PsenBattle's Replies

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Viewing 15 posts - 661 through 675 (of 766 total)
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  • in reply to: Paul´s Art Corner #2014
    Avatar photoPsenBattle
    Keymaster

    Hey GOD,
    thanks a lot for the backup. You can probably imagine that I’m getting a lot of heat sometimes for the “bobbleheads” :)

    Regarding your questions, enemy busts work exactly the same way as the Brothers busts. So I can freely switch around heads, bodies, armor and add haircuts, beards…whatever. The only reason why most enemies dont have head variations is time constrains on my side. So eventually all enemies will look as diversified as the Battle Brothers. Of course I’m also planning on adding more different armor and gear to all factions, especially the bandits need their very own set of gear to separate them more from the brothers.

    Cheers!
    Paul

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    in reply to: Some thoughts. #1938
    Avatar photoPsenBattle
    Keymaster

    Hey Jim,

    to elaborate on the injuries. One of the elements we want to add is, just like you mentioned, permanent injury. People will lose ears, eyes and even limbs in battle. Of course all of that will be shown on the character busts (except the missing limbs haha). So after a while of combat your veterans will be covered in eye-patches, scars and bandages :)
    On top of that injured Brothers will take a lot longer to recover which makes healers important. The max limit of people in your company will increase accordingly, so you’ll always have to have some substitutes ready. You see…one thing leads to the other here. I could go on writing forever :)

    Cheers,

    Paul

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    in reply to: Autopausing game on strategic map #1929
    Avatar photoPsenBattle
    Keymaster

    Hi Malthus,
    as with most topics there have been internal disussions on this one and I myself suggested the system you mentioned. Just like many other topics we judged this as “not critical” so we will find a final decision on that matter some time after the Early Access :)

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    in reply to: Suggestion for a new ability #1877
    Avatar photoPsenBattle
    Keymaster

    I’ll just add something here:

    We exchanged the “guardian” skill for the “rotation” skill. With that you can switch positions with another adjacent brother. We thought that this is a lot more useful in a variety of situations and easier to understand. On top of that for the “guardian” we would have had to implement some kind of visualization showing who is protecting whom at the moment to keep track. We always feel a bit reluctant to add extra UI elements to the tactical combat, so that was another reason why we decided against guardian.

    Cheers!

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    in reply to: Paul´s Art Corner #1867
    Avatar photoPsenBattle
    Keymaster

    And here comes some more to sweeten up your weekend:
    Our very first real Legendary Item “Ghostbane”. Before you ask, the screen is a fake again, the dmg numbers etc are not accurate.

    @Trig
    : This may look somehow familiar to you :)

    Cheers!

    Ghostbane

    At 50% of original size:

    Ghostbane Big

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    in reply to: Paul´s Art Corner #1861
    Avatar photoPsenBattle
    Keymaster

    Hehe, maybe we move to a tropical paradise nevertheless. But Don’t worry, we’ll continue working from there :)

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    in reply to: Paul´s Art Corner #1848
    Avatar photoPsenBattle
    Keymaster

    Hey guys.
    To answer returning questions: Yes there will be more different tactical environments, including dungeons and whatever else we want to do :) So the sky is the limit.

    Here are a few fake screenshots of how those might look like when we get them into the game!

    Village

    Snow

    Dungeon

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    in reply to: Paul´s Art Corner #1824
    Avatar photoPsenBattle
    Keymaster

    Thanks man, I gladly take that :)

    I just thought about heavily injured brothers leaving a bloodtrail on the ground :)

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    in reply to: Paul´s Art Corner #1815
    Avatar photoPsenBattle
    Keymaster

    I actually tried to make some of them “half converted” to wolves. But man did that look like a stupid 80s movie haha.
    Variations for the heads is something we want to do for all enemies, especially the wolves and orcs would greatly benefit. The ghouls as well.

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    in reply to: Paul´s Art Corner #1813
    Avatar photoPsenBattle
    Keymaster

    Hey Fishmonster,
    unfortunately there aren’t any fancy concepts to show. I just played around a bit with different looks for the werewolves, but there’s no high priority on that right now, so no estimation on how, when or if these variations will make it into the game :)

    wolves

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    in reply to: Paul´s Art Corner #1792
    Avatar photoPsenBattle
    Keymaster

    The tomb is the so called “Vampire Coven” which is already in the game.
    If you dare enter, better bring your A game :)

    Vampire Coven

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    in reply to: Paul´s Art Corner #1789
    Avatar photoPsenBattle
    Keymaster

    Reworking the heath right now. Hope this works :)

    HEath

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    in reply to: Paul´s Art Corner #1750
    Avatar photoPsenBattle
    Keymaster

    Hehe, we dont know :)
    You’ll have to find out :)

    After EA we will finally get to work on the tactical combat tiles. For example the inside of a cave.

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    in reply to: Paul´s Art Corner #1741
    Avatar photoPsenBattle
    Keymaster

    Yeah, that environment is some kind of heath, but it still needs some work as the repeating tiles create a pattern and dont blend in smoothly :(
    Creating these tiles is tricky as hell. I’m just glad I managed to deal with the river tiles. That was a tough challenge and it costs so much time….

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    in reply to: Paul´s Art Corner #1738
    Avatar photoPsenBattle
    Keymaster

    Check out the reworked monster cave and the all new “buried castle” :)

    cave and castle

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Viewing 15 posts - 661 through 675 (of 766 total)