- Preview, buy, and download songs from the album Battle Brothers (Original Soundtrack), including 'Battle Brothers,' 'Thug Life (Brigands),' 'Alleys of Weissenhaven,' and many more. Buy the album for $9.99. Songs start at $0.99.
- Battle Brothers - Original Soundtrack / / N/A; Mar 24, 2017; Added Mar 28, 2017 10:57 PM. Edited Mar 29, 2017 11:33 AM. Page traffic 748 visitors-freedb.
- Undead Battle Track II for tactical strategy RPG Battle Brothers performed by Breakdown Epiphanies. The track is still WIP, the full Soundtrack will be avail.
Update 1.4
More Well Trained Pets (Brothers-WoW) This is an exclusive version make for Brothers-WoW mod. Like it's original version, this mod adds 2 simple commands to give more control on your pet action, it also has 'Recall and leash dogs' build in.
Microsoft encater. With the ‘Blazing Deserts’ DLC comes a big free update that improves the game in many aspects. Below you’ll find a list explaining the most important additions, changes and fixes.
Note that all of this is in addition to the many things brought by the ‘Blazing Deserts’ DLC. You can get it on Steam, GOGor Humble Store. C%2b%2b compiler for mac os x.
If you’d like to continue your current campaign with the previous version of Battle Brothers, or continue to play it altogether without the DLC, you can do so as well. Find Battle Brothers in your Steam library, right-click it and select ‘Properties’. Navigate to the ‘Betas’ tab and select the ‘1.3.x’ branch from the dropdown menu. Steam should now update Battle Brothers, and once done, you’re ready to go.
Starting a new campaign is recommended. You may continue your current campaign, but if you do, expect some glitches.
Note that most mods will not work anymore until they’ve been updated by their authors to work with the new version of Battle Brothers. Make sure to remove them, as otherwise the game may not work correctly or crash outright. This includes any language mods.
Changelog
- Added a new player banner as a thank you for your continued support.
- Added combat environments reflecting locations where battles take place. Attacking a bandit camp will now have that camp appear in combat, and likewise will a graveyard or some ruins. Locations may have fortifications like walls and palisades, which you’ll be informed about in a location’s tooltip and the engage dialog.
- Added exploration mode, allowing you to start with an entirely undiscovered map.
- Added toggleable highlighting of any tiles blocked by environmental objects (such as trees) in combat via button and hotkey.
- Added treasure items selling for full value as possible loot for all beasts, old and new, in order to make fighting them a more profitable endeavour.
- Added a line to the tooltip of any items used in crafting to inform you of this fact, as to better differentiate between crafting and loot items, if the Beasts & Exploration DLC is installed.
- Added tooltips explaining in more detail beforehand what is expected of the player, and what the expected rewards are, when choosing between ambitions.
- Added tavern rumors about situations of nearby settlements, including some hinting at the presence of particular beasts, as well as rumors specific to each of the late game crises, and reduced chance of pure flavor rumors slightly.
- Added ‘enter’ cursor to display over locations that can be entered on the world map, like friendly settlements.
- Added better and up-to-date tutorial videos.
- Added ‘-nohwcursor’ command line option for people experiencing issues with their mouse cursors.
- Changed ‘Nine Lives’ perk to also clear any damage over time effects (e.g. bleeding, poisoned) upon triggering, and to give improved defensive stats until the character’s next turn.
- Changed ‘Relentless’ perk to also remove the penalty to initiative when waiting with a character.
- Changed ‘Head Hunter’ perk to guarantee a hit to the head for your next attack after hitting the head of your target once. Resets after your hit connects or if you miss your attack.
- Changed ‘Fearsome’ perk to also carry a penalty equal to 20% of the attacker’s resolve for each morale check triggered by inflicting damage.
- Changed ‘Sword Mastery’ perk to lower the threshold to inflict injuries with the ‘Gash’ skill to 50%.
- Changed ‘Rally’ skill to cost 5 action points to use, down from 6.
- Changed ‘Indomitable’ AP cost to 5, up from 3. The previous cost erased too much the choice between going offensive or defensive and allowed you to have the best of both.
- Changed ‘Adrenaline’ skill to cost 1 AP, up from 0.
- Changed ‘Fast Adaptation’ perk to give +10% chance to hit with each miss, up from +8%.
- Changed ‘Brawny’ perk to reduce the fatigue penalty from armor and helmet by 30%, up from 25%.
- Changed ‘Anticipation’ perk to always give a minimum of +10 to Ranged Defense.
- Changed ‘Knock Back’ skill to have a fatigue cost of 20, down from 25.
- Changed ‘Repel’ and ‘Hook’ skills to have a fatigue cost of 25, down from 30.
- Changed ‘Split Shield’ skill to trigger the ‘Overwhelm’ effect.
