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28. April 2015 at 12:07 in reply to: Table of hints and tips from the demo and watching Lets Plays #2166JagoParticipant
Wonderful, I’ll get started soon!
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JagoParticipantCompany: The Pale Moon Company
Story: A beggar, a bowyer and a deserter go adventuring. They meet Eberold the Gentle (this is ironic, he’s a brute!) and Carsten a historian. Low on men, but with quite superp equipment, they fight orcs, bandits and undead. Many died, many lived, and now the Pale Moon Company is known across the land.
So far they haven’t met their master yet.Visit the Battle Brothers Wikia
27. April 2015 at 19:32 in reply to: Table of hints and tips from the demo and watching Lets Plays #2072JagoParticipantYeah, a wikia would be cool. If someone would take care of creating the page, I’d contribute (don’t want to be an admin).
Okay finished downloading the game. Gotta play! :)
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JagoParticipantI think the world map is okay so far. There should be more unique sights, like the sea, a volcano, and lakes, to add some variety. That’s already planned and hopefully EA will be a success, so they can tackle this as well, sooner or later. The distances are good imo.
A few more locations, friendly ones, sounds nice, but they shouldn’t be common.
I like the idea with the mines. Another source of income for towns that has to be protected against bandits and a possible dungeon with monsters that dwell deep inside the mountains…
Road inns would be cool as well, once resting mechanics are implemented.
Farms on the other side are not interesting enough imho. Nothing really to do there, except a few low-reward-quests.As for bandits occupying hamlets, well, if the player razes a place, it could either disappear from the map, or is now inhabited by people from the closest town, providing more income. With this income towns get richer and can field more militia and protect their caravans better, and thus play their part against the great evil.
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JagoParticipantIt’s 4 slots in the combat-demo. In the EA-version each brother has only 2 slots, that can be upgraded to 4 slots with a perk. But I do agree that even then you could, theoretically carry 4 billhooks or greatswords, which is absurd.
Having big weapons taking up two slots sounds like a good idea. However I’d detain from a mobility penalty for items that are not wielded, because that would make things more complex then necessary.Maybe there could be a few more perks that raises the melee skill if a certain type of weapon is equipped. For example, if a brother has been through countless battles, and only ever used his mace, a random event might pop-up one day and give him a “Mace-Expert”-perk.
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JagoParticipantNo need to open a new thread for this; it’s about the intuitiv use of buttons.
It bothers me a little that pressing spacebar is ending a turn instead of delaying it. Spacebar is much easier to access than backspace, and if I accidentally press it, I waste a turn. That happend before, because spacebar “feels” like a pause button – pausing or delaying a process.
Backspace on the other hand “feels” more final, like ending or canceling something. It’s harder to access and I only want to use it if I’m sure that all actions are done.I know that’s nitpicking, it just feels odd and I wanted to say that.
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JagoParticipantVery sweet indeed! Thanks for so much eye-candy today.
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JagoParticipantGosh! These look freaking awesome!!! O_O
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JagoParticipantThe new werewolf-bodies are looking good!
@Malthus: Yup.Weather and light effects from the worldmap will also influence the tactical combat. A raincloud or fading light will also appear on the tactical map both visually and with gameplay effects. For example rain reduces the range and effectiveness of bows and crossbows and low light reduces overall vision range. Not all creatures are adversely affected by low light conditions, such as werewolves, and some even gain strength at night, such as vampires.
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JagoParticipantI’ve got no Rpg-Codex account, so I’ll say it here:
The new terrain-screenshots look awesome! Really, this looks far more gritty and I love it! Will this replace the old grass entirely?
And it surprises me to see lakes already! You’re making progress fast!Visit the Battle Brothers Wikia
JagoParticipantBattle Brothers coming on May 1st!… 2016!
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Just kidding. Wanna bet when it’ll be released? ;)Visit the Battle Brothers Wikia
JagoParticipantEven a little screenshot makes the wait for EA more bearable, thanks!^^
Looking very good so far. I think the red hills stick a bit, but I’ve got to see it ingame first to be sure. What will it look like on the tactical map?And hey, watch out! There’s a mysterious tomb sneaking up into the picture! Reminds me of the crypts of the town Petra, you guys have great ideas!
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JagoParticipantHey Rap, it’s great to hear that you’re planning to implement so much stuff. I’m looking forward to it!
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JagoParticipantOne thing I really like about the Witcher series is the great enemy design. Most enemies are somewhat fantastic, but re-imagined for a low-fantasy, medieval setting. They make sense and feel natural, feel REAL and are perfectly integrated into the world.
That being said, well, I don’t think that super powerful monsters, like dragons, fit in well; gameplay-wise.
Imagine your brothers are not fighting a group of enemies, but instead a single, huge and powerful monster. The odds must be somewhat even, in order to make the battle a challenge. So this single monster is worth, lets say 6 brothers. With the high mortality of your brothers (they’re no witchers!) you’ll easily lose half your men. I’m just not sure how this is going to work in a realistic way, unless you want the monster to be the final boss.
Imo these big monster-fights work better in action games without permadeath.Maybe I’m wrong. Maybe the devs have an ace up their sleeve and know how to make it work. I won’t be disappointed either way.
Then, on the other hand, we can re-imagine monster, too. Dragons can be downscaled to lindworms, that are on par with werewolves in terms of power. Strong but manageable. Or drakes, like you said.
The same goes for wyverns, who can become dog-sized feathered reptiles that live in the mountains. A threat but not as powerful. Overall a more realistic and functional approach imo.
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JagoParticipantSo, does the procedure to generate a battlefield ever take nearby buildings into account and will any of these be in the game?
There are going to be dungeons and caves, so there surely will be some kind of representation when you’re fighting at a town, bridge or any other kind of settlement or construction.
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