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Viewing 15 posts - 1,081 through 1,095 (of 1,179 total)
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    Keymaster

    Awww :)

    The link works for me. What image are you trying to embed?

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    in reply to: Weapon carrying capacity #1986
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    Keymaster

    I’m of the same opinion. This is a point where gameplay and usability are more important than realism, and even then, the realism point is debatable if we’re talking two-handed weapons in general. It’d be confusing to have some weapons be placeable in the bag but not others for reasons not necessarily transparent to the player, and as GOD pointed out, we’d kill off some interesting tactical options that are just now evolving. I don’t really get the fascination with carrying around 3 Billhooks to begin with, but I don’t see it as unbalanced in any case, which would be my primary concern. If we were to implement that fatigue penalty described above it would mean that while some guy could in theory carry 3 Billhooks at the same time he could hardly fight anymore, which works for me.

    I’d personally go with reducing the slots to 1/3 at this time and possibly introducing the fatigue penalty unless you guys have an even better idea.

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    in reply to: A couple of questions #1979
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    Keymaster

    Will the game eventually be translated into German, French, Spanish and so on? I’m particularly interested in a German version.

    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. *If* we add support for additional languages, German will be one of them for sure, as we’re German ourselves.

    If you buy the game right now, do you have the option of waiting for a DRM-free version to become available before making use of your purchase? That is to say, I want to support development, but I vehemently dislike steam (especially with what they’re doing to modding right now), so a way of supporting you by buying the game, while being able to wait for a DRM-free version to become available, would be ideal.

    No, sorry. The game will be playable on Steam only for now, and what you purchase is a Steam key. While we want to have a DRM-free version eventually, it could take a while.

    Do you have any rough estimations on how long the game will be in Early Access?

    We estimate to be in Early Access for approximately one year.

    Are there any plans of trying to get on GoG after Early Access? I remember you mentioning looking into platforms that don’t have DRM on the frontpage. Is GoG one of those?

    Yes, once the game is done we’ll definitely contact them.

    Will there be a retail version? I’m guessing not, but I would much prefer something like that to purchasing it online. Preferable in a nice box. With a manual. Oh, and a stylised, early-medieval cloth map while I’m dreaming.

    Unlikely.

    Really looking forward to the finished product (with all the expansions, of course) with the the game really shaping up to have grit, without resorting to grimdark.

    :)

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    in reply to: Strategic map. #1978
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    Keymaster

    I was thinking less bandits and more how the player deals with a crisis. Short term loss or gain versus your long term interests. In this case: taking the financial loss, taking a reputation loss, or harming your long term interests. So running out of places to restock if you keep doing it would be exactly the point, while continuously taking reptutation hits would also practically end your game since no one will associate with you.

    I know, and I quite like your example. That general idea of the player having to make tough decisions with logical (and somewhat randomized, for the sake of replayability) consequences is exactly where we want to go with the coming event system. This will also afford the player actions of less than exemplary morals – though to what extent exactly is still something we need to figure out. Sorry that I can’t answer more thoroughly to your very comprehensive suggestion, there’s just a lot going on right now.

    But restocking now is fairly easy.
    Food is plentiful and cheap and you can get enough money from fetch quests.
    There is no reputation or fame now so now it will be just choice of slaughtering few peasants to steal their food and few crowns.

    Indeed, it would require the introduction of a reputation mechanic first. Like you said, we might want to go with 2 values here. A ‘business reputation’ and a ‘moral reputation’. People might hate/fear you for the atrocities your men commit and not agree with your methods, but you might still be their best shot at getting a job done.

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    in reply to: Strategic map. #1975
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    Keymaster

    Basically the game will always be about managing a mercenary company at its core. It’ll never become about managing a group of bandits/outcasts, as this would require quite different game mechanics to really do it justice. However, how exactly a mercenary company should behave in a gritty medieval world is quite open to debate. Here is an interesting thread with some ideas on where we could take this in the future, including some shady contracts that would involve raiding caravans.

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    in reply to: Weapon carrying capacity #1959
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    Keymaster

    Also adding visible slots with items inside backpacks so people know what soldier carry and for fast switch without switching view to inventory will be great.

    Makes sense to me. That particular placement wouldn’t quite work out because the character names are too long, though. We’ll have to focus on bugfixing and tweaking the game for the next two weeks or so, as I’m quite sure a bunch of problems will now appear that our fairly limited group of testers has never experienced before. Once the dust from the release has settled a bit, we can look into it.

    BTW Any chance for consumables?
    Like bottle of vodka to boost morale(with some penalty) or bandages to stop bleeding?

    Well, we won’t have common consumables like vodka or bandages. Bandaging wounds in the middle of a medieval battle feels quite a bit off and would break the feeling of fast and deadly combat for us. Healing, or even just stopping the bleeding, is something to do outside of combat on the worldmap. That said, we may add some less common consumables in time. If there’s ever a magical ‘healing potion’ in the game, it won’t be one bought in a shop, but a very rare item gotten via some quest or so that you’ll have to think very carefully about when to use.

    Could Battle Brothers start with one bag slot? The perk that doubles your bag slots isn’t that tempting at the moment, because two slots are enough, and having four is overkill.

    I’m inclined to agree. As with the suggestion by Sarissofoi, it’ll have to wait a bit until we can get around to handling this.

    BTW Can you carry spare quivers with bolts/arrows?

    Yes.

