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Viewing 15 posts - 961 through 975 (of 1,179 total)
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  • in reply to: Inventory counter not updating #3775
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    Keymaster

    Fixed.

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    in reply to: Localization #3760
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    Keymaster

    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 here.

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    in reply to: Sky's bug heaven. #3759
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    Keymaster

    Update .38

    I) Confused Werevolves

    As shown in the ss this three groups are chaoticly jumping inside the circle. At night one of them wandered off to north east, the other two were still running aroun till next morning when the orc fort spawned a unit and they followed it south west. Not a big issue but might result in some wierd behavior. After defeating the camp, the spawned orc army stopped at where the arrow points and started to move north east while the two werevolves started their dance again at the arrows point…

    Probably fixed.

    III) Hidden in plain sight
    As mentioned earlier about the bushes that not all of them give “Hidden” here is an opposite example when a simple tile gives the “Hidden”. Since there is a bush next to it guess it simply slided one hex, this could explain both.
    PS. Its actually a territory as shown in 2nd ss. Tho only one tile has a bush.

    Fixed.

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    in reply to: Weird pathfinding in battle #3757
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    Keymaster

    Fixed.

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    in reply to: Recognising elevation #3740
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    Keymaster

    The tooltip already tells the level of elevation in the top left corner. There’s probably more we can and should do to make terrain elevation a bit clearer to see in the long run, but it’s not a high priority task for us right now. The Defend the Hill scenario is an extreme case made specifically for testing usability issues with height level differences.

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    in reply to: Problem #3723
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    Keymaster

    Fixed.

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    in reply to: Weapon durability #3722
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    Keymaster

    Different qualities for weapons was something we were discussing a while back, but we’ve decided to go instead with distinct tiers for every weapon type. So instead of having a Masterwork Handaxe with a few points more of damage or similar miniscule differences, we’ll have a clear progression from Hatchet -> Hand Axe -> Fighting Axe where it’s very apparent from just looking at the weapon how good it is. You’re equpping 12+ people in this game, so comparing a dozen items looking almost identical and having only very minor differences probably wouldn’t work out to the player’s favor in the long run. If you take into account the fatigue costs, it may even make sense to deliberately go with lower-tier weapons as backup as not to overly burden yourselves, just like you wouldn’t necessarily go with the heaviest of armors all the time. There are quite a few gaps in weapon progression currently in the game but we’ll fill them up as we go along.

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    in reply to: Congrats & (Minor) Suggestions #3702
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    Keymaster

    We’d like to support modding eventually. However, our resources are limited and our priority is in creating the best possible core game first. It could be a while until modding becomes possible and we can’t make any promises at all at this time.

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    in reply to: Support on strategic level #3652
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    Keymaster

    We’ve just implemented that parties on the worldmap actually get slower the larger they are. Like you said, this makes it a bit more feasible for the player to outrun large armies, especially at the beginning. Also, AI parties are now less likely to chase each other forever, as one will either catch up in time or the other will lose the party chasing it. It’ll be included in the next update.

    Not unlike Mount & Blade we also want to introduce parties on the worldmap leaving footprints. This allows the player to both track down parties and follow them back to their base, and to stay clear off of larger parties in the vicinity without them needing to be in visual range.

    Finally, as others have already said, we the way we’ll go about worldmap utility upgrades is probably with non-combat followers, not by making the player decide between combat and non-combat perks for Battle Brothers.

    I really enjoyed Expeditions: Conquistador btw.

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    in reply to: Quest already done available again #3650
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    Keymaster

    No, it’s not.

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    in reply to: Congrats & (Minor) Suggestions #3649
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    Keymaster

    All of those things are planned. Also, cool avatar. I have it as a poster on my wall. Glad you’re enjoying the game! :)

    Edit: Sniped :(

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    in reply to: Weapons duralbity question #3647
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    Keymaster

    The skill used has no bearing on weapon durability at the moment. The cost is always 4 points of durability or 2 with the Weaponmaster perk. Weapons don’t take damage against unarmored or very lightly armored opponents (wearing just cloth armor and such).

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    in reply to: Derethor's Idea dump #3613
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    Keymaster

    That’s a planned event, in fact.

    Yeah, showing broken weapons on the ground would be cool, but we’ll need to create the assets for this first.

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    in reply to: Weapons duralbity question #3609
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    Keymaster

    The difficulty level has no bearing on weapon durability.

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    in reply to: Cannot start the game #3602
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    Keymaster

    The external UI library we use times out for you. Try disabling any anti-virus program you have and/or try running the game with admin rights.

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Viewing 15 posts - 961 through 975 (of 1,179 total)