Jan
17

Update 1.2.0.24

This update brings a rework of everyone’s favorite opponent, the Alp, and fixes a couple of more obscure bugs.

The Alp

In reworking the Alp, we wanted to have fighting them feel more varied and interesting than up to now, but at the same time not compromise their theme or identity. The Alp is a nocturnal predator that haunts you with nightmares and feeds off of it, and fighting it is supposed to have a puzzle-esque aspect to it as you navigate a maze of nightmares. In order to achieve the above, we’ve changed the mechanics of the Alp quite fundamentally.

Alps no longer inflict the ‘Sleeping’ or ‘Nightmare’ status effects – those are gone. Instead, they cast the new ‘Realm of Nightmares’ spell on ground near your men. Any tile such affected has the boundary to the world of dreams erased for two turns, which allows living nightmares to manifest and haunt your men.


Nightmares are a new type of opponent that goes down with just one hit, but whose attacks always hit and ignore armor. The more resolve a character has, the less damage they’ll take from these attacks. A single hit doesn’t do terribly much damage in any case, but nightmares can slowly eat away at your men’s sanity, health and morale. If the ‘Realm of Nightmares’ effect runs out, the living nightmares will also fade from the world.

With the new Alps, you’ll have to face off against nightmares holding you in place and damaging you a bit more literally, but you’ll also be able to get use out of more skills, perks and equipment than with the previous incarnation, and battles should end up feeling more varied and faster-paced. They’re also a bit less unique than before, which is a price to pay, but should still feel unique enough compared to fighting all other opponents in the game.

Changelog

  • Changed mechanics of Alp. See above for details.
  • Changed AI to perform better when defending with and against ranged units.
  • Changed Black Monolith to always drop the Emperor’s Countenance as loot again when destroyed. It’s no longer dropped as loot by the Conqueror himself, as players might retreat from battle without realizing that this meant that the armor would be lost forever.
  • Fixed some legendary locations potentially getting sucked into nearby combat without the player having to first unlock them properly via event dialog. Requires a new campaign to take effect.
  • Fixed game potentially not continuing as characters with equipped wardogs get devoured by a Kraken.
  • Fixed Kraken sometimes not dropping loot.
  • Fixed issue with necromancer twist of ‘Root Out Undead’ contract.
  • Fixed player strength calculation for scaling purposes not always updating properly.
  • Fixed another cause for combat between AI parties on the worldmap potentially not ending.
  • Fixed issue with characters retreating without properly taking into account all opponents that can catch up with them, and thus taking improper routes.
  • Fixed potential issue with contracts not continuing properly after losing your entire deployed roster in battle, but still having people in reserve to carry on with.
  • Fixed various minor issues.
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Nov
29

Beasts & Exploration Release

The ‘Beasts & Exploration’ DLC for Battle Brothers has been released into the world!

Find it on Steam, GOG or Humble Store.

You can find a detailed explanation of what is contained in the DLC here.

The new music tracks by Breakdown Epiphanies have been added for free to the soundtrack on Steam and GOG for every current and future owner.

Enjoy!

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Nov
23

Dev Blog #112: Almost There!

The release of the ‘Beasts & Exploration’ DLC is just around the corner – it’s launching on Thursday next week, the 29th! Time to recap on all of the many new features and content additions that are about to arrive with both the DLC and the free update to version 1.2 of Battle Brothers.

You can find the DLC on Steam here and on GOG here. The DLC will also be available as a Supporter Edition with a fancy Kraken banner and painted shields!

Here are detailed introductions of what is about to come.

New mechanics and content

New opponents

As well as many minor additions and changes

And then, of course, there’s even more new things which we haven’t covered much in our dev blogs, such as new contracts, a bigger world, new music tracks and new achievements!

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Nov
16

Let’s Play ‘Beasts & Exploration’ DLC

The ‘Beasts & Exploration’ DLC for Battle Brothers is set to release on the 29th of this month. Let’s take a first look at gameplay footage today! 

Sit back and enjoy as developer Jaysen will talk you through changes and additions while trying not to die horribly. Just keep in mind that this is a preview and not the final DLC, as we’re still busy working on balance and polish.

In the first episode we talk about crafting, new traits and new settlement situations while making use of one of the newly added weapons!

In the second episode of our ‘Beasts & Exploration’ Let’s Play series, developer Jaysen and his Battle Brothers encounter one of the new beasts and craft a first item at the taxidermist!

We’ll be releasing new episodes every few days and will let you know on Twitter and Facebook! 

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Nov
09

Dev Blog #111: Psychology & Resilience

The ‘Beasts & Exploration’ DLC is set to release on the 29th of this month and by now it’s essentially feature-complete. We’ve moved on to thoroughly test, balance and polish everything, but there’s still so many interesting smaller things we haven’t even talked about yet. Let’s shine a light on some more of these this week!

Mercenary Psychology

A mercenary’s life isn’t easy, and seeing the man to the left split in two by an orc and the man to the right mauled by an unhold does put a strain on the psyche. People react differently to this, and so we’re introducing several new traits that characters can gain and lose over the course of a campaign depending on how their time with the company goes, what their background is and what other traits they have.

