Dev Blog #55: Progress Update – Region Labels and Worldmap Exploration


Dev Blog #55: Progress Update – Region Labels and Worldmap Exploration

While we’re busy working on the new worldmap, there’s two new features we want to talk to you about today: distinct regions on the worldmap that have names of their own, and better worldmap exploration through the use of Fog of War. Let’s take a look!

Region Labels

The world of Battle Brothers is procedurally generated and not handcrafted like in many other games. This has the great advantage of having a different world for you to play in every time you start a new campaign, adding a lot to replayability. It also comes with some drawbacks, however. A procedurally generated world can feel kind of random, and lack a feeling of history and purpose to it.


We’re doing several things to address this, and one of them is introducing the concept of different regions to the game. Regions are areas of one particular terrain, for example a mountain ridge or large open plains. The larger regions have been named by the inhabitants of the world according to their history and beliefs, and we display these names on the worldmap much like they’d be displayed on a map. The names used in the screenshot are largely placeholders still, but the intent is to have the names convey a certain character and sometimes history attached to them. With the world no longer just a collection of nameless interchangeable mountains and forests, we’ll also refer to regions in both contracts and events for helpful directions and to increase immersion in a world that is new with every campaign and yet should feel rich and lived in.

Worldmap Exploration

Another idea that’s been in the drawer for a long time and that we’re now implementing is to improve the experience of exploring the worldmap by uncovering what is initially covered by fog. Battle Brothers is a game with a lot of traveling, exploration and visiting new areas and regions. A hidden worldmap that is gradually uncovered by the player should add to the sense of exploration and adventure. On the practical side of things, it also helps to see at a glance where you’ve already been and where to explore next.

Initially, only the area around human settlements and the roads between them is uncovered. The wild, home to Goblins, Orcs and worse is for you to explore.What you can’t see from the screenshot is that the fog is actually animated in the game and looks quite cool.

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    Oct 9, 2015 @ 19:37 pm

    That is awesome! Great ideas!

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    Oct 9, 2015 @ 20:15 pm

    The map looks great, these changes are definitely in the right direction.

    Do you have any plans to create a band figurine that conveys the level/skill/equipment of the company or perhaps resemble the current captain/leader?

    Speaking of the captain/leader of the band, apart from the “captain” skill that can be acquired, it would be nice to have the ability to hand-pick your leader, based on skills/kills/overall usefulness, and this could grant him certain extra bonuses (in morale, for example) and perhaps you could risk disgruntling other potential captains within the band of battle brothers.

    I’m really looking forward to the next content update, love what I’m seeing this far.

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      Oct 10, 2015 @ 1:39 am

      Sounds like exactly what I suggested on the steam forums

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      Oct 10, 2015 @ 17:54 pm

      This is a great idea!

      I’m imaging it working a lot like the captain selection in “Football Manager” actually, even if that comparison seems a little out of left field.

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    Oct 9, 2015 @ 22:58 pm

    great news. I’m happy to see good progress..

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    Oct 9, 2015 @ 23:44 pm

    Excellent! I love the new vegetation, and mostly the increased size! Can’t wait lads!

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    Oct 10, 2015 @ 1:38 am

    Glad to see Fog of War in the world.

    Does this mean village screen re-works are completed? I would love to see you guys devote most of your time to the story campaign and faction aspects. Keep up the good work!

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    Oct 10, 2015 @ 14:58 pm

    Great idea about the fog of war, but I have a question: how will you differentiate between uncovered land that’s not in your field of view and uncovered land that’s in your field of view? In the current version I have the problem of not know exactly how far my field of view extends and I am afraid it’ll be no different here.

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    Oct 30, 2015 @ 17:31 pm

    Wow, that bottom screenshot, even though nothing is going on, really shows how far the world map graphics have come in the last two months. Looks great.

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