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Topic: Paul´s Art Corner
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Tagged: Universal Mod at Battle Brothers
- This topic has 1,775 replies, 175 voices, and was last updated 10 months, 2 weeks ago by Zaxxsel.
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16. October 2015 at 19:27 #7066DanubianParticipant
The famous face helmet:
And of course my personal favorite boyar helmets:
All of this should be around 1000 ad or before.
Typical boyar in full period armor (Rus’ lands heavy infantry that dominated eastern Europe for centuries):
and of course the beautiful varengian armors (i think you call those coat of plates)
16. October 2015 at 20:08 #7069AgathoclesParticipantPsenBattle, exactly what I meant with variants similar to the flat topped helmet (mail or padded aventail, facemask or nasal protection, etc…) which would make a great addition to late game as right now I have most of the battle brothers sporting a flat topped helmet save for the archers and crossbowmen. Last update has a good selection of armor and light protection for the head with the scarves, hoods and the bandit variants of the nasal helmet but late game leaves you yearning for more even if it was nice to have more variants to the flat topped helmet. I’m eager to see what future updates will bring, especially with the new factions. Will they bring items specific to them?
I’ll wait for the new blogs, so far it sounds like a great improvement to the sandbox experience and I’m sure you’ll sneak in a few items ;)
Cheers!16. October 2015 at 20:20 #7071MeekyParticipantI’d totally love to see some Viking-style helmets for characters with the Raider background, myself. Eastern European armor would be pretty great, too. I foresee that a lot of cultures could potentially have their equipment implemented eventually, actually (from Muslim weaponry to flambergs to cavalry armor), but that’s probably in the far future.
One style of helmet that’s well out of this time period but is a personal favorite of mine is the morion – that helmet used by Spanish conquistadors, largely used during the 16th and 17th centuries. The cabasset is cool too. But again, those were helmets of a different time (pike and shot), so I doubt they’ll be included.
On another note: really liking the attached location artwork idea. Will you be drawing connections between the settlements and their locations (roads, dirt paths)? Will any of those locations (like hunting lodges) appear in the forest, or in the hills or mountains (mines)? And do you know if we’ll see monasteries?16. October 2015 at 22:17 #7084backrowParticipantthose one are also Rus like and pretty awesome looking (not to mention comfortable to fight in, heh)
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17. October 2015 at 01:32 #7089SarissofoiParticipantI’d totally love to see some Viking-style helmets for characters with the Raider background, myself. Eastern European armor would be pretty great, too. I foresee that a lot of cultures could potentially have their equipment implemented eventually, actually (from Muslim weaponry to flambergs to cavalry armor), but that’s probably in the far future.
One style of helmet that’s well out of this time period but is a personal favorite of mine is the morion – that helmet used by Spanish conquistadors, largely used during the 16th and 17th centuries. The cabasset is cool too. But again, those were helmets of a different time (pike and shot), so I doubt they’ll be included.
On another note: really liking the attached location artwork idea. Will you be drawing connections between the settlements and their locations (roads, dirt paths)? Will any of those locations (like hunting lodges) appear in the forest, or in the hills or mountains (mines)? And do you know if we’ll see monasteries?Morion is my favorite too. Its look just ideal for mercenary band. But I also like kettle hat.
Seconded question about attached locations. Also want to ask if they are permanent and could be rebuild/resettled after being raided and destroyed? Can ruined/abandoned locations can be infested by beasts/zombies/bandits/other enemies?17. October 2015 at 10:26 #7094JaysenKeymaster17. October 2015 at 17:44 #7099SarissofoiParticipantHey guys,
just a quick note: Paul is not available right now but will be back and answering here on monday!Cheers!
What do you do to him? Release Paul!
17. October 2015 at 19:37 #7102backrowParticipantHey guys,
just a quick note: Paul is not available right now but will be back and answering here on monday!Cheers!
Jaysen, get out and bring us Paul back! :P
18. October 2015 at 17:15 #7110Asterix_von_TWCParticipantGuys let Paul procreate on weekends! Geebis…. where do you think his art comes from? :p
19. October 2015 at 09:40 #7120PsenBattleKeymasterIm Back!
Here goes:I would really love to see some Rus armors and particularly helmets.
Absolutely planned. The reason for not showing any style like this yet is, that I dont want to “waste my ammunition” in case we will be doing a “norse expansion” for the game. Cant promise anything though. It will depend on our full release success if we can produce the expansions.
btw my very own LARP armor is somewhat Rus inspired:
19. October 2015 at 09:44 #7121PsenBattleKeymasterespecially with the new factions. Will they bring items specific to them?
I would absolutely love to do this. We are discussing to add some more weapon and armor variants to have a real visual and stylistic difference between the factions.
Before we get to that though we have to concentrate all ressources on the worldmap and the faction/contract system itself. When we implemented that we can get to the bonus eye candy :)
It wouldnt make any sense to focus on the details before we tackled the real big issues.19. October 2015 at 09:52 #7122PsenBattleKeymasterBut again, those were helmets of a different time (pike and shot), so I doubt they’ll be included.
True, the Morion is too far out to be included :)
On another note: really liking the attached location artwork idea. Will you be drawing connections between the settlements and their locations (roads, dirt paths)? Will any of those locations (like hunting lodges) appear in the forest, or in the hills or mountains (mines)? And do you know if we’ll see monasteries?
We will start with the real visual implementation once we have all the coding done for exact distribution. Of cousre settlements will be connected by dirt roads, we will see about the attached locations.
All attached locations will only appear in the according environments. Of course fisherhuts will only exist near the coast, while a lumbercamp would not appear on open plains and so forth.
We have a brewery planned, I didnt paint the asset yet, but my plan is to make it a monastery with the monks taking care of providing the brew :)19. October 2015 at 09:59 #7123PsenBattleKeymasterAlso want to ask if they are permanent and could be rebuild/resettled after being raided and destroyed? Can ruined/abandoned locations can be infested by beasts/zombies/bandits/other enemies?
The attached location can be burned down or occupied by enemy forces. To reactivate the location, in some cases the player would have to escort a caravan and workers to the location to rebuild it, in other cases he would have to fight the occupants and liberate the location.
We are not decided yet if you can liberate/rebuild locations whithout accepting a contract to do so first, but we will see.Cheers!
19. October 2015 at 09:59 #7124RusBearParticipantOh, and I was hoping that Paul was invited to visit the aliens, as he said, and he now draws a horned helmet – kidding. I too would love to see Russian armor in the game:), and I really like that the equipment is planned for the future binding fractions. very much like to look at a fraction of the Northern Viking raiders and armed with their trophies and even better to hire them in the team. BUT I totally agree with Paul that now it is more important to make the gameplay (World map of the interaction of the factions, the change of pumping units and perks tree) and then cook candy.
19. October 2015 at 12:17 #7126DanubianParticipantespecially with the new factions. Will they bring items specific to them?
I would absolutely love to do this. We are discussing to add some more weapon and armor variants to have a real visual and stylistic difference between the factions.
Before we get to that though we have to concentrate all ressources on the worldmap and the faction/contract system itself. When we implemented that we can get to the bonus eye candy
It wouldnt make any sense to focus on the details before we tackled the real big issues.Thats wonderful. IMO Orcs really need some new weapons asap. My main beef with them is that even the Young Orcs can carry very powerful high damage dealing weapons, and the heads of my bros fly all over the place.
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