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A new DLC is officially announced ( Beasts and Exploration ) .
Major features announced :

"Here’s the list of major features you can expect:

A variety of challenging new beasts populating different parts of the wilds. Each with unique mechanics and loot.
A bigger world to explore, full of unique hidden locations throughout that offer new possibilities and rewards to the daring adventurer.
Trophies from slain beasts that can be crafted into charms, potions and other items to customize the look of your hardened mercenaries and benefit them in combat.
New contracts that have you engage in profitable beast hunting, exploration and more.
New weapons, tools, shields, and armor to equip your men with.
New paint items that can be used to paint shields and helmets in the colors of your company.
Lots of new events.
New music tracks."


" Alongside the DLC, which will not be free, the game will also receive a sizable free update. This update will contain a whole bunch of improvements and balancing changes, as well as some minor content additions. "

Now we have to wait :)
Post edited August 11, 2018 by grishka34
Dev Blog #99: The Hexe

The upcoming ‘Beasts & Exploration’ DLC will add a variety of new beasts and related creatures to the world of Battle Brothers. We’re going to introduce new opponents to cover the early, mid and late game. Some of them will be pretty complex to fight, and others more straight-forward. Some will be magical creatures, and some plain beasts, but all of them will come with their own unique mechanics to challenge you.

To start things off, we’ll be taking a look at the Hexe today. It’s the first of two upcoming spellcaster type opponents we’re adding, and intended for spicing up the mid to late game. Let’s roll!

The Hexe

The Hexe is a witch inspired by Grimm’s fairy tales, a malevolent old crone living in swamps and forests outside of villages alone or in a coven with other Hexen. They’re human, but have long sacrificed their humanity for otherworldly powers. They’re feared, but also worshipped by some. They’re burned at the stake, and yet people seek them out to plead for miracles. They lure and abduct little children to make broth and concoctions out of, they strike terrible pacts with villagers to receive their firstborn, they weave curses and cast hexes. Their huts may or may not be made of candy. With her sorcery, a Hexe can enthrall wild beasts, and even warp the mind of humans, and so will often be found in the company of creatures that serve her.

The Hexe has two skills in combat. The first one is called ‘Charm’ and works like this: From her shriveled lips, the crone blows one of your men a seductive kiss to bewitch their mind. A strong-willed individual can resist with a successful resolve check, but otherwise they’re doomed to have their senses warped and to fall under the spell’s dominion for several turns until the effect wears off. To the ensorcelled, the Hexe no longer appears as an old crone, but a youthful lady with radiant beauty for which they will gladly obey every command. They’ll be eager to shield the witch from arrows with their bodies, and not think twice about hacking their comrades to pieces in order to protect their beloved. Should every last man on the battlefield be mind-controlled by a Hexe, the coven will have them all commit suicide in order to end the battle.

Even though the Hexe is old and fragile, has no melee attack, and in fact no Zone of Control, she isn’t quite defenseless. Her second skill is also a spell; it’s called ‘Hex’ and can be cast on one enemy at a time. Anyone that has a hex cast on them is cursed to feel the same pain and receive the same wounds as the Hexe does. It’s mutually assured destruction when the Hexe defends herself by giving you a choice: Attack her, and risk the health and potentially even life of one of your men, or let the hag live for another round, hoping that she doesn’t do too much damage in the meantime and that you can get her before she casts another hex. Or at least casts it on someone who can take a blow for the team.

Fighting a Hexe is different from fighting most other opponents in the game. For starters, the stronger you are, the stronger the Hexe gets, as you’ll spend a good time dealing with your own men turned hostile. Her two skills also make for a more puzzle-esque battle than usual, but the right approach can turn a seemingly impossible challenge into a manageable one. Maces and nets are useful for disabling your own men while they’re charmed, rushing or taunting the Hexe can be effective, and having solid resolve is always helpful. What tactics can you come up with to beat her?

