Jago's Replies

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Viewing 15 posts - 76 through 90 (of 121 total)
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  • in reply to: Suggestions Forum #2866
    Avatar photoJago
    Participant

    Thanks for doing this; hopefully it’ll be more clearly arranged from now on. Maybe move the most recent threads here.

    Just stay with the core-features you guys envisioned way back for now, and you’ll end up with a fine game. Looking forward to the roadmap!

    in reply to: I Have something to say #2827
    Avatar photoJago
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    Maybe there will be more named NPCs, unlike the bandits. Merchants or lords. Kings are on a completely different level, you’d need a bigger map, different human faction with their own kingdoms…
    It’d be a lot of work and distract from what the game is actually about: fighting an orc/undead/goblin-invasion. Not meddling with the upper crust.

    Avatar photoJago
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    How in the hell did you get “retired soldier, militiamen and caravan guard” as your starting roll? You must be a haxxzor! 😀

    Or all other saves never made it past the first battle, so no story worth telling. ;)

    in reply to: More important anything else, to me #2822
    Avatar photoJago
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    @GOD:
    Why, yes, campaign mode would be exactly the same as the main game.

    I’d rather see them implement mod tools that would make implementing something like that doable, while having lots of other uses.

    I agree with this. Character creation or not, a comprehensive mod support is still higher up on my wishing list, AND it would do the game so much more good.
    Just by looking at XCOM-EW, Skyrim or M&B, modding is utterly crucial to have games staying relevant for a long time.
    We have to see how far the devs, can and want to take this.

    in reply to: More important anything else, to me #2818
    Avatar photoJago
    Participant

    I’ve had a few good plays already, with beggars, vagabonds and the like. It’s nothing you cannot handle, and is be no means destroying the playing experience.


    @GOD
    : That sums it up. Very well said.
    Still I support that the devs add two different modes, a campaign mode and a sandbox mode. In campaign mode, everything is random, while in sandbox you can change anything the way you want it, starting members, traits, funds, world map etc.
    However you can still change names, visual and everything that has no effect on the gameplay in campaign mode. And maybe there could be some way to reward the player for playing it the random way.

    in reply to: More ideas for quests/contracts #2816
    Avatar photoJago
    Participant

    Hey, that sounds like two cool ideas. A tavern-fight would be so awesome!

    There should be a subforum only for suggestions, while this subforum is for discussions on the game and the stuff that is already implemented.

    Avatar photoJago
    Participant

    Woah?! At first I though we had some kind of new aftermath screen! :D

    Looks like the good equipment saved their lifes. This time. Well done fellow brother.

    in reply to: No challenge? #2621
    Avatar photoJago
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    I hate level caps, so please don’t do that. I’d like to see harder enemies, or just more of them in general. There should also be something I can do with all the cash I have. I’ve been stopping by the castle frequently but no matter how much I help everyone the best I find is a mail shirt. At the beginning of the game the castle had full lamellar, now there’s practically nothing.

    Yep yep yep. Have the same issue, just wanted to post about it. It’s not only the castle. All of the settlements do almost no item spawn.

    Maybe it depends on how wealthy the settlements are i.e. how many caravans reach their destination. I have a save game in which I have hunted down many raiders and destroyed every outpost I could find. There’s not to much equipment in the villages, but the towers and strongholds have plenty. Recently I even bought a heraldic mail, the strongest armor I’ve seen so far, and there’s a lot of other end-game weapons as well.

    in reply to: Where is the Legendary Helmet? #2367
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    Yes I’ve got it, too! Thanks!

    in reply to: Damn Werewolves #2364
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    What a 22 to 7 fight against werewolves looks like, before and after. The militia had a few veterans and a leader. My guys has at least padded leather armor or chainmail with nasal helmets (except the archer and two pawns) and were around level 4-5. I’ve lost two men, including my favorite founding member. :(
    Look at this mess:

    in reply to: New faction suggestion #2292
    Avatar photoJago
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    Also a Demon faction. I might be remembering wrong, though.

    A cultist faction was it, I think. Possibly with summoned monsters as heavy fighters.

    How about a more fantastical faction, like Lovecraft-inspired creatures that attack from underground? You would encounter them in caves or dungeons only (which I believe is a future tileset goal). Special mission: they’ve infiltrated a castle or city from below. This faction would generally have higher level/challenge units.

    I love this idea!

    I think that devs plan a rat beats nation similar to Skavens and some sort of Arabic or Turkish kingdom.
    Although it will be nice have some semi Bizantines imperial faction and Slavic faction.

    Yes, although I don’t think that the map size is suitable to harbor an imperial faction. Everything must work on a small scale.

    in reply to: My first impressions #2253
    Avatar photoJago
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    About the fog on the tactical map. It was so… I don’t know, it wasn’t to bright, but it really hurt my eyes, looking at it for longer than 10 seconds. o.O
    If I encounter that fog again, I’ll take a screenshot, except you know what I mean.

    in reply to: Character Generation #2205
    Avatar photoJago
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    Actually I think a character creation is a good thing after all.

    The main reason for the randomized creation is that the player has to deal with what he gets. It makes the game more difficult and interesting, gameplay-wise.
    But I don’t think the a character creation eliminates that. I don’t have to use it to start with 3 Raider/Sellswords. I could also start with 3 beggars, if I believe this to be more interesting and entertaining.

    Also this is pretty much a sandbox game. People will want to experiment around with different founding members. Let them, I’d say.

    in reply to: Terror and Crippling system? #2204
    Avatar photoJago
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    They plan to implement an advanced health- and injury-system that includes lost body part, disfigurement and appropriate buffs/debuffs.
    It’ll probably apply to critically wounded brothers, or those who “died” in battle but were revived with the 9-lifes perk or by the future healer-companion.

    Madness sounds nice and there are already some quiet mad characters in the game (the cultists) and a perk that randomly changes your resolve by +-10 when tested. Otherwise, I haven’t seen anything ingame yet, that could turn your brothers mad. So how would that work?
    Battle Brothers is not Darkest Dungeons and I think a sanity level, additional to the morale, would be to distracting.

    Not sure about the sickness either. Maybe as random events, “Brother X has fallen ill and must see a healer withing X hours. Take him to the next town, or he dies/loses his sight/gets any negative perks.” or similar. To prevent sickness, have your brothers rest in towns from time to time.
    I’m not sure though, if random events like this are to unfair and frustrating for the player.

    Edit: Paul, you were faster!

    Avatar photoJago
    Participant

    Alright, I’ve added a table with the different backgrounds. If someone has the missing stats for the monk, fisherman and gravedigger, please add ’em or tell me! ;)

    I propose we open a new thread for the wikia.

Viewing 15 posts - 76 through 90 (of 121 total)