What is this sorcery?! Why, it’s a dev blog about the upcoming free Lindwurm DLC for Battle Brothers, of course! We’ve been working on a small thank-you gift for all you passionate fans on the side, and this is it. You’re about to get to face an entirely new opponent, get new armor to wear and items to use, new loot to collect, and a new banner to hoist for your company. Let’s take a closer look!
The Lindwurm
In Germanic mythology, a Lindwurm is a wingless bipedal dragon resembling a large snake. It’s a large and fearsome creature, the adversary in many a legend, and it’s making its way into Battle Brothers. The wild and uncivilized parts of the world are about to become more dangerous, as you’ll soon find a Lindwurm or two roaming thereabout, making an old forest or hillside their territory and fiercely defending their hoard of treasure from any intruder.
You can download a wallpaper version of the artwork above here.
In combat, the Lindwurm is the only opponent that occupies two tiles at once – one for the upper body, and one for the tail. While both are part of a single body, and thus share hitpoints, the Lindwurm can move them and attack with them separately. The Lindwurm’s mouth is armed with long and sharp teeth, which can easily tear a grown man in two. The tail is strong enough to slam against several men at once, stagger them or even knock them across the battlefield.
And if that wasn’t terrifying enough, a Lindwurm’s blood is also highly corrosive to many materials – including those used in armor. Whenever a Lindwurm takes hitpoint damage in melee, the attacker may be sprayed with their acidic blood, which will slowly eat away at any armor for several turns. Attacking with polearms and ranged weapons will prevent you from being sprayed with acid. On the other hand, a Lindwurm’s acidic blood can also be used to your advantage…
But wait, there’s more!
You’re about to get a new Lindwurm-themed set of named armor, helmet and shield, which come with the unique property of being unaffected by the highly corrosive Lindwurm blood. And then, of course, there’s a new Lindwurm-themed banner to choose for your mercenary campaign of fearless lizard hunters.
The acidic blood of a Lindwurm can be collected in flasks, which can then be thrown from the offhand in battle, shattering on impact and corroding over several turns the armor of anyone nearby that is unfortunate enough to be hit – useful against heavily armored opponents such as orcs or the later ancient dead.
When can I play it?
The Lindwurm DLC will be released on October 19th for free to every owner of Battle Brothers. It’s not necessary to start a new campaign in order for any of the additions to appear in your game.
What is this sorcery?! Why, it’s a dev blog about the upcoming free Lindwurm DLC for Battle Brothers, of course! We’ve been working on a small thank-you gift for all you passionate fans on the side, and this is it. You’re about to get to face an entirely new opponent, get new armor to wear and items to use, new loot to collect, and a new banner to hoist for your company. Let’s take a closer look!
The Lindwurm
In Germanic mythology, a Lindwurm is a wingless bipedal dragon resembling a large snake. It’s a large and fearsome creature, the adversary in many a legend, and it’s making its way into Battle Brothers. The wild and uncivilized parts of the world are about to become more dangerous, as you’ll soon find a Lindwurm or two roaming thereabout, making an old forest or hillside their territory and fiercely defending their hoard of treasure from any intruder.
You can download a wallpaper version of the artwork above here.
In combat, the Lindwurm is the only opponent that occupies two tiles at once – one for the upper body, and one for the tail. While both are part of a single body, and thus share hitpoints, the Lindwurm can move them and attack with them separately. The Lindwurm’s mouth is armed with long and sharp teeth, which can easily tear a grown man in two. The tail is strong enough to slam against several men at once, stagger them or even knock them across the battlefield.
And if that wasn’t terrifying enough, a Lindwurm’s blood is also highly corrosive to many materials – including those used in armor. Whenever a Lindwurm takes hitpoint damage in melee, the attacker may be sprayed with their acidic blood, which will slowly eat away at any armor for several turns. Attacking with polearms and ranged weapons will prevent you from being sprayed with acid. On the other hand, a Lindwurm’s acidic blood can also be used to your advantage…
But wait, there’s more!
You’re about to get a new Lindwurm-themed set of named armor, helmet and shield, which come with the unique property of being unaffected by the highly corrosive Lindwurm blood. And then, of course, there’s a new Lindwurm-themed banner to choose for your mercenary campaign of fearless lizard hunters.
