For the first time we present you a video of our strategic worldmap in action. In the video we explain all the core features and mechanics of our Battle Brothers worldmap and show how the different factions act and behave. It took us a little longer than expected to get this done as we completely reworked all worldmap tiles and the way they are combined to achieve a more natural look.
We hope to show you a full gameplay video in the near future where all elements from the worldmap and the tactical combat come together.
If you have any questions or suggestions let us know!
Great world map feature. It’s like xcom worldmap streategy, and I love procedural maps, soldiers and missions of Battle Brothers. You are going to success.
If you enter in an orc vilage, are you going to have a battle, right? and, if you win, what happens with the village? is it drestroyed or weakened?
If you attack it and kill everyone, the encampment is subsequently destroyed and any valuables are yours. If you attack it, kill a few orcs and then retreat, the encampment is weakened but will recover in time.
As I said in the forum, at the moment I see world map a little empty of content. It would be great to see ornamental objects like mills, vigilant towers, lighthouses, docks, mines, caves, cattle, wild animals roaming, etc.
Are you going to add ornamental things?
Well, it is a bit empty of content, but that’s because it’s still work in progress. Many of the things you suggested are coming and we want to have at least one more terrain type in the east where there is just a lot of empty plains right now. In addition, we want to have rivers and seas.
Would seas serve only as obstacles and natural borders (like mountain peaks) or will you be able to use boats?
Obstacles only.
I smell a first DLC ;)
Would the amount of supplies affect on player’s or NPC’s moving speed? And would there be a possibility to configure the size of interface?
Not currently. The movement speed is determined by time of day, terrain, and eventually specific followers, such as a hireable pathfinder, who would give a boost to it. It’s not set in stone, though, and may still change. The movement speed of the various AI parties is also determined by their composition, e.g. zombies are slower on the worldmap than werewolves.
The size of the interface probably won’t be adjustable in size due to the extra work it would mean for us, although some elements (like the objectives panel) can be retracted if you prefer less UI cluttering your screen. Is there anything in particular you’d want to see changed regarding the size?
So, I think that captions should be a little bigger. For example in resource panel. To my mind it would be better to read if You use bigger font. But of course it’s only my point of view and I will gladly accept any Your implementation :)