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Viewing 15 posts - 16 through 30 (of 121 total)
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  • in reply to: Paul´s Art Corner #5612
    Avatar photoJago
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    The new avatars are very good! Can’t wait to see brothers in their new look! :)

    in reply to: Give enough information to make decisions #5573
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    They said something about thinking on someone’s idea of hiring a recruiter (I am not sure if that’d be just another background of a battle brother or a follower, like blacksmith et al) that could unravel more about men for hire you encounter. But it’s merely a thought from the developer on a suggestion, so take that with a pinch of salt in regards to actual implementation. It might happen or not.

    Haven’t heard of that before. It sounds interesting! Perhaps the recruiter could have some other function aswell. Getting the most out of hiring brothers by revealing is not a must, and there will be times when you don’t hire anyone at all. Maybe call him a trainer and he can give your brothers a exp boost for the next battle when resting, or something like that.

    in reply to: Give enough information to make decisions #5545
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    @Holy.Death:
    Despite what the devs said in the past, they have already changed some aspects of the game. For example bars for health and armor were not supposed to be visible, especially not for enemies.

    I can’t recall more examples at the moment, but I’m sure there were more. And there’ll probably still a lot happen, especially when most features are added, the balancing follows.

    First, the quotes don’t proof much, as they don’t refer to that exact issue. The backgrounds can still be tweaked if the devs see that people don’t like it very much. It’s not like that would fundamentelly change the game as you state it.

    Second, it might help if you stop arguing with quotes. These are statements, but not necessarily explenations for why the game is designed the way it is. If you want to defend the current system, stop quoting, but explain why it should staying the way it is.
    Otherwise this conservation leads nowhere and is not much help for the devs, to see you quoting what they said months ago.

    Imho the backgrounds COULD be tweaked a lttle, to give more obvious info and more variation. That’s nothing game breaking.

    in reply to: Lost Soul Strategy? #5538
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    That depends, if you give fortified mind
    -to all brothers
    -to a few brothers
    -to no brothers

    I like to give all my brothers fortified mind, because Lost Souls are otherwise so very annoying and require special tactics to deal with them.

    First, lost souls will always try to scare your brothers before attacking. Even if they are in melee, they’ll try to howl. But only if brothers without fortified mind are nearby and not fleeing. That’s why I sent out my brothers with fortified mind first and let the others follow closely.
    This way the first line deals with the lost souls while they try to scare my second line instead of attacking.

    This will work best in a line-battle. But what if you are surrounded?
    If you’re in a forest make use of the trees. I could be wrong but I think if the lost souls can’t see a brother, they cannot scare him.

    General stuff:
    Maximize your melee defense. Armor doesn’t help at all, if you’re only fighting lost souls. No two-handed weapons, except billhooks and such for attacking over two tiles. Bows are pretty useless, unless you have a true master sniper.
    Shields, shields, shields. Spears are good, too, since they hit easier (I think?), and all you need is a single hit anyway.

    Also, it’s not a Bad idea to invest in hitpoints, too. Sooner or later hitpoints will be more important (with the next update). Of course that won’t be save game compatible.

    in reply to: Paul´s Art Corner #5517
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    These look really good!
    Are these entirely new mail shirts? Or do these replace the scale and lamellar armor?
    I have been thinking, with so many different types of armor, you could save the scale armor and the lamellar armor for other cultures that come with DLCs or similar. Scale, thick cloth and fur(silly I know) for “vikings”, and lamellar for people from the east.

    For lamellar you could have low-tier leather lamellar and the already existing steel-lamellar armor.

    Just some ideas.

    in reply to: Give enough information to make decisions #5501
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    First: I’m sorry for not reading all of your posts. I haven’t been following this topic from the beginning and reading this much text at once is a bit much for me.
    Sorry if I say something that has been settled already.

    I agree with Holy Death, that it is one of the main objectives to manage a band of faulty men. Having shortsighted fools and old swordmasters is essential part of the gameplay, as well as dealing with all the problems that result from choosing your companions.

