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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.
They seem the same to me, they do 3 attacks. I think they have a variant of the berserk perk, so if they start killing your low level guys it gets out of hand very fast.

I thought they used to do four or five swipes for some reason. Anyway, you're probably right; I want to battle them with a force of BB in chain armour or better. Then I can see if the swipes/bites do barely any damage, and whether they fall quickly to mid/high-tier weapons. The old werewolves were always a bit of a joke when fighting a good mid-game band.


I have a suggested improvement:

On the town screen, have some icons in the corner listing the local resource-sites. I'd like to know that there's a goat pen, a lumbermill, and a copper vein. As it is, I have to leave the town to see this, or I need to look at the market and take an educated guess based on prices and availability.

I'm starting to like the trading aspect, though, good job.
 
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Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Why?

EDIT: Nevermind, I found the answer to my edited-in question.
 
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Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Has the idea of recruitment being free ever been thought about?

First, it's a bit weird having to pay several days in advance for a mercenary just to join up. His equipment, he already owns, and he supposedly WANTS to join and get a pay and everything else, so why the entrance fee?

And moreover, I think it would encourage degenerates like me (and probably other thousand people) to move away from hiring a bunch of mercs, looking at their stats and culling all the trash and hiring only the decent ones.* Right now, if I have to pay ten days in advance to hire a fella that is probably going to die at the next battle, I want to know that, in case he survives, he can become at least decent with experience, meanwhile a turd is going to be a turd even at level 11, only I paid 200 bucks for the turd to join. If instead of that, I only had paid him the two days it took for me to get to the battle and him dying, I think it would give more value to the trash that otherwise sits forever abandoned in the settlements. They would be cannon fodder, not an investment.

Of course then we would run around hiring nothing but raiders and sell-swords from day one, but that could easily be prevented by locking the more premium background behind renown and money walls. An adventurous noble WANTS to join your famous mercenary company, known all throughout the land and with so much money their full pockets are actually slowing them down in combat, but he definitely doesn't want to join your ragged group that nobody knows except for the fact they just got their asses handed to them by some lowlifes.

*Also, I think that some traits, like fat, should be viewable from the hiring screen. Yes, knowing the bloke you are about to hire is a sniveling little bastard that will run at the first sight of trouble is difficult to see at a glance, but seeing that he is basically spherical shouldn't.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,038
Location
NZ
What would stop you from stripping their equipment and dumping them?
 

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Well... fuck.

A massive loss in renown? So mercs will be incredibly wary to join your band, towns will prefer not to deal with swindlers, maybe the merc joins another band and they come for you, etc.

Maybe they come without equipment and you give it to them (to compensate for beeing free to hire)?

The more premium background wouldn't come out until later in the game if they had renown and wealth thresholds, so you probably wouldn't need to resort to such tactics because you would be pretty good in the equipment department.

But yeah, it was a pretty stupid idea.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Obviously they must send their gold via paypal to their family on third world countries kingdoms.
 

Shaewaroz

Arcane
Patron
Joined
May 4, 2013
Messages
2,923
Location
In a hobo shack due to betting on neanderthal
I'm very into cock and ball torture
Bought this yesterday, so far I've enjoyed it. I have however experienced a few crashes, which can be extremely irritating after a hard battle. I have played maybe 8-10 hours and the quests have already gotten repetitive, so they definitely have a lot to do before this game reaches it's full potential.
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
820
Steve gets a Kidney but I don't even get a tag.
The game crashed like crazy in the very early versions (I got a crash in my very first fight if I remember correctly), but they're pretty rare now.
 

Anthony Davis

Blizzard Entertainment
Developer
Joined
Sep 7, 2007
Messages
2,100
Location
California
So I started playing this again after all the changes - and I think I really like them right now so far... except...

Where are the quests and missions now?

Other than the initial tutorial quest, I haven't found a single one. I've been surviving by going around the map attacking wolves and bandits just to scrape for food. Taverns will occasionally tell me about hideouts, but so far the directions are all wrong. For example, they'll tell me to look west, when west is the ocean - har har barkeep.

Anyway, still really digging it. I got 11 hard level 2 mercs ready for some quests and missions... any day now.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,272
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.
You find quest in cities, look for a little icon in the top left corner. Think it is a scroll icon.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,081
Try villages first. Early contracts come from them and it takes some reputation to get more serious ones from the cities.
 

rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
header_steppe.jpg

Worldmap Update 0.6.0.16
This update adds a reimagined version of the ‘Escort Caravan’ contract to the game. You’re now part of the actual caravan and don’t have to manually travel alongside it anymore. While the caravan travels, controls are locked from you, but time will pass faster until the destination is reached. The contract doubles as a way to fast-travel around the world and may also give you added safety with the caravan hands and guards in the beginning of the game. Be sure to take ample provisions before you start your journey!

The contract system has seen a general change. Contracts now vary in difficulty and payment as indicated by a rating of between one and three skulls. If you’ve taken some losses and need to rebuild your company, taking on easier contracts with a one-skull-rating might be a wise decisions. On the other hand, if you don’t feel challenged enough, take on a contract with a three-skull-rating and get paid handsomely. Note that the skull ratings are rough estimations and don’t necessarily mean that a contract has to always be easy or hard for you. In an open world you can always run into roaming enemies, and how you fare against certain opponents will depend heavily on your equipment, leveling and tactics.

Finally, this update also adds our first all-new combat environment: the dry and flat steppe. Here’s how it looks in the game.



Changelog
  • Added new ‘Escort Caravan’ contract.
  • Added two new events.
  • Added steppe combat environment.
  • Added more debug output to logfile in order to help track down some remaining issues.
  • Changed contracts to vary in difficulty (and payment) as indicated by a rating of between one to three skulls.
  • Changed larger settlement factions to potentially offer more than one contract at a time.
  • Changed Orc Line Battle scenario to take place in the steppe.
  • Changed Riposte appearing as a negative factor in the hitchance breakdown only when the opponent is actually in range to execute a counter-attack.
  • Fixed potential crash on worldgen.
  • Fixed destinations for ‘Armed Courier’ contract not being uncovered on the map in some cases.
  • Fixed issue with AI of Withered Vampires that prevented them from using the Darkflight skill in some cases.
  • Fixed issue with AI of Orc Warriors that had them use the Line Breaker skill when they shouldn’t.
  • Fixed armor for helmets displayed as floating point value in some cases.
  • Fixed wrong effectiveness vs. armor of pitchfork.
  • Fixed various text errors.
 

Crabcakes

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
68
Location
Hamburg
http://battlebrothersgame.com/forums/topic/pauls-art-corner/

Man, I was looking around on the Battle Brothers forum and found this topic about the art and it's amazing how much it's improved since 2014. Paul, the artist, has grown so much since the game started development; I've never seen an artist improve so much in such a short period of time. Really amazing.

Thanks man, always great to get a thumbs up. Although the "short time" is already 2 years :)
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,272
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.
http://battlebrothersgame.com/forums/topic/pauls-art-corner/

Man, I was looking around on the Battle Brothers forum and found this topic about the art and it's amazing how much it's improved since 2014. Paul, the artist, has grown so much since the game started development; I've never seen an artist improve so much in such a short period of time. Really amazing.

Thanks man, always great to get a thumbs up. Although the "short time" is already 2 years :)

Think he good you can become if the development of Battle Brothers last as long as Duke Nukem Forever :)
 

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