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25. September 2020 at 16:36 in reply to: Unhorsing a goblin from a wolf should not give it a free attack… #27249laViperParticipant
So it’s really strange when goblin or wolf can attack after wolf raider already made a turn and was “devolved” or “degoblined”.
laViperParticipantMans, do you also have suicide-like south caravan hands or I spoiled their AI with mods?
I got next AI-log for them:
Turn started for Conscript -> Behaviors to pick from: Engage.Melee (192)(*), Idle (1), Defend (0), BreakFree (0), Retreat (0), Attack.Thresh (0), Attack.CrushArmor (0), Attack.Default (0), Attack.SplitShield (0), Attack.Swing (0), Attack.Split (0), WakeUpAlly (0), Protect (0), Attack.Decapitate (0), Attack.KnockOut (0), Attack.Lash (0), Attack.Gash (0), Attack.Reap (0), Attack.Puncture (0), Defend.Spearwall (0), Defend.Shieldwall (0), Defend.Knockback (0), Defend.Riposte (0), Defend.Rotation (0), Recover (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Defend.Indomitable (0), Flee (0)
laViperParticipantVersion of mod compatible with new DLC.
Also add few changes:
1)Two new perks: “Shield Bash” and “Encourage”.
2)Bags and Belts – gives 40% to ammo and +5% damage from Double Grip. Double if talented.
3)Nine Lives – If talented double bonus for defence stats.
4)Rally the Troops – if Talented, once per battle at the start of the turn if any ally in range is fleeing will be used for free.OOps – have trouble with attachments :(
https://drive.google.com/file/d/1D0cDw1PjAu7NPrjCeBT-AmMOTshA2gKz/view?usp=sharinglaViperParticipantGood news! So I will have a bit work to revert part of my mod back :)
laViperParticipantAs I remember, devs told that this is “Battle Brothers” not a “Trader Brothers”.
But as for me, I would like to see a bit around trading and politics.
laViperParticipantA few fixes :)
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laViperParticipantFixed few bugs:
-with % of current condition of shields
-with image of named bows
-with price of item below zero
-with recharging throwing weapons by assets
-named items no longer lose max conditions at first time lootingShields now drop on ground when it’s splited by axe as last hit – so after battle you will get your shield back with 0 condition. I don’t test this yet.
My potions – wolf’s and raptor’s become a bit stronger and all version last 2 days. After Dessert release I think I will make them working like others.Also add UI improvement https://i.imgur.com/GYgo4lZ.gifv
now you can see any stat of all your men in list.Attachments:
laViperParticipantNo, I just grab out from WoW or Diablo like last ones. At least it has similar style as battle brother.
laViperParticipantAs I remember already you can be ambushed and your men will be surrounded by enemies.
About changing left-right – it will confused a bit cause you men will be direct from left to right and your enemies vise versa.
About starting at top-bottom, also if you are fighting with allies, you will spawn at bottom. It also a bit spoils positions cause instead of line you have half men with half-hexagon behind.laViperParticipantFinally another part of mod has finished. During this work I tried to make a focus on taking new experience from origins and increasing influence from buildings in towns.
Origins
For some origins there is no difference in mid or late game, you just hire new brothers and use same equipment and tactic as before. So I tried to give battle feature for three origin – Poachers, Raiders and Deserters. These three origins gain their race ability:
1)Poachers gain ability to reply attack if they wear light equipment (like Nimble rule), only 4AP or less attack can be replied into last target.
So Poachers can lay a dozen arrows on their enemies or can use hight fatigue attack for reply like stun.
2)Deserters gain extra melee or ranged skill if adjusted brother stay with same kind of weapon. Lines of spears can better stand against waves of enemies. On the other hand your men’s mood increases slowly and drops faster.
3)Raiders gain ability for revenge attack if they get hit on HP, but your men lose ability to Wait – go forward and no step back!And however Beast Hunters already have their own battle style based on my new recipes they also gain unique recipes as “race ability”. New item Soaked Meat carring in bag gives unleashed dog some bonus.
Buy and repair system
I have this idea from the first day in Battle Brother, It’s a bit strange that you can restore totally destroyed item even Named or Legendary. A grind-kind balance of prices makes bandits a very valueable target, all my previous games I got all new tier gear from them cause it’s much cheaper than buy in town.
So my new system changes prices in armor/Weaponsmiths and fletchers from 125% to 85% and now all gear lose their max conditions after repair – 1 max point on each 20 repaired points. And getting gear as loot also have a few max points lost.
Repairing items by smiths doesn’t break it and to prevent losing Named and Legendary item, it no longer has auto-repairing if equiped. You can fix such items on stash or bring to smith.
Others
1)Your items for sale now show % of basic cost in market.
2)Talented perks now have special frame.
3)A few events around food that increase or decrease mood.
4)Paints now have another rule to be added into marketplace – having barbershop instead of being big town.
5)Hexes get 1 extra turn cooldown for Hex ability but gain new skill – Curse Of Weakness which reduces melee/ranged skill and dealing damage, and can be casted twice a turn after charmed.Attachments:
laViperParticipantGenerally immune is a weak design and should be used only for unique bosses.
About disarm and whips – it would be better to make chance to disarm depend on target’s melee/ranged skill. And also distance between targets should give penalty to hit. On the other hand cause all this moments decrease value from whips I think in case of hiting target but not disarming some debuff could be added on tarhet – like -10 melee/ranged skill.
laViperParticipantI made some improvements about retreat in my mod (http://battlebrothersgame.com/forums/topic/crafting-mod-v1-0/page/2/) – when you prees button “it’s over” all enemies engaged with your men drop their loot as if they were killed.
So I took up this part of mod – you can try. And as usually md can have conflicts with another one.
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laViperParticipantHi Paul, I found this wonderful image of building in your assets – can you tell me what did you plan about this or will you want to use it in future?
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laViperParticipantFinally fix few bug, and I hope I’m ready to release last version of mod.
So from last time I also added two new perks cause changing killing frenzy makes rangers a bit weaker.
1)So first new perk gives +5% range damage per each hit up to 20%, but bonus resets if you move or change weapon (you still can use rotation and footwork).
2)Another one is perfect for hybrid style – it gives 10% of melee skill as ranged skill and vise versa. Also it gives +5 to relevant skill per each weapon perk over one (Having bow and crossbow mastery gives +5 to ranged skill, having bow, axe and mace mastery only +5 to melee).Attachments:
laViperParticipantFor the first time, cause it touchs “actor” file, which devs often fix themself.
One day I hope I will remake it to “hooks”.And it’d be better test before big battle :)
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