- Changed ‘Exposed Ribs’, ‘Stabbed Guts’, ‘Grazed Kidney’, ‘Deep Chest Cut’ and ‘Deep Abdominal Cut’ injuries to have more of an effect, including reducing hitpoints of the victim to certain thresholds if currently above. In essence, those injuries are now a bit more useful for the player to inflict upon enemies, and both the ‘Crippling Strikes’ perk and the ‘Gash’ skill were indirectly buffed this way.
- Changed Ranged Defense levelups to range from 2-4, up from 1-3. Only affects characters generated after this update.
- Changed damage of Scimitar to 40-45, up from 35-45, and increased efficiency vs. armor to 70%.
- Changed damage of Three-Headed Flail to 30-75, up from 21-66.
- Changed damage of Billhook to 55-85, down from 60-90, and efficiency vs. armor of 140%, down from 150%.
- Changed armor efficiency of Polehammer to 185%, up from 175%.
- Changed damage of Reinforced Boondock Bow to 30-50, up from 25-40.
- Changed damage of Heavy Javelin to 35-50, down from 40-55.
- Changed damage of Heavy Throwing Axe to 30-50, down from 35-55.
- Changed Living Tree Shield to regenerate by 10% of maximum durability each turn.
- Changed Undead Trophy to double the wearer’s resolve when defending against fear and mind control skills, and no longer grant complete immunity.
- Changed surrounding mechanics to no longer count stunned characters, or characters armed with ranged weapons, towards the surround bonus.
- Changed zone of control mechanics for actors that are stunned or without skills to actually perform attacks of opportunity (like if armed with a ranged weapon) to no longer exert zones of control.
- Changed ‘Dazed’ status effect to -25% damage, -25% initiative and -25% max fatigue, down from -35% of each.
- Changed ‘Charmed’ status effect to make the afflicted immune to some morale effects, as to avoid odd situations of characters fleeing after the charm has worn off.
- Changed ‘Sleeping’ status effect to last for 3 turns, up from 2. It still can be removed at any time using the ‘Wake Up’ skill.
- Changed ‘Cat Potion’ to be used on the worldmap and give a +20 bonus to Initiative for the duration of the next battle.
- Changed ‘Lionheart Potion’ to be used on the worldmap and give a +20 bonus to Resolve for the duration of the next battle.
- Changed ‘Iron Will Potion’ to be used on the worldmap and give the same effect as before for the duration of the next battle.
- Changed ‘Night Vision Elixir’ to be used on the worldmap and give the same effect as before for the duration of the next battle.
- Changed ‘Second Wind Potion’ to be used on the worldmap and give +4 to Fatigue recovery for the duration of the next battle.
- Changed ‘Berserker Mushrooms’ to be used on the worldmap and give a +25% bonus to damage in melee, and reduce both melee and ranged defense by -15 for the duration of the next battle. Using these no longer carries an additional risk of getting sick, but characters still risk getting sick/addicted from taking too many potions of any kind at once.
- Changed ‘Antidote’ to also give immunity to poison for the duration of 3 turns after use.
- Changed ‘Potion of Knowledge’ effect to last for 3 battles instead of 2 days.
- Changed Geists to no longer have the ‘Anticipation’ perk, but instead have a perk of their own that increases both their Melee and Ranged Defense by small amounts the further away an attacker is.
- Changed the tails of Lindwurms to also exert a zone of control.
- Changed ‘Trade Caravan’ origin to only receive 66% of all renown, up from 50%.
- Changed starting renown of some other existing origins to better work with the new Retinue feature.
- Changed targeting icons for AoE skills to also show up on empty tiles as to give a better idea of the area those skills can cover.
- Changed hotkey for showing/hiding footprints on the worldmap to the ‘F’ key, as to avoid players accidentally hiding footprints by pressing the ‘Tab’ key while switching between applications.
- Changed auto-saves when leaving towns in ironman mode to be faster.
- Changed AI turns to be faster when multiple characters do nothing but move one after the other.
- Changed AI to perform better in various situations.
- Changed lots and lots of minor things for the better.
- Fixed rare issue with game speed on very long campaigns.
- Fixed potential crash when in a three-way fight with Alps and other enemies.
- Fixed issue with temporarily invisible Alps when getting knocked back and receiving damage at the same time.
- Fixed potential crash with bleeding Lindwurms as they retreat from the map.
- Fixed potential crash with AI use of Three-Headed Flail.
- Fixed characters devoured by the Kraken rising as Wiedergängers when fighting it during the undead crisis.
- Fixed fatigue cost reduction of named items not applying to ‘Reload’ skill of crossbows.
- Fixed ‘Lunge’ skill potentially moving a character onto a tile they can’t attack from.
- Fixed ‘Riposte’ skill sometimes not working against Unhold attacks.
- Fixed rare issue of armor and helmets not dropping even though they’re named items and should be guaranteed to drop.
- Fixed rare issue with ‘Reset Equipment After Battle’ function losing items.
- Fixed wolf gained via event having incorrect stats.
- Fixed issue with a particular twist of the ‘Siege’ contract.