Join us again next week for a look at a new beast that you’ll soon be able to meet on the field of battle – one that uses brute strength and not trickery of the mind.
Dev Blog #100: The Unhold

Last week we took a look at the Hexe, a wily witch that is making its way into the world of Battle Brothers as part of the upcoming ‘Beasts & Exploration’ DLC. This week, we’ll take a look at the Unhold, a more down-to-earth type of enemy that is intended to spice up the mid game with its physical presence. Let’s go!

The Unhold

The Unhold is a lumbering giant, easily the size of three men, and dwarfing even the tallest orc. It eats whole sheep for a snack and empties a pond to wash it down. There’s tales of enraged Unholds leveling remote farms and plucking the limbs off of unlucky farmers like wings from insects, but closer examination will reveal that Unholds aren’t malicious creatures. They’re fiercely territorial, but may often be content to persuade with ear-deafening bellowing and threatening gestures any invaders to run for their lives. The Unhold is a somewhat solitary creature and can be found either alone or in small groups only.

The upcoming DLC will assign to all the beasts distinct habitats around the world, but the Unhold actually has several, because it comes in three regional variants. The most common variant is found in the northern tundra and hills. Another variant is said to be found in swamps and sometimes forests, where they inhabit caves. The fiercest is the northern variant found in the snowy wastes, with white fur that protects equally against cold and steel. Click here for a wallpaper of the artwork below.

The Unhold’s theme in the game is displacement, and all of his skills center around it. To this behemoth, zone of control means little, as he will constantly shuffle the battlefield and demand smart repositioning by the player to protect their weakest characters, and allow the strongest to bring their weapons to bear on the beast. Unholds have little to no armor, depending on the regional variant, but they possess the unique ability of healing wounds slowly over the course of combat. Luckily they can’t heal injuries, like a broken leg, the same way, but the longer combat drags on, the more their regenerative abilities will work in their favor.

The Unhold’s first skill is called ‘Unstoppable Charge’ and works similar to the charge that orcs employ. When charging, the Unhold hurls himself towards his opponents with such force that it can’t be defended against with a spearwall, it stuns or knocks back several people at once, and it also dazes the Unhold himself as he makes impact, so he isn’t able to charge and attack in the same turn.

The second skill is ‘Fling Back’ and allows the Unhold to grab any opponent in his way and fling them back over his shoulder like a plaything, taking their place in the process. Using the ‘Indomitable’ perk will guard against it, but anyone flung like this will receive falling damage. By tossing his opponents around, the Unhold can slowly make his way wherever he wants to go.

Once in melee, the Unhold uses his massive fists to make sweeping strikes that can hit up to three targets at once with so much force that there’s a chance they’ll be knocked back. Because the Unhold will constantly knock targets away from himself, he’s rather bad at focusing down a single target, but he excels at battering down a group of people over time. Individual attacks of the Unhold aren’t the most damaging, especially to armor, but he has the potential to make a real mess out of your plans if you don’t adapt fast enough.
Post edited August 27, 2018 by mannefriedrich
Dev Blog #101: New Weapons

We take a break from looking at things that make your life harder, to take a look at things that make your life easier this week. The upcoming ‘Beasts & Exploration’ DLC will add a bouquet of new weapons. Some of them will fill gaps in the progression of existing weapon types, while others are hybrid and niche weapons to create new builds and tactics with. And all of them will add more variety to human opponents, like brigands. Just keep in mind that details may still change depending on how playtesting goes. Let’s take a look!

Filling The Gaps

First off, several of the new weapons are designed to fill gaps in the tiered progression of individual weapon types. The Longsword is a lower tier version of the Greatsword, but no less versatile. It allows us to more gradually introduce two-handed swords with enemies, and it allows you to use a less costly alternative earlier in the game. Similarly, the Two-Handed Wooden Hammer is a lower tier version of the existing Two-Handed Hammer. And while previously the Orc Berserker Chain was the only two-handed Flail in the game, there’s now two tiers of human two-handed Flails as well.

