Battle Brothers - rapsdjff

Following up to last week’s dev blog about ambitions, this week we’re taking a look at the second upcoming feature that’s there to give your campaigns more purpose and in this case also closure: retirement. Let’s find out what that’s about!

Retirement
As mentioned last time, different players approach the game differently. For some, the journey is the reward, and the game doesn’t ever have to end. Others want to work towards a goal and then have definite closure to their game. We’re introducing the ability to retire from your company so that you can end your campaign, and have that closure, at any time of your choosing. The game won’t ever just end as you defeat an end game crisis, like the Greenskin Invasion, but it will only end when you choose to end it, or everyone is dead. Depending on the state you leave your company and the world in, and the ambitions you have or have not fulfilled, you’ll be presented with one of five different outcomes to your retirement. If you’ve already played Battle Brothers, you can probably imagine that not all of them are happy ends.



The image above is the illustration for one of those five endings, and it’s accompanied by a short bit of text recounting your exploits and telling you how the company continued to fare without your leadership. Does the company still exist? Who is their new captain? How is the company doing? All these depend on the state you leave your company in as you retire, and the more successful your campaign, the better the ending you get when you finally finish it.

https://www.youtube.com/watch?v=OWxBtm7m24M
Take a look at the video to see the painting process of the illustration in a time-lapse video of a few minutes, accompanied by an entirely new music track we’ll be adding to the game with the next update. It’s the second track that plays when fighting against a noble house in tactical combat – which may be happening more often now that a feud between nobles can escalate to open war as one of the three late game crises. If you want to listen to more music of Battle Brothers, you can do so on the SoundCloud page of Breakdown Epiphanies here.
Battle Brothers - rapsdjff

Following up to last week’s dev blog about ambitions, this week we’re taking a look at the second upcoming feature that’s there to give your campaigns more purpose and in this case also closure: retirement. Let’s find out what that’s about!

Retirement
As mentioned last time, different players approach the game differently. For some, the journey is the reward, and the game doesn’t ever have to end. Others want to work towards a goal and then have definite closure to their game. We’re introducing the ability to retire from your company so that you can end your campaign, and have that closure, at any time of your choosing. The game won’t ever just end as you defeat an end game crisis, like the Greenskin Invasion, but it will only end when you choose to end it, or everyone is dead. Depending on the state you leave your company and the world in, and the ambitions you have or have not fulfilled, you’ll be presented with one of five different outcomes to your retirement. If you’ve already played Battle Brothers, you can probably imagine that not all of them are happy ends.



The image above is the illustration for one of those five endings, and it’s accompanied by a short bit of text recounting your exploits and telling you how the company continued to fare without your leadership. Does the company still exist? Who is their new captain? How is the company doing? All these depend on the state you leave your company in as you retire, and the more successful your campaign, the better the ending you get when you finally finish it.

https://www.youtube.com/watch?v=OWxBtm7m24M
Take a look at the video to see the painting process of the illustration in a time-lapse video of a few minutes, accompanied by an entirely new music track we’ll be adding to the game with the next update. It’s the second track that plays when fighting against a noble house in tactical combat – which may be happening more often now that a feud between nobles can escalate to open war as one of the three late game crises. If you want to listen to more music of Battle Brothers, you can do so on the SoundCloud page of Breakdown Epiphanies here.
Battle Brothers - rapsdjff

This week we’re talking ‘ambitions’, a new feature and part of the overarching campaign goals as announced on our roadmap to the finish line. What are ambitions and how do they work? Read on!

Introduction
Battle Brothers is a game about leading a mercenary company. It’s also an open world game that relies heavily on replayability. When it comes to introducing overarching goals to the game, then, a linear story would quickly conflict with replayability, and any story straying from the mercenary narrative would quickly feel artificial and conflict with what the game is supposed to be about. Maybe you care about saving the world or the fate of some princess, maybe you don’t, but it’s for you alone to make that call, and we don’t want to force you into a story that may not align at all with how you want to play a game that should be about your mercenary company. Indeed, the one constant in every campaign, and the one constant for everyone enjoying the game, is building up your own mercenary company, and that’s why this is and will be the overarching goal of the game.

