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Default Battle Brothers - a turn based strategy RPG mix for PC, Mac and Linux.

May 9th, 2015, 06:53
Originally Posted by Jaysen View Post
Yes, we will remove the level cap completely so you can gain as many levels as you want. However, you will get no more perks and only one stat increase per level so this is only marginal.

As the Early Access progresses we will also add more challenges to the endgame like better equipment, legendary artifacts and tougher enemies.
Cool!

Another problem I have noticed in my game is the lack of any okay armor after the initial castleshop. Noone drops it, and no city/castle has any better than regular leather armor. "(70/70)"-version. Something I have missed or intended? hehe
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May 9th, 2015, 10:53
Usually there should be better armor available at Strongholds and Watchtowers. Also, keep out an eye for Bandit Raiders, those guys tend to have pretty strong armor that you can loot.
Just take care not to destroy the armor in the fight because then you cant loot it (try using a dagger with the puncture attack for the last hit for example).

Battle Brothers - a turn based strategy RPG mix - www.battlebrothersgame.com
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May 9th, 2015, 11:10
Keep up the good work, Jaysen!

What do you expect will be the release date of the first feature complete version?
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May 12th, 2015, 03:20
I decided to buy it based on the good comments, a good turn-based game from little guys that doesn't compromise is always worth supporting.

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May 21st, 2015, 04:16
Battle Brothers.

Already own it but looking forward to the official release.
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May 21st, 2015, 11:09
Thanks for the support guys!

We will keep posting our dev blog updates here so you know how the development is coming along!

Battle Brothers - a turn based strategy RPG mix - www.battlebrothersgame.com
Combat Demo now available!
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May 24th, 2015, 14:25
Here is a little update for all who want to know what we are up to. We will be able to go full-time on the project - so Yay for that! More details and a small roadmap in the latest progress update:


Dev Blog #42: Progress Update - Going Full Time and A Small Roadmap

Time for some good news!

It’s been more than three weeks now since Battle Brothers released into Early Access and so far it has been pretty successful. The game was well received and we got a lot of helpful feedback from all of you, much of which we’ll incorporate into the game over the course of the next year. There is a lot still left to do, of course, but things are looking bright.

The game has also been a financial success for us. As you may be aware, Battle Brothers was developed by a core team of just 3 people over the course of nearly 2 years in their spare time while also working day jobs. The recent success now allows us to quit our day jobs and start working fulltime on Battle Brothers. That’s right, we’re about to have a lot more time we can put into the game and should be able to make progress much faster than before!

The downside for now is that quitting our day jobs and going full time is not something we can do over night. As you may know from experience yourselves, changing jobs always comes with a lot of organizational hurdles. Getting legal stuff out of the way, setting up new workplaces, doing a clean handover for you former job, existing contractual obligations, and so on. We are looking at a transitional period that will keep us pretty busy over the next couple of weeks.

During these next weeks we won’t be able to make much progress on the game itself and provide you with updates as frequently as before. It’s all worth it, however, because once things are settled, the game should progress at a much faster pace than in the 2 years before, and we’re already looking forward to really get going!

A big thank you to all of you who made this, our dream of working on our very own game, possible! And an extra big thank you to those of you who supported us even more by getting the Supporter Edition!

A Small Roadmap


To give you a better idea of our immediate plans, once we have settled into working full time on Battle Brothers, we also want to share a small roadmap with you.

1) Event System
As explained in our last blog post, our next immediate goal is the addition of the event system to add interesting encounters and tough decisions outside of combat, as well as laying the foundations for dialog and a future rework of the contract system. Because a lot of events will change depending on what backgrounds or traits your Battle Brothers have, it'll also add a layer of complexity to character backgrounds beyond just their different stats.

2) Goblins
Next up are Goblins. Those are the green skinned cousins of the orcs that have an entirely different fighting style. While orcs rely on physical prowess and brute-forcing their way through your ranks, goblins lack the physical power to do so. In fact, they’re quite fragile individually, more so than your average Battle Brother. In battle they rely on their wits and dirty tricks instead, preferring to fight at range. Goblins come with their own arsenal of unique weaponry and skills - throwing nets to incapacitate their enemies, arrows with terrible poison and long jagged pikes. Goblins should add an entirely new challenge to combat in Battle Brothers and are also meant to be a missing piece of the puzzle that is game balance by making ranged combat more important. No longer is the nimble swordmaster safe from all danger!