For example, a devastating loss against orcs may result in a character starting to fear greenskins and having less resolve when in battle against them. A sentiment that most people who played Battle Brothers can sympathize with. But as he grows in experience and is hardened by battle, he will eventually overcome his fear and lose the trait again. At the same time, another character may handle the loss quite differently, become more determined and start to hate greenskins instead, gaining a bonus to resolve when fighting against them. All in all, the number of new character traits has now climbed to be 16 – good, bad, and combinations of the two. Most of them have event interactions, some unlock additional options in events, and many of them can be gained or lost by events.

Events

Speaking of events, we’re currently at 52 new ones for the game. There’s still time left until release, so it’ll likely end up to be even more in the end. Alongside these events we’re also adding a lot of new illustrations and updating a couple of older ones with more high quality artwork.

As you may have guessed, that illustration on the left is related to one of the upcoming legendary locations.

Resilience

As part of the free update accompanying the upcoming ‘Beasts & Exploration’ DLC, we’re doing a balance pass on all of the character perks. The objective isn’t to make the game any easier or harder, but to further improve build variety, especially in the late game. You’ll find a list of all perk changes in the changelog once the update is live, but there’s two perks, one old and one new, which we want to talk about in more detail.

The ‘Hold Out’ perk stands out as the least-picked perk in the game currently; it benefits you only in a specific situation you want to avoid as much as possible, while at the same time you can pick other perks instead that actually help you to avoid getting into that situation in the first place. We’re going to entirely replace the ‘Hold Out’ perk with a new perk called ‘Resilient’. If you’re one of the few people that liked to pick the old ‘Hold Out’ perk, fret not, for you can now get the same effect without having to spend a perk point for it by drinking an ‘Iron Will Potion’ which can be crafted at the taxidermist from relatively common ingredients.

The new ‘Resilient’ perk reduces the duration of any negative status effect with a finite duration by one turn, up to a minimum of one turn. For example, the ‘Bleeding’ or ‘Poisoned’ status effects both have a duration of two turns, which get reduced to one turn. Of course, with a shorter duration, those two effects will also inflict less damage to a character. And quite importantly, some new status effects, like being ‘Charmed’ by a Hexe, also get their duration reduced by one turn. It’s not necessary to have the perk in order to beat the Hexe at all, but it is one possible counter and can be quite helpful if you otherwise struggle against opponents which rely on negative status effects to make your life hell.

More Proactive Garrisons

And speaking of making your life hell, enemy bases are more proactive now in sending out parties to intercept anyone that threatens them and that they can realistically take on. Camping right next to a bandit hideout to wait for morning may not be the best idea anymore, and even locations infested by undead may send out parties come night. On the bright side, if a base sends out a party to intercept enemies, their garrison will be weakened, and in some cases only a skeleton crew will remain. You can use it to your advantage by splitting a large enemy force in two, or even attack while a third party is luring part of a garrison away!

Let’s Play!

Join us again next week for some moving pictures. Our very own Jaysen will start a new Let’s Play series with the ‘Beasts & Exploration’ DLC and explain all of the new features and content as he encounters them.

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Nov
02

Dev Blog #110: More Things

The ‘Beasts & Exploration’ DLC is set to release on the 29th of this month with a bunch of cool features that you can learn about here. That’s great, but there’s actually even more coming than covered by this feature list. Let’s take a look at some smaller things that come with the DLC and which we haven’t talked about yet.

The Beast Slayer

There’s a new character background in town: The Beast Slayer. Experienced in both melee and ranged combat against beastly opponents and monstrous adversaries, the beast slayer is a versatile background similar to the sellsword, but more affordable. Of course, he comes with his own events and interactions with other backgrounds, and some expert knowledge on beasts and their lore to share with you.

Wage Changes

There’s several changes incoming on how wages for characters work, so let’s break them down.

First off, the base wage for a couple of backgrounds has been adjusted to be more in line with their actual worth as defined by how often they’re picked by players. In addition, every individual character now has a certain idea on how much they want to get paid – there’s a small random factor on the daily wage demands of all characters, and so you’ll find cheaper and more expensive recruits also within the same background, and even if they don’t have the ‘Greedy’ trait.

Finally, the wage progression has changed. While previously you paid 2 additional crowns per character level, you’ll now pay a cumulative 10% of a character’s base wage for every level after the first and until the 11th, and then 5% of a character’s base wage for every level afterwards. In effect, there’s less wage pressure in the beginning, which gives you more leeway to actually explore the world earlier and find all those new beasts and locations. Low tier backgrounds have also become cheaper to employ in the long term, but high tier backgrounds have become significantly more expensive to keep around if they reach veteran levels, which gives you more of a reason to diversify your company composition in long campaigns.

New Named Weapons

As you’ve previously learned, the DLC will introduce a bunch of new weapons. People have been asking about whether there’ll be named variants of those weapons as well – and the answer is yes, of course. Take a look!

New Armor

It’s not just new weapons, it’s also stylish new armor, all of which can be further customized with the new armor attachment system. We’re filling some gaps in the armor progression, and we’re also introducing some high tier light armor as part of a larger effort to make light and medium armor more of a viable choice for some character builds.

Join us again next week to learn about even more changes and additions of the upcoming DLC and the accompanying free update to Battle Brothers!

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