- Fixed retreating from fight with bounty hunters in ‘Drive Away Brigands’ contract not removing the robber baron’s head.
- Fixed ‘Big Game Hunt’ contract potentially pointing to regions that neither Lindwurms nor Schrats are native to, or to regions undiscovered by the player.
- Fixed potential crash with the ‘Investigate Cemetery’ contract.
- Fixed potential crash with ‘Barbarian King’ contract.
- Fixed pathfinding issue where characters would move through zones of control when they shouldn’t.
- Fixed hate/fear trait events not firing properly.
- Fixed guaranteed building spawns across the map not always working.
- Fixed multiple pieces of text appearing one after the other at game over screen, instead of just one.
- Fixed various minor issues.
We’ve entered full production now on the excitingly gruesome new injury mechanics and will be revealing them to you next week in a detailed blog post. For now, we give the word to our talented musicians to listen to and hear their thoughts on the most recent additions to the soundtrack of Battle Brothers.
The Might of Obrokk
Hi everybody, Patrick from Breakdown Epiphanies here. Over the course of the last weeks we added some new tracks to the Battle Brothers soundtrack, a few of which we would like to showcase in this week’s devblog.
Battle Brothers - Soundtrack Release
So without further ado we’ll start with the latest piece in our musical arsenal, the third theme for battles against the notorious orcs that are haunting every late-game mercenary company’s dreams. We’ve started naming the tracks for the soundtrack inspired by names and places from the game now, so instead of the rather bland “Battle Track III”, we give you “The Might of Obrokk”.
At the start, our goal was to have two fairly long and varied themes for battles with each faction in the game. This third Orc track we did mostly for fun, although you can say that the Orcs pose a prevalent threat in the late game so more music that carries the weight of fighting these armored behemoths will be a welcome addition.
We’ve been listening to Howard Shore’s beautiful and brilliant soundtrack to the LOTR-movies a lot lately and we always loved Shore’s take on Tolkien’s world. So we had to have a go at an orchestration in his style while trying out some awesome new instruments we got our hands on. Like with all of the Orc music for Battle Brothers, we’re relying mostly on brass in our arrangement, accompanied by odd rhythm patterns that feature somber and tuned percussion, as well as hammering on all kinds of metal surfaces. All of this culminates in a more harmonic but still menacing ending with a big choir build-up. If at that point Obrokk has not wiped the floor with your puny mercenaries, and somehow you managed to survive, feel free to loot some juicy man-splitters off of those greenskin corpses, as the approaching reinforcements sound their war horns in the distance.
Traversing the Northern Clanlands
A few weeks earlier the guys from Overhype asked us for another track that could be played when travelling on the world map. Although we already wrote a bunch of music for this part of the game, some more variety was needed, given how much time players spend getting from town to town and looking for work for their company. Pokemon glazed gameshark codes. Overhype have a lot of stuff planned that will incentivise exploring even further to make this part of gameplay stronger for the final release, so providing more music for the world map is also setting up for these improvements.
“Traversing the Northern Clanlands” starts out with a very mellow and soothing string arrangement that won’t get in the way when quickly hopping on to the world map screen and e.g. back to a city. After the first part though it transitions to a wide and epic theme that evokes (so we hope) a feeling of wandering and exploration (I’d say riding across the countryside but you all know that we are not very keen on horses around here ^^).
Rise and Fall of House Kaltenborn
Battle Brothers Soundtrack
Lastly we would like to present a piece that has been in the game for quite some time now but that many of you might not have encountered up until now because battling the forces of the various noble houses still needs a rather complicated setup at the moment. This will change when faction warfare becomes a thing, but until then, feel free to have a listen to the first Noble Houses Battle Track here.
All of the tracks related to the human faction in the game (bandit themes, town- and stronghold themes) feature acoustic guitars in some way and so does the music for battling the noble houses. Other than that, given the tone of Battle Brothers we could not help ourselves but think about Ramin Djawadi’s main theme for GOT and came up with a waltz in 6/8 (much like our “Stronghold Theme”) that uses a similar call-and-answer structure between a solo cello and the rest of the string section. Later, there are more strings, lots of brass and choir. We basically pulled out all the stops on this one, and its project in our audio workstation is a good contester for “most-notes-played per minute” in the soundtrack.
What’s next?
So what’s on the horizon? Next up is a second track for the beast faction that is already in the works. It will feature almost exclusively drums and percussion (those direwolves still having problems to play melody instruments with their clumsy paws) and will be a bit more up-tempo and dramatic than the first theme that was more about setting a dark and threatening atmosphere. After that we’ll tackle the second noble houses theme so we’ll have that ready for when faction warfare is being introduced. There might be some more new content that will need some musical accompaniment until the final release (like locations or events).
Battle Brothers - Soundtrack Cast
Anyhow, we will probably sit down and write a few more tracks in the meantime just because it’s a lot of fun, like we did with the latest orc song. Boy, are we lucky to work on this game ;)