3) Rework of the Worldmap

The third and by far largest step on our immediate roadmap is a rework of the worldmap as a whole. It’s quite clear that the world simulation, as it is now, is not satisfactory. With the resources available to us now and the lessons learned so far, we’re going to design new gameplay around commandeering a mercenary company in a low-fantasy medieval world. We already have a solid concept for this, and we’ll update you once things are further along. Yes, there will be multiple human factions working against each other. And yes, we’ll make contracts a lot more interesting and dynamic.

Battle Brothers - a turn based strategy RPG mix - www.battlebrothersgame.com
Combat Demo now available!
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May 24th, 2015, 20:57
Jaysen - I already made a newsbit out of it.
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May 25th, 2015, 00:37
Hidden good job on stepping up to help with the newsbits
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May 25th, 2015, 10:57
thanks a lot!
This is a pretty big step for us and me personally so lets hope it works out

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May 28th, 2015, 18:33
I bought the game and it's great. Best of luck with the rest of the development.
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June 26th, 2015, 14:36
We are back on track and have a new update ready for you introducing the event-system! Read all about it in our post below:


Dev Blog #43: Introducing the Event System

Time sure flies by fast! It’s been a full month now since we announced that we’d go full time and needed some weeks to get everything sorted out. While we took care of business and set up our new workspaces, we were also featured on the Steam Summer Sale for a day. Yay!

We’re happy to let you know that we’re now back in the saddle again. Both Christof (the programmer) and Jan (the manager) have moved to work full time on Battle Brothers. The last of the bunch, Paul (the artist), will join us mid-July. Development pace should now pick up again.

As previously announced, the first item on our roadmap is the introduction of an event system for the game. Today’s update to the game adds just that, so let’s take a closer look…

The Event System

Managing a mercenary company is not an easy thing. Not only do you need to command your men in battle, now your leadership skills are tested outside of combat as well. It’s easy to forget at times that the little guys you control are supposed to be humans. As humans, they sometimes have their own agenda, they have strengths and weaknesses in character, they may change with time, they may quarrel or bond with each other, and they’ll come to you with requests. While traveling on the worldmap, a lot can happen, much of which we can now convey to you with events.



To kick things off, we’ve added 47 events to the game. These include things that you can just stumble upon while traveling the world, some things that require you to be at certain places, as well as things that require characters of certain backgrounds or traits in your party. Some backgrounds may not play well together, and some may have advantages or disadvantages also outside of combat. What choices you have available at events may depend on what characters you have, and the outcome of your choices may differ as well.

Those 47 events are pretty much a vertical slice of what we want to ultimately achieve with the events, showing a bit of everything. Some events are comprised of only a single scene, some are quite complex and contain a dozen different scenes. It’s not nearly enough events yet to cover everything, of course, but we intend to add a lot more as we go along to make for a varied and reactive experience. Keep in mind that as everything else in this game, the event system is in Early Access too, and not finished. Once we add additional mechanics in the future, such as player reputation in the world, we’ll also weave this into the event system to trigger different events depending on your reputation, and to allow for events to change the reputation you have.

Note that you do not have to start a new campaign to have events in your game, your old save should load just fine. However, you’ll get the most out of the events with a new campaign.

Character Moods

Together with the events we also implemented a ‘mood system’ that tracks a mercenary’s current mood on an individual level. This was necessary as many events potentially influence how your mercs feel and how motivated they are. We model this by a scale ranging from ‘euphoric’ all the way down to ‘angry’. A character in good spirits receives a bonus to his resolve while a disgruntled character will probably be more reluctant to risk his neck for you.



For example, a highborn noble gets into a fight with a lowborn servant - depending on how you, as the leader, decide to handle the situation there might be people upset or satisfied in the end. The effect on your mercenaries’ moods adds another layer of consequence to your decisions during events and makes them more meaningful and impactful. Getting all the different characters in your mercenary company to work together can be a challenge in itself.

New Weapons

While we were at it, we also added a few more weapons to the game.



From left to right: Wooden Flail and Reinforced Wooden Flail - agricultural tools turned weapon, these are lower tier variants of the Flail. Woodcutter’s Axe - a two-handed axe meant to fell trees, but will fell men just as well. Warbrand - a hybrid between a one-handed and a two-handed sword.

What’s next?

We’ll keep a close eye on the changes we’ve just introduced and will likely provide smaller but more frequent updates for a while to iron out any issues and make minor content additions. Once things are looking good, we’ll target the next item on our roadmap - the Goblin faction. This will be the largest update to date and come together with a lot of other changes, such as to AI and the leveling system. We want to do as many of these changes as we can in one go, because unfortunately that update will then have to break compatibility with save games from previous versions of the game.