    However it’s silly if you cannot recognize a one-legged character before you hire him. There are some things the player should hve control over. That includes things we could control in a realistic scenario. Here I could see if that Miller is fat or athletic. Taking this control from the player is a punishment.

    Of course there’s the background info on each character. These include hints on the less obvious character traits and with playing BB you learn which traits are more likely to appear with which professions. My point is, that this could still be improved by making a bigger variation of background texts and with more hints on the easy-to-see traits.

    Aside from that, some people will still play the game in a way “it’s not supposed to be”, and that’s alright. Things that could be considered “unfair”, like blending out negative traits that the player should be totally aware of, should be reworked in order to prevent frustration.
    But that’s just my two cents.

    in reply to: Paul´s Art Corner #5468
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    Absolutely lovely, the new zombie faces! XD

    in reply to: Paul´s Art Corner #5429
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    Great artwork Paul! The new faces and bodies really make a difference!

    in reply to: How to get mad in BB in a few steps(update 0.4.1.5) #5414
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    …And that’s how you get angry in BB!

    Lol!

    So, essentially you are proposing to make rare loot less rare, so you don’t have to reload so often? Perhaps you shouldn’t focus so much on this aspect, named items are just the cherry on top in the current build. As far as I see it, you are just making yourself mad with trying to bend the rules of the game.

    I envy you guys who already managed to get rare items. So far I’ve only seen a werewolf-pelt armor on a bandit, but was unable to acquire it.

    in reply to: Amazing game: Some suggestions for improvement #4928
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    To be honest, I’m kinda curious how medieval guys fight a night battle. It’s so dark when there’s no moon, and nobody lit a torch at all? If yes, wouldn’t a moving torch attract all kinds of flying objects?

    There were probably not many fights at night, at least none that I ever heard of. Probably on a smaller scale, raids and the like, but not large battle between armies. There were probably even less fights in the night, in a forest, which is quite often the case in Battle Brothers.

    in reply to: dark topic but good for time period #4910
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    #Vampires.
    They are some species that have inhuman powers and feed on blood. Fine with me. Immortal or semi immortal make perfect leaders for enslaved human faction. The court of vampires ruling over masses of enslaved humans with help of possessed/brainwashed caste of warriors(Janissaries). It make now pretty clear why Vlad Palownik stick some Turks on stake. Jokes aside – its more reasonable for vampires ruling over humans than having zombies or skeletons, for a simple reason humans are perfect source of fresh blood.
    Also it will give vampires much more personality than they have now. Make them as a sort of sultan court with human Janissaries and other slave troops. Their raiders come to steal people and animals. They could have economy based on slave labour and caste system. Some of their human slaves can be fanatical when other can be just opportunistic. Some of them can use alchemic potions(based on vampires blood) to become stronger fighters(making them go after you even if they are killed – going back from dead just to kill you). There can be a lot of flavour for this faction. Right now we have some generic undead.
    >Not happy with this.

    Actually I was taking some notes the other day for an undead faction overhaul, by dividing them in 3 subfactions, vampires, necromancers and roaming undead, and introducing a few new units. Goal was make the undead faction stronger, more diverse and logical.

    Edit: For example that vampires can’t animate corpses, so they have no zombies or skeletons. Or necromancer have apprentices who help them out. Or vampires appear as humans if they move on the world map…

    in reply to: Amazing game: Some suggestions for improvement #4909
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    The vision penalty from helmets is presumably because it obscures your vision. When it’s dark it’s harder to see further – why would those two penalties stack together?

    Narrow sight of view(full helm) should has nothing to do with brightness/darkness of the environment, right? So can they stack?

    Actually they shouldn’t stack. Instead the highest penalty applies. If your helmet allows you to see 3 tiles, but the darkness obscures everything withing two tiles, you can only see 2 tiles ahead.