Two-Handed Maces

Maces now come in massive two-handed variants. They excel in single-target damage and crowd control, and like their one-handed cousins, they apply a lot of additional fatigue damage. Receiving a blow from a weapon like this will leave anyone dazed and gasping for air, and this is reflected in the ‘Cudgel’ skill applying the new ‘Dazed’ effect. A dazed character will have their maximum fatigue, initiative and damage output reduced. The other skill of two-handed maces is called ‘Strike Down’ and will stun a target for a whole 2 turns, instead of just 1 turn with one-handed maces. This also plays into a new perk which we’ll explain in another dev blog.

The Polehammer

The new Polehammer is the polearm variant of the Warhammer, a weapon designed to neutralize heavily armored targets. With two tiles of range, a Polehammer can be used from behind the frontline, and outside the range of most other melee weapons, to batter, deform and rip enemy armor. Against unarmored or lightly armored targets, however, other polearms perform better.

The Spetum

Even more defense-oriented than a pike, the two-handed Spetum is used like a cross between pike and spear in the game. It is a specialized polearm that is less damaging than the pike, but can be used to form a more deadly yet more fatiguing ‘Spearwall’ than with a one-handed spear. Particularly useful against beasts.

The Throwing Spear

Throwing weapons also get some love with the new Throwing Spear. Larger than a Javelin, it’s a consumable item similar to the Throwing Net and designed to take out shields from afar.

The Goedendag

A curious hybrid between club and spear, the Goedendag is a two-handed weapon that enjoys popularity with militia and similar non-professional outfits. It comes with the ‘Thrust’ skill of the spear, making it easy to hit with, as well as the ‘Knock Out’ skill of Maces, enabling the user to incapacitate their opponents.

The Three-Headed Flail

The Three-Headed Flail, also called Ochsenherde, is a less common weapon. It works the same as any other one-handed flail in the game, except for one detail: Every attack is split into three separate ones, one for each of the striking heads, and each head can hit or miss, and hit body or head, separately. That’s a good thing if you’re looking for consistent damage and a high chance to hit the enemy at all, for example to apply the Poisoned effect or because you’re fighting a fragile enemy with high defenses. On the other hand, this weapon will split damage between head and body armor even more so than other weapons, making it ill-suited if you’re looking to brute-force your way through enemy armor.

The Fencing Sword

Another uncommon weapon is the Fencing Sword; a light and elegant blade that favors a swift and mobile fighting style. It comes with a skill unique only to this weapon: ‘Lunge’. Using the ‘Lunge’ skill, the user will dash towards a target two tiles away, followed immediately by a precise thrusting attack to catch the target unprepared. Lunge gets a damage bonus scaling with the user’s initiative; the quicker the user, and the less armor weighing them down, the more damage they do. With a fencing sword, a combatant gains a lot of mobility, dancing between enemies to make precise strikes if any opening should present itself.

There’s even more new weapons coming, both legendary ones to be found by exploring the wilds, and craftable ones, but we don’t want to spoil these – you’ll just have to find them for yourself!
Post edited August 27, 2018 by mannefriedrich
Are the updates coming out at the same time as steam ?
I am seriously thinking of getting this game
nick187: Are the updates coming out at the same time as steam ?
Knowing GOG I would say no.
Dev Blog #102: The Webknecht

So far we’ve talked about two new enemies that are part of the upcoming ‘Beasts & Exploration’ DLC and intended to spice up the mid to late game. We want to bring fresh enemies to all stages of the game, so this week we’ll take a look at a new beast aimed to bring variety mostly to the early game. Let’s crawl!

The Webknecht

The Webknecht is a large arachnid that lives in sizable colonies in the dark areas of forests throughout the world of Battle Brothers. It’s there that they spin their webs between trees to trap anything from bird to deer and between. Unlike most other beasts, Webknechts don’t usually roam a lot, preferring instead to sit in their territory and wait until something unfortunate gets itself caught in one of their nets. Still, they’re known to choose the vicinity of settlements for their home on occasion and threaten the lives of villagers and their livestock.

The presence of a large enough number of Webknechts is heralded by extensive webs spanning from brush to tree to rock, uniquely transforming any combat environment in a way that leaves no doubt about who lives there. Worse still, amidst the webbings are nests of eggs, and these eggs hatch during combat. You can seek them out, and destroy them with a single strike before they hatch, but otherwise, as combat goes on, there’s always the danger of more and more eight-legged terrors swaming you until you cut down enough to make it ebb.

