We’re back with an audible bang this week as we take a listen to the upcoming additions to the Battle Brothers soundtrack by Breakdown Epiphanies. Let’s hear in their own words what they’ve been up to!
Soundtrack of the South
The ‘Blazing Deserts’ DLC is going to make the world of Battle Brothers feel more diverse and rich in culture, and this of course also goes for the game's soundtrack. Today we are going to share a sneak peek into the musical direction in the form of short snippets of four of the new pieces that await you once your company starts to explore the new content. These tracks are all still work in progress, but they should give a good impression of the atmosphere you are presented with battling the new enemies and visiting the opulent city states.
Our montage starts out with a new town theme and opens up with one of the Middle-Eastern instruments that we incorporated for our latest addition to the Battle Brothers OST, the Oud, a type of Arabic, fretless lute that has been used in the Middle-East and North Africa for millennia. Musically, this piece ties together with the rest of the soundtrack by means of a motif you are probably familiar with: the Battle Brothers main theme that plays in the main menu, on the world map and in northern towns. This time, though, we gave it a new spin by moving it into a key typical for oriental music.
The most prominent instrument of the second snippet you hear is a Bağlama, which is a type of Saz, a long-necked lute used in traditional music from the Balkan over Turkey all the way to today's Iran and Afghanistan. It introduces us to one of the two battle tracks that are going to play when fighting the troops of the southern city states and the bandits in the surrounding deserts. Aside from the main motif on the Bağlama, this track features deep and heavy low string riffs that are reminiscent of the undead battle tracks (the city states are built upon the remnants of the old empire after all) as well as a more majestic brass section similar to the ones we came up with for the northern noble house battle music. The Bağlama also fills the role that the guitar did in those northern realms tracks.
The next transition brings us to a title that is going to play when fighting the new kinds of beasts introduced in the ‘Blazing Deserts’ DLC. As usual for our beast themes, the music is very heavy on percussion and the use of melodic elements is very sparse although we decided to let a flute play a bit of a more dominant role to convey that oriental atmosphere.
Finally, we have a piece that is not part of the southern deserts lore but expands the musical selection when travelling north since the new late game crisis might entail such ventures as well. This new world map track is like a more lush and open variant of the music we made for Warriors of the North, featuring the Nyckelharpa as well as deep and powerful northern choir.
This concludes today's presentation and we hope we managed to stir your appetite for the contracts and stories that await your company in the southern realms.
ːcardsː players: 4 ːscoreː victory condition: 30 points ːcursecardː Chaos Cards: allowed ːhealth_powerupː Character Abilities: allowed ːtelegramː Impending Misfortune: visible ːcheatdiceː Characters: from random set ːRatsClockː Timer: normal ːLocationː Field: Clockwork town
Special rules
No.
Tournament points (place in session/points gained):
+150 tournament points
+45 tournament points
15 tournament points
0 tournament points
SINGAPORE
ːcardsː players: 2 ːscoreː victory condition: 35 points ːcursecardː Chaos Cards: allowed ːhealth_powerupː Character Abilities: allowed ːtelegramː Impending Misfortune: not visible ːcheatdiceː Characters: random ːRatsClockː Timer: normal ːLocationː Field: Clockwork town
Special rules
Changes in the deck:
-1 The Accelerator -1 An Award Ceremony -1 A Compromising Document -1 False Testimony -1 A Fraudulent Transaction -1 Judgement day -1 An Honest Exchange
Tournament points (place in session/points gained):
+60 tournament points
0 tournament points
ːvotesː RULES:
Sessions that count towards the tournament: ːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinː (8)
For each win, players receive additional points that depend on the strength of the opponents over whom they have won. Important: your tournament points will continue to increase with the increase in the tournament score of your past opponents, over whom you prevailed – even if you already have reached the limit of sessions for the tournament. What this means is that the tournament is never over for you as long as your previously conquered opponents continue to play, and win.
During this tournament, regular rating points will be frozen for all the players. Your tournament sessions will NOT affect your regular rating.
