Dev Blog #14: Combat Demo Updated – Changelog


Dev Blog #14: Combat Demo Updated – Changelog

Has it been a week already? We’ve updated the Pre-Alpha Combat Demo of Battle Brothers to fix the bugs you guys reported and add a bunch of features you requested. Chief among them are the new optional armor and hitpoint bars shown above all characters. You can find a full list of changes down below. If you haven’t tried the demo yet or want to give it another go, don’t wait any longer and download it here: DEMO DOWNLOAD!

As always, we depend on your feedback. Talk to us and let us know of any problems you encounter and anything you’d like to see changed or added to the game!



  • Fixed bug that could leave the game hanging indefinately during the AI turn when the necromancer moves outside of view towards corpses to resurrect

  • Fixed bug that could leave the game hanging when using the wait turn action with only a few characters left

  • Fixed bug that had the inventory tooltip sometimes claim a character doesn’t have enough AP to switch items when in fact he does

  • Fixed bug that had tooltips for hidden opponents show “Click left to focus” when it wasn’t in fact possible

  • Fixed bug that characters wouldn’t immediately show the hidden status effect icon if spawned inside brush

  • Fixed bug that had skeletons sometimes use the Shieldwall skill when no opponent was actually in range

  • Fixed shader incompatibility with some low end video cards

  • The last few scattered opponents on a map should be a bit easier to find now

  • The combat log now also gives exact numbers for armor damage taken

  • Added optional edge of screen scrolling mode (disabled by default)

  • Added a slight movement threshold to drag-style scrolling in order to avoid accidentally scrolling the map when trying to click something

  • Added optional camera mode that always keeps the current AI character in focus (disabled by default)

  • Added an option to disable the hardware cursor and use a software cursor instead (use this for a visible cursor when making videos of the game!)

  • Added support for scrolling with ZQSD keyboard layouts

  • Added optional overlay to show armor and hitpoint bars at all times (toggleable with Alt key and in the options menu)

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About Jaysen


  • Avatar photo
    Apr 25, 2014 @ 18:38 pm

    Hi Guys,

    Today I downloaded the combat demo, but unfortunately it doesn’t seem to work on my computer. Do you have an email adress where I can contact you with more information? It doesn’t seem like a good idea to send you all info through this comment and creating a forum post isn’t great either. I would like to hear from you.

  • Avatar photo
    Apr 25, 2014 @ 19:19 pm


    thanks for your interest in the game. You can contact me via mail at and I’ll see what I can do to help. It’d be best if you read first and attached your dxdiag.txt and log.html files as described there.


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    Apr 27, 2014 @ 18:09 pm

    Sounds good. I’ve played the first version and am glad to see some of these additions. I was frustrated with some of the zombies. I don’t understand the respawning mechanic. I understand that necromancers can raise them, so I take them out fast, but I was eventually overwhelmed as about 5 or 6 additional zombies spawned during the fight after the necromancer was slain. What exactly causes the zombies to respawn? There was a zombie duke on screen, do they do anything?
    Maybe I am just missing something.
    I think a list of enemy abilities over their heads would greatly help, it could be toggleable, but it helps. i am thinking like in Dragon age Origins, you see enemy health and stamina bars over their heads, but also the names of the special attacks, buffs, or debuffs they are using.

    Also, will there eventually be any options for healing? Since it is permadeath, something would be appreciated.

    Thanks again and congratulations. You guys have a real gem here.

    • Avatar photo
      Apr 27, 2014 @ 19:07 pm

      Thank you. I’m glad you’re enjoying the game (:

      Zombies have a 40% chance to rise again one single time at half health (and without any armor regenerated) if they die. In addition, they have a 33% chance to turn any Battle Brother into a zombie should they kill him. These are their unique passive abilities, if you will, and don’t require the presence of a necromancer.

      The zombie duke is primarily a tougher and faster version of other zombies. Also, he has the “Enrage Undead” ability by which he buffs other zombies (but only those) with enough additional action points for them to have a second attack per turn for the duration of 3 turns. Maybe we should rename it to “Command Zombie” or similar for it to be more clear.

      I agree about the enemy abilities, it’s a bit too puzzling currently. It didn’t make it into the demo, but we’ll go with some kind of information window that can be opened for every enemy, giving a textual description of the respective opponent and explaining all effects (like the above-mentioned enrage) instead of just showing a mildly obscure icon.

      Healing will take place primarily between battles. As we add some magical items later down the road, I’m sure some will also offer the ability for limited battlefield healing, but it won’t be something the player can normally do. We want battles to be about fighting to the teeth, not about pausing the action all the time to bandage wounds. I know this could mean some hard choices like whether the player wants to risk the life of his already wounded veteran in the frontline or rather keep him safely in the back – but in my opinion, choices like these add to the experience.

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