What does this page contain?[]
I've been tracking all developer posts on both the official and Steam forums. I selected the most informative posts to gather them in a single place. They cover various topics. You can search for keywords or sort the table (apparently not...). The 'Time' column represents the chronological order.
What can be done to improve the contents?[]
The format is very simple. It is mostly raw text. Reformatting the table could make it more readable. It would be useful to have 2 tables for the same data. One with only keywords about the contents (like Game design, Perks, Settlement, etc.) to quickly go over all entries. More date from other sources (Twitter, other forums) and other authors (Paul, Casey) could be extracted.
Data[]
Jan aka Jaysen on Overhype[]
Post |
Link |
Time |
Hi Obsoletion and welcome to the forums! Glad you like the game so far. We felt like there should be a game like this but nobody was making it. Ultimately we decided to take matter into our own hands and here we are ; ) Regarding save scumming, i recently read quite a long discussion on this on rpgcodex.net but i am not really sure what to make of it. Generally we want players to play the game in the way they want to do it. Its a bit like cheating in the old days. If you want to do it there is no developer stopping you but i think cheating ruins a game for you. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/#post-431 |
1 |
Hey Gotanmarf, appreciate your input, that topic is very important to our overall gamedesign and we spent quite some time thinking about it and we still are. We will have a worldmap in our game with locations like hills, forests, cities and so on. We have not finally decided on how it will look exactly. To get a better grip on the topic of what you call “economics” i think we have to split it in two parts: 1. Basebuilding. 2. Resource management 1. Basebuilding: |
http://battlebrothersgame.com/forums/topic/economic-part-of-the-game/#post-449 |
2 |
We are aware that modding is a really big thing and many games would have vanished quickly without mods. Also, some of the greatest games started out as mods. Some examples for great modding are civ, total war, half-life, skyrim and mount and blade. Thing is, that our resources are really tight and we have to finish the game above all else so there wont be explicit modability during the early access. However, be assured that it is high on our list! |
3 | |
Jaysen |
http://battlebrothersgame.com/forums/topic/monsters-weapons-and-armor-lore/#post-1599 |
4 |
Hi Zolw, thanks for the feedback and support! When reading the title I was anticipating something like: “You will hear this a lot more… i dont like the busts” but man, was I wrong haha. The combat demo gives a decent idea about the armor system but it will change a lot in the final game. Selecting perks and raising stats when leveling up will help a lot with dealing with the heavy fatigue penalties from armor. However, if you invest into fatigue reduction you will miss out on very powerful offensive and defensive perks so you constantly have to make tough choices. When designing the game it was very important to us to make light armor a viable choice as well and also to give heavy armor some disadvantages – glad to hear that it seems to work out : ) |
http://battlebrothersgame.com/forums/topic/you-will-hear-this-a-lot-more/#post-1643 |
5 |
Regarding 1) |
6 | |
Reducing our workload was actually one of the main reasons for going with this style. Also, you can show a lot of character and detail even when looking at the battle field from far above. If we had full body figures the head would get so small that you cant tell any differences between your guys. |
http://battlebrothersgame.com/forums/topic/you-will-hear-this-a-lot-more/#post-1652 |
7 |
Hey Jago, we should get you on the team as PR-dude, your answers are pretty spot on ;) We originally considered a base for the game but quickly grasped that it would not be feasible as it takes away too much from the “traveling mercenary” style. Instead we are pondering on a mercenary “trek” that is accompanying your mercenaries and that can be customized and acts as “mobile base”. Here will also be the place for non-combat characters like armor smiths, hunters, scribes, healers and so on. Another thing we have in mind, as Jago mentioned, is a camping mechanic that allows you to set up camp to speed up the night, repairs, wound treatment etc. Unfortunately that all has to wait until after the Early Access. Right now we focus on hunting bugs and the balancing is a really big issue. Making sure the game does not become too easy or too difficult after 4-5 hours is really tricky as it is a very dynamic simulation that can snowball in all directions if you are not careful. |
http://battlebrothersgame.com/forums/topic/ideas-for-a-full-experience/#post-1684 |
8 |
haha no worries, you’re golden :) What I am personally most excited about are the legendary items we have planned. There is a backlog of over 100 right now but you probably won’t find more than 4-8 in a single game. We want to make them really powerful and change the way you play and give you a real feeling of empowerment. They are all handcrafted and each feature their own short background story. |