Players get tournament points for the first 8 sessions played in the tournament on each of the servers. Any subsequent sessions won't give any tournament points, and won't increase the number of defeated opponents who give additional points. Nonetheless, victories of all opponents who were defeated in the first 8 sessions will affect your final tournament rating.
PRIZE FUND:
Awarded: Top 10 players on each of the servers. In addition to the main prize fund, every player who finishes all 8 tournament sessions receives a special bonus player icon “Facepalm” (only if it has not been received before)!
ːHoly_Grailetː = Tournament Chest (limited, tournaments only) ːgreengemstoneː = Spring Chest (limited, Spring Season only)
In the case when at the end of the tournament two or more players will have equal number of tournament points, they will share the same (highest) place and get the same rewards. However, the award list will not be extended, and we will still award only the top 10 players on each server.
TOURNAMENT CHESTS – FAQ:
Q. Where do Tournament Chests drop? A. Only in tournament sessions, which are available via Multiplayer Lobby.
Q. If I've finished all my tournament sessions, can I get more tournament chests? A. Yes, as long as you will keep playing tournament sessions.
Q. Are the tournament items limited to this tournament only, or to tournaments in general? A. The tournament items are available via tournament chests, which drop during every official tournament in the game.
Q. Is there a full list of tournament items available via tournament chests? A. Yes, please see below:
Participants: 1,829 unique players participated in the tournament.
Involvement: 411 players completed 8 or more sessions. 193 players received the "Facepalm" lobby icon for completing all 8 tournament sessions for the first time. 671 players completed more than half (5+) of their sessions.
Sessions played: 2,693 tournament sessions were played in the course of the tournament.
Bans: 7 protests have been investigated and 1 player banned for the breach of the Fair Play Rules during this tournament.
Tournament chests: 4,199 tournament chests were distributed during the tournament (overall, including non-tournament sessions, 8,224 chests were distributed to players in this period).
On April 28, Gremlins, Inc. receives its major Spring update. The update includes 2 new cards, improvements in balance, more options for custom sessions, bug fixes, and a sizeable number of under-the-hood improvements.
Below is the list of the changes:
NEW FEATURES
More options for custom sessions
Now: When a new session is created, the list of goal values for each goal type is limited by 5 options.
After the update: The list of goal values for each goal type is expanded to 12-19 options with a smaller step between them. For points and rounds it is possible to set any value between 10 and 100 that is divisible by 5 (10, 15, 45, 75, 90, etc). For minutes the limits are 10-120 with a 10 minutes step (10, 20, 30, 40, 50, etc).
Reason: that was a popular request that existed for a long time, and for a good reason. We finally found the time to make it happen – thanks for the patience!
NEW CONTENT
New cards:
ːcardsː "Prize fund"
Location: Casino Cost: FREE Move points: 4 Type: regular Number of these cards in the default deck: 1
Special rule:
Choose what you get: +$100 or +ːvotesː4 or -ːmaliceː4.
"If you are tasked with distribution of valuable prizes, do not forget to quietly add yourself to the list of winners. Preferably under some kind a pseudonym."
ːcardsː "Spire of Gremlins"
Location: Inferno Cost: $650 Move points: 5 Type: secret Get: +ːscoreː8 +ːmaliceː2 Number of these cards in the default deck: 1
Special rule:
Each opponent loses ːvotesː3. Teleport to The Astral.
"Conceived as the greatest breakthrough that would connect the Inferno and the Astral Plane, the Spire of Gremlins became a perpetually delayed construction project. Some say that the construction of this Spire cannot be finished, but can only be stopped.
BALANCING CHANGES
Cards:
ːcardsː "A Diversion in the Astral Plane"
Now: +ːscoreː13, +ːmaliceː8 After the update: +ːscoreː15, +ːmaliceː8
ːcardsː "The Allies of Chaos"
Now: +ːscoreː6, +ːmaliceː6 After the update: +ːscoreː7, +ːmaliceː6
Reason: Chaos cards are harder to play in the Astral, so they got a slight buff. This makes the choice more interesting: do you spend 10 votes/$1000 in the Inferno or try to deliver them to the Astral for a better reward?