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    in reply to: Weapon carrying capacity #1946
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    Keymaster

    What Jago said. We also want to look into that whole bag issue again at some point and decide if and how we can improve it further. Having some items take up more than one slot would require a complete rework of the whole item/inventory system – not sure if that’s worth it. Having items in the bags instead have a fatigue penalty might be an easy solution to dissuade players from carrying around 4 super heavy somethings.

    Jago, your idea of granting weapon specializations as traits to characters that used certain weapons exclusively for a long time is great. That’s roughly the direction we were thinking about going as well, while keeping the perks that can be selected upon levelup a bit more general in nature.

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    in reply to: More suggestions/questions #1943
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    Keymaster

    Changed it.

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    in reply to: More suggestions/questions #1941
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    Keymaster

    I actually had that same thought about the icons as I watched one of the Let’s Play videos today. We’ll look into it. Same for the keys.

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    in reply to: Some thoughts. #1936
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    Keymaster

    Thanks, glad you like the game! :)

    Given the fantasy setting, would it be inappropriate to have some low level cleric and/or magic users, either as characters or as traits? I would see clerics as being healers who could speed up the existing healing process with, maybe, in-combat healing being included on a very limited basis (neither healer or healed being in contact with the enemy, for instance).

    We want to have non-combat followers eventually, tending to the logistical needs of a mercenary company. This would likely include some type of healer helping your injured Battle Brothers to recover faster and from more serious injuries once we add a more complex injury system in the future. Healing in combat is something we want to avoid, as in our opinion it would very much break the flow and detract from how bloody and deadly battles are right now. We may add one or two very rare legendary items with magical healing properties eventually, but that’s about it.

    Handguns could be an interesting weapon type to include. Slower to load, perhaps taking two turns and not very accurate other than at short range. They would nevertheless be potent, particularly against heavy opponents, as they would bypass armour protection, which was how they were used historically in this period.

    Not planned for now, as we’re focussing more on the early to mid medieval times. You’ll notice that we don’t have any real plate armor, either. Still something that might possibly make it into the game at some point in the far future.

    There are night and day effects already. Any weather effects? – fog and heavy rain come to mind with both closing down range of vision and rain causing reduction in movement rates due to mud -something a hedge wizard might be able to assist with.

    We have a few weather effects already (it’s raining in the ‘Defend the Hill’ scenario of the combat demo, for example), but they’re purely cosmetic for now. We want to add more weather effects in time, depending on where in the world you’re at, and also have them have actual effects on gameplay, like you said.

    I know this is called Battle Brothers but no battle sisters? Pretty much every fantasy setting has female warriors and there certainly was a limited amount of them historically.

    Resource constraints forced us to go without them for now. They’re planned but I can’t tell you when they’ll make their way into the game. Here is a preview of how one might look.

    Someone suggested having the option to create a lead character, which you rejected for good reasons but it would be nice to be able to choose one of the starting trio from the list available. That way, I could have my captain as, say, a failed nobleman rather than having to choose between three backgrounds that I may not like. Not a big deal but it is supposed to be about ‘my company’ and this would enhance the RPG element IMO.

    We may add some kind of character generation at the start of a campaign eventually, it’s come up now and again in discussions. However, it’s pretty low on our priority list for now as there are so many more things we want to do with the game.

    Each side would get a small number of action cards, selected randomly, from a larger deck which would have the chance to influence actions and events in combat. The cards would only have a percentage chance to come into effect when played but could, for instance, alter a poor outcome or reinforce a good one; delay an opponents turn or pull back a routed comrade and so forth. This mechanic would sometimes allow ‘off the wall’ events to happen which could not easily be accommodated in the normal combat system – like a one-off super shot from a missile weapon or a very poor brother taking down a very powerful enemy.

    I don’t believe the concept of action cards would fit with our design. The things you’re describing are already possible without the use of action cards.

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    in reply to: Morale impact for arrow "near misses" #1882
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    Keymaster

    I believe archers also aren’t all that effective in the combat demo because of the prevalence of skeletons who have a 80% resistance to ranged weapons. It’s less of an issue in the actual game because there are more types of enemies, as well as some perks that make it easier to use ranged weapons even when firing at targets engaged in close combat.

    I’m afraid a hit to morale for being missed wouldn’t fit in well with how morale currently works in general.

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    in reply to: Suggestion for a new ability #1879
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    Keymaster

    I’d also like to chime in ;)

    That aspect of one character protecting another did survive in the ‘Shieldwall’ skill in that multiple adjacent characters using shieldwall give an additional defense bonus to each other, since those guys are now interlocking their shields. This makes a shieldwall stronger, the more people you put together. And it feels pretty authentic to me in the way that works.

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    in reply to: Paul´s Art Corner #1873
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    Keymaster

    Yes, it’s something I’ve wanted to experiment with for a while. No promises on whether it ultimately ends up in the game, though. And no idea yet if you’ll actually end up needing torches or if it’ll be just for ambience.

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    in reply to: New Names Suggestion #1858
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    Keymaster

    Hugo is still in, of course :)

    I do like your suggestions, Asterix. In fact, some of those names already are in the game.

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    in reply to: New Names Suggestion #1838
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    Keymaster

    Thanks for the suggestions! We’re continually expanding the list of names and also removing the odd one here and there that turns out not to fit with the concept of our world as we flesh it out more. The Let’s Play series is on an older build from April 2nd and so, unfortunately, doesn’t quite reflect the recent state of names in the game.

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Viewing 15 posts - 1,081 through 1,095 (of 1,179 total)