Webknechts make use of the ‘Weave Web’ skill to weave around their opponents a sticky web, which prevents anyone trapped inside from moving and reduces their ability to attack with full force or defend themselves effectively. Characters can attempt to free themselves of the web during their turn, and each failed attempt increases the chance of subsequent attempts succeeding, but doing so can quickly become tiring, which only works in the arachnids’ favor.

Webknechts aren’t as frenzied in their attacks as, for example, Direwolves are. Instead, they choose to let their opponents tire themselves out by struggling in their webs, and they wait until an opportunity presents itself and their opponent is distracted before they attempt to bite them a single time per turn. They act as a swarm, and so the more oversized spiders surrounding a target and acting in concert, the more effective they become.

The Webknecht’s bites aren’t terribly dangerous to the armored mercenary, but Webknechts are poisonous, and receiving hitpoint damage will apply it. Unlike the poison employed by Goblins, the Webknecht poison does damage to vital organs over several turns and characters can die from it. The Antidote item already in the game works just as well against this kind of poison, however, and is more important now than ever. In fact, it can now be crafted at will if you have the necessary components – but more on that in next week’s dev blog.

Dev Blog #103: Crafting

You may be wondering by now why you’d even want to take on some of the dangerous new beasts coming to Battle Brothers. Why risk your favorite guy getting charmed by a Hexe and hacking your other men to pieces? Well, firstly, because people will pay you to. And secondly, because the slain beasts will provide you with trophies from which to craft unique items. Let’s delve into the details!

The Taxidermist

Battle Brothers had crafting events for a long time – things like a tailor being able to craft unique armor from the pelts dropped by Direwolves. This was fine before, because those events were primarily supposed to just add flavor to particular backgrounds. However, if we’re going to have crafting as a full gameplay mechanic, the game needs to have a more reliable way for you to craft what you want to and when. We’re keeping some of the crafting events for flavor, but for most things we’re introducing an entirely new crafting system.

The way it works is this: Every beastly opponent comes with a couple of new trophy items, and which one you can proudly claim upon slaying them is randomized. Existing beasts like the Direwolf, Nachzehrer and Lindwurm also receive a loot overhaul if you have the ‘Beasts & Exploration’ DLC installed. These trophies can then be taken to a new building found in settlements across the world: The taxidermist. No worries, you’ll have a bit more room in your inventory so that things don’t get too crowded with all the new loot while you’re on your way there.

For a price, the taxidermist is able to create all kinds of new items that suitably reflect your achievements in big game hunting from the trophies that you bring him – charms, cloaks, armor plating, armor for your wardogs, shields, antidotes, drugs, and more. At first, you’ll only see a list of things for which you have all the necessary components to craft in your inventory, so you should drop by every now and then with your new trophies to see what can be done with them. Once you’ve crafted an item, however, you’ll always see its ‘recipe’ and all the necessary components, missing or not, so you’ll know exactly what you need to get in order to craft another one.

Fighting beasts is about to become much more rewarding, which in turn means more variety in the battles that you should pick, even in the early game. Of course, the more powerful the item to craft, the more and the more rare trophies you’ll need to provide. And here we first touch upon the exploration aspect of the ‘Beasts & Exploration’ DLC; even though some of the new beasts will be quite common, the most valuable trophies will be found only by defeating the strongest of beasts, lurking in the wilderness far away from civilization. If you want to get the ultimate hunting trophies, you’ll have to venture out and explore the unknown corners of the world!

Armor Customization

So what’s so great about these items that you can craft? Well, one of the major new things that the taxidermist can create for you are attachments with which to customize your armor.

What says ‘I myself bested a giant beast of the frozen wastes’ better than donning its fur as a cloak for everyone to see? You’ve seen the Unhold with its white fur. Go and collect that fur as a trophy, bring it to the taxidermist and have him craft you a cloak out of it. This cloak can then be permanently attached to any armor of your choosing. Not only will it make you look like a veteran mercenary badass, each armor attachment also gives a particular benefit – for example, a fur cloak may make the wearer more impervious to ranged attacks, while replacement padding spun out of a certain creature’s silk may make an armor lighter. It means new choices for a mercenary commander, because a single armor can only be adorned with a single attachment.