ːcardsː "The Runner Bomb"
Now: 1 copy in the deck After the update: 2 copies in the deck
Reason: as the number of permanent cards in the deck grows, players need an additional tool to deal with them.
Characters:
"The Banker: Money makes Money"
Now: Whenever you stop on one of the income spots, your income is increased by 2. After the update: Whenever you stop on one of the income spots, your income is increased by a value equal to the number of opponents in the session (in team sessions, only players of opposing teams count as opponents).
Reason: The Banker is a polarizing character: too good in duels but weak against multiple opponents. The change slows down the Banker a bit in duels but allows growing income faster in sessions with multiple opponents.
"The Collector: Excavation"
Now: doesn't exist. After the update: When you stop on an Income spot, choose between getting double income or discarding up to 6 cards.
Reason: The Collector relies on playing permanent cards more than other characters and this ability helps cycling cards in the hand for a cost of double income. This ability also provides a meaningful choice for the character: do you want to change cards or do you want money?
"The Damned: A Servant of Evil"
Now: Your starting ːmaliceː is 2. After the update: Your starting ːmaliceː is 1.
Reason: the ːmaliceː2 on this character is somewhat redundant as it was added to the Damned in order to exceed the Thief's malice who at some point had it at 1. There is no more need in that and the change also helps the Damned in the early game if its player wants to get rid of the malice and avoid being auto-targeted by such cards as Karma, An Unmasking, etc.
"The Damned: Agressor"
Now: If you win Player Conflict, get ːscoreː2 and ːmaliceː1. After the update: If you win Player Conflict, get ːscoreː2 and ːmaliceː1 (in team sessions this effect applies only to conflicts with players of opposing teams).
Reason: the lack of such limitation makes team combos with the Damned too strong, especially if combined with the Pauper.
Playing fields:
Reversal of change of the Clockwork Colony
Now: An Income spot and a Misfortune spot before the Jail removed on both boards. After the update: Both spots will be returned to their initial spaces on the second board – Clockwork Colony.
Reason: The lack of the Misfortune spot before the Jail makes this location on the second board more welcoming than it should be. While our initial goal was to make the Jail less punishing, this is just too much: an arrest often turns into a way to teleport yourself closer to such locations as the Market or the Office.
OTHER CHANGES
The Jail events
Now: Players are forced to accept the last Jail event. After the update: Players can decline the last Jail event. In this case, the player receives +1 malice and -1 Jail experience.
Reason: Jail events should provide a meaningful choice at all steps, including the last one which it now does. The change also eliminates the feeling that players are forced to accept the last event even if they don't like it.
Matchmaking
Now: 2 players can't enter the same ranked session if they already played together 3 ranked sessions in the previous 24 hours. After the update: 2 players can't enter the same ranked session if they already played together 3 ranked sessions in the previous 24 hours OR if they played together 10 sessions of any type in the previous 720 hours (30 days).
Reason: this is a change that is based on the analysis of hundreds of players' protests. In ranked sessions, team play is only possible between friends who exploit matchmaking in order to play together. The change prevents such behavior more aggressively in order to make the ranked mode fairer.
The limit of 10 sessions per month was made on purpose. This way, the limitation won't affect players who are unfamiliar with each other but occasionally meet in ranked sessions because they play at the same time.
Please keep in mind that it doesn't affect our approach to the Fair Play Rules. The change makes harder to utilize team play but doesn't reduce or cancel the responsibility for the violation if it is confirmed.
Updated dice-roller animation
Reason:[/b] while we were fixing an issue with re-rolls (see below) we also used the opportunity to update the dice roller's animation which is now a bit shorter.
No ping indication on the server list
Reason: due to multiple changes that were made in the servers' architecture in the past months, the numbers on this list lost their meaning and mostly confuse players as they often show 0. The actual ping during sessions still can be seen through the in-game menu.
FIXES
Fixed a rare issue: if during a session player receives the request to roll the die and skips that request, the bot will decide if the roll happens or not. If bot decides positively and then rolls 1, the session might bug out and freeze. After the update, the session will continue normally.
