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Battle Brothers - Progress Update

by Couchpotato, 2014-05-10 08:31:45

Overhype Studios has a post on the website for Battle Brothers with a new progress update , and don't forget to try the Pre-Alpha demo to help with feedback.

Dev Blog #15: Progress Update

While we said before that our focus is now on the strategy part of the game, we’re constantly tempted to add little things to the tactical part as well. Seeing you play the demo and provide feedback gives us a lot of inspiration, and this is why this week we went back and added some new features and reworked others.

Reworked Damage System

We want our weapons to feel different not just with with unique skills, but also in how they perform against armored and unarmored opponents. Previously, a select number of weapons gave a small damage bonus when hitting armor. That made some weapons slightly better suited against armor, but it didn’t have that much of an impact damage-wise, since basically every weapon did a good chunk of damage to armor anyway. In fact, it didn’t seem to influence player strategy much at all.

We’ve now reworked that system so that different weapons perform significantly better or worse against armor in a way that has a definite impact on gameplay and equipment selection, while at the same time presenting this in a way that should be more clear and easy to understand.

Fatalities

Dealing the killing blow to an enemy now has a chance of causing a so-called fatality effect. Fatalities differ for each weapon type. For example, bladed weapons can decapitate and gut a target, and blunt weapons can crush the head. Different skills also have a different likelihood of causing these; the “Decapitate” skill will always decapitate, and the “Swing” skill of Greatswords has a higher chance to do so than the “Slash” skill of one-handed swords.

Fatalities serve two purposes. First, they portray the fatalism of our pseudo-medieval engagements, especially in light of our perma-death mechanic. If your favorite veteran Battle Brother dies now by getting his head chopped off, it should hurt even more. A medieval battlefield really is no picnick. Second, there are actual gameplay effects, at least when fighting the undead. Necromancers are unable to raise the bodies of characters that have been decapitated or their head smashed in. Grabbing those cleavers could be a good option when fighting an army of zombies!

Information about

Battle Brothers

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development


Details