We’ll be introducing 3 different aspects to support this further and give you more sense of purpose, progression and challenge; ambitions, the ability to finish your campaign by retiring from your company, and late game crises. Each of these will be covered in detail in the weeks to come with their very own dev blogs, and we’re starting things off by taking a look at the first of these aspects today: ambitions.

Ambitions
Not surprisingly, players approach the game quite differently. While some easily motivate themselves to build up their company and pick up challenges on their own for dozens of hours, if not more, others crave for being provided with more direction and structure. We’re introducing ambitions as mid-term milestones for you to work towards on the path of forging a legendary company in a way that fits the game’s narrative and lets you earn unique rewards.



After the first few days of a new campaign, you’ll now be prompted to choose the first ambition out of many to come. This is framed as you gathering the men and giving an inspirational speech on what to do next, because the men care about the company succeeding as much as you do. As their commander, however, it falls onto you to choose the path that the company is to take, and we always want to give you multiple options to choose from. The ambitions you can choose from vary with the state of your company, the world, and the ambitions you’ve already fulfilled. The current ambition is then always shown to you on the worldmap, and the tooltip will offer additional information on how to fulfill it and what reward to expect.



In the beginning, ambitions are more small-scale and somewhat tutorial-esque, like getting the company to a strength of a dozen men, or gathering crowns to have a battle standard made. As the game progresses, ambitions transition to more mid-term goals, and eventually things like stopping a greenskin invasion to leave a mark in history. Fulfilling an ambition will raise the mood of the men, raise your renown (which works differently now – more on that in a future dev blog!), and often comes with unique rewards you can’t otherwise attain. For example, the ambition to have a battle standard made will reward you with a unique item based on your company’s banner to take into combat, while another may change your look on the worldmap.



If you fail to fulfill an ambition for a prolonged time, however, the men may lose confidence in your leadership, and their mood will suffer. Being a good mercenary commander also means making good on what you promise to the men.
Battle Brothers - rapsdjff

This week we’re talking ‘ambitions’, a new feature and part of the overarching campaign goals as announced on our roadmap to the finish line. What are ambitions and how do they work? Read on!

Introduction
Battle Brothers is a game about leading a mercenary company. It’s also an open world game that relies heavily on replayability. When it comes to introducing overarching goals to the game, then, a linear story would quickly conflict with replayability, and any story straying from the mercenary narrative would quickly feel artificial and conflict with what the game is supposed to be about. Maybe you care about saving the world or the fate of some princess, maybe you don’t, but it’s for you alone to make that call, and we don’t want to force you into a story that may not align at all with how you want to play a game that should be about your mercenary company. Indeed, the one constant in every campaign, and the one constant for everyone enjoying the game, is building up your own mercenary company, and that’s why this is and will be the overarching goal of the game.

We’ll be introducing 3 different aspects to support this further and give you more sense of purpose, progression and challenge; ambitions, the ability to finish your campaign by retiring from your company, and late game crises. Each of these will be covered in detail in the weeks to come with their very own dev blogs, and we’re starting things off by taking a look at the first of these aspects today: ambitions.

Ambitions
Not surprisingly, players approach the game quite differently. While some easily motivate themselves to build up their company and pick up challenges on their own for dozens of hours, if not more, others crave for being provided with more direction and structure. We’re introducing ambitions as mid-term milestones for you to work towards on the path of forging a legendary company in a way that fits the game’s narrative and lets you earn unique rewards.



After the first few days of a new campaign, you’ll now be prompted to choose the first ambition out of many to come. This is framed as you gathering the men and giving an inspirational speech on what to do next, because the men care about the company succeeding as much as you do. As their commander, however, it falls onto you to choose the path that the company is to take, and we always want to give you multiple options to choose from. The ambitions you can choose from vary with the state of your company, the world, and the ambitions you’ve already fulfilled. The current ambition is then always shown to you on the worldmap, and the tooltip will offer additional information on how to fulfill it and what reward to expect.