Fixed a rare issue: if the timer expires during a dice re-roll, the result that is shown to the player on the screen and the result of the actual roll on the server could differ. This could lead to a different outcome than was expected by the look at the dice roller. After the update, the value on the dice roller and the server will always be the same.
Thanks for sticking with us, and for being a part of this game's wonderful community – we wish you lots of fun with the updated game, and we promise to continue working on improvements and new content throughout 2020!
There should be a dev blog explaining the changes and additions coming with the ‘Blazing Deserts’ DLC right here. Instead, we have some unfortunate news to share this week about the Corona situation.
Overhype Studios is based in Hamburg, Germany. As with many other places around the world, Hamburg has closed all schools, kindergarten and daycare centers, and is asking everyone to self-quarantine as much as possible. As some of us have very young children at home, this has required us to do a balancing act between working and taking care of our children for several weeks now - and likely will continue to do so for some time into the future. As more and more people get sick, we now also have relatives and friends that require our support.
Unfortunately, all of this is impacting on our schedule. We often find ourselves unable to put in the hours of work on the game required, and consequently, we’re now behind schedule. This doesn’t mean that the future of Battle Brothers or the upcoming DLC are in any kind of jeopardy, but there are still some unfortunate implications of this very unique situation in our lives;
The ‘Blazing Deserts’ DLC will likely take longer to be finished and may come out later than initially planned for.
We can’t keep posting weekly dev blogs, because we can’t keep up pace with new features or changes to report on. As a consequence, we’ll now pause with our weekly dev blogs for a few weeks to gain more ground. We’ll resume our weekly dev blogs on the 1st of May.
It’s disappointing, but it’s just the situation that all of us currently live in. We look forward to when everything goes back to normal. In the meantime, we’ll soldier on as best as we can given the circumstances and look forward to show you more of the exciting things yet to come for a game that we all love. See you soon!
Last week we’ve learned about gunpowder weapons. In this conclusion of our dev blog series exploring the southern city states, we take a look at their remaining troop types that make use of these weapons. Onwards!
Gunners
Armies of the city states train men in the use of the Handgonne, a metal barrel with a long wooden handle that uses gunpowder to propel shrapnel in a wide cone. Below you see Gunners armed with a Handgonne. Its visuals have been revised since last week to make it more readily apparent that this is an unreliable early firearm and not some kind of blunderbuss.
Because their weapons cover a cone, Gunners excel against tightly packed enemy formations. But because their weapons also have a very limited effective range, they often have to position themselves right behind their own frontline, leaving them vulnerable to polearms and firearms themselves. The city states do not make use of traditional ranged weapons like bows and crossbows, but desert raiders - essentially the southern equivalent of brigands - make use of a new composite bow with advantages and disadvantages over northern bows.
Engineers
Malnutritioned slaves toil in the fields and quarries beneath a city of golden domes that reflect the glory of the Gilder. It’s a city of architectural marvels made possible by the application of mathematics and engineering. These sciences are taught in several colleges between the city states, and their graduates make for sought-after engineers. They devise intricate water pumps and fountains that create a private oasis in the gardens of wealthy citizens, and they produce mechanical toys that makes eyes go wide.
But where a child sees but a toy, a man with ambition sees what can become a weapon. And so it is that engineers of the city states also devise terrible weapons of war, and that they operate them on the battlefield to rain down destruction on the enemies of men with ambition.
As you face engineers in battle, they don’t pose much of a threat by themselves. In fact, they try to stay as far away from the frontline as possible. Their role is not to engage the enemy in direct combat, but to operate the technical marvel that is the mortar. A bronze-cast muzzle-loaded piece of artillery, the mortar is able to fire every other round as long as it is operated by at least one engineer next to it.
The mortar has enough range to cover the whole battlefield, but it’s entirely immobile during combat. It fires explosive shells that cover a large area of effect, but it’s highly inaccurate. The howling sound of incoming mortar shells has as much a psychological impact on combatants as it has an explosive impact, or perhaps even more so. Characters in the blast zone lose morale and receive the new ‘Shellshocked’ status effect that lowers their efficiency in combat, but receive only moderate physical damage.