http://battlebrothersgame.com/forums/topic/ideas-for-a-full-experience/#post-1690 |
9 |
Nice idea, we actually had planned a skill similar to this for shields. One that helps protect a character on an adjacent tile. With this you could increase the defense of the other guy instead of your own defense like you do it with shieldwall. However, it turned out that this mechanic is so extremely situational that you will use it only very rarely. So we put it back on the idea-shelf for later. We want all skills in the game to be really useful and meaningful and this one just did not fit in. We still have it in the back of our heads, though ;) |
http://battlebrothersgame.com/forums/topic/suggestion-for-a-new-ability/#post-1876 |
10 |
We thought about this and it also has been requested before. Thing is, this will give you a really crazy early game advantage to the point where the game is not a challenge anymore. A decked out level 10 merc can singlehandedly wipe whole groups of bandits. This is very hard to balance. |
http://battlebrothersgame.com/forums/topic/import-export-for-characters/#post-2732 |
11 |
Hmm pretty interesting approach tying the stun chance to other factors like fatigue. I have to think about that a little more but it is definitely an mechanic worth exploring. Not so sure about the armor though. |
http://battlebrothersgame.com/forums/topic/questionsuggestion-regarding-stun-and-charge/#post-4428 |
12 |
Pretty accurate answers right there, thanks man! Just one addition to number 5: Yes, duels will happen with the new event system, although it will depend on a character’s background. Does not make a lot of sense for a miller to start a dueling career ;) |
http://battlebrothersgame.com/forums/topic/my-top-10-hopeful-questions-for-the-developers/#post-4581 |
13 |
Just a quick little clarification regarding the events from our side: – Almost all of the events happen according to certain triggers, there are very few that can be considered a general event and even those are often bound to something like being in a certain tile like a road or forest. |
http://battlebrothersgame.com/forums/topic/events/#post-5255 |
14 |
Some of us did a lot of reenactment over the years so we are aware of the layered armors and how they were worn or better combined into heavier armors. When you look at the armors in the game you can almost always see various layers like gambeson, mail and then a coat of plates for example. We treat all of the higher tier armors as layered but in order to simplify the game and item management we decided to not model the individiual layers. To be honest we considered a system like you suggested it in an early stage of the game but ultimately we decided to not go with it. We think the additional realism and choice that come with a system like that could be a little too much for the average player. |
http://battlebrothersgame.com/forums/topic/layers-of-armour/#post-6392 |
15 |
Happy to hear that you like the game! Battle Sister will have foremost completely unique backgrounds and wont share any with the male Battle Brothers. Of course the backgrounds come with different starting stat ranges and trait probabilities. |
http://battlebrothersgame.com/forums/topic/a-couple-of-questions-2/#post-7395 |
16 |
Hey there, |
http://battlebrothersgame.com/forums/topic/ideas-sorry-english/#post-16899 |
17 |
Jan aka Jaysen on Steam[]
Post |
Link |
Time |
Hi Martell, ill try and give you some detailed feedback where possible: -> This is on purpose, we want the player to have sub-optimal character like the one you mentioned. We think that this is more interesting, challenging and it makes for way better stories: Imagine an asthmatic, blind peasant slaying that Orc Warlord in the last second and saving the day! |
https://steamcommunity.com/app/365360/discussions/0/618459931318570941/#c618459931320687288 |
1 |
Of course the topic of magic is an important one as soon as you have fantasy elements in a game (like Undead). But for us it was very clear that we want to keep it really low-power meaning no casters on the player side. Although LOTR is not the best comparison: There is hardly any "active" magic in there like shooting lightnings or throwing fireballs. For us this would break the immersion and the feeling of playing normal humans. On the contrary, most of our characters come from a background of hardship and are seriously flawed, not powerful wizards or magicians. Anyways, there will be legendary artifacts and accessories like amulets and such that grant really powerful and sometimes supernatural skills and abilities. But these items will be very hard to come by and very powerful. Additionally, enemies will sometimes use "magic" like a necromancer reviving the fallen on the battlefield so our world is not completely mundane. |
https://steamcommunity.com/app/365360/discussions/0/618460171314253375/#c618460171316278369 |
2 |
Oh man, we have so much in store for this project and so little time. Let me elaborate a little on this topic: Right now there are only a few contracts in the game that evolve around the people of the land needing your help. These are not randomly occuring but all have a reason for being there: A village looking for a caravan guard - most likely a caravan from that village has been raided during the past days. |
