Forum Replies Created
21. May 2020 at 22:11 in reply to: Just wondering what game engine does battle brothers use? #26093
Take this with a grain of salt, but I believe it’s Unreal.
So, it’s pretty impossible to determine if this is a bug without seeing the log, the stats of the brother in question, and more detail around the sequence of events in the battle. A couple reasons you might have seen the chance you did, though:
– Elevation affects chance to-hit: if the auxiliary was above your brother, that’s a flat -10% chance to hit
– Without Flail Mastery, flails ignore the shield defense bonus but not the Shieldwall bonus. If the Auxiliary in question had Shieldwall active, you would have seen a decrease in chance to hit.
– The number of friendly brothers immediately adjacent to a target increases a brother’s chance to hit (a flat +5% per adjacent brother). That might have also affected your chance.
– Lastly, although I don’t think it was at play here, but Morale affects (among other stats) Melee skill – if your brother goes down to wavering or breaking morale, he will see a lower chance to hit (due to his lower melee skill). Again, from the log it looks like there wasn’t a morale chance that affected things.
Looks like the image upload failed or didn’t finish?
Separately, since I’m here and have the opportunity, I just wanted to say thanks for sharing so much of your process and design decisions with us, in this thread and elsewhere. I’ve really learned a lot, and it’s helped me better analyze and appreciate both bbros and other games.
Woah, that shield is awesome!
Addendum: I forgot you can’t fire with bows when an enemy in melee range is stunned, either. Ignore that one.
Update: Even if I do a separate install of the GOG version on Drive E and try to play that, it still points to the save games folder on Drive D. :(
Ahhh, that makes much more sense. I was thinking physical starting positions on the map (like what you get from the Tactics skill in HoMM).
Random other forum lurkers 2 cents on these. . .
Agree on the names. I wonder if this is actually just a matter of some names being more common than other, as I feel like I see a lot of e.g. Kuniberts and not very many e.g. Otto’s, but both are in the game.
Haven’t used the formations mod so I can’t really pass judgement, but thinking back to other games that have this (Heroes 3, etc.) it can get *very* tedious, so I’m hesitant about its inclusion.
I think the idea is that talents are supposed to fill this gap – your outlier shepherds are the ones that get 3 stars in melee attack, etc. I think that’s pretty well balanced for Overhype’s goals (they’ve said in the past that they try to optimize for the first ~150 days or so of the game). I think the only area this kinda falls apart is with ranged characters.
I’m thinking you mean perks? I’m a pretty hard disagreement on this one; it absolutely makes sense to revisit other perks when adding or changing them, or changing the equipment in the game.
Some kind of map generation options would be cool (choosing the noble house colors/banners was mentioned in another thread and I think even just that would be great).
Strong agreement to the expanded obituary. Personally want to see a dog obituary so I can feel extra bad about myself.
With the additional work happening on named items, I wonder: Are there any plans to add unique goblin weapons? Goblins are in a bit of weird spot in that they really only have “mid-game” tiers – there aren’t light & heavy armor variants like with orcs, and their tactics are more about perks and weapon diversity than raw stats. . .but at the same time I feel like I rarely have cause to use goblin weapons (other than the overseer crossbow), which is a shame. It would be interesting to try to make a build out of the dagger/sword or a super light archer build, but I feel like the lack of named variants holds that idea back.
It feels like it occupies a weird spot in the balance for when enemies would use them, so I don’t know if it’s something I _actually_ want, or something I just _think_ I do. Curious on your thoughts, Paul.
Yay! Thank you! :D
Update: Issue is persisting for Geralt in a subsequent fight. Gonna restart the game and see if that fixes it.
Restarting the game fixed it, although there was also a hotfix that happened in the meantime. Either way, Geralt is now flinging himself into danger again just fine. I’ll endeavor to update again the next time I see an ancient priest if I have it happen again. And if the hotfix solved things, thanks! :)
Alright, well, killed the priest and waited out the miasma, but Geralt here is still stuck and unable to move.
Downscaled screenshot slightly to make it fit upload limits. Also worth mentioning – Reiner (throwing axe bro) was able to move out as normal right after this.
Reloaded the autosave, will update as I figure out more details.
The plot thickens: It still happens (dagger bro there is solidly trapped), but I was able to move my bannerman (see screenshot) on the edge of the miasma away down one hex – there was a nearby auxiliary that got an attack of opportunity on me for doing so. That might have had some effect.