Luckily, because the mortar is heavy, relatively immobile and hard to operate, it’s an uncommon weapon used only with large armies, and one that you’ll most likely face only as part of the new ‘Holy War’ late game crisis.
As you’ve already learned here, the southern city states are places where medieval science flourishes. Advancements in medicine, astrology and alchemy are unlike anything found in the north. You’ve also learned a good deal about the alchemy part already, but now it’s time to look at their finest alchemical achievement: Gunpowder weapons. This requires a bit of an introduction, so let’s start!
Introduction
Battle Brothers is set in an era spanning the early to high medieval ages as we move from Scramasax to Greatsword and across all the tiers of equipment. There’s a few outliers, such as the Fencing Sword, but by and large this dictates what kind of equipment may make its way into the game. It’s also the reason why there isn’t any full-blown plate armor available. Naturally, the same restrictions apply to any gunpowder weapons we’re going to introduce.
Until the ‘Blazing Deserts’ DLC, the setting was limited to draw inspiration from Europe. Gunpowder weapons weren’t much of a thing there at the time, but it doesn’t mean that other cultures weren’t employing them. The gunpowder weapons we’re going to introduce aren’t the muskets that many people may immediately think of, because these clearly would fall out of the era that Battle Brothers covers. Instead, they are very early firearms based on what eastern cultures actually had available at the time.
Gunpowder weapons work differently from any other ranged weapons in the game and fill their own niche. Their attacks don’t target individual opponents, but instead hit an area of effect covering multiple tiles and always hit both body and head. Also differently from any other weapons, the skill of a shooter and the defenses of a target don’t determine whether a target is hit at all, but rather for how much damage it is hit. The higher the skill of a shooter, the more damage a target receives. The higher the defenses of a target, the less damage it receives. For example, while you’ll have a hard time dodging a load of shrapnel being shot at you in its entirety, a shield offers good protection against it and will reduce any damage you might otherwise take.
Because it’s important to understand the area of effect an attack with a gunpowder weapon will cover, not least to avoid friendly fire, we’ve revised how these are displayed in the game. No matter if a tile is empty or not, you’ll now always see which tiles are in the line of fire. Naturally, this goes for any melee attacks already in the game as well. So with all that said, let’s take a closer look at the gunpowder weapons available for you to use.
The Firelance
The Firelance is an explosive charge mounted on a wooden stick. Once ignited, it will spew fire in a straight line covering multiple tiles in front of the shooter. It has limited range, but can still be safely fired from the backline without hitting your own men. Victims caught in the jet of fire may suffer one of the new burning injuries.
The Firelance has a single use in combat, after which it is burned out and useless. Like throwing weapons, it is automatically refilled after each battle and can be used again in the next one. Firelances are particularly useful to soften enemy ranks in deep formation, as they are able to set ablaze opponents in their backline that are out of reach of most polearms or Greatswords and are guaranteed to hit. The conscripted armies of city states regularly make use of them before battle lines clash.
The Handgonne
The Handgonne is a massive cast iron cannon with a wooden handle. It fires shrapnel in a cone and can hit multiple targets with one shot for devastating damage, but at less range than either bow or crossbow. Similar to a crossbow, it has to be reloaded after every shot with shrapnel and powder carried in the ammunition slot. As it is heavier and more cumbersome to reload than even a crossbow, a character carrying a Handgonne can not fire, reload and move in the same turn.
The Handgonne excels against multiple lightly armored targets, but can also be effectively employed for damaging several more heavily armored opponents at once. Because the Handgonne covers a wide cone, smart positioning and watching out for friendly fire is important. Used right, it can quickly even the odds if overwhelmed by superior enemy numbers - after all, the more enemies, the more targets to hit. And any target thus hit may suffer both piercing and burning injuries.
