Battle Brothers

Battle Brothers

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Hrymr Aug 20, 2018 @ 4:37am
Suggestion: New Human-based enemy types
The DLC is focused on increasing the enemy variety, so new monsters and supernatural creatures are going to be added to the game. This is very good, but what about the humans?

Currently we have: bandits in three tiers, each for the melee and ranged version - Thug/Poacher, Raider/Marksman, Hedge Knight/Swordmaster/Master Archer and Brigand Leaders thrown in here and there.
There are also Mercs and Noble House's troops, but they are neutral and you generally don't fight them.

So the suggestions (some were mentioned before, here, on reddit, or somewhere else):

WILDMEN - like the wildmen you can find in the settlements, but aggressive and wandering in small groups. Armed with simple weapons - axes, clubs, spears and maybe some javelins. High HP, but no armor. Maybe give them Dodge and Nimble perks, so they don't die too easily.

CULTISTS - there is already an event where you are fighting them, so we have an idea how they should look like - robes, masks and weapons like flails and cleavers.

WITCH HUNTERS - again, like the witch hunters you can hire in towns. They would be wandering around looking for evil things and will become hostile if there are cultists in your company.

MARAUDERS - like the ones in the M&B - normal troops who deserted/were disbanded and are now robbing everyone. They would look like the noble house's soldiers but without their crests and banners.

WANDERING KNIGHTS - small groups of knights with squires. Non aggressive, but you could taunt them provoking them to fight. Dangerous, but good loot and chance to get greathelmets with crest of noble houses not present on the current map.

That is what I have for now, but there is so much room for improvment here.

And the best thing is that there is basically no cost to adding them. No need to crate new assets or program new abilities, just use the stuff that already exists.
Originally posted by rapsdjff:
Spoiler: With the DLC, there'll be roaming bands of wildmen in the northern parts of the world.
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Showing 1-10 of 10 comments
msunavygrad Aug 20, 2018 @ 1:18pm 
Good ideas here and easily added - nice thinking!
Terran Aug 21, 2018 @ 4:57pm 
I'd love to see these! I'm more of a fan of the human encounters anyways.
Tomato Aug 23, 2018 @ 6:50am 
I totally agree, all are good suggestions!
Meeky Aug 23, 2018 @ 5:27pm 
+1
Trappist Aug 24, 2018 @ 12:44am 
I like this idea, but i reckon the Mauraders would make gear aquisition much easier.
The author of this thread has indicated that this post answers the original topic.
rapsdjff  [developer] Aug 24, 2018 @ 7:07am 
Spoiler: With the DLC, there'll be roaming bands of wildmen in the northern parts of the world.
Dunnit Aug 25, 2018 @ 7:47am 
marauders = Raubritter, those will be the unfriendly type of "wandering" knights.
Balgin Stondraeg Aug 28, 2018 @ 11:58pm 
Originally posted by rapsdjff:
Spoiler: With the DLC, there'll be roaming bands of wildmen in the northern parts of the world.

Perhaps after defeating them one might offer to join the company (similar to certain other post battle recruitment events). Having a wild man in the company already might assist in this negotiation.
Bike Knight Sep 6, 2018 @ 2:31am 
I like the idea of military deserters and robber barons, that would add a tougher human enemy variety independent of the noble war. Maybe they could be introduced with a new Patched Brigandine(?) chest armor with 180 durability to fill the gap between mail hauberks(150) and reinforced mail hauberks(210).
Schopenhauer Sep 8, 2018 @ 4:56am 
Love the ideas very much!
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Date Posted: Aug 20, 2018 @ 4:37am
Posts: 10