The acidic blood of a Lindwurm can be collected in flasks, which can then be thrown from the offhand in battle, shattering on impact and corroding over several turns the armor of anyone nearby that is unfortunate enough to be hit – useful against heavily armored opponents such as orcs or the later ancient dead.
When can I play it?
The Lindwurm DLC will be released on October 19th for free to every owner of Battle Brothers. It’s not necessary to start a new campaign in order for any of the additions to appear in your game.
Surprise! We just might have worked on a little thank you on the side for all you guys’ support and passion about the game. We know that many of you have racked up dozens if not hundreds of hours of playtime by now, and it’s time for a new challenge…
Read all about it in next week’s full-blown dev blog!
Surprise! We just might have worked on a little thank you on the side for all you guys’ support and passion about the game. We know that many of you have racked up dozens if not hundreds of hours of playtime by now, and it’s time for a new challenge…
Read all about it in next week’s full-blown dev blog!
A couple of bugfixes collected over the last weeks.
Changelog
Fixed 'Broken Leg' injury not applying the effect listed in its tooltip properly.
Fixed remaining fragments of greenskin or undead hordes potentially destroying settlements even after the respective crisis has officially ended.
Fixed incorrect movement speed for player party on world map while using the faster speed setting.
Fixed 'Siege Fortification' contract failing when it shouldn't.
Changed ambitions to destroy orc, goblin or undead locations to only register as succesful and award a trophy item when there is at least one free item slot in the stash.
A couple of bugfixes collected over the last weeks.
Changelog
Fixed 'Broken Leg' injury not applying the effect listed in its tooltip properly.
Fixed remaining fragments of greenskin or undead hordes potentially destroying settlements even after the respective crisis has officially ended.
Fixed incorrect movement speed for player party on world map while using the faster speed setting.
Fixed 'Siege Fortification' contract failing when it shouldn't.
Changed ambitions to destroy orc, goblin or undead locations to only register as succesful and award a trophy item when there is at least one free item slot in the stash.
The 1.1 update to Battle Brothers is here and brings a bunch of additions and changes, as well as various bugfixes – see below for the complete changelog. Also, we’re talking about what we’ll be doing next.
The Conclusion
Making Battle Brothers a reality has been a great ride. Back when we still worked our evenings and weekends on the game, we never imagined quite how many and how much people would fall in love with it, and all the support we’d get from you. Playing the game now ourselves, we’re genuinely happy with how things turned out. For all its flaws, Battle Brothers is fun to play, it’s satisfying to see what we achieved with our means, and we’re happy to say that we’ve learned a lot on game development as we created our first game together.
A part of game development is making tough decisions on where to spend your limited time. In creating Battle Brothers we, too, had to make concessions in order to make the game happen. Unfortunately, this now makes things like translations and mod support unfeasible, as much as we’d like to offer them, and expanding the game beyond its initial concept an increasingly unwieldy endeavour.
We’ve thought long and hard about where we want to go from here. After working on the same game for almost five years now, we’ve come to realize that it is time to move on. Creating Battle Brothers has always been about building the game we want to play ourselves, and furthering ourselves as game developers, and we believe that taking all the lessons learned here to create a new game dear to us is the right next step to take.
Development on Battle Brothers is concluded with today’s update – although we’ll of course continue to provide bugfixes, as necessary. We have a very good idea of the game we want to create next, and we’re enthusiastic to get started. It won’t be Battle Brothers 2, but if you enjoyed playing Battle Brothers, chances are good you’ll really enjoy our next game, too. We look forward to tell you all about it in the future. It’ll even have legs!
Changelog
Added 18 new illustrated events.
Added 3 new player banners.
Added 63 colored variants of most common helmets for more customization options.
Added more options to customize campaign difficulty by introducing separate settings for 'Economic Difficulty', 'Combat Difficulty' and 'Starting Funds'. See tooltips for more information.
Added optional 'Reset Equipment After Battle' setting to automatically place equipment back into the inventory slot it was in before battle, if possible.
Added additional ambient sounds for settlements.
Changed combat log to show more detailed information, including hit chances, dice rolls for enemies and damage to shields.