In the beginning, ambitions are more small-scale and somewhat tutorial-esque, like getting the company to a strength of a dozen men, or gathering crowns to have a battle standard made. As the game progresses, ambitions transition to more mid-term goals, and eventually things like stopping a greenskin invasion to leave a mark in history. Fulfilling an ambition will raise the mood of the men, raise your renown (which works differently now – more on that in a future dev blog!), and often comes with unique rewards you can’t otherwise attain. For example, the ambition to have a battle standard made will reward you with a unique item based on your company’s banner to take into combat, while another may change your look on the worldmap.



If you fail to fulfill an ambition for a prolonged time, however, the men may lose confidence in your leadership, and their mood will suffer. Being a good mercenary commander also means making good on what you promise to the men.
Battle Brothers - rapsdjff

This week we present to you our final key visual for Battle Brothers and dive a bit into the visual evolution of our game over the last four years. Why did we create a completely new artwork and why does it look the way it does? Find out!

The visual evolution of Battle Brothers
Battle Brothers has come a long way since its conception and has seen some significant changes in development. It started as a hobby into which we invested many an evening on top of our day jobs, and turned into our full time jobs. The original art assets had to be created in short sessions late at night, and as we gained the means to invest more and more time into the game, we eventually redid most of the assets in order to bring them up to a higher standard of quality. As the game design evolved, so did the art style from a light-hearted comic approach to a somewhat more serious and gritty, but still exaggerated one.

The different iterations of both the key visual and ingame assets illustrate the changes over time pretty well.



Why do a new key visual?
The key visual is of some importance for the success of the game, as parts of it are used all over; in the game itself, on Steam, on our website, in social media and as press material. It’s what catches a potential player’s attention first, so it really has to get people interested to learn more. Many of you want the development of Battle Brothers to continue beyond its initial release, and for this to work out, we need the game to be a success, which the key visual plays a part in.

So what’s wrong with the old key visual and why did it need to be redone? There are a couple of points we wanted to address.

Quality – The previous artwork lacks in overall quality. It’s more than two years old already and has been painted over countless short late-night sessions.

Design – The character looks don’t match our ingame assets anymore, raising memories of back when box cover art showed things not even in a game. Some characters also have a certain ‘knightly’ vibe about them, which may lead to wrong expectations for players. Finally, it still looks kind of light-hearted and the enemies are borderline cute, which is more commonly associated with casual mobile games and not a complex and challenging game like Battle Brothers.

Composition – Now we’re getting to the core of what’s wrong with the old artwork. It’s never a good idea to have a center-focused composition in a landscape format picture, especially if you need some space to show your logo. This puts you in a position where your main character and your logo have to compete for space and attention on the canvas.



Guiding the eye is very important in any artwork to help the observer find the focus point and not get lost while exploring the picture. As you can see, we used a variety of elements to emphasize the focus on the main character in our old key visual. Unfortunately, this absolutely excludes the logo from holding any meaningful position in the picture.



The Solution
Here is what we came up with to remedy all the above issues and add a good amount of additional awesomeness on top: the final key visual of Battle Brothers.



As you can see, the rendering quality of the picture is a lot better now. The whole picture features a broader format and an off-center focus, creating a more dynamic and visually pleasing composition. Additionally, a lot of space has been freed up to place the new Battle Brothers lettering where it doesn’t collide with the main characters. Designs are inspired by actual ingame assets, and the characters look more like mercenaries now and less like knights. The whole atmosphere is more serious and less light-hearted, while still retaining an over-the-top heroic battle style.

Another important point is that the landscape setup facilitates easier creation of header graphics and other assets for secondary websites like Steam, Twitter, Facebook and Youtube. To complete the visual rework of our assets, the Battle Brothers logo also got an overhaul.



Everything could be improved further, of course, but that’s always the case. We’re quite happy with our new artwork, so it’s time to move on to the next important items on our todo-list. Next week we’ll take a look at a new worldmap mechanic!
Battle Brothers - rapsdjff

This week we present to you our final key visual for Battle Brothers and dive a bit into the visual evolution of our game over the last four years. Why did we create a completely new artwork and why does it look the way it does? Find out!