Not all armor attachments need to be crafted. We’re also adding a couple of more common ones made out of metal and leather which you’ll be able to buy in shops and loot from places across the world. Those add additional protection and weight to any armor they’re attached to, but generally at a better ratio than using straight-up heavier armor. Also, they allow for more visual customization of your men, which is always nice.

Dev Blog #104: The Schrat

Hostile plant life makes its entry into the world of Battle Brothers in this week’s edition of our dev blog for the upcoming ‘Beasts & Exploration’ DLC. Get your axes ready!

The Schrat

The Waldschrat, or Schrat for short, is a fabled living tree found in the most remote forests of the world. A creature of bark and wood, it resembles no other, and its mind is truly alien. It blends between trees and shambles slowly, its roots digging through the soil. A frightening night time story tells of how trees watered with the blood of the unjustly killed turn into twisted living trees, out to strangle and choke the life out of children that don’t behave.

A Schrat can grow limbs at a whim, and so they grow and regrowth what resembles a wooden shield to protect their more vulnerable parts. While this shield is up, they’ll be much harder to hit and damage. The shield can be destroyed like any other with the ‘Split Shield’ skill, and doing so will reveal the Schrat’s much softer innards; although Schrats can be destroyed either way, they’ll take significantly more damage without the shield’s protection. In a surprising twist, then, axes are particularly useful against trees.

A Schrat attacks by slamming its thorned roots up from below ground, knocking up and impaling whatever is above ground. It’s an area of effect attack that always hits three tiles in a straight line, starting from the tile the Schrat sits on and going outwards along how their roots grew. Anyone hit will receive the ‘Staggered’ status effect – they’ll be off-balance, scrambling and late to act for their next turn. The Schrat has the potential to inflict a lot of damage when hitting three targets with a single attack, but they’re much less dangerous if you use smart positioning and work around their limitation of only being able to hit multiple targets if they’re in a straight line from it.

If a Schrat takes sufficient damage from a single blow to sever a large enough part of them, it will spawn a Sapling upon hitting the ground. They’re miniature Schrats that are much weaker, at least until they’re fully grown in a hundred years or so, but they can still whittle your men down. It’s a trade-off then; fight Schrats with heavy weaponry and they’ll die quicker, but you’ll also have to fight Saplings. Fight with light weaponry, and it’ll take longer to beat down a Schrat, but you won’t have to fight Saplings as well.
Post edited September 28, 2018 by mannefriedrich

Dev Blog #105: Additions & Changes

The update accompanying the upcoming ‘Beasts & Exploration’ DLC will bring with it a host of minor additions and improvements. Each of these may not be big enough to warrant a blog post of its own, but together they make for a nice bouquet of things to look at. Let’s do so this week!

New Settlement Situations

We’re adding a total of 23 new settlement situations. Some of them will be linked to new contracts and new beasts terrorizing villages, but most of the new situations occur randomly for specific types of settlements and make for a more dynamic economy. Cities can have big fairs now, mining towns can suffer cave-ins or discover particularly rich veins, fishing towns can lose boats at sea or have their fishers return with full nets, public executions and local holidays provide entertainment for the masses, and refugees during a late game crisis put a strain on local economies. Settlements now rebuild their burned-down attached locations, such as outlying farms, by first gathering building materials, and are willing to pay good coin for it. All of this means that opportunities to buy, sell and hire may change over the course of a campaign.

Hiring Changes

When looking at the list of potential recruits, you now have the option to give each individual a tryout, meaning a proper inspection to reveal all of their character traits. The cost of giving a tryout scales with the hiring fee of the recruit, but it’s probably a good idea to conduct a tryout for your more expensive hires.

Being able to see a potential recruit’s character traits will come in even more handy because we’ve also added 13 new character traits to the game.

