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PsenBattleKeymaster
Hey death, nice tips right here!
Just like you say its absolutely important to “set up” your heavy hitters by attacking the enemy with light weapons first and drive up that overwhelm bonus!
If the game crashes on you, please send us the log file (post in the bug forum and attach the file or send via mail).Its important to send the log file directly after the crash. As soon as you start up the game again, the file will get overwritten.
log.html:
Send us the log.html file that will usually document the error and is crucial to fiy it. The file will get overwritten if you start a new game so be aware of that. Here is how you get it:
1) Copy “C:\ProgramData\Overhype Studios\Battle Brothers” by selecting it and pressing Ctrl+C
2) Press Windows Key + E to open the Explorer
3) Click into the adress bar
4) Insert what you copied by pressing Ctrl+V
5) Press EnterPsenBattleKeymasterPsenBattleKeymasterPsenBattleKeymasterPsenBattleKeymasterI think in this case “animations” referred more to “visible attack effects” than actual character animations. We left out character animations on purpose to not prohibit ourselves from showing all the equipment on the character. Im sure thats one of the reasons why Darkest Dungeons has no changeable equipment, because youd have to paint every animation for every piece of equipment which means a tremendous amount of work.
We experimented a bit and tried an approach where the weapon of the brother swings at an enemy, but it looked really dodgy when attacking enemies behind you. In that case the bust would have to face another direction, at least for the brief second of the animation.
Well figure out something eventually.
PsenBattleKeymasterHey guys, thanks for all the feedback!
Right now we wont manage to reply to every point as we should do, but be assured we read all of it and take notes.
An important topic is the disparity in difficulty on every playthrough. This is a consequence of randomly generating big portions of the game. Allthough it works okay right now there is a lot of balancing work to be done, which just wasnt possible before whithout a massive amount of players and feedback.
So the more feedback we get, the more we will be able to improve the game :)PsenBattleKeymasterPsenBattleKeymasterPsenBattleKeymasterRegarding the crafting:
Initially we had a pretty elaborate crafting system planned to craft Items going into the accessory (amulet) slot of your paperdoll.
As this system needs a lot of things to be well planned (ressource gathering, UI flow, crafting recipies etc etc) we moved this to our backlog.
In the next days/week there will be a lot of internal planning on what big chunk we tackle next.
Regarding the combat log we will gather some more feedback and then see if we have to show more detailed numbers.Item quality is also planned. I already created all the assets for “rusty” weapons for the undead but we didnt have the time to implement that. So we will probably implement the whole “item quality” thing when we have a clearer concept of how exactly it will work. But I’m pretty sure it will come, as its a easy possibility to expand the item pool and progression.
PsenBattleKeymasterPsenBattleKeymasterHi Helbrecht,
Danke for the support! We are absolutely planning a more detailed injury system including lost eyes, ears, limbs and whatever :) Accompanying that system it would be mandatory to add “gainable” traits (like “one-eyed”) depending on ingame events happening to your character, but the whole concept has to be designed first and then scheduled, which we will do after the whole EA launch bug fixing mayhem :)PsenBattleKeymasterPsenBattleKeymasterPsenBattleKeymaster28. April 2015 at 10:27 in reply to: Table of hints and tips from the demo and watching Lets Plays #2160PsenBattleKeymaster -
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