Update released to Beta Branch! - Battle Brothers Developer Blog

Aug
24

Update released to Beta Branch!

Here we go – the new update is now live for the beta branch of Battle Brothers!

What’s new?

This update started out with two major goals: reworking the perk system and introducing more complex injury mechanics. Both are included in this update, and while we were at it, we’ve also included lots of other changes and additions. Here’s the shortlist of features.

  • A new contract
  • 25 new illustrated events
  • 18 new and detailed mercenary banners to pick from for your company
  • 3 new character traits
  • 2 new character backgrounds
  • An ironman mode
  • A reworked perk system, less constricted and with more perks to choose from
  • New injury mechanics with different types of injuries and usable temple buildings
  • A talent system whereby more talented characters regardless of their background can reliably reach high skill
  • More powerful but also more rare named weapons, armor, helmets and shields of every type hidden across the world
  • More tools to use in combat, like bandages and poison
  • Changed shield mechanics in combat
  • Changes to weapon progression and balance
  • New sounds for humans; every character uses one of six different voices now to shout and scream. More sounds for all voices incoming.
  • Various bugfixes and smaller improvements, such as to AI

Note that this update is not compatible with older savegames. You will have to start a new campaign!

 

blog_named_weapons

Why put this in a beta branch first?

This update makes changes to many of the game’s mechanics with a rework of the perk system, the introduction of temporary and permanent injuries, and lots of smaller things all over. Extensive changes like these will inevitably upset the game’s balance and introduce new issues. Participating in the beta is optional for everyone that wants to experience the new content now and doesn’t mind a few hiccups – we’re thankful for your feedback and bug reports! Everyone else may want to wait a few weeks until the game is more balanced and any issues that popped up have been ironed out.

Please report any issues you encounter in the forums here. Do not leave them as comments to this dev blog, they’d only get buried and lost.

How do I access the beta branch?

In order to access the beta branch of Battle Brothers you need to do as follows:

  • Go to your Steam library.
  • Right-click on ‘Battle Brothers’ and select ‘Properties’.
  • Go to the tab labeled ‘BETAS’.
  • Select ‘beta’ from the drop down menu.

beta

Steam should now download the beta branch and once it is finished you can normally run it via your Steam library.

26 comments

  • Hans
    Hans
    Aug 24, 2016 @ 14:46 pm

    Yeeees…. could not wait, good job guys…

    Reply
  • Monsieur Fourmi
    Monsieur Fourmi
    Aug 24, 2016 @ 15:23 pm

    But… what’s happening?! Today is not friday! We are not supposed to have a Battle Brothers news! :o

    Reply
  • Lex
    Aug 24, 2016 @ 16:05 pm

    At last!

    Reply
  • Ulrich
    Ulrich
    Aug 24, 2016 @ 23:02 pm

    Much love!

    Reply
  • Return
    Aug 25, 2016 @ 9:10 am

    What a nice birthday gift! Thank you very much.
    Keep on the great work.

    Reply
  • sqw
    Aug 25, 2016 @ 11:57 am

    Hey there devs. Just a quick feedback after a few hours of playing.

    1. With the reworked medicinal supplies, there’s no easy way to tell if your merc are at 100% hp anymore. I have to manually go through everyone to check their health before accepting a contract.

    2. While the permanent injury adds a realistic touch, the temporary injuries feels too random. Does certain weapon more likely to cause certain injury? Will mace weapons more likely to cause blunt force injuries than a sword? Will certain armor neglect certain injuries?

    3. I wish there’s tool tip explaining injuries on an enemy unit. Currently, I can read what it is called but not what stat penalties it confers. I don’t want to have to injure my own guys just to learn what an injury does.

    Everything else looks good – the new surround mechanics is much more intuitive. Need more time with the new perk system though. Keep up the good work!

    Reply
    • Rap
      Rap
      Aug 25, 2016 @ 14:35 pm

      Regarding your second point, the type of injury is governed by the weapon used and the body part hit. Yes, blunt weapons inflict blunt injuries, whereas cutting weapons inflict cutting injuries. The severity is governed by how much damage in relation to the victim’s maximum hitpoints the attack inflicted. The more damage, the more severe the injury may be.

      Reply
    • sqw
      Aug 27, 2016 @ 5:27 am

      @RAP

      Thanks. I must have missed that when reading the injury blog update.

      Okay, not exactly a bug but on several occasions, I’ve seen ammunition being sold at different costs in the market place. I know specialized shops sell things more expensively then the marketplace but shouldn’t the same item all cost the same when in the a shop screen?