ːcardsː players: 3 ːscoreː victory condition: 30 points ːcursecardː Chaos Cards: allowed ːhealth_powerupː Character Abilities: allowed ːtelegramː Impending Misfortune: not visible ːcheatdiceː Characters: from random set ːRatsClockː Timer: normal ːLocationː Field: Clockwork town
Special rules
No.
Tournament points (place in session/points gained):
+139 tournament points
+26 tournament points
0 tournament points
SINGAPORE
ːcardsː players: 2 ːscoreː victory condition: 35 points ːcursecardː Chaos Cards: allowed ːhealth_powerupː Character Abilities: allowed ːtelegramː Impending Misfortune: not visible ːcheatdiceː Characters: random ːRatsClockː Timer: normal ːLocationː Field: Clockwork colony
Special rules
Changes in the deck:
+1 Impeachment! +1 Operation Cleanup
-1 The Accelerator -1 An Alibi -1 An Award Ceremony -1 Common fund -1 A Compromising Document -1 False Testimony -1 A Fraudulent Transaction -1 Judgement day -1 An Honest Exchange -1 The Police Dirigible
Tournament points (place in session/points gained):
+60 tournament points
0 tournament points
ːvotesː RULES:
Sessions that count towards the tournament: ːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinːːbh2coinː (8)
For each win, players receive additional points that depend on the strength of the opponents over whom they have won. Important: your tournament points will continue to increase with the increase in the tournament score of your past opponents, over whom you prevailed – even if you already have reached the limit of sessions for the tournament. What this means is that the tournament is never over for you as long as your previously conquered opponents continue to play, and win.
During this tournament, regular rating points will be frozen for all the players. Your tournament sessions will NOT affect your regular rating.
Players get tournament points for the first 8 sessions played in the tournament on each of the servers. Any subsequent sessions won't give any tournament points, and won't increase the number of defeated opponents who give additional points. Nonetheless, victories of all opponents who were defeated in the first 8 sessions will affect your final tournament rating.
PRIZE FUND:
Awarded: Top 10 players on each of the servers. In addition to the main prize fund, every player who finishes all 8 tournament sessions receives a special bonus player icon “Facepalm” (only if it has not been received before)!
ːHoly_Grailetː = Tournament Chest (limited, tournaments only) ːgreengemstoneː = Spring Chest (limited, Spring Season only)
In the case when at the end of the tournament two or more players will have equal number of tournament points, they will share the same (highest) place and get the same rewards. However, the award list will not be extended, and we will still award only the top 10 players on each server.
TOURNAMENT CHESTS – FAQ:
Q. Where do Tournament Chests drop? A. Only in tournament sessions, which are available via Multiplayer Lobby.
Q. If I've finished all my tournament sessions, can I get more tournament chests? A. Yes, as long as you will keep playing tournament sessions.
Q. Are the tournament items limited to this tournament only, or to tournaments in general? A. The tournament items are available via tournament chests, which drop during every official tournament in the game.
Q. Is there a full list of tournament items available via tournament chests? A. Yes, please see below:
Participants: 1,735 unique players participated in the tournament.
Involvement: 474 players completed 8 or more sessions. 251 players received the "Facepalm" lobby icon for completing all 8 tournament sessions for the first time. 697 players completed more than half (5+) of their sessions.
Sessions played: 3,250 tournament sessions were played in the course of the tournament.
Bans: 8 protests have been investigated and 8 players banned for the breach of the Fair Play Rules during this tournament.
Tournament chests: 4,191 tournament chests were distributed during the tournament (overall, including non-tournament sessions, 6,736 chests were distributed to players in this period).
We’ve previously covered a good chunk of what the southern city states are about. Now it’s time to take a look at some of their troops that you may end up facing on the field of battle. Charge!
Slaves
Whether born into slavery, made into a slave as punishment by law, or taken on a raid into foreign territory and sold to the highest bidder on a slave auction, it’s on the back of slaves like these that much of the economy of the city states is built. But slaves are not just cheap labor in peacetime, they’re also used as expendable troops in war.