The visual evolution of Battle Brothers
Battle Brothers has come a long way since its conception and has seen some significant changes in development. It started as a hobby into which we invested many an evening on top of our day jobs, and turned into our full time jobs. The original art assets had to be created in short sessions late at night, and as we gained the means to invest more and more time into the game, we eventually redid most of the assets in order to bring them up to a higher standard of quality. As the game design evolved, so did the art style from a light-hearted comic approach to a somewhat more serious and gritty, but still exaggerated one.

The different iterations of both the key visual and ingame assets illustrate the changes over time pretty well.



Why do a new key visual?
The key visual is of some importance for the success of the game, as parts of it are used all over; in the game itself, on Steam, on our website, in social media and as press material. It’s what catches a potential player’s attention first, so it really has to get people interested to learn more. Many of you want the development of Battle Brothers to continue beyond its initial release, and for this to work out, we need the game to be a success, which the key visual plays a part in.

So what’s wrong with the old key visual and why did it need to be redone? There are a couple of points we wanted to address.

Quality – The previous artwork lacks in overall quality. It’s more than two years old already and has been painted over countless short late-night sessions.

Design – The character looks don’t match our ingame assets anymore, raising memories of back when box cover art showed things not even in a game. Some characters also have a certain ‘knightly’ vibe about them, which may lead to wrong expectations for players. Finally, it still looks kind of light-hearted and the enemies are borderline cute, which is more commonly associated with casual mobile games and not a complex and challenging game like Battle Brothers.

Composition – Now we’re getting to the core of what’s wrong with the old artwork. It’s never a good idea to have a center-focused composition in a landscape format picture, especially if you need some space to show your logo. This puts you in a position where your main character and your logo have to compete for space and attention on the canvas.



Guiding the eye is very important in any artwork to help the observer find the focus point and not get lost while exploring the picture. As you can see, we used a variety of elements to emphasize the focus on the main character in our old key visual. Unfortunately, this absolutely excludes the logo from holding any meaningful position in the picture.



The Solution
Here is what we came up with to remedy all the above issues and add a good amount of additional awesomeness on top: the final key visual of Battle Brothers.



As you can see, the rendering quality of the picture is a lot better now. The whole picture features a broader format and an off-center focus, creating a more dynamic and visually pleasing composition. Additionally, a lot of space has been freed up to place the new Battle Brothers lettering where it doesn’t collide with the main characters. Designs are inspired by actual ingame assets, and the characters look more like mercenaries now and less like knights. The whole atmosphere is more serious and less light-hearted, while still retaining an over-the-top heroic battle style.

Another important point is that the landscape setup facilitates easier creation of header graphics and other assets for secondary websites like Steam, Twitter, Facebook and Youtube. To complete the visual rework of our assets, the Battle Brothers logo also got an overhaul.



Everything could be improved further, of course, but that’s always the case. We’re quite happy with our new artwork, so it’s time to move on to the next important items on our todo-list. Next week we’ll take a look at a new worldmap mechanic!
Battle Brothers - rapsdjff

With the rework of all things skeleton done, we’ve moved on to do the last enemy rework announced in our roadmap to the finish line – that of the ghoul. He’s got new looks, new mechanics, a few lore changes and even a new name. Let’s find out more!

The Nachzehrer
The what now? A Nachzehrer is a creature based on German folklore, and it’s going to take the place of the old ghoul in the world of Battle Brothers.

The peasantry tells stories of men and women coming back to life after the sin of committing suicide as horribly shaped monstrosities, turned into a Nachzehrer. They’re said to resemble grey-skinned devils that dig up graves with their claws and devour fresh corpses, even devour parts of themselves and their funeral shrouds, and to grow in strength as they do so until they inevitably prey on the living. Others may claim that they are but wild beasts, merely scavengers drawn to fresh graves like seagulls to fishing nets. Whatever their true nature, they bring misery and disease upon any village they bedevil.

The old ghoul had a good thing going with its unique mechanic of being able to feast on corpses and thereby growing in size and strength, which in turn had the potential to provide a different experience from fighting other opponents as you defended the fallen from being consumed. We still like it, and we’re keeping it, but we’re doing some changes to put this mechanic more to the center and to give you more incentive to prevent the Nachzehrer from growing.