Changed 'Bags & Belts' perk to also remove the fatigue penalty for carrying items in any bag slot.
Changed fatigue cost of ‘Indomitable’ perk active skill to 20, down from 25.
Changed various minor things to improve game balance and pacing.
Fixed 'Lone Wolf' perk effect sometimes not updating correctly after movement.
Fixed potentially wrong healing time displayed in medical supplies tooltip.
Fixed specific ambitions not being recorded as fulfilled when engaging two enemy parties in quick succession.
Fixed issue with 'Armed Courier' contract during an active late game crisis.
Fixed two potential issues with the 'Siege Fortification' contract.
Fixed issue when retreating at a specific point during the 'Free Greenskin Prisoners' contract.
Fixed game potentially hanging when loading an ambush with a large number of opponents.
Fixed auto-loot sometimes granting loot to the player even if not having won the battle.
Fixed cultist conversion events also changing daily wages.
Fixed situations at settlements sometimes not being resolved correctly.
Fixed tavern rumors about famed helmets incorrectly referring to them as weapons.
The 1.1 update to Battle Brothers is here and brings a bunch of additions and changes, as well as various bugfixes – see below for the complete changelog. Also, we’re talking about what we’ll be doing next.
The Conclusion
Making Battle Brothers a reality has been a great ride. Back when we still worked our evenings and weekends on the game, we never imagined quite how many and how much people would fall in love with it, and all the support we’d get from you. Playing the game now ourselves, we’re genuinely happy with how things turned out. For all its flaws, Battle Brothers is fun to play, it’s satisfying to see what we achieved with our means, and we’re happy to say that we’ve learned a lot on game development as we created our first game together.
A part of game development is making tough decisions on where to spend your limited time. In creating Battle Brothers we, too, had to make concessions in order to make the game happen. Unfortunately, this now makes things like translations and mod support unfeasible, as much as we’d like to offer them, and expanding the game beyond its initial concept an increasingly unwieldy endeavour.
We’ve thought long and hard about where we want to go from here. After working on the same game for almost five years now, we’ve come to realize that it is time to move on. Creating Battle Brothers has always been about building the game we want to play ourselves, and furthering ourselves as game developers, and we believe that taking all the lessons learned here to create a new game dear to us is the right next step to take.
Development on Battle Brothers is concluded with today’s update – although we’ll of course continue to provide bugfixes, as necessary. We have a very good idea of the game we want to create next, and we’re enthusiastic to get started. It won’t be Battle Brothers 2, but if you enjoyed playing Battle Brothers, chances are good you’ll really enjoy our next game, too. We look forward to tell you all about it in the future. It’ll even have legs!
Changelog
Added 18 new illustrated events.
Added 3 new player banners.
Added 63 colored variants of most common helmets for more customization options.
Added more options to customize campaign difficulty by introducing separate settings for 'Economic Difficulty', 'Combat Difficulty' and 'Starting Funds'. See tooltips for more information.
Added optional 'Reset Equipment After Battle' setting to automatically place equipment back into the inventory slot it was in before battle, if possible.
Added additional ambient sounds for settlements.
Changed combat log to show more detailed information, including hit chances, dice rolls for enemies and damage to shields.
Changed 'Bags & Belts' perk to also remove the fatigue penalty for carrying items in any bag slot.
Changed fatigue cost of ‘Indomitable’ perk active skill to 20, down from 25.
Changed various minor things to improve game balance and pacing.
Fixed 'Lone Wolf' perk effect sometimes not updating correctly after movement.
Fixed potentially wrong healing time displayed in medical supplies tooltip.
Fixed specific ambitions not being recorded as fulfilled when engaging two enemy parties in quick succession.
Fixed issue with 'Armed Courier' contract during an active late game crisis.
Fixed two potential issues with the 'Siege Fortification' contract.
Fixed issue when retreating at a specific point during the 'Free Greenskin Prisoners' contract.
Fixed game potentially hanging when loading an ambush with a large number of opponents.
Fixed auto-loot sometimes granting loot to the player even if not having won the battle.
Fixed cultist conversion events also changing daily wages.
Fixed situations at settlements sometimes not being resolved correctly.
Fixed tavern rumors about famed helmets incorrectly referring to them as weapons.