Life is cheap in the south, as the saying goes, and nothing makes this harsh reality sink in better than how the city states treat their slaves. In battle, they’re usually send first against the enemy to tire out their lines before the real battle begins. They’re poorly armed, many just carrying tools used as improvised weapons, and rely on swarming, flanking and overwhelming the enemy. They have poor morale and flee easily, but killing or breaking them does not affect the morale of any city state troops that aren’t slaves themselves. In fact, the city state troops have no qualms about friendly fire when it comes to slaves, and they may seize the opportunity that slaves provide by locking down the enemy and fire their ranged weapons into the thick of battle.
Conscripts
Citizens of the great city states enjoy privileges that neither slaves nor outsiders do. For example, they have the opportunity to conduct business with the legal certainty of a codified law and can even hire legal council. In turn, they also have certain obligations to their state. Having to pay taxes is one such obligation, but another one for every adult male citizen is either mandatory military service or paying a hefty sum into the state’s coffers to be exempt. The council of Viziers may decide to conscript the citizens for the defense of the city state or for otherwise protecting and furthering the interests of the state. In practise, this can mean anything between border skirmishes with other states, doomed punitive expeditions deep into the deserts to hunt down raiders, and crushing slave rebellions.
Conscripts make up the bulk of the military force of the city states. They have received some military drill and are most often dressed in a distinct southern armor made of several layers of linen, called a Linothorax, that is relatively cheap to produce. If they don’t have access to helmets, they choose to wrap cloth around their heads to protect against the sun. The color and patterns of these head wraps are often linked to a particular region of the south, and one familiar would know what place a southern conscript calls home by his headwear alone. Just before battle lines clash, Conscripts employ a unique weapon of the city states. It’s one reason why they are a military power to be reckoned with, and you’ll learn about next week in detail!
Officers
Officers of the city states are mostly made up of the wealthy who would have enough funds to buy themselves free of conscription, but seek a career commanding troops in the military by their own volition. A victorious commander will accrue influence and gravitas, and some Officers may consider the army but a stepping stone in a fledgling political career.
Considerably better armed than Conscripts, Officers carry finely crafted mail and lamellar armor with intricate southern ornaments into battle. Naturally, all armors can also be bought, looted and worn by your own men in the game!
Assassins
Members of a secretive ritualistic cult, Assassins deal in death and provide murder as a service. They have no political ambition beyond the continued survival of their cult and that of their warped philosophy, and so act only in service to other parties, like individual city states. They’re not encountered roaming on the world map, but exclusively as part of contracts and events.
In battle, Assassins wear traditional black robes over finely crafted mail. Many also choose to exchange their own face for that of their master and founder of their cult, the old man on the mountain, by wearing metal face masks. Assassins have a nimble combat style and employ a variety of alchemical contraptions like Flash Pots and Smoke Pots to daze their opponents and move freely between them, only to then use a Qatal Dagger for greater impact on their debilitated victims.
You are probably surprised to see anything in the News section, but here we go - we've got two announcements today!
Turkish language
First is that a Turkish group of translators has localised Thea, so you can now enjoy both the game's UI and base game events in Turkish. Many, many thanks to all those who participated in this endeavour, especially to AbbysHawke who coordinated the efforts.
Nintento Switch crossplay
The second announcement is that, thanks to Monster Couch, who handles Thea's Nintendo Switch port, soon PC players will be able to play the co-op version together with their Switch friends! At the moment we are waiting for Nintendo to approve the Switch side of the patch, but hopefully it will be up next week.
Naturally, the southern city states of the ‘Blazing Deserts’ DLC also have their own arsenal of weapons. Some are southern variants of weapons you already know, while others are entirely new and come with unique skills. You’ll be able to buy them in the city states and loot them from southern opponents. Let’s take a look at a selection of them!
The Saif
If you’ve been playing Battle Brothers for a while, you may already know of the Scimitar and the Shamshir, both introduced with the ‘Warriors of the North’ DLC. They were a teaser of a southern culture with their own arms to come - which now is about to arrive. As we’re adding the Saif, we’re also doing some work on the existing Scimitar and Shamshir.