The creature known as Nachzehrer can grow up to two times as it gorges itself on a corpse, and it’s not shy of cannibalizing its own kind. Each time it does so, it increases in size and strength significantly. At its largest, when it’s become a hulking behemoth of grey flesh, it gains the ability to swallow a man whole. Anyone devoured like this isn’t dead, but in the belly of the beast and removed from the map. Slaying the Nachzehrer will free that character again, albeit covered in goo, but retreating while a character is devoured in this way will spell certain death for him.

A Nachzehrer has long claws that they use to dig through the earth in search of food, and which can tear grievous wounds in combat. The larger the Nachzehrer, the more dangerous the claws become. On the bright side, a Nachzehrer doesn’t have any armor, which favors swords and cleavers, and it gets easier to hit with ranged weapons, the larger and less nimble it becomes.



We want all opponents in Battle Brothers to provide unique challenges and require different tactics to beat reliably. With these changes, each time a Nachzehrer grows should be more impactful, and unless you want to have to fight towering giants that can devour your men whole no matter how fine their armor, actively preventing a flock of Nachzehrers from feasting on corpses has become a much more integral part of fighting them. Additionally, Nachzehrers should now also scale better beyond the initial stages of the game, as later on in your campaign you may meet specimens that have already feasted and grown once or twice.
Battle Brothers - rapsdjff

With the rework of all things skeleton done, we’ve moved on to do the last enemy rework announced in our roadmap to the finish line – that of the ghoul. He’s got new looks, new mechanics, a few lore changes and even a new name. Let’s find out more!

The Nachzehrer
The what now? A Nachzehrer is a creature based on German folklore, and it’s going to take the place of the old ghoul in the world of Battle Brothers.

The peasantry tells stories of men and women coming back to life after the sin of committing suicide as horribly shaped monstrosities, turned into a Nachzehrer. They’re said to resemble grey-skinned devils that dig up graves with their claws and devour fresh corpses, even devour parts of themselves and their funeral shrouds, and to grow in strength as they do so until they inevitably prey on the living. Others may claim that they are but wild beasts, merely scavengers drawn to fresh graves like seagulls to fishing nets. Whatever their true nature, they bring misery and disease upon any village they bedevil.

The old ghoul had a good thing going with its unique mechanic of being able to feast on corpses and thereby growing in size and strength, which in turn had the potential to provide a different experience from fighting other opponents as you defended the fallen from being consumed. We still like it, and we’re keeping it, but we’re doing some changes to put this mechanic more to the center and to give you more incentive to prevent the Nachzehrer from growing.



The creature known as Nachzehrer can grow up to two times as it gorges itself on a corpse, and it’s not shy of cannibalizing its own kind. Each time it does so, it increases in size and strength significantly. At its largest, when it’s become a hulking behemoth of grey flesh, it gains the ability to swallow a man whole. Anyone devoured like this isn’t dead, but in the belly of the beast and removed from the map. Slaying the Nachzehrer will free that character again, albeit covered in goo, but retreating while a character is devoured in this way will spell certain death for him.

A Nachzehrer has long claws that they use to dig through the earth in search of food, and which can tear grievous wounds in combat. The larger the Nachzehrer, the more dangerous the claws become. On the bright side, a Nachzehrer doesn’t have any armor, which favors swords and cleavers, and it gets easier to hit with ranged weapons, the larger and less nimble it becomes.



We want all opponents in Battle Brothers to provide unique challenges and require different tactics to beat reliably. With these changes, each time a Nachzehrer grows should be more impactful, and unless you want to have to fight towering giants that can devour your men whole no matter how fine their armor, actively preventing a flock of Nachzehrers from feasting on corpses has become a much more integral part of fighting them. Additionally, Nachzehrers should now also scale better beyond the initial stages of the game, as later on in your campaign you may meet specimens that have already feasted and grown once or twice.
Battle Brothers - rapsdjff

This week we conclude our presentation of the ancient dead with the reimagined vampire and an entirely new opponent. If you haven’t read the first part yet, it’s recommended you do so here first. Otherwise, read on!