New Retreat Mechanics

There’s a couple of things less than ideal with the current retreat mechanics. In order to safely retreat, you have to manually move your men to the edges of the map, but doing so, especially if the enemy is unable to catch you, can be quite tedious. On the other hand, you’re able to instantly teleport all your men to safety at the cost of only one temporary injury. That’s going to change.

The new mechanics work like this: If your men are already on the edges of the map, you’ll safely retreat as before. If they aren’t, they’ll now attempt to speedily move to the edges of the map automatically and by themselves until either they succeed or die. While this is going on, they’ll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level. They can still fail at getting away, get shot in the process and whatnot, but there’s a reasonable chance that they succeed, so that retreating always remains an option. Once they reach the edge of the map, they’ll instantly retreat to safety and don’t stick around to wait for the others, so things are also less congested than before.

The new mechanics speed up the process of safely retreating quite a bit if the enemy isn’t able to close the distance anyway, but it also means that you can’t just teleport everyone to safety anymore if you’re already engaged. The skill and equipment of your men, your positioning, and who you’re fighting against now all have an impact on your chances to retreat unscathed, and it’s no longer just random injuries for everyone.

End Round Button

See that button below? Clicking it (or using the hotkey) and confirming your choice in the following dialog will have all your men skip their turns for the current round. If you’re just waiting for the next round, this can help speed things along.

Improvements to AI

Adding new types of enemies with their own AI is a great reason to also revisit the AI of existing enemies. With the coming update, all enemies will benefit from better positioning and better coordination amongst their ranks. They’ll be better at protecting their vulnerable units, changing between offensive and defensive strategies, and identifying bait from the player. Good thing you’re getting those new weapons, then!
Post edited September 28, 2018 by mannefriedrich

Dev Blog #106: Legendary Locations

We’ve covered the ‘beast’ part of the upcoming ‘Beasts & Exploration’ DLC quite a bit already, but we’ve only touched upon the ‘exploration’ part here and there. Let’s take a look this week at a major feature that’s going to make exploration in the world of Battle Brothers more interesting and worthwhile: legendary locations.

Legendary Locations

Legendary locations are supposed to capture the flair of unique and mythical places in the unknown parts of the world. It’s giant overgrown statues and hidden temples. Remnants of a different age. Places that people think only exist in myth, until they see them with their own eyes. Places that give insight into what happened in the world of Battle Brothers before your campaign.

There’s two places already in the game which we consider to fall into this category: The Black Monolith and the Goblin City, both offering a very challenging battle and a legendary item as reward. We’re going to add an illustrated introduction to both of them, as well as a powerful named opponent to one of them. But more than that, we’re adding a whole bunch of new locations, many of them more complex, scattered all across a world map that is about to become 15% larger in order to have sufficient room for exploration and hunting all of those new beasts.

Instead of just two legendary locations, you’ll be able to find about a dozen now in every campaign. Upon first approaching any such place, an event will be triggered. These events vary in complexity, and some will lead to epic battles, like with the Black Monolith, while others give opportunity for peaceful exploration, interaction and perhaps even puzzle solving. A couple of these legendary locations are intended as challenges only for very experienced mercenary companies and guarded by powerful creatures or armies, but most can be mastered at earlier stages of a campaign. As a general rule, the more distant a location from civilized lands, the more challenging it will be. All of them will offer a unique reward for the daring explorer that can’t be obtained in any other way, and which is suitably powerful for existing only once in every campaign.

With exploration becoming more rewarding, we’re also adding several new ambitions that focus on exploration, uncovering legendary locations and besting a legendary beast we have yet to reveal. And if you’re looking to get paid for all this exploration business, you might be interested to learn that there’s also a new exploration-themed contract coming together with a bunch more for a total of 10 new types of contracts in the ‘Beasts & Exploration’ DLC.
Post edited September 28, 2018 by mannefriedrich
Dev Blog #107: The Alp

The upcoming ‘Beasts & Exploration’ DLC will add a variety of new beasts to the world of Battle Brothers, and we want to provide a good mix of opponents that are straight-forward to fight, and opponents that offer a more complex challenge which can’t be solved with heavy armor alone. This week we’ll take a look at the second and last spellcaster of the expansion coming soon to haunt your dreams: The Alp. Let’s go!

