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Viewing 15 posts - 886 through 900 (of 1,179 total)
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  • in reply to: Questions, Feedback and Suggestions #4778
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    Keymaster

    Are more hairstyles planned? I saw one mercenary with this hilarious Cossack style mustache and only the hair style was missing. Would be fun if that was possible.

    Yes, more hairstyles, faces, beards and stuff will eventually make their way into the game.

    Are more professions planned? Perhaps you could add like a “foreigner” type profession? Like 13th warrior style. Or even a cossack or I don’t know heathen/pagan? Maybe a pirate but not the Caribbean one but more of the viking type one. Anything that works well with the time period.

    Absolutely, we’ll keep adding backgrounds.

    I would suggest to expand the descriptions as “more bandits, beasts of higher lvl at the beginning of the game” or something like that. Can’t remember if the amount of starting gold is mentioned… I was also hoping to find a “how the game is meant to be played” at normal difficulty.

    Hard difficulty does not make for higher level opponents, so the suggested description wouldn’t be true. Less starting funds are already mentioned in the description.

    Also the amount of warewolves that I encountered was a bit absurd. I kept running around from one guard post to another. Had to fight off like 5-6 packs one after another and then finally I got surrounded by like 2 orc parties and that’s how my best run ended which took like 20-30 restarts to even get through the first fight without huge losses 😀 So yeah… it seemed a bit excessive or I was doing something wrong.

    Difficulty can be very uneven currently depending on how the world is generated. This should be smoothed out a bit with the coming worldmap rework.

    I felt like yours as the player and the 4th founding member presence is quite lacking in the actual game. I understand that allowing people to customise a founding member would be OP and not in line with the game but what about at least allowing people to design the world map piece? That could be the personification of the player. At least allow to choose a gender. I know I would love designing my own little Battle Brothers piece. People would start using that as their avatars for sure 😀

    As mentioned elsewhere in more detail, we’re toying with the idea to allow the player to create a non-combat avatar. It’s a low priority feature, however.

    Have you considered adding pavise in the game? That’s a type of shield that is known even from like Homers Iliad times up to the 15th century at least. Initially it was used as cover for archers and crossbowmen but I know the type of shield from Lithuanian (I’m Lithuanian) history as a smaller version of the pavise was used by knights since it freed the shield hand and allowed to hold on the reigns with both hands or at least with one hand when they had the sword out. Also it’s in a few county flags as well.

    Yes, we’re considering it along with a bunch of other medieval weapons and equipment that may make its way into the game.

    Environmental changes When I was running around from one guard tower to another I had to go around a huuuuge forest if I wanted to reach these different towns. Or… Or I could just cut a lil corner through the forest and save a lot of time. What annoyed me is that I almost never went the long way around if I didn’t need to run into a patrol unit so I went through the forest sooo many times but a pathway never developed :(

    We’d indeed like to have the environment change dynamically to some degree to reflect events on the worldmap. It’s unlikely this will include pathways developing where the player crosses forests, however.

    And lastly, I would love to see a roster of my fallen brothers like in Darkest Dungeon cemetery. Like I suggested before perhaps if they came back to life it would trigger a quest for you to put them out of their misery etc. Or maybe burn the area so that other brothers don’t come back to life.

    A sort of memorial wall / graveyard is a planned feature.

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    in reply to: Medallions? #4759
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    Keymaster

    Accessories, such as amulets, are not in the game yet.

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    in reply to: Real Value of Ranged Brothers #4742
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    Keymaster

    If anything I’d like to see the AI try to shatter shields when they have numerical superiority. Because as of right now they tend to avoid shield splitting past a round shield type (unless they are Orcs, but even then it’s a very rare occurence). This should make scenarios like a lone warrior surrounded by half a dozen of zombies with axes more dramatic as shield will break and he’ll be overwhelmed at some point.

    They actually already do that, but perhaps not by enough. The likelihood of going for the shield is increased by 1.25^n, with n being the number of allies surrounding the target, i.e. one ally adjacent increases the chance by 25%, two would increase it by 56%, and so on.

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    in reply to: The Berserker perk #4741
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    Keymaster

    Good chance this is finally solved. Guess I’ll have to wait and see now if it works fine for everyone after the next update hits.

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    in reply to: Utility perk "Fearsome" #4711
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    Keymaster

    It always triggers a morale check for the enemy hit. Whether that morale check then results in the enemy’s morale dropping depends on their resolve – which differs between different types of enemies, naturally.

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    in reply to: Offense Perk "Head Hunter" #4708
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    Keymaster

    1) Yes.
    2) No, you can switch targets without resetting the effect.

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    in reply to: A Nimble Nerf #4630
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    Keymaster

    That’s an interesting approach. However, we’d like to wait with balancing changes for the Nimble perk until we have established ranged enemies as more of a threat in the game. The main issue with the Nimble perk is the very specialized swordmaster build currently that, while nearly untouchable in melee, would be relatively helpless against ranged enemies or enemies that may be able to switch to secondary ranged weapons at will, like javelins.

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    in reply to: Decapitate insta-kills #4629
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    Keymaster

    Are you sure it happened like this? An Orc Young is not supposed to decapitate people with 300 head armor in a single hit, and the Decapitate skill is not supposed to increase damage vs. armor, only vs. hitpoints. Decapitations (with or without the skill) don’t trigger an insta-kill, it’s the other way around; if a character is killed, there’s a chance this is portrayed with a fatality of some kind depending on the skill that killed him.

    So, if what you described did indeed happen like this, it’s a bug. The more information you can give about how to reproduce this, the easier it’d be to fix this, since we’ve never encountered this before ourselves. Thanks!

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    in reply to: Any infos on the new level up system yet? #4624
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    Keymaster

    Yes, cancelling will also undo your selection.

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    in reply to: Any infos on the new level up system yet? #4567
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    Keymaster

    I didn’t say we’d remove the random element on levelup. We will, however, change the way those stat gains are determined in order to eliminate an exploit with saving and loading the game repeatedly, and for that matter to allow for a cancel button on the levelup screen.

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    in reply to: trait Optimism #4553
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    Keymaster

    The Optimist trait does not increase resolve itself. It just puts a +5 bonus on top every time the dice is rolled for a positive morale check. This is not cumulative and will always be a +5 bonus.

    Resolve does not increase by killing enemies, with our without the trait, so the answer to your question is yes.

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    in reply to: Utility perk "Fearsome" #4551
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    Keymaster

    Normally, a morale check is only performed when the individual getting hit actually loses hitpoints from the attack. However, if the attacker has the Fearsome perk, a morale check is also performed if the individual merely sustains damage to armor. This does not guarantee morale dropping, but it makes it more likely. You can experience this effect in action when fighting Fallen Heroes, because they have this perk as well. It’s working as intended.

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    in reply to: trait Optimism #4550
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    Keymaster

    As the description says, it grants a +5 bonus for all positive morale checks, i.e. those determining if the morale state should be upped. This means that optimistic characters have a higher chance to gain morale (e.g. changing from stable to confident) on events such as slaying an enemy or seeing an enemy slain by an ally. It is working as intended.

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    in reply to: Faster combat #4531
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    Keymaster

    I’ll add an instantaneous movement option.

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    in reply to: Demo black screen at launch #4390
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    Keymaster

    Wow, that’d odd.

    I’m not familiar with all the software you installed, but I’d try disabling or deinstalling for the moment any software that might prevent other applications from being executed, or might remove components of other software. Just from the sound of it, “Spybot – Search & Destroy” would be one such software.

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Viewing 15 posts - 886 through 900 (of 1,179 total)