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Sky
ParticipantIt most certainly should be.
Sky
ParticipantThe non combat personal, the reserve and other management related bonus stuff is something that was planned after the worldmap update. And that was two weeks ago. Wouldn’t be surprised if it all comes with an UI update together at a later date. As seen before, it is bugfixing and balancing time, adding in the remaining content based on the worldmap update (like more quests) then more fixes n balancing, and probably after that will come an other bigger update with more assets. Don’t forget that all the visuals have to be made and programming done with a team of three.
Sky
Participant0.6.0.14
I) Quest to a non seen city
Delivery to a city that is not shown on the worldmap. It is to the right of Wikstadt and is a small town, shouldn’t it be shown on the map? (after starting several maps seems like a design decision there are always “hidden” settlements. But then perhaps it should not give quests to settlements with unknown whereabouts.)
II) Noble houses owned settlements
As seen on the ss the red circle ones and the blue ones have a city far away from their cluster. It makes no sense and questwise it is very annoying. Especially the patrol quest.Attachments:
Sky
ParticipantThe thing with BB is that it already is a great platform for any setting. You could easily make it a sci fi futuristic alien battelfield, even a space game. You can get it back to the stone age with tribal warfare. Can change up the mercanaries with tanks for example or mechas. The core concept of BB is extremely strong, and can be reskinned, remodded, dlcd, cloned, etc. in anything realy. And it is fantastic. I’m more than sure if there will be modding aviable some heavy mods will come out. Giving new fresh breaths with every “remake”.
As for the non human races of the current BB setting. This question was asked in many forms and variables, from being able to recruit extra rare non human followers up to playing with different faction. If I remember correct the devs answer was always a full no, being too different of their artistic view of the game. Low fantasy world seen and experienced thru a human mercenary group. Even tho I’d like to see the other sides too, I can understand why it won’t be in the vanilla game or dlcs. And here comes the modding again, if it will be added with good enought mod support then anything is possible. I’d like to see the BB project to go on as it is done by the devs, with DLCs they have in mind, continuing the world they created. And at the same time I sure will welcome overhauling mods since that will make BB be a million games in one.
About the expansion content, there were some posts from devs about the first dlc being an arabic like setting. But that was over a year ago and lots of things changed since then so probably not valid anymore.
Sky
ParticipantIt could be eliminated if the house would have clustered cities. As of now, playing several maps there is always one or two cities that are further away while the closer ones belong to other house.
Sky
ParticipantHi,
I thought I’d mention it just in case you haven’t.You should post it in the bugs forums, it will be seen there for sure and way faster.
Sky
ParticipantAgree, the desertion needs more work put into it, more feedback of the characters state and opportunities to make them stay. They are “humans” aswell and they very well should understand that there might be times when there is no money. With food it’s a different story tho. The current desertion I think was not worked on since it’s not a widely spread thing, like I had one guy deserting me in 100 gameplay hours. There was not enought feedback to the devs about this, so people who experienced it or tested it in different ways realy should write it down and let the devs see.
Sky
ParticipantWas thinking about it too, you could easily start in flanking positions. But this is probably not an easy task to implement. Maybe if you join in an npc battle you could chose the spawn point yourself in a small window since you can get ready and positioned while they fighting it out.
Sky
ParticipantIt was bugged earlier that you can go roam like this but now it is fixed and only the road counts.
Sky
ParticipantSince it seems goblins are the number one enemies, let me give you some suggestions on how to deal with it, maybe you find anything usefull. These are the main directions I can think of from the top of my head. Don’t forget you can combine them.
-As already said, attack them on nights. All their range trickery will be strongly surpressed. Also you need no archers at night.
-Use dogs and nets just like they do. Dogs will hold them off, bind them, attackt their attention while you men can safely shorten the distance. Nets will hold them in place and not letting em to make space.
-Kite shields for the first row will make it a lot harder for the gobos to hit your men. Just go in a pyramid formation widest toward the enemy with shields.
-Use few assault guys. Light on the foot, easy to move dudes who can swiftly flank the enemy and make the archers move instead of shoting while your men slowly approach with shieldwalls.
-You can always make a sacraficial tank who will go a bit away from the main force and getting shot by the archers.
-Advance with the shieldwall ability up, slowly but surely.
-Rotate your guys who got poisoned or damaged all the time, spread the damage between the whole party instead of going head on.
-Separate in groups and flank, this will make their archers not to focus targets and move.
-Use the bushes, your men are invisible there. Whyle the bait moves back forcing their archers to pull in, the ambushers will eventually be in range to shorten the distance.
-Don’t fight a fight you not sure about.I had 6 brothers vs 13 Gobbo’s. I tried. I cried. I raged. I tried harder. Then I beat them.
Learn & adapt, it takes effort and patience, but you’ll get there.
Golden words, and you should try to max out your party as soon as possible. 1 more man is better than one weapon of armor earlygame.
Sky
ParticipantGood point indeed. There is a hotkey to center on the band already so it should be no problem if the zoom would go on the mouse or if centered on the band.
Sky
ParticipantAs it was said multiple times over and over, the UI is the last thing to be worked on. If the roadmap and goals are still the same then there are a lot of features not implemented.
From the current stuff that is in already I’d for example would like to have not separated menus for items and perks but to see them in the same window. It is an unnecessary clicking step that could be easily avoided. There is lots of room around. Also being able to move characters around, having the time gold and other items displayed aswell. Maybe even current job and some faction reputations. It is good to have them in different specific windows with more deep info, but a summary on the main management screen would be nice. The more info you have aviable the simplier it is to manage. The less clicks you have to do switching between windows (mostly stash/perks) the better it is.
Next is the town / recruiting / market / equipping items chain that is a bit of pain to press million buttons. You go get your recruits then you go check their gear stats figure out what to do with them then have to remember what you have to buy then go to market(then smiths) buy them and if some things are missing go in equipment equip things and see what else to buy then again to the items etc. That is a lot of clicking that can be aboided. It could be much more simplier if for example the town window would be moved to a side and the other would be the stash with brothers so you could manupulate them independently. This way it would be a lot more convinient. A good UI is a UI with maximum information and minimum busy work.
Sky
ParticipantHope the Ui gets reworked nicely. As of now it is very very basic.
Sky
ParticipantIt is definitely more wideranged now to the previous lvlings I had. Back then I rarely saw 1 and 2, now for me it goes the full range from 1 to 4. But there are stats like resolve fati and init that getting the higher grades all the time in my game while the attack and defenses getting mostly the lower ones. But, and it is a big but, playing at normal with low end backgrounds even with lower fighting stat increases there are not many things that can seriously challenge my team. Maybe the stat increase range should be dependant on the background so a warrior like guy gets more into fighting skill, while a monk more to resolve etc.
Sky
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