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Viewing 15 posts - 421 through 435 (of 766 total)
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  • in reply to: Generating battle brothers #6233
    Avatar photoPsenBattle
    Keymaster

    You are making some good points. I personally also enjoyed the randomness and was happy with what I got. I liked that the character would develop a bit in his own way, whithout me controling verything.

    Apart from the “unfairness” the plan we have for the new perk system wouldnt work with random stat gain. So we are not considering going back to that at the moment.

    PS: I cant always reply in appropriate depth, but I try :)

    Cheers!

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    in reply to: Generating battle brothers #6231
    Avatar photoPsenBattle
    Keymaster

    Hey Bottlebrother,
    thanks for your thought through suggestions, its an interesting read.
    I dont just want to “drown” this topic, but part of it will be handled with the rework of the whole perk system we want to do sometime during the worldmap rework.

    Maybe I can clarify something here:
    Old system: Random stat gain on each level up, depending on the stat. For example 2-4 point gain per level.
    New system: Everybody gets the same amount for the same stat. Example: Melee skill +2 per level. Hitpoint +4 per level.
    There is no difference between backgrounds, the same numbers for everybody.

    This was neccessary to keep people from save-scumming and reloading until they scored the maximum point gain on all stats. Apart from that the range was too big. 4 points or 2, that double the points if you are lucky which is pretty unfair.

    Cheers!

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    in reply to: Paul´s Art Corner #6228
    Avatar photoPsenBattle
    Keymaster

    Haha, yeah that hat might seem a little familiar :)

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    in reply to: Job/Class Spreadsheet #6213
    Avatar photoPsenBattle
    Keymaster

    I am assuming the developers want it to be a secret?

    Yes :) We wanted to reduce min-maxing a bit. On top of that you will pretty fast develop favorite classes to hire once you played the game for a while.
    I personally prefer it this way as I dont fell like I am missing anything when I am not comparing stat boni all the time.

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    in reply to: Message for the developers #6212
    Avatar photoPsenBattle
    Keymaster

    Hehe :)
    I have to admit I got destroyed pretty badly the first two times I played the scenario. But now I think I got the hang of it, won the last time even whithout any wardogs (I simply forgot to equip them)
    I’ll post some screen if I dare to try again :)

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    in reply to: Paul´s Art Corner #6211
    Avatar photoPsenBattle
    Keymaster

    Ha! I am a father of 11 months old twins

    Thats awesome! …but hard :) Hang in there!

    I have been extensively playtesting the last week so there wasnt much progress regarding art, but have some new necromancers nevertheless!

    Necros

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    in reply to: Thanks to the Developers! Supporter Edition! #6209
    Avatar photoPsenBattle
    Keymaster

    This game has near infinite options to expand it

    So much to do and so little time :)
    Thanks for all the support guys! To be honest its a real challenge to develop a game in Early Access where players already play a work in progress version of the game which has to be balanced and fun at all times, even though we still have soo many big features missing.
    Doing community management, bug fixing, balancing, developing new content, playtesting, game design, vision discussions … all at the same time can be hard, but its also great fun!

    So again, thanks for the support, patience and most of all: trust!

    Cheers!

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    in reply to: Suggestion – Unspent AP > Fatigue regain #6208
    Avatar photoPsenBattle
    Keymaster

    You can rest ur brothers already? Just dont move and you gained 15 fatigue.I dont see what your suggestions would add to the game.

    Thats the reason why we decided not to implement any extra fatigue regain.

    The basic regain already covers the “resting”. Not spending AP improves fatigue regain, because if you dont spend any fatigue you recover more.
    For example: by NOT moving one tile your fatigue regeneration is improved by +2.

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6207
    Avatar photoPsenBattle
    Keymaster

    Hmm it really looks like some kind of bug.
    It says bandit receives 47 dmg to the body -> mail hauberk is destroyed.
    then:
    Bandit receives 11 dmg to the body -> mail hauberk is destroyed
    After that the 230 dmg follow.

    So the Mail gets destroyed twice, which obviously should not be.
    I never experienced this before and maybe its some kind of weird bug with the nine lives perk.

    Please report that to the bug forum (if you didnt do already). The Log file would be helpfull as well.
    Unfortunately our programmer is away for a few days, so we cant look into it right now :( But we will take care of it as soon as possible.

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6205
    Avatar photoPsenBattle
    Keymaster

    On the second though he must have 2nd Tier def perk that can cheat death.

    Exactly. Its called “nine lives”. Only bandit leaders have it.
    Remember that ALL enemies use some of the perks from the normal perk system. Orcs for example have the shield crusher perk, doing extra damage to shields. Werewolves have “berserk”, restoring AP if they score a kill. All goblins have quick hands and so forth….

    It will become a lot clearer to the player once we have implemented the right-click info window on enemies, but all UI tasks atend to be very tedious, time consuming and bug-creating :(

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6156
    Avatar photoPsenBattle
    Keymaster

    Scale Armor is more expensive. Shouldn’t the Heavy Lamellar Armor have less fatigue reduction?

    Our approach here is that the lamellar Armor can be built a lot easier than the scale armor and therefore is less expensive and more readily available.
    On the downside it has a worse Ar/Fatigue ratio.
    Its worth getting the lamellar nevertheless as it provides a lot of AR and, as I just mentioned, should be quite a bit easier to get.

    Cheers!

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6129
    Avatar photoPsenBattle
    Keymaster

    My company of 10 guys outran a few deadly and challenging werewolf packs.

    We reduced their worldmap speed :)

    Cheers!

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6127
    Avatar photoPsenBattle
    Keymaster

    That, and the labeling. Even puny Goblin groups pose a serious threat.

    We will adress the Goblin labelling very soon, as well as some other changes. It’s the first workday today after releasing the Goblin Update, and we are on the case :)

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    in reply to: Fatigue tax #6111
    Avatar photoPsenBattle
    Keymaster

    55 fatigue isn’t really much, though.

    Thats true, I also like to keep them at around 80. Only if I need some pure tanks and I am short on experienced men, I put newbies in massive suits of armor and just let them stand in the front row absorbing damage :)

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    in reply to: Build 0.5.0.1. Discussion of the patch. #6109
    Avatar photoPsenBattle
    Keymaster

    I feel that enemy warbands don’t get as bogged down by terrain as the battle brothers. Is that true?

    I feel similar sometimes, but actually all warbands get bogged down at the same rate.
    The worldmap speed depends mostly on the size of the party. The bigger, the slower.
    The difficulty here is, that there are also small groups containing very strong units (wolfriders eg). We already made them slower than they should be on the worldmap, but maybe we have to adjust further.

    We actually had extensive internal discussions on that topic before, when we were talking about the notorious werewolves. They were very fast on the worldmap and on top of that deadly for new players. After some iteration we now found a good balance. Since then nobody is complaining about werewolves anymore :)

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Viewing 15 posts - 421 through 435 (of 766 total)