As you’ve learned in our dev blog about crafting, you’ll soon be able to create potions. How do these fit into the game and the gameworld, and how do they work? And what about the ability to paint shields and helmets while we’re at it? All this and more in this week’s edition of our devblog for the upcoming ‘Beasts & Exploration’ DLC. Let’s go!
There’s two types of consumables you’ll be able to use.
The first one you’re already familiar with – take, for example, Antidote or Goblin Poison into combat, use them in combat, benefit from them in combat. Apart from adding lots of new consumables, there’s one thing we’re changing about these in general: They no longer go into the accessory slot, but instead can be used from any of the bag slots. This way, it’s a lot more convenient to carry and use things like bandages without having to switch things around in the inventory, and using accessories like wardogs no longer prevents you from also using bandages at the same time.
The second and new type of consumables are those used exclusively on the worldmap. They can’t be equipped by your characters, but while on the worldmap, you can drag them onto the currently selected character to use them on this particular character. These include armor attachments, potions and paint items. You can identify these types of consumables by the ‘+’ on their inventory icon, and there’s also a new filter category so that they don’t get lost betweenst your other possessions. Let’s take a more detailed look on potions and paint items, then.
Potions and Drugs
Battle Brothers has always been low fantasy, and we’ve deliberately established this asymmetry of a mercenary company composed of ordinary men, led by the player, who sometimes have to fight even supernatural enemies with their earthly means. That’s a pillar of the game’s setting, and it’s not going to change. That said, we still believe that in a quasi-medieval world there’s a place for alchemy and potions while keeping things grounded for the player.
Take the ‘Potion of Knowledge’. It’s a fancy name and what it promises borders on the mystical. Take a look at the accompanying status effect, and you’ll see that things aren’t always what they seem. It’s a matter of perspective, and it’s how we’re handling potions in Battle Brothers. They’re essentially drugs.
So, with that established, here’s the deal: You’ll be able to craft both potions for use in combat, as well as potions for use on the worldmap. Potions for use in combat give benefits such as a temporary bonus to a specific attribute, let the user ignore freshly suffered injuries or see at night. Potions for use on the worldmap include faster experience gain, as you’ve seen, wound treatment, and one particular effect that many people have been asking for for a long time. Of course, the more powerful the potion, the more rare the ingredients. And because all of those are essentially drugs, there’s always the chance of overindulgence and addiction.
Another type of consumable which can’t be crafted, but can be bought and looted, are items with which to paint your shields and helmets in the colors of your company. Helpful also, perhaps, to establish specific color schemes for specific roles in your company.
Good job. ( most wanted by old players things slow but strong come to game) . Thanks a lot. Be carefull with “healing” things – we no need casual kids in our game)
Do my eyes deceive me or are there mutliple types of dog armor now? :D
The more, the better!
cannot wait for this dlc. I like to make my band of battle brothers color co-ordinated so this is gonna rock
What building is going to be a “dealer”?
A barber and his potions?
A tavern thug?
Or a free market?
Is there is a tiers of drugs, same as for other items in regard to availability? (Available on market / special building, or both)
It would be fun with some kind of tankard of alcohol usable item, for when you really need the extra resolve in a fight!
Really keen to learn the target release date now!!! …It looks like a lots is done, so it could be quite close right? :P
Top stuff Overhype, its awesome to see where you are taking the game.
The perfect topping gentlemen! You did do ancillaries and camps staff but this addition seems as good!
Concerning the armor attachments, may I suggest armor spikes. Attaching spikes can inflict minor damage to enemies like beasts, unarmed Wiedergangers, etc. that attack with their mouth or appendages. Also adding a spike to your shield can add damage to the knockback skill.
painting armor should affect morale positively. painting is a good cosmetic option. i think paints can get old and dissepear, it will be realistic.
Another set of great additions to the game, and I appreciate how you’re trying to keep the “low-fantasy” feel while still expanding on gameplay. Also greatly appreciate the regular weekly updates, as some other games I’m following aren’t regular with their postings, and it’s a little frustrating.
The only downside is I finished a Battle Brothers campaign recently, and want to start another, but not until the DLC comes out!
Hello, I’ve been playing this game for about a month now and I’m loving it. I don’t know if this has been brought up in past diaries or not, but I would love to know about the potential of some kind of mod support for this game. I love this game, and with the right support, I believe mods could work really well with this game.
I think there should be a rare spawn when you enter a town of a building you can interact with, it’s sprite is a shady looking guys leaning around a corner and opening his trench coat with a few rare potions to sell lol.
Great content as usual. Those little things (big changes actually) that add a lot more flavour to the game. Glad to know those drugs are not absolutely necessary to survive in that new dlc world. I mean thanks for the side effects (addiction and stuff)
Is that what I think it is?!! A painted shield with corresponded banner image?!! Will the armor be affected as well? I mean the banner image for the armor with coat too?