    On the other side, darkness and a full helmet increases the overall difficulty to see stuff. I think, if I had to fight in the dark with a closed helmet, I would completely loose my orientation.

    in reply to: Amazing game: Some suggestions for improvement #4853
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    I think this is a pretty good summary of High Fantasy:

    The core elements of High Fantasy are:

    Setting – A world other than ours. It may have a nominal connection with present day Earth, such as being our remote past or future, but this plays no role in the plot. Mythopoeia is often put into play to define the very metaphysics of the world. Nevertheless it often resembles medieval Europe, and is often peopled by People of Hair Color.

    Scale – Epic. Power politics, wars, the death of nations, gods walking the earth, and the real threat of The End of the World as We Know It. This is what distinguishes High Fantasy from Heroic Fantasy.

    Great evil – An enemy which is near enough Evil incarnate or fundamentally abhorrent

    Methods – Victory is not achieved through force of arms, the main feature distinguishing High Fantasy from Heroic Fantasy. If Aragorn had killed Sauron in hand-to-hand combat, that would have been Heroic Fantasy. In short, a Supporting Leader or the Reluctant Hero will be offered up instead of the rough-hewn barbarian of, say, Conan the Barbarian or Beowulf.

    And here are some good points on Low Fantasy:

    Human dominance: worlds which are populated mostly (or even exclusively) by human beings rather than the usual Tolkienesque mix of elves, dwarves and other humanoids.

    Plot scope: Tends to focus more on the survival and tribulations of one or a few individuals rather than the whole world. A villainous king who steals a magical artifact is less likely to be trying to bring back the Infernal Legions of Hell and conquer the world, and more likely to be trying to make himself immortal, or conquer a few nearby kingdoms.

    Heroism: High fantasy heroes are usually all-around nice guys who stand up for the little guy and fight the bad guy. Low fantasy heroes tend to be bitter cynics desperately clinging to their broken moral compass or devil-may-care anti-heroes who save the woman from the evil sorcerer just for the sex. At the very least, they tend to be closer to one of the many shades of Anti-Hero than a Knight in Shining Armor.

    Methods: Victories achieved through physical combat, not magical battles or moral superiority – the defining feature of Heroic Fantasy.

    Wow, thanks for the links! Very interesting!

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    Most of these updates were bugfixes and minor tweaks, bigger updates were not that often. I expect the upcoming eventsystem to be large, with loads of text and lots of code (for each event), and there’s probably more going on behind the scene. Let’s not forget that they still had to quit their jobs, get a new working place and more on their plate.
    You can go and look through the blog and check how often there were updates in the last year and how big these updates were. Maybe it’ll give you a better feeling for how often these bigger updates happen.

    in reply to: Amazing game: Some suggestions for improvement #4845
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    1. Lack of documentation:
    There is very little ingame. This may be due to the early access status or financial resource driven. But there has to be a bit more. In the least, there can be PDF files or even webpages where basic stuff can be listed. I know that you are promoting a Wikipa site for this, but even there most of the stuff is missing. Where exactly am I going to find even the most rudimentary stuff like what undead units possess in terms of abilities? Why do they keep resurrecting, and how do I make them stop doing so?

    You are right. I’ll see if I can update the “Factions” on the Wikia in the next few days.
    On second thought, I don’t really what to add. You can already find most info on the “Monster” page.

    3. Racial (lack of) diversity:

    I know that you are aiming for a low magic, low fantasy world, and that funds are limited. Still, could you reconsider implementing Elves/Dwarves at some point in the future? You already have Orcs/Goblins/undead; so excluding Elves/Dwarves seem fairly arbitrary, unless there is an absolute financial necessity. The latter two races will so dramatically enhance game atmosphere, tactics, and ultimately replayability.

    Does High-Fantasy even has a clear definition? There are Elves and Dwarves in the Witcher series, but I’d still consider it as low-fantasy, mostly because it has such a realistic, grim-dark medieval setting.

Viewing 15 posts - 16 through 30 (of 121 total)