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Topic: Paul´s Art Corner
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Tagged: Universal Mod at Battle Brothers
- This topic has 1,775 replies, 175 voices, and was last updated 11 months, 1 week ago by Zaxxsel.
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22. July 2016 at 20:05 #16248Holy.DeathParticipant
It’s not an Alien. It’s a skeleton. If anything I would get rid either of a snake or a dragon as it gets redundant – snakes were used to represent dragons and in Christian symbolism both represented evil (keep in mind who made the Eve eat the Apple from the Tree of Knowledge of Good and Evil).
23. July 2016 at 21:08 #16261CubaParticipantas they say “on taste and color all felt-tip pens different” (an introduction to the Russian proverb “the taste and color of comrades there”) to everyone that will like it. Moreover, it is difficult to say how it will look in the game with fewer pixels. So I will say for myself. These are sketches of, say : 11 the sword the extra “load the picture”. greatsword looks better or as in the first embodiment with a spear.
10 seems not very interesting, but people who play RDD-team should enjoy ( it is clear that not flawed, but let’s support the shaft of the bow would look over. (inverted))
1,6,7 dyed outlines, “the idea in the air.”) and so really depends how it will look in game format “a few pixels”2. August 2016 at 13:47 #16427Love GunParticipantHey Paul,
I was digging through some older posts and had a look at these pictures again:
camp-objects
camp-objects2That raised some questions:
How will the combat objects influence the units’ movement possibilies; will they all just block the tile they occupy or will objects where it makes sense (e.g. bedroll, crosses, grave with tombstone) still allow units to step on it?
Will some of the objects work like height level modifiers (e.g. +1: table, the big heightened grave stone; -1 the dug grave)?
Will the stone walls be crossable, like one can jump over them, if the opposing tile is not occupied already by a unit or another object, but cannot stay on their tile? (Could be an interesting mechanic)I noticed, there are two “water tiles”. What’s the deal with these; are they just puddles and thus cosmetic or do they have an impact? (Do they possibly have something in common with my idea for water tiles: http://steamcommunity.com/app/365360/discussions/2/364042262872090117/#c492378738692697893 (for ease of use, I’d recommend to press ctrl+f and type in “water tiles”))
Are the new banners supposed to substitute or complement the current mercenary banners (the ones when creating one’s company?)?
Haven’t you worked on a banner creation system some time ago? What happened to it; or was it meant to be used by the noble houses only?2. August 2016 at 15:04 #16428PsenBattleKeymasterThe whole object topic has been pushed back by our injury system/perk rework so we are not actively working on it at the moment.
How will the combat objects influence the units’ movement possibilies; will they all just block the tile they occupy or will objects where it makes sense (e.g. bedroll, crosses, grave with tombstone) still allow units to step on it?
Big obejcts will block movement, small or flat objects (like bedrolls etc) will not.
Will some of the objects work like height level modifiers (e.g. +1: table, the big heightened grave stone; -1 the dug grave)?
Funny idea, we will see if that works out or if its not practicable.
Will the stone walls be crossable, like one can jump over them, if the opposing tile is not occupied already by a unit or another object, but cannot stay on their tile? (Could be an interesting mechanic)
I agree that sounds like a fun mechanic. I also read up on your water tile ideas and I think thats something to put some more thought into.
Like I mentioned at the beginning we first have to finish our next big update. When the time comes to really implement all the combat objects we will consider adding appropriate gameplay mechanics where it makes sense.Are the new banners supposed to substitute or complement the current mercenary banners (the ones when creating one’s company?)?
Haven’t you worked on a banner creation system some time ago? What happened to it; or was it meant to be used by the noble houses only?The new banners are supposed to take the place of the current ones. Bear in mind that what I posted is only the first iteration and quite some time and work will be invested before any of us sees the final “banner system” for the player.
I have been working on a “banner creation system” as a proof of concept. By now I think it would not work the way I designed it back in the day as it only applied heraldic rules and the mercenary banners should feature a distinct look.In theory it would be possible to create a banner creation tool for the player, but we still have to see whether it would be worth the time and effort in the end.
To give you a quick update, I already paused work on the player banners again to paint new icons for all the reworked/added perks and to put some finishing touches on the injury system as well as the named weapons.
Cheers!
2. August 2016 at 19:30 #16431HansParticipantHi Paul, i bring you some inspiration… pictures below are from Houska, castle in central Czech rep.
2. August 2016 at 19:33 #16432HansParticipant…
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3. August 2016 at 02:31 #16438SarissofoiParticipantPsen are you gonna make some mid tier Cleaver? The position is lacking. Just pointing that there are actually 2 very similar in stats weapon(Short sword and Falchion) so maybe Falchion can be made some a cleaver or sword/cleaver mix? Kinda like scramasax is a sword/dagger mix.
3. August 2016 at 10:43 #16440PsenBattleKeymasterPsen are you gonna make some mid tier Cleaver? The position is lacking. Just pointing that there are actually 2 very similar in stats weapon(Short sword and Falchion) so maybe Falchion can be made some a cleaver or sword/cleaver mix? Kinda like scramasax is a sword/dagger mix.
Good observation. Just a week ago we adressed this issue. We moved the Sax to the Tier 2 Cleaver position as it is a slashing weapon anyways and was never meant to work like a dagger. On top of that we adjusted a lot of stats for the weapons to have a smoother progression from t1-t2-t3.
The Falchion also feels a little awkward in the sword position. We will think about if we move it.Cheers!
4. August 2016 at 16:38 #16446SarissofoiParticipantPsen are you gonna make some mid tier Cleaver? The position is lacking. Just pointing that there are actually 2 very similar in stats weapon(Short sword and Falchion) so maybe Falchion can be made some a cleaver or sword/cleaver mix? Kinda like scramasax is a sword/dagger mix.
