Jago's Replies

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Viewing 15 posts - 106 through 120 (of 121 total)
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  • in reply to: Ideas for a "Full Experience" #1768
    Avatar photoJago
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    Jago I didn’t mean any of those but when I think about it, yes, I would like little bigger busts in equipment screen. I meant bigger portrait of brother which we chose to be a leader in separate places, for instance in top mid equipment screen.

    Perhaps the warbands banner instead of a leader? That would look fancier.
    Well, it’s a minor thing. Let’s wait for the UI-graphics to be overhauled first.

    in reply to: Paul´s Art Corner #1763
    Avatar photoJago
    Participant

    Awesome! Thanks for the super-quick feedback! :D

    in reply to: Paul´s Art Corner #1761
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    I’m really curious what this is going to look like. Will the cave-battles take place in a single “room/battlefield” or will there be narrow tunnels, connecting several smaller rooms? You know, like a dungeon? I think the latter would be awesome but difficult to do.

    in reply to: Ideas for a "Full Experience" #1758
    Avatar photoJago
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    For instance, will it be hard to make the screen, the screen where you manage your company, to have some little larger image of your current captain, which face, equipment, scars, perks and ranks present brothers company in current time. Even if it cosmetic it will give some personality to the company

    Not sure what you mean. Do you want the busts of the brothers to be bigger in the equipment screen? Or do you want all brothers to have portraits, not busts?

    Not sure if we mean the same thing, but I also recommended to the devs, that they enable selecting one of your brothers as the company “captain” and his picture in his current armour would then represent your company on the strategic map, as well as give him some leadership/morale bonus (and malus if he’s killed in combat, of course).

    Yes, I remember reading something about this (don’t know where though). Currently only the AI-controlled militia has a “captain”, but it would a cool addition and it makes sense. Every band of mercenaries should have some kind of leader that gives your brothers a morale bonus in battle, while he is alive.

    in reply to: Monsters, Weapons and Armor Lore #1757
    Avatar photoJago
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    What is the lore book of Pillars of Eternity like? Can’t find any pictures of it. Or do you mean the Guidebook?

    in reply to: Paul´s Art Corner #1742
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    I can only imagine how troublesome that is. A while ago I did some simple 2D graphics (nothing compared to your art!) for auto-tiles myself and spent a lot of time on re-drawing the parts until it worked. It’s pretty unnerving, right? :D

    But as far as I can remember the rivers turned out to look excellent in the old lets play, so I have faith in you guys, even if things turn out to be more difficult in the end.

    in reply to: Paul´s Art Corner #1740
    Avatar photoJago
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    Check out the reworked monster cave and the all new “buried castle” :)

    cave and castle

    Buried castles?! That’s a pretty cool idea! And are there new bushes at the top? Tuscany style? :)

    in reply to: Paul´s Art Corner #1729
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    I like that you chose to make these perks complex. In other games perks and skills are often so uncreative and dull. Often it doesn’t even matter for the gameplay to unlock certain perks.

    But you’re doing it right. I’m impressed by your creativity and choices on the game-design.

    in reply to: Paul´s Art Corner #1724
    Avatar photoJago
    Participant

    Hey, these perks look very sweet!
    Let me guess (from the top left to right):

    Higher evasion against ranged attacks — higher evasion against melee attacks — smithing(?)
    Tough guy (more hitpoints?) — shield expert (better shieldwall?) — athletic (can move once for zero AP?),
    9 lives (survives 1 letal hit per battle) — awareness(?) — used to heavy armor(?)
    gracious(?) — (?) — swap position with an adjacent brother
    (?) — (?)

    Top left is my favourite! And I see where that shield expert comes from… ;)

    in reply to: Ideas for a "Full Experience" #1715
    Avatar photoJago
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    Well it looks like the max number of brothers isn’t limited to 12(?) anymore. The huge battle screenshot on Twitter gives us reason to believe that.

    Maybe some kind of overall level for your mercenary band, renown/fame, could determine the number of brothers you can hire. You said it, I like the idea.

    The idea behind the limit of 12 brothers was to keep battles uncomplicated and clear. However I don’t mind fighting larger battles, as long as I can speed up the enemy movement.

    Invasion events: Well that’s the idea behind the game. Some evil force is trying to conquer the land. Events and special contracts will eventually lead to a spectacular boss-fight that can stop the invasion.