The Necrosavant
As the ancient empire conquered most of the known world, so would foreign and remote lands turn into provinces. What was local custom or cult once, hidden away and not spoken of elsewhere, would suddenly find itself a part of the empire, and sometimes would creep deep into its very heart. From the blistering deserts of the south came a secretive cult that had its followers not worship fertility as they did in the capital, not strength, not humility and not compassion. They worshipped a perversion of death, the promise to transcend mortality, to exist beyond life and death, forever.

When you have nothing but misery, it’s easy to let go, to welcome the warm embrace of the gods that sets you free from all earthly burden and hardships. But it’s those that have everything on this earth, power and wealth, that cling to it at the end of their life, that clutch to it in desperation, that bargain, that curse, that would pay any price to stay. And it is those who would embrace not the gods, for their touch is not salvation for them, but whose touch would tear them away and apart from the earthly things they prize above all, the things that they have chosen to become. It is those who would forsake the gods and turn to the cult of death instead, that would die over and over again, and yet never leave this earth, forever bound to it, forever paying the price.

Whether an ardent cultist once, or a decadent noble seeking eternal life, they have long since become a being that measures time no longer in years but in lifetimes: a Necrosavant. It will wither away and die in time, again and again, but never leave this world as long as it is rejuvenated with the blood of the living.



Mechanically, the Necrosavant is more or less identical to the Withered Vampire it replaces. The new visuals, however, tell a story on their own, and better reflect how this being exists. The less hitpoints a Necrosavant has, the more it will visually wither away, and the more hitpoints it gains again by savouring a victim’s blood, the more it will rejuvenate until its appearance is almost that of a healthy human.

The Necrosavant retains the ability to turn into a flock of bats to quickly position itself on the battlefield, making it perhaps the most mobile opponent in Battle Brothers. However, it doesn’t wear any armor or shield, leaving it vulnerable to being attacked itself, especially if bereft of its major strength by being stunned or immobilized.

The Ancient Priest
The empire had countless religions and cults, and each had priests spreading the word of their gods, performing rites and proclaiming miracles. The ancient priest was one such individual once. Now brought back to unlife, his very existence is making a mockery out of his faith. His work is turned into a perversion of what he once devoted his life to; no longer does he bless acres, he brings foulness and rot, and no longer does he bring comfort, he brings but horrible visions of a world beyond ours.



The ancient priest joins the ranks of the few spellcasters in Battle Brothers, and like all spellcasters fills a support role. He’s of little danger all by himself, but with ancient legionnaires holding the ranks, he can slowly work to rout a whole company. And then, there’s always his ancient honor guard protecting him.



The ancient priest’s first skill is to summon miasma, a thick mist of foulness and rot that is harmful to any living being. Miasma is created in an area of 7 tiles and sticks to these tiles for several rounds. Any living being ending its turn on a tile affected by miasma will lose hitpoints – it’s only a few each round, but no armor does protect against breathing in the foul fog, and it does eventually add up if you don’t move out your men.



The ancient priest’s second skill is called ‘Horror’, and as the name implies, it brings horrific visions to it’s unfortunate victims. It’s an area-of-effect spell, like ‘Miasma’, but targeted at people and not tiles. Anyone affected will have to make a morale check – the higher the resolve, the higher the chance that they won’t be affected at all. If a character fails the morale check, their morale will drop by one level. Additionally, if the character fails critically (meaning with a dice throw higher than 140% of their resolve, subject to change) they’ll be affected by the new ‘Horrified’ status effect for one turn and be unable to act.

While ‘Horror’ can be quite powerful against a company of weak-willed and deserters, it can be countered by investing into the resolve attribute of your men, picking certain perks, and making use of the ‘Rally the Troops’ skill. As mentioned last time, the ancient dead are the missing puzzle piece to make the resolve attribute worth investing into, and together with some general rebalancing, also to make morale management in battle a more interesting and active part of gameplay.
Battle Brothers - rapsdjff

This week we conclude our presentation of the ancient dead with the reimagined vampire and an entirely new opponent. If you haven’t read the first part yet, it’s recommended you do so here first. Otherwise, read on!