The Alp

In German folklore, the Alp is a malicious creature responsible for nightmares. In fact, to this day the German word for nightmare is ‘Alptraum’. It shouldn’t be a surprise then that the themes for the Alp in Battle Brothers are sleep and nightmares.

The Alp is a pale and haggard creature. It encroaches on settlements in the cover of night, invading the sleep of its helpless inhabitants with ghastful visions, and feeding on the fear and anguish of its victims like a parasite. Scholars speculate that Alps didn’t always look and behave like they do now; most Alps have eye sockets, but no eyes, and mouths with teeth, but only a rudimentary digestive system. Their pale skin peels like old parchment, their bones are frail, and their insides are dark and show signs of decay. Perhaps the Alp is the victim of an ancient curse, or perhaps it simply evolved from a different creature to the nocturnal predator it is now. Whatever it is, don’t fall asleep!

The Alp has two synergizing skills. The first one is called ‘Sleep’ and is an area of effect spell that can have multiple targets at once fall into an unnatural sleep. The spell can be resisted with a successful resolve check by those determined enough to stay awake, but anyone failing it will gain the ‘Sleeping’ status effect. Sleeping characters can not act, and they can’t evade or block attacks. There’s a chance that characters will awaken on their own each turn, based on their resolve and on for how long they’ve been asleep already. In addition, taking damage will wake a character immediately. Most importantly, however, any characters next to them can use the new ‘Wake Ally’ skill to reliably wake them – making cooperation and smart positioning essential when trying to beat an Alp.

The second skill of the Alp is called ‘Nightmare’ and can only be cast on a single target which is currently affected by the ‘Sleeping’ status effect. A character trapped in one of these unnatural nightmares can not act and, as dreadful visions slowly eat away at their sanity, will continually lose hitpoints each turn, the amount of which depends on their resolve. Unlike with the ‘Sleeping’ status effect, a character will never awaken on their own, and not even taking damage will break the nightmare’s hold. The only way to make it stop and save a character from eventually dying in their sleep is a nearby ally using the ‘Wake Ally’ skill. Because only sleeping characters can be affected, you can see at a glance who is threatened by the Alp, and there is a clear counterplay in denying the Alp the opportunity of using its most powerful skill.

Alps feed on the fear and terror of the victims they haunt, and grow stronger by it, but the only way they can actually hurt someone is in their sleep. The more characters sleeping and suffering from nightmares on the battlefield, the otherwise physical body of the Alp shifts into the realm of dreams, where he is untouchable. Alps have relatively fragile bodies, and no means to fight in melee at all, but existing partly in the dreams of their victims, they can become very hard to kill. Mastering your own fears and not letting your brothers succumb to sleep, then, becomes essential in order to take away an Alp’s source of power, lest you want to fight a nightmare come manifest.
Dev Blog #108: Consumables

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.

Paint Items

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.

Release Date Announcement

We’re happy to announce that the ‘Beasts & Exploration’ DLC for Battle Brothers will be released on November 29th, 2018, for the price of $9.99 or your local equivalent.

The ‘Beasts & Exploration’ DLC for Battle Brothers expands the game with a larger world, full of unique hidden locations throughout that offer new possibilities and rewards to the daring adventurer, as well as challenging new beasts roaming the untamed wilds. Craft your own gear from trophies you collect, customize your equipment with a new system for armor attachments, and engage in profitable beast hunting and exploration!