A curved sword, the Saif is excellent for cutting deep wounds. It’s less suited for thrusting than straight swords, however, and therefore has a harder time penetrating armor. The Saif is a southern variant of the northern shortsword and at the lowest tier in the line of curved swords. The Scimitar has been buffed to be a middle tier weapon now, while the Shamshir remains the highest tier. All of those weapons share the ‘Slash’ skill with northern swords, but also have the unique ‘Gash’ Skill, which is much more likely to inflict serious injuries with adverse secondary effects than regular attacks are.
Not all injuries are equally useful against opponents, and many of the cutting injuries inflicted by the ‘Gash’ skill were previously among the weaker ones. We’ve combed through all cutting injuries to rectify this. Inflicting a ‘Deep Chest Cut’, for example, will now always reduce an opponent’s hitpoints by a percentage of their maximum hitpoints in addition to any damage your attack caused. It may not make much of a difference against Brigand Thugs who don’t have a lot of hitpoints to begin with, but it can mean a lot against barbarians, orcs and many beasts. As cutting injuries become more worthwhile to inflict, the 'Crippling Strikes' perk also becomes a more worthwhile pick - particularly if used together with the Saif, Scimitar or Shamshir to basically guarantee an injury.
The Shields
Identical in function to other shields already in the game, but with somewhat different stats, southerners also have their own shield designs that show well how their arms are inspired by those of historical Arabian and Persian cultures.
The Polemace
Southern armies are rather fond of maces, and so you’ll find a variety of southern maces with stats slightly different from their northern cousins while in the city states. In fact, they also mounted a mace on a long pole and aptly called it a Polemace. It offers the advantages of a regular mace combined with the range of a polearm.
The Polemace inflicts additional damage to fatigue with every blow. Using its secondary skill, a target can be stunned for one turn over a distance of two tiles.
The Nomad Sling
The south is no less plagued by banditry and pillaging than the north is. While the north has brigands lying in ambush along the road, the south has desert raiders descending upon trade caravans. These desert raiders - or nomads, as they’re sometimes called - have some equipment not otherwise available, including one particular weapon: the Nomad Sling.
A simple weapon used since ancient times, and the favorite of many a shepherd, a sling is used to hurl stones towards the enemy. The Nomad Sling is a higher tier variant of the existing Staff Sling with similar strengths and weaknesses, but better suited for the later parts of a campaign. It’s not particularly accurate or damaging, but with stones abundant everywhere, it will never run out of ammunition. Two stones can be hurled each turn, and on hitting a target in the head it will inflict the ‘Dazed’ status effect.
The Qatal Dagger
The Qatal Dagger is a short curved blade notoriously used by assassins of the southern deserts. Like northern daggers, it’s intended for quick attacks. Unlike northern daggers, it’s not meant to puncture weak points of armor, but to cut throats of debilitated opponents.
Using its ‘Deathblow’ skill, this dagger inflicts significantly increased damage to targets which have the Dazed, Stunned or Sleeping status effects. It’s much less fatiguing to use than the ‘Puncture’ skill of other daggers, and it can be used three times a turn with the ‘Dagger Mastery’ perk. It works best, of course, in a combo with other equipment used to debilitate opponents - such as the new Flash Pot available from alchemists, or that Nomad Sling shown above.
The Swordlance
As you’ve already learned, the city states were built atop the ruins of the Ancient Empire. It’s no surprise, then, that they also inherited some of their weapons. The Swordlance is a sharp curved blade attached to a long pole and used to deliver deep sweeping strikes over a distance of two tiles. It’s effectively a Warscythe that performs slightly worse against armor, but is much more durable because it wasn’t lying in some sealed crypt for hundreds of years.
Like all polearms, the Swordlance can be used to strike a single target over a distance of two tiles. Its unique feature is the ability to perform sweeping strikes in a wide arc that hit three adjacent tiles in counter-clockwise order over some distance, which can cause mayhem in the opponent’s backline.
There’s more new weapons coming with unique mechanics, and we’ll take a look at those as well over the coming weeks!