After tinkering with it over the last week in the beta branch, the new UI has just launched to propel Battle Brothers further towards being a finished game. Thanks to everyone who participated and helped us ironing out any issues!
We’ve talked a lot about the why of the new UI in blog posts over the recent weeks, so instead of doing it again, here’s the short list of changes for this update.
- A more responsive UI with a hand-crafted look that fits the game’s setting.
- A new reserve roster for a total of 18 Battle Brothers to keep with your company.
- The formation in battle is now customizable via drag & drop.
- Battles can now be ended once all your enemies are in retreat.
- Four new events on the worldmap.
- A new music track on the worldmap.
- Movement sounds in combat specific to each type of terrain.
- Numerous bugfixes.
This update does not break savegames. If you encounter any other issues, please report them to us in the appropriate forum here following the instructions in the sticky post.
What’s next?
The next major milestone for us is the introduction of a more complex injury system to take full advantage of the reserve roster, as well as the long-awaited perk overhaul. While we’re at it, we’re also filling some gaps in item progression, like adding a second crossbow and named armor to find. We’ll keep you updated with our plans over the next weeks!
Great job guys. Every major update hooks me for at least 10 hours. The latest really adds a lot to quality of life while playing. Can’t wait for the quality of life to be slashed by some nasty injury mechanics!
Good luck with the coding!
Wine and cheese on the main screenshot clearly shows us how much better things look in the old screen trade and loot. I hope this new UI version is not the final .
waiting for “the long-awaited perk overhaul” – this will be a turning point in the development of the game for me.
Looking forward to a reworked perk system!
I hope that update with updated injuries will also include few new contracts.
Who does the artwork for the armors specifically, and how long have you worked on things like that?