    Not sure about the drinking. That depends on how complex the moral system outside battles will work. Gotta test that first in EA, but I believe BB will be fine without this feature for now.

    Horses would be extremly cool, but I doubt that we’ll ever see some. The terrain of most maps would probably be to difficult for horses and would add unnecessary complexity. A while ago I suggested that horses could be used like a shield. Aside from making you move further, it will also reduce the chance of being hit (the horse would take the damage instead). However horses would be much more expensive than shields.

    Knights are against your role of a band of mercenaries. You’re not a noble and can’t become it by fighting for money. But maybe, if a renown/fame system is implemented, your brothers can become beloved heroes of the townsfolk. Thus you can gain access to better paid contracts by the nobility.

    in reply to: Terrain types #1697
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    Yes, the terrain of the tactical map depends where on the world map the fight starts. If you’re ambushed in a forest, you’ll fight in a forest. If you’re out on grassy plains, it’s the opposite. The same goes for the lighting and weather. Fight at night, and it’ll be dark, fight under a cloud and it’ll be cloudy (or rainy).
    Maybe there will even be tactical maps with structures, for example a bridge, houses or a castle (I remember seeing a cabin in the woods on an old screenshot). But that might be also a bit complex sometimes, because the hexagonal grid has no straight lines. Also if buildings are to high, like a wall for example, they’d block the players field of view. You can’t see what happening behind the wall, and there were already people complaining because the couldn’t see behind trees.

    Edit: Last Saturday there was a new screenshot on twitter that shows some experimental clouds: https://twitter.com/OverhypeStudios

    in reply to: Ideas for a "Full Experience" #1689
    Avatar photoJago
    Participant

    No worries, you’re very welcome to share your ideas! And I agree, BattleBros looks and plays like a true gem already!
    Such events are on the To-Do list. They could trigger missions/contracts (but most likely one-time events), just like a quest to rescue prisoners from a bandits lair.
    You can read this on the great feature-page here: http://battlebrothersgame.com/features/
    Don’t forget to check out the links to the detailed-features-lists at the bottom.
    If you like to read from other people talking about the game, make sure to read the discussion on
    http://www.rpgcodex.net/forums/index.php?threads/battle-brothers-a-turn-based-strategy-rpg-mix.89524/
    http://www.bay12forums.com/smf/index.php?topic=136754.0
    It’s already over a year old, but it’s an entertaining read (helps to pass the time until EA).
    And there are plenty of screenshots on their twitter-page, even some you’ll not find anywhere else:
    https://twitter.com/OverhypeStudios
    Have a good time! ;)

    Edit: I’m Not breaking the “Impersonating-Overhype-Staff”-rule here, am I?

    in reply to: Ideas for a "Full Experience" #1685
    Avatar photoJago
    Participant

    Haha, I’m flattered!^^
    Just been following you guys for a while now; here, on Steam, the RPG Codex and Bay12 forums, looking out for more information. That gives me a pretty solid idea of how you envision your game and what features would add to the gameplay or not.

    in reply to: Ideas for a "Full Experience" #1682
    Avatar photoJago
    Participant

    And yes, there’ll be non-fighting characters, possibly people with jobs like blacksmith, hunter or medic, who accompany you. They’ll grant your warband passive skills, for example a change to survive an otherwise letal attack, or give you the ability to forage for food.

    But don’t take my word for it. The game is still in early development and it’s ultimatily up to the devs. I believe it’s still a long way down the road.

    in reply to: Ideas for a "Full Experience" #1681
    Avatar photoJago
    Participant

    Base building is a pretty cool feature in many games, but I don’t think it would fit well into this one.
    As I see it you’ll be moving from town to town, trying to make the most out of your ressources. Is the player going to spent his time and money on travelling back and forth to his base? How much would he use it?
    And what would the base be for? What would it function be? Training? Resting?

    I can’t really see another way to train than fighting and it’s fine the way it is now (with the skills redone).
    Resting, well maybe battle brothers can heal faster when staying in a town.

    Or…

    Instead of a base you can order your brothers to set up a camp. This will cost you some tools, but your mercenaries recover faster and if you’re attacked, you’ll start in a strong defensive position. If you’ve been camping for a long time your camp will even be fortified with palisades or wooden stakes.

Viewing 15 posts - 106 through 120 (of 121 total)