Forum Replies Created
I changed it for myself to make it a little more interesting. I shortened the range of vision it grants from 12 tiles to 5, bringing it more in line with the description of its ability (“Release the falcon to see over nearby obstacles” paraphrasing btw), and I’m going to allow to to be used twice in a battle. Maybe 3 times.
This way, it stops just being this thing which effectively means you start every battle with +12 vision around you, and becomes something that you really want to have when fighting in a forest or swamp.16. October 2020 at 01:57 in reply to: The ending text for winning an endgame crisis is a downer #27310
Either way, there’s definitely a disconnect with how many players experience and want to interact with the game, and how Overhype views it being played
Yes… I’ve vaguely felt that to a certain degree for a long while, too. I guess that’s why I mentioned that I thought the text might’ve been a remnant of when BB was still young. I think it’s just the nature of BB’s development, in that I don’t think the devs ever intended for it to snowball and become as big and beautiful as it is. Maybe that’s where this ‘disconnect’ comes from.11. October 2020 at 21:18 in reply to: The ending text for winning an endgame crisis is a downer #27299
I realise that maybe the ending text isn’t a ‘remnant’, and the game really is still meant to be as short as 2 endgame crises… my point is just that the player may prefer to live in denial of the coming end.
As a side note, why can’t you guys make the dang game longer, man! hahaha… No, really! The biggest appeal of the game (in my eyes) isn’t the winning and replaying and winning and replaying. Ney! It’s the experience of building (and rebuilding [and rebuilding]) a mercenary company, the trials and tribulations, the losses and the sacrifices. I want to steep myself in one campaign for a really long time, long enough for it to develop a real stinky flavour; long enough for lots of different things to happen.
I’m not saying that the game should last for 1000 days… I’m saying that everything you’ve created, the world, the mechanics, the locations. It’s enough to warrant a longer campaign! I would pay any number of sheckels for a BB ‘extended mode’ or whatever ;P. Anyway, sorry. This was a bit of a greedy rant, but it’s what I feel most strongly about with BB right now.11. October 2020 at 21:04 in reply to: When a brother levels up, have it upgrade all stats +1 inherently. #27298
Another instance of shots not being blocked when you’d imagine they should
New issue where my polearm guy somehow got glitched during a fight and wasn’t able to attack anymore. Other polearm guys were fine :D
The only thing of note that happened to him in the battle was that he got attacked (it missed) by an Ancient Honour Guard’s Reap attack.
Ignore previous post regarding my polearmer not being able to attack. I just realised that it’s because he can’t actually see past 1 tile in the dark. He is wearing a helmet, he has the night blind trait, it’s night time, and he also lost an eye in battle. There you! hahahaha
edit: Regarding the Scavenger retinue guy, when in battle with other allies (town militia, noble forces), do you get scavenged tools from enemies you don’t land the killing blow on?
edit: Flagellant option for Filly Fiddler event text format is bugged, with a typo https://imgur.com/ShyTWJ95. October 2020 at 09:10 in reply to: Add in a few AI routines involving standing their ground #27267
I’d just like to add another example onto this. The image is (messily) annotated.
I don’t believe (I also don’t KNOW) that this would take much manpower in order to ‘fix’. This could all be avoided if defending enemy parties simply wouldn’t charge the attacking player if they didn’t need to.
And similar to my suggestion about sidegrade weapons and ways to make them fill small niches using % proc chance to actuate mechanics, you could use proc chance here to give AI parties a chance to retreat if they’re weaker than the player & the player is just flinging arrows at them.
A % chance is necessary because it would prevent feelings of fights becoming overtly predictable, and act as a vaccine to cheesy strategies, which are enabled by predictable AI routines.
I really get the feeling I’m missing something, but I’d like to post it here anyway because it doesn’t seem to add up to me.
This AI archer was able to target one of my brothers who was hiding behind a tree which stated that it ‘blocked movement and sight’. Usually, the times an AI has been hiding behind a blocker, it has prevented my targeting them. Have I got it all wrong?
Another possible bug (or I’m possibly stupid) a ranged shot not seeming to be blocked by something that I would’ve thought would.
Send your log, screenshots and problem to their email
Added another photo. Pertaining to the description of the alp item ‘Petrified Scream’.
“Carrying this around may cause bad dreams and bad night’s rest”. I’m not 100% sure, but I think ‘and bad night’s rest’ is incorrect English! It should either be “…and a bad night’s rest”, or “…and bad nights of rest”.
An event occurring where (I’d assume) it shouldn’t. The even was the one where you find a man cutting a hole in the ice, and you have the choice of inviting him to your campfire for the night. He says things like ‘I’ve been down south, I know what your kind thinks of us northerners’, so it does break immersion a little bit to have it activate so far from any snow or ice! (A nice bit of story writing, by the way)
New picture. Tiny lil’ typo with the 2h Flail’s ‘Thresh’ ability text.