The Necrosavant
As the ancient empire conquered most of the known world, so would foreign and remote lands turn into provinces. What was local custom or cult once, hidden away and not spoken of elsewhere, would suddenly find itself a part of the empire, and sometimes would creep deep into its very heart. From the blistering deserts of the south came a secretive cult that had its followers not worship fertility as they did in the capital, not strength, not humility and not compassion. They worshipped a perversion of death, the promise to transcend mortality, to exist beyond life and death, forever.

When you have nothing but misery, it’s easy to let go, to welcome the warm embrace of the gods that sets you free from all earthly burden and hardships. But it’s those that have everything on this earth, power and wealth, that cling to it at the end of their life, that clutch to it in desperation, that bargain, that curse, that would pay any price to stay. And it is those who would embrace not the gods, for their touch is not salvation for them, but whose touch would tear them away and apart from the earthly things they prize above all, the things that they have chosen to become. It is those who would forsake the gods and turn to the cult of death instead, that would die over and over again, and yet never leave this earth, forever bound to it, forever paying the price.

Whether an ardent cultist once, or a decadent noble seeking eternal life, they have long since become a being that measures time no longer in years but in lifetimes: a Necrosavant. It will wither away and die in time, again and again, but never leave this world as long as it is rejuvenated with the blood of the living.



Mechanically, the Necrosavant is more or less identical to the Withered Vampire it replaces. The new visuals, however, tell a story on their own, and better reflect how this being exists. The less hitpoints a Necrosavant has, the more it will visually wither away, and the more hitpoints it gains again by savouring a victim’s blood, the more it will rejuvenate until its appearance is almost that of a healthy human.

The Necrosavant retains the ability to turn into a flock of bats to quickly position itself on the battlefield, making it perhaps the most mobile opponent in Battle Brothers. However, it doesn’t wear any armor or shield, leaving it vulnerable to being attacked itself, especially if bereft of its major strength by being stunned or immobilized.

The Ancient Priest
The empire had countless religions and cults, and each had priests spreading the word of their gods, performing rites and proclaiming miracles. The ancient priest was one such individual once. Now brought back to unlife, his very existence is making a mockery out of his faith. His work is turned into a perversion of what he once devoted his life to; no longer does he bless acres, he brings foulness and rot, and no longer does he bring comfort, he brings but horrible visions of a world beyond ours.



The ancient priest joins the ranks of the few spellcasters in Battle Brothers, and like all spellcasters fills a support role. He’s of little danger all by himself, but with ancient legionnaires holding the ranks, he can slowly work to rout a whole company. And then, there’s always his ancient honor guard protecting him.



The ancient priest’s first skill is to summon miasma, a thick mist of foulness and rot that is harmful to any living being. Miasma is created in an area of 7 tiles and sticks to these tiles for several rounds. Any living being ending its turn on a tile affected by miasma will lose hitpoints – it’s only a few each round, but no armor does protect against breathing in the foul fog, and it does eventually add up if you don’t move out your men.



The ancient priest’s second skill is called ‘Horror’, and as the name implies, it brings horrific visions to it’s unfortunate victims. It’s an area-of-effect spell, like ‘Miasma’, but targeted at people and not tiles. Anyone affected will have to make a morale check – the higher the resolve, the higher the chance that they won’t be affected at all. If a character fails the morale check, their morale will drop by one level. Additionally, if the character fails critically (meaning with a dice throw higher than 140% of their resolve, subject to change) they’ll be affected by the new ‘Horrified’ status effect for one turn and be unable to act.

While ‘Horror’ can be quite powerful against a company of weak-willed and deserters, it can be countered by investing into the resolve attribute of your men, picking certain perks, and making use of the ‘Rally the Troops’ skill. As mentioned last time, the ancient dead are the missing puzzle piece to make the resolve attribute worth investing into, and together with some general rebalancing, also to make morale management in battle a more interesting and active part of gameplay.
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