Good observation. Just a week ago we adressed this issue. We moved the Sax to the Tier 2 Cleaver position as it is a slashing weapon anyways and was never meant to work like a dagger. On top of that we adjusted a lot of stats for the weapons to have a smoother progression from t1-t2-t3.
The Falchion also feels a little awkward in the sword position. We will think about if we move it.Cheers!
Greetings Psen and thanks for answer. Nice to see progress going.
Personally I would prefer to see Scramasax as some sort cheap basic sword(slashing weapon) than a cleaver, sort of starting/peasant weapon. Falchion being a cutting weapon would make more sense as a mid tier cleaver. Just my 5 eurocents.
Are plan to make or already make some other missing weapon tiers? Like mid tier hammer, heavy human xbow, long spear(2hand 2 ranged bastard pike/spear weapon) or quarterstaff for travellers(and as a cheap version of 2ranged 2 hand weapon?)? Also I would ask if you plan make some named/unique weapons sets for goblins and undead? As far as I can see you will make some undead weapons for skeleton faction but are they gonna get some specials? It would be nice to grab some ancient cool looking stuff.
Also are you gonna add some 2 ranged melee weapons for Orcs? Giving them some long sticks could really lead to some interesting battles.About balancing things. Are you gonna review and balance units?
Current AI is working but sometimes it isn’t working well. Changing some units equipment or perks would fix or at last patch some annoying problems.
-travelling peasants, it just flavour but its irks me that they are unarmed in such world, at last give them some sticks, knives or quarterstaff. Giving them some Rocks(throwing weapons) would be great thing to prevent their AI to rush to their deaths or run and block player(and then die)
-peasant militia, again flavour but its really irks me that all peasants are poor with sticks and rags, they should have at last some decent tier cloth armour and shield and some weapons(not juststicks or knives)as they actually posses or rent land and are worth enough to not waste their life, simple poor drifters with no land or obligations run, the men who need to protect their property and families are actually worth enough to arm themselves well
-caravan hands, it would be make more sense to give them a ranged weapon(shrotbow or a light xbow), again the rushing to their deaths problem solved and it would force hostile AI to charge caravan rather than sit and wait(which is annoying when it happen) it would add more fluidity to the escort missions
-caravan guards could get some bonus throwing weapon as it would synergy well with now ranged caravan hands
-removing rotation from a Marksmen bandits, it not work well, as Marksmen often rotate and then switch to melee and try engage again(lost turn), giving them footwork would be more sensible(and cause more problems for the players, hehe).
-bandit Marksmen could be switched into two categories(low tier like current with low/mid ranged weapons and, and higher tier better but still light armoured and with 2 ranged melee as backup weapon to cause them pose more threat at night)
-adding 2 ranged melee for Young orc would make them fill more roles on battlefield
Hope to see update sooner than later but take your time and bless us with more of your art.
Cheers5. August 2016 at 10:19 #16449PsenBattleKeymasterAre plan to make or already make some other missing weapon tiers? Like mid tier hammer, heavy human xbow, long spear(2hand 2 ranged bastard pike/spear weapon) or quarterstaff for travellers(and as a cheap version of 2ranged 2 hand weapon?)?
We are not working on these weapons right now, but I guess we will have another round of “filling gaps” some time before release.
Also I would ask if you plan make some named/unique weapons sets for goblins and undead?
I am not 100% sure about the goblins as they already have the spiked impaler and some other fun stuff to loot. We will set our focus more on unique human equipment which will also enhance the “Mercenary” look of your troupe. But to be honest I can’t say right now.
All new skeleton weapons will have their own characteristics and will be usable by the player. We will see if its neccessary to have named variants on top of that.Also are you gonna add some 2 ranged melee weapons for Orcs? Giving them some long sticks could really lead to some interesting battles.
Orcs will only use close combat weapons as opposed to the goblins. I personally like that they have such a distinct fighting style and I dont want to blurr the border there.
About balancing things. Are you gonna review and balance units?
We will constantly do that. At the moment we are implementing new features which will be followed by an extensive period of playtesting. Most of the things you mention would be part of the worldmap balancing.
Adding stuff to the worldmap and making the systems work better together would be the next bigger step on our agenda.Cheers!
5. August 2016 at 19:04 #16462DanubianParticipantAny plans to expand currently existing factions? As in adding new tiered NPCs (with different equipment and stuff)?
It would add a lot to diversity (for example different bandit groups having different unit composition acting differently etc).
5. August 2016 at 22:31 #16464SarissofoiParticipantThanks for answers Psen. Greatly appreciated.
6. August 2016 at 04:57 #16465AdamTheGreatParticipantI know they made their appearance a few days ago, but the skeletons look terrific! I like their Germanic barbarian feel. They also seem much older and yellowed, rather than nice bleached bones.
6. August 2016 at 15:07 #16466Harry_KrishnaaParticipantHey Paul.. nice as usual the new Icons etc…
I got a question… I miss the two handed Sword and Warbrands at the new weapon perk icons !?
may be you can explain a bit pls?
it is :
Club, FLail, Hammer, Axe(one and two handed?), Cleaver, Sword (warbrands + two handed?), Dagger, Pike (polearm?), Spear, xbow, bow, throwing, . ???also i think it would be nice to have a shield special perk in this weapon-perk tree.
7. August 2016 at 13:24 #16468Harry_KrishnaaParticipantanother question…
will we got some worldmap working perks?
like scouting or pathfinding, tradership,treasure hunter, trainer, etc. !and what about perks like: hate to greenskins, no fear to undead etc …
Haha sorry for that frame of questions .. but iam so excited.. ! ;)
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