https://steamcommunity.com/app/365360/discussions/0/618460171315241263/#c618460171316323249 |
3 |
First off: |
https://steamcommunity.com/app/365360/discussions/0/618460171315403431/#c618460171316337133 |
4 |
Regarding potions and so: We do not have any means in the game to heal during combat and this is intended. |
https://steamcommunity.com/app/365360/discussions/0/618460171314253375/#c618460171316347827 |
5 |
I might add that we are thinking about dynamic "traits" that will be added to a character upon his actions in the game. If someone gets heavily wounded he may gain a trait like "scarred" or if he kills a lot of Orcs he may get an "Orc-Nemesis" trait. You know where we are going here. |
https://steamcommunity.com/app/365360/discussions/0/618460171314253375/#c618460171316446653 |
6 |
Rest assured that we will keep it low-power even when adding new factions. Orcs are pretty much the furthest we will venture down that road i suppose. We do however want to bring some really original creatures into the game from old european folklore that havent been seen in games/movies yet. |
https://steamcommunity.com/app/365360/discussions/0/618460171314253375/?ctp=2#c618460171318108511 |
7 |
Right now the humans are a single faction that does not quarrel inside itself despite every town, watchtower and stronghold having their own banner and resources. There are so many external threats like bandits, orcs and undead that the humans would perish real quick if they also fought each other. The worldmap is very alive right now. Nothing is scripted and every location, faction and party has its own resources and agenda that it follows according to its A. So it is more of a dynamic simulation and the player is just a small part of this. We have some ideas about reputation on the shelf and will see if we add it to the game at some point. Just like the idea with the quarreling human factions which we are pondering on as well. |
https://steamcommunity.com/app/365360/discussions/0/618460171318022771/#c618460171318157899 |
8 |
We are very conscious about keeping an open world and not chaining the player too close to a story or so. In my mind the new Xcom did this mistake by making it too linear and thus crippling replayability a lot. |
https://steamcommunity.com/app/365360/discussions/0/618460171321709072/#c618460171323713406 |
9 |
Yes, that is due to M&B being pretty close to real medieval weaponry. We take a lot of effort to keep weapons and armor as close to real-life as possible as we are going for that low-power fantasy without massive spiked shoulder-pads. However the legendary items we will add later will look really awesome and we do not stick too close to the real world with those. |
https://steamcommunity.com/app/365360/discussions/0/618460171323130729/#c618460171323756374 |
10 |
Yes, they will be able to advance from level 1 to level 10. On each level up you can choose to increase 3 character stats (like hitpoints etc) and pick one perk from 42 perks. These perks are distributed into three trees: Offense, Defense and Utility. All Characters will stay with you until killed in combat but there is no way to revive them - they'll be gone forever. However, they can also desert your company. If you run out of provisions to feed them or crowns to pay them they will start deserting you and chase their luck elsewhere so you have to keep a close eye on your supplies and money ;) |
https://steamcommunity.com/app/365360/discussions/0/618460171323983606/#c618460171323997734 |
11 |
Yes, you can dismiss your mercs at any time. The provisions are important but once you run out you will still have some time to find more. The mercs will only leave one per day and it will usually be the one with the lowest "resolve" value. |
https://steamcommunity.com/app/365360/discussions/0/618460171322561596/#c618460171324139348 |
12 |
You can save freely at any time so no restrictions on that. Also, you can go for the easier difficulty but that will not change the to-hit chances in combat or the AI but it will give you more resources to work with and get better equipment quicker. This way we still keep it challenging while the AI is not artificially hampered or cheating. We have battle sister planed for later, take a look at the FAQ (scroll down a little): http://battlebrothersgame.com/battle-brothers-faq/ |
https://steamcommunity.com/app/365360/discussions/0/618460171324225523/#c618460171324249746 |
13 |
Although the game is very challenging and losing men is an essential part of the gamedesign we never even closely considered it to be a roguelike, more like a simulation. |
https://steamcommunity.com/app/365360/discussions/0/618460171324225523/#c618460171324808501 |
14 |
I think it will be possible to play the game without losing anybody although it would be very very difficult. Paul, our art guy, made a couple of fights with "naked" characters so only weapons and shields and nothing else and managed to beat a couple of scenarios. |