Legendary Locations – Hidden legendary locations offer new possibilities, lore, unique opponents, and unique rewards for the daring adventurer in a world that is 25% larger.
New Opponents – Five challenging new beasts populate different parts of the wilds, and three fearsome bosses guard valuable treasure. All of them come with unique mechanics and loot.
Crafting – Trophies from slain beasts can now be crafted into cloaks, armor plating, armor for your wardogs, shields, potions and other items to customize the look of your hardened mercenaries and benefit them in combat.
Customize your Gear – Wear cloaks, shoulderguards and more for additional benefits with the new armor attachment system, and use the new paint items to paint shields and helmets in the colors of your company.
New Weapons and Armor – A collection of new weapons and armors allow for new play styles and character builds.
New Contracts, Events and Ambitions – Engage in profitable beast hunting and exploration. Immerse yourself in leading a mercenary company with even more illustrated events.
New Music – Two new music tracks accompany you on your adventures.
New Achievements – Challenge yourself with new achievements on GOG or Steam.

Please note: You’ll be able to continue your current campaign with the DLC, but you won’t have access to all of the new content until you start a new campaign.
Post edited October 19, 2018 by mannefriedrich
Dev Blog #109: The Kraken

We round off our collection of new opponents for the upcoming ‘Beasts & Exploration’ DLC with the introduction of our largest enemy yet. It’s a giant beast, a creature that has lived throughout the ages and is at the very top of the food chain. Unleash the Kraken!

The Kraken

As an attentive connoisseur of last week’s release date announcement (November 29th!), something might have caught your attention: There’s three fearsome boss type enemies coming. Each one is guarding a different legendary location, and as it so happens, one of them is the Kraken. We’re not going to spoil the other two in dev blogs, but we’re taking a closer look at the tentacled horror today as an example of what to expect.

The Kraken is a remnant of a different era. Its age numbers in millennia, and it has spent much of its life slumbering beneath the surface of the swamp it inhabits. The tentacled horror is myth and a legend that few have seen with their own eyes, and people have been born and grown old living atop a slumbering Kraken, for it awakens only every few years to feast. The Kraken has countless tentacles that stretch on forever below the surface, and each tentacle has a dim light to lure prey. Those lights are the origin of many a tale; in the thick fog of the swamp, Irrlichts, or ghost lights, promise company and a warming fire, only to lead men to their doom. Worse still, the tentacles will wrap around their prey, crush them and drag them through the muddy water into the gaping maw of the Kraken, where they will meet a gruesome end.

The Kraken is firmly situated in late game territory. It’s an opponent to test your veteran party against, and quite possibly the end of many an ironman run. Most of the Kraken is below the surface when fighting it, and you can only guess as to its actual size. Individual tentacles reach all over the map, and they will disappear into the mud and water of the swamp only to appear again at another place. As the Kraken feeds, a many-toothed maw will slowly rise from below the waterline to gorge itself.

From the perspective of this giant beast, your group of tiny mercenaries is but food, and so it will start combat by moving its tentacles to wrap around your men and drag them towards its maw to feed. Being dragged through the swamp is a hellish ride, and your men better start attempting to free themselves along the way by hacking at the tentacle that holds them tight. Nearby brothers-in-arms can help as well. If you fail at freeing your men in time, and they end up next to the maw at the end of their turn, they’re done for. The maw will shred them mercilessly in a single turn.

If you hurt a Kraken enough, either by destroying several of its tentacles, or by injuring the head, it will get enraged and let you know with an ear-deafening roar. The Kraken understands now that this is no longer about feeding itself, but about defending itself. The tentacles show teeth and begin to snap at everything and everyone. They continue to wrap around your men and drag them towards the maw, but they do it so tight now that they slowly crush and suffocate their victim along the way, meaning that your men will lose hitpoints at every turn they end while entrapped like this.

Should you manage to beat the Kraken, you’ll not only get the treasure it guarded, but you’ll be able to craft items from its remains, and you’ll unlock it to appear as a regular albeit rare enemy in swamps across the wild for your epicly long campaign.

DLC Supporter Edition

Thanks to the overwhelmingly positive response to last week’s release date announcement, and many people expressing their desire to support us even beyond the asking price of the ‘Beasts & Exploration’ DLC, we’ve decided to also offer it as a special Supporter Edition. This Supporter Edition will be priced at $19.99 and include a new player banner and shields with a Kraken motif as a thank you from us to you.
Does anyone know if the DLC will be available on GOG at launch (29th of November) and will the Supporter Edition of DLC be available as well?