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Viewing 11 posts - 16 through 26 (of 26 total)
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  • in reply to: Paul´s Art Corner #24439
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    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.

    in reply to: Miasma prevents movement #23957
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    Yay! Thank you! :D

    in reply to: Miasma prevents movement #23951
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    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! :)

    in reply to: Miasma prevents movement #23949
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    Alright, well, killed the priest and waited out the miasma, but Geralt here is still stuck and unable to move.

    in reply to: Miasma prevents movement #23947
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    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.

    in reply to: Miasma prevents movement #23946
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    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.

    in reply to: Longaxe & polehammer still bugged #23767
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    That’s not a bug. The longaxe and polehammer are governed by the axe and hammer masteries, respectively (you’ll note those remove to penalty to hit). Spetum’s, FYI, are under spear mastery.

    in reply to: True World Locations #23480
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    I agree this would be cool – my understanding is that the devs made some attempts at this in the past, but found that the environment objects cluttered the battlefield and made it difficult to actually have fights.

    in reply to: So…about the incoming pentagram #23438
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    It’s pretty easy to alter the icon yourself, just an extract and edit, you don’t even have to repackage anything. I’d refer to a couple of the asset swap mods on Nexusmods, that was how I learned – very quick to orient.

    in reply to: Paul´s Art Corner #23387
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    You’re really spoiling us, Paul! The shields and sallet look especially amazing! Thank you!

    in reply to: About the new DLC #22948
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    Hi EdenGenesis.

    Paul discussed this in March of last year. http://battlebrothersgame.com/forums/topic/pauls-art-corner/#post-20323

    If that link doesn’t work, here’s a direct quote:

    We had a lot of internal discussion on that. We still think it would add a lot to the game, but as you all know we are working on a very tight schedule. Apart from graphical assets and audio recordings we have a problem with all the quest and event texts in the game. Most of them are randomly generated and refer to certain persons of your party. If we had female mercs we would have to go through all of the text (more than 200 000 words) and assure that everything works for male and female persons and provide different variations of the same text for each gender.
    Thats a lot of work we cant spend right now unfortunately.

    Additionally, to your point of “If these characters were not already created, I would understand why they wouldn’t add them but as these characters are already designed.”, to my knowledge all they’ve developed is a proof of concept face + hair for Battle Sisters. There are several (10-ish? Not sure the exact count) faces, hairs, and facial hairs for each of the male brothers. Additionally, the FAQ on this website (though it seems to be down now. . .?) mentions that female mercenaries would also have their own backgrounds.

    Those things added together means that they’d have to do substantial asset development, as well as substantial writing (the work mentioned above, as well as background descriptions and events for those backgrounds) in order to reach feature parity. As such, I would disagree with the assertion that they’re “already designed”. :)

    A couple other quick notes:
    – The best place(s) for feature listings for the upcoming DLC, in my experience, are this devblog + the DLC announcement for added features, and the OverhypeStudios twitter account for abandoned features (primarily in their responses – there aren’t too many to glance through).
    – If you’re interested, I think a couple different people have attempted an asset swap mod to use the existing Battle Sister Proof of Concept assets. Obviously it lacks all the development work mentioned above, but if all you care about is the visuals, you might look that up.

Viewing 11 posts - 16 through 26 (of 26 total)