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Viewing 15 posts - 751 through 765 (of 1,179 total)
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  • in reply to: [suggestion] Missions – more variety, more mission slots #7053
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    Keymaster

    As previously announced, the contract system will be completely redone as part of our worldmap rework. We consider the currenct contract mechanics to be placeholders, something to give you a rough idea on where we want to go with Battle Brothers, and to give the players something to do with our initial Early Access release.

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    in reply to: Great Game! #7035
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    Keymaster

    Thanks, guys :)

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    in reply to: Remove the auto-height adjustment #6984
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    Keymaster

    It’s optional. See the ‘Gameplay’ panel in the game’s options menu.

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    in reply to: Control Zone Bug #6957
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    Keymaster

    Fixed. Thanks for reporting this.

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    in reply to: Map Rotation Bugs #6956
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    Keymaster

    Fixed.

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    in reply to: other fractions #6955
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    Keymaster

    You’ll always control human mercenaries in Battle Brothers. Although eventually those may be of different cultures than just the northern european one currently in the game.

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    in reply to: Game crashes when Charging Orc Young dies on spear wall #6951
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    Keymaster

    Fixed for the next update.

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    Keymaster

    Please report issues only for the current version of the game. The one you’re using is outdated. Thanks.

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    in reply to: Redefining a "Miss" in combat #6816
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    Keymaster

    A fair point, and something we’ve considered in the very beginning but decided to not go with. The thing is, introducing a system with ‘glancing hits’ would at the same time diminish the impact that a single hit has, both in damage numbers and emotionally, since you’re kind of always hitting for small amounts of damage and individual hits become less meaningful. This would change the feel of combat (and ultimately the game) quite a bit, away from the generally fast and deadly style we want it to have, more towards applying constant damage over time. Consider that missing in combat is also a buildup for when next you hit, which then feels all the more rewarding.

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    in reply to: Decapitate insta-kills #6814
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    Keymaster

    Ive once tried to decapitate a wounded orc with no head armor, but it was the body armor that took the hit. im pretty sure that it either functions like a normal hit with 25% chance to hit the head or it counts as a “special” attack that always hit the body. And that might need fixing

    Neither. It’s a hit with increased damage that can hit either body or head, but on a killing strike will decapitate.

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    in reply to: when can we edit mod or characters? #6806
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    Keymaster

    We have some ideas on how to enable editing a character’s appearance in-game, but it’s pretty far down on our list with so much other important things to do first, I’m afraid.

    The game currently does not support modding. We’d really like to support it eventually, but our resources are limited and our priority is to create the best possible core game first. It could be a while until modding becomes possible, if at all, and we can’t make any promises at this time.

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    in reply to: Question regarding small fan program #6801
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    Keymaster

    Cool. Go right ahead as long as you don’t distribute your program with any assets (images, sounds, music, scripts, etc) that are part of the game. Good luck!

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    in reply to: Cohesion Bonus? #6777
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    Keymaster

    Yes, we read everything ;)

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    in reply to: About the Russian language in the game #6776
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    Keymaster

    Thanks for your effort! I’m sure some Russian speaking players will appreciate this.

    We’d like to support additional languages further down the road but won’t be able to do so anytime soon. Reasons are resource constraints and the game still being in a very fluid state where we constantly change out texts and try different things. The fact that many texts in the game are procedurally generated also doesn’t make translations any easier. No promises when or even if additional languages will be supported.

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    in reply to: Multiplayer? #6764
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    Keymaster

    Battle Brothers will be singleplayer only.

    The game is already very ambitious as is for so small a team, so we need to really focus on the game’s core experience and make it the best we can if we want this to turn into a great game that gets finished in a reasonable amount of time. Doing multiplayer right would have meant including it in game design and programming from the very beginning, which would have added a huge amount of work for us, ultimately to the detriment of other features as we spread ourselves too thin. Even without multiplayer there are lots of cool features we’d really like to add but cannot, at least for now, due to the time it would take.

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Viewing 15 posts - 751 through 765 (of 1,179 total)