapons your enemies wield, and the obstacles on the battle arena are different each time. The markets in towns are randomly stocked and with the sheer variety of gear in the game, it can be a real chore to find a particular weapon or a piece of armor. Your prospective brothers all have a random set of starting traits that you can't know before you hire them and even the stats they gain on leveling up are determined by a roll.

The game positions itself as some quasi-roguelike and if considered in that regard, all the randomness makes sense. However, every system in the game goes against such a notion. This leads us to my biggest piece of advice – do not fool yourself into thinking that playing the game on Ironman mode, or Ironman-style where you just deal with whatever the game throws at you without reloading, is the way to go. Unless you know exactly what you're doing, playing Battle Brothers in such fashion will kill your enthusiasm for the game faster than the enemies kill your troops.

Do not believe the loading screen tips that try to convince you otherwise. Truth of the matter is, the game's length, both when it comes to the overall campaign and the individual battles, makes dealing with the consequences of bad decisions annoying, more so than anything else. Unless you have a squad of highly leveled brothers in the best gear available, a stray crossbow bolt can one-shot them, a good attack roll can decapitate them, and a single stupid move on your part can cause you to lose half a company to some rabble.

And the thing is, while this can be fun if a game is designed around it, in Battle Brothers replacing your fallen units takes quite a while. We're talking hours upon hours of real time here. Not to mention that more often than not, the gear your brothers have on them when they die seems to disintegrate, and good gear in Battle Brothers costs a small fortune. But even if you have some money saved and manage to equip your new recruits well, there's no guarantee that they won't all be brittle-boned cowards who die in their first battle.

The time and money investments you pour into your prospective brothers are just too large for how easy it is to get them killed. It's not fun to lose a 40+ hour campaign just because you took one unfavorable engagement, especially considering that your enemies don't have the same problems as you do. While you struggle to purchase good gear or find recruits that don't completely suck, the forces of evil keep getting stronger. In such a situation, coming back from a bad loss, or even a Pyrrhic victory, becomes increasingly difficult and tedious as the game progresses. Losing is only fun when you can regain your lost progress in a reasonably timely manner, so do yourself a favor and save often.

Technical Information

The first thing everyone notices about Battle Brothers are the visuals, as the game looks quite basic at first glance. All the characters are represented by these tokens that look like something out of a board game, which some may find a bit off-putting. I can definitely understand that, but give the game a chance, and you'll start noticing just how detailed everything is.

Weapon models get bloody as the fight goes on, armor and helmets get banged up and even destroyed, characters get injured and start panting as their fatigue meter rises. It's all relatively minor, but these details add up to create the feel of a progressing battle better than any fully-rendered character model in a low budget game to date. It's clear that a lot of love, skill, and ingenuity went into these little tokens. I also have a great amount of appreciation for how crisp and clear the visuals are. You get all of the necessary information without your eyes being assaulted by flashy effects that make it impossible to figure out what exactly is going on.

While the game's visuals can be a divisive issue, I think it's hard to argue that the audio is well above average. The music fits the setting perfectly and manages to convey the mood, be it while traveling the roads or fighting the goblin hordes, without fail.

When it comes to performance, Battle Brothers can put any other game currently on the market to shame. It starts up fast, takes seconds to save and load, runs well, and hasn't crashed on me once.

The only gripe I have with the game on the technical level is that, from my understanding, you can't change the keybindings, and the only way to even know them is to hover your cursor over the interface buttons. You can quicksave/load the game with the classic F5/F9 combo, but since there's no interface button for that, you simply have to guess it or learn about it from the community.

Conclusion

Battle Brothers is not quite a great game. It has the foundation of a great game, but it misses that mark ever-so-slightly. However, despite any such flaws and questionable design decisions, the game still manages to make time disappear, while lending itself well to a more leisurely pace. You can sink entire days into it, and then emerge from your dimly lit cave with the eyes of someone who had just wasted a week of their life and doesn't regret a single moment of it, or you can come home from work, launch Battle Brothers, complete a contract or two, and feel quite satisfied.

Even with its flaws, Battle Brothers is a fun game that is well worth your time. Given that this is Overhype Studios' debut project, I can't wait to see where they go from here.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
That is why you should using Cheat Engine speedhack.

Also about long silence Overhype spoke.
Hi guys,

first of all sorry for the long silence but we really needed a break after the latest developments. I will personally try my best to answer any questions you have and have an open discussion.

On topic:
Everyone who bought the game has the right to give a positive or negative review for whatever reason he or she sees fit. Some might play it for 3 hours and give it a thumbs up, others might play it over 200 hours and give it a thumbs down. We as developers are not in a position to judge or influence this decision. We offer a game that we made and put a lot of work into, after that people have to decide whether they think they should recommend it to others or not.

There have been an increasing amount of recent cases in which reviews have been used to influence developers towards certain decisions - be it for good or bad reasons. As developers we have to live with this and accept it. When we are making a choice we have to be aware that people might like it or not like it and we have to be ready to take the consequences. That is how the whole review system works: To voice an opinion - about the game, the developers and their choices and business practices. We obviously made a choice that a lot of people did not like but for us it was the hardest choice we ever made. We spent a lot of time thinking about this (this is not just said, this is actually true) and changed our minds more than once on it. In the end you all know what came out of it and we accept it with all its consequences.

I hope i can give some confidence back to you by entering the discussion again and assure you that we are not gone but instead are working hard on something we hope you will like as much as BB. It will take some more time until we can give more details on it but we are making good progress on it.

We thought a lot about that but ultimately we do not want the game to be open source by opening up all the files. If we did that we are basically handing out the code to everyone to copy or use it in any way they like. With all the work we put into the game we feel very uncomfortable with just opening up everything.

Modding in general would of course be possible, there is hardly anything that can not be achieved if you put enough ressources into it. However, adding at least half a decent way to mod the game would cost us a lot of time and work and also we would have to take care of the support questions around modding the game. The more minimalistic the implementation of modding the more requests we would get about it again binding up a lot of our resources.

Modding was not planned when we started the project years ago and adding it later turned out to be quite the challenge - at least if you want to have it in a proper way that keeps the game working. With our new project we are planning for it right from the start and there will be Workshop Support for Steam so we have a working, well implemented solution for it.

 

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Sarissofoi said:
So you will let the game die?
Gotcha.

You're a bit of a cunt, to be honest.

With this kind of responses they get when they explain their situation, no wonder they keep shtum. I'm surprised they even came back to interact with the steam forum, being the dumpster fire that it is. I would have just run away without looking back.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,024
Sounds a lot like the same shit Terraria went through, albeit with a slightly more expensive game. I suppose I'll try the other side of the fence this time and not buy the game until it's 2$ in some humble bundle somewhere, as the devs apparently intended. :roll:
 

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