      Oh, is there a follow camera option the in work? I can just hold down left-shift but the stutter makes me think I’m not suppose to do it. =P

      Reply
  • Rajiphun
    Rajiphun
    Aug 25, 2016 @ 16:47 pm

    I loved this new patch!
    But I agree with sqw’s first and third point, now I have to go to every brother to see if their hp is fully recovered and I wanted to see info of the effects of injuries on enemies.

    Also, I saw some strange injuries on wardogs, like pierced hand. That made me laugh but I don’t know if that’s intended.

    Reply
    • Monsieur Fourmi
      Monsieur Fourmi
      Aug 26, 2016 @ 14:45 pm

      The dog can’t use his sword anymore, too bad. :/

      Reply
  • Emptyname
    Aug 25, 2016 @ 21:42 pm

    This update is amazing.
    It adds so much depth to the game mechanics.
    I have no critique just wanted to thank you guys for making an amazing game.

    Reply
  • SuperCaffeineDude
    Aug 25, 2016 @ 22:48 pm

    That looks plain sexy, can’t wait to give it a go

    Reply
  • icemelon
    icemelon
    Aug 27, 2016 @ 17:50 pm

    Amazin work guys, I’m enjoying every new feature you implemented. Carry on with that amazing game of yours!

    Reply
  • Bellini
    Aug 28, 2016 @ 4:30 am

    The nerf on berserk made the game 100% harder

    Reply
    • PsenBattle
      PsenBattle
      Aug 29, 2016 @ 9:32 am

      That’s strange. Berserk hasnt been touched actually. Regain 4 AP upon killing and enemy once per turn.

      Reply
  • mrbunnyban
    Aug 29, 2016 @ 20:31 pm

    Woohoo! Stopping other games to check out the changes!

    Reply
  • RusBear
    RusBear
    Aug 30, 2016 @ 11:59 am

    small amounts of beta minuses (about the plus there is many who can write ” wow”)
    1. Changes in shooting clear and correct as a whole, but the hit rate on teammate too overvalue. Little statistics : from the 20 “misses” on the enemy at a diagonal path 15 go in a single hex where is your brother back.
    2. The system of injury + 7% adaptation + 3 hit per round + scary … why do we need a new silly imbalanced with daggers instead of stupid Nimble – swordmaster? I do not understand.
    3. Perk specialization in Axes and Polearms – much weaker than the rest.

    from “i wish it”.
     need information about injuries effects on enemies in battle and their abilities and perks too
    need a detailed and accurate description with specific numbers for each skill of “talents”

    Reply
  • RusBear
    RusBear
    Aug 30, 2016 @ 12:06 pm

    and yes, for the “nervous” –
    All these “minuses” do not change the fact that I continue to believe Battle Brothers – the the best tactical game lately

    Reply
  • afroVoodoo
    Aug 31, 2016 @ 12:13 pm

    Hey guys, amazing game you have here, one of my favs, would just like to make a small suggestion. It is very difficult to use aoe melee skills because of fear of hitting your teammates, how about a passive skill “teamwork” that allows members to grow used to working together the longer they fight together. In simple terms, there is new stat that increases dodge chance on a team mate depending how many battles you have fought together. So if u have survived 30 battles together you would be more likely to know how your teammate would fight, also being able to avoid his attacks. This is not a 100% dodge chance.

    Reply
  • Gaul
    Aug 31, 2016 @ 19:12 pm

    Love the update! Three things I was thinking about:

    1) I used the bandages to heal an injury they were supposed to cure, but the injury remained indefinitely. A bandage appeared on the brother too.

    2) I wouldn’t mind some trade-off perks. Like one that somehow increases a brother’s movement range at the expense of health or something. Or something like a sprint. I need my scouts!

    3) I love the event-related brother traits, like injuries and traumatic memories! Please keep them coming. The more, the better IMO.

    Love the game!

    Reply
  • Trace
    Sep 2, 2016 @ 11:00 am

    Just wondering what the Veterans hall is going to do. Is it for training or hiring or what?

    Reply
  • icemelon
    icemelon
    Sep 2, 2016 @ 20:15 pm

    Is there any way to minimize the active contract scroll? Sometimes I can’t find the cities that are in any corner of the map.

    Reply
  • harnas1977
    harnas1977
    Sep 4, 2016 @ 14:05 pm

    Very nice update.
    There’s just one issue – my game seems to lack a temple in any of the cities. Is that possible?

    Reply
    • sqw
      Sep 6, 2016 @ 10:36 am

      There’s always one village hidden initially. Maybe the temple’s there? Even so, 1 temple per map seems odd.

      Reply
  • yarm88
    Sep 8, 2016 @ 1:52 am

    We need more temples now.

    Preferably in the borders cities, to heal faster after a hunt.

    Reply
  • elism
    Sep 13, 2016 @ 11:59 am

    New update!! :D

    Reply

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