Changelog

Added new event mechanic on the worldmap with 47 different events to start with. We'll continually add new events from now on.
Added two new combat music tracks exclusive to fighting bandits and beasts, respectively.
Added a limit to the amount of food, ammo, tools and medicine that can be carried at once. Previously, the player could haul giant stockpiles of everything around the countryside, essentially removing these resources as a consideration and additional means to pay upkeep. This change should make them stay relevant.
Added Warbrand as a two-handed sword variant.
Added Woodcutter's Axe as a lower tier two-handed axe.
Added Wooden Flail and Reinforced Wooden Flail as lower tier flails.
Added Masterwork Bow.
Added ability to pause the game on the worldmap also using the 'Pause' key. Makes sense.
Changed Skeleton Guards to have 8 AP (up from 6) to bring them in line with other skeletons and enable them to stick to the bulk of the fighting force.
Changed fatigue costs for movement to be double across the board. Movement hardly factored into fatigue before and this should provide another drawback for using heavy armor, especially when fighting more skirmish-oriented opponents, such as the upcoming Goblins.
Changed Athletic and Clubfooted traits to have double the effect on fatigue costs for movement.
Changed Taunt skill to be more effective.
Changed crossbows to be reloaded automatically after combat ends.
Changed amount of crowns the player receives from selling loot to be lower.
Fixed flipping the map during an AI turn potentially preventing the game from proceeding.
Fixed game refusing to continue during an AI turn under specific conditions.
Fixed laggy UI after changing character name and confirming with return key.
Fixed Gravedigger background incorrectly using text of the Graverobber background.
Fixed incorrect icon for Impale skill of the pitchfork.
Fixed Berserk perk sometimes not working correctly.
Fixed inaccurate sell prices shown on items in the shop interface.


Battle Brothers - a turn based strategy RPG mix - www.battlebrothersgame.com
Combat Demo now available!
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July 2nd, 2015, 17:28
In this weeks update we introduce the possibility for enemies to retreat from combat so this will help with chasing the last few enemies around the map!

Dev Blog #44: Retreating Enemies

[size=10pt]This week’s update adds a new feature to the game - enemies can now retreat from battle! Also, we’ve added a new weapon, a new armor, and a bunch of new events. Existing events have been tweaked a bit for more balanced outcomes and trigger conditions, and the bugs that surfaced after last week’s larger update have been fixed.

Retreating Enemies

Chasing that last surviving bandit marksman on a forest map isn’t always that fun, so non-undead enemies now have the ability to retreat from the battlefield should they perceive there to be no chance of winning the encounter. Just like the player, the AI has to reach the map border in order to retreat safely, giving you the chance to intercept them if you want to let noone escape, or get all the loot.



Whether an AI combatant retreats or not depends on a few factors, such as how many of his allies are still with him, how many have already fallen, and how many men the player still has. For the time being, the AI will not attempt to flee a battle from the beginning, even if they’re outnumbered. The option of retreat is meant for the last few scattered survivors. The actual thresholds for when individual combatants make use of it may still need some numbers tweaking.

We know that this doesn’t solve the issue of chasing enemy archers across the map in its entirety, but it is a good step in the right direction that makes sense in the context of the game world. We’ll eventually introduce a few more tools that will enable the player to better handle such situations.

New Weapon

This week we introduce the Butcher’s Cleaver, a tool used for hacking through meat and bone. It is a low tier variant of the older Military Cleaver and a possible starting item for characters with the butcher background.




Changelog


Added ability for non-undead enemies to retreat from battle should they perceive there to be no chance of winning.
Added 8 new events.
Added Butcher's Cleaver as a lower tier variant of the Military Cleaver and a possible starting item for characters with the butcher background.
Added Werewolf Hide Armor.

Changed some events for more balanced outcomes and trigger conditions.
Changed out mood icons for better readable ones.
Changed Pathfinder perk to now also reduce the fatigue cost for movement to half.
Changed Necromancer to walk at a slightly less brisk pace across the battlefield.

Fixed quickload/quicksave unintentionally being disabled.
Fixed bug that had militia spawned with the Woodcutter's Axe show as unarmed and unable to take their turn in combat.
Fixed issue with savegames not loading correctly when the player has a Masterwork Bow. The savegames in question should now load correctly again.
Fixed time not pausing correctly when switching tasks.

Battle Brothers - a turn based strategy RPG mix - www.battlebrothersgame.com
Combat Demo now available!
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