https://steamcommunity.com/app/365360/discussions/0/618460171324225523/#c618460171325163117 |
15 |
We get that request a few times so it is something we are pondering on. I could imagine scenario-like battles where two players chose and equip their Brothers and then pitch them against each other. |
https://steamcommunity.com/app/365360/discussions/0/618460171325321171/#c618460171327768579 |
16 |
Yes, we have so many ideas and so little resources. The possibilities with the basic game we have here are limitless. Through the Early Access Phase we will constantly add more content and features until the game is finished. After full release we want to possibly put out expansions but I am talking BIG expansions like in the old days. Not these skinny dlcs that you see nowadays. It is very important to us that people get a real value for their money. |
https://steamcommunity.com/app/365360/discussions/0/618460171326545214/#c618460171327793609 |
17 |
Glad you still like the game ;) We know it can be a bit frustrating at times especially with it being as deadly as it is. For all who have played Xcom (especially the original one) this is pretty familar. |
https://steamcommunity.com/app/365360/discussions/0/618460171327797941/#c618460171327829008 |
18 |
Yes, the start can be a it random and that is intended. It is kind of a "play the hand that you are dealt" thing. For now you will have to restart if you get a really bad group, sorry for letting you down on this one. |
https://steamcommunity.com/app/365360/discussions/0/618460171326655181/#c618460171328018374 |
19 |
Sorry to sink your boat on this one for now. The game focuses pretty much on a "humans against all odds" approach where all other factions are pretty evil (Orcs, Undead, Bandits). Also, we want to keep the other creatures as alien and mysterious as possible. Recruiting them into your warband would really de-mystify them a lot and thus damage the atmosphere of the game. |
https://steamcommunity.com/app/365360/discussions/0/618460171328258916/#c618460171328371009 |
20 |
Yes, the legendaries will be really powerful weapons and armor. But they are as rare as powerful and it will not be easy to get your hands on them. |
https://steamcommunity.com/app/365360/discussions/0/618460171328749866/#c618460171329531473 |
21 |
It depends. The enemies gather resources which the use to assemble more troops. An example: |
https://steamcommunity.com/app/365360/discussions/0/618460171328222562/#c618460171329596545 |
22 |
That is an important thing that we are thinking about. Usually villages, towns and strongholds will spawn a defensive troop to defend their home. So you should be rather safe near settlements (exception: The settlement is too poor to afford a militia) |
https://steamcommunity.com/app/365360/discussions/0/618460171328222562/#c618460171329642487 |
23 |
We have exactly that planned. We already have a backlog of around 100 legendary items each with their own "Legend" that will be around the same length like the character backgrounds. Still, we have a lot of work to do to flesh them out and then put them in the game in a meaingful way. On each playthrough you will only discover a handful of them. |
https://steamcommunity.com/app/365360/discussions/0/618460171328749866/#c618460171329708023 |
24 |
Yes. Although undead will not raid caravans for the money, but to create more corpses for their army ;) |
https://steamcommunity.com/app/365360/discussions/0/618460171328222562/#c618460171329715830 |
25 |
Here are some clues on how to prevail against the werewolves: Use Spear wall. Use shield and terrain to make you hard to hit. Use sword and riposte skill to return more missed blows than you could otherwise deal yourself. Terrain advantage will give to-hit bonus for riposte. Once in melee, concentrate on one opponent until his death causes others to break, then hit with free attacks when routing from melee. Here is how youtuber Blitz manages to defeat a band of werewolves with a low level merc company together with some Men-at-Arms: https://www.youtube.com/watch?v=WqIGS6yUF9M |
https://steamcommunity.com/app/365360/discussions/0/618460171328222562/#c618460171329840171 |
26 |
It can be quite challenging but if you stick to some very basic rules you should be fine for the start: - Get at least 6 Brothers at the start |
https://steamcommunity.com/app/365360/discussions/0/620712364020675449/#c620712364020736204 |
27 |
This is the nature of the beast. When designing the combat system you have to make a choice: Do you want lots of small, meaningless attacks that each deal just a bit of damage? -> Very low impact of the RNG. Do you want meaningful attacks that do a reasonable amount of damage and have an actual impact? -> higher impact of the RNG. We want to go with the second as it makes for way more excitement, great stories and awesome moments when your last guy lands a devastating hit decapitating the Orc Warlord at the last moment. On the downsade it puts the RNG more in the center of attention. What can you do about this? Maximise your chances. Always use the high ground, knock enemies down from the high ground, focus on one enemy and make use of the overwhelm mechanic (attack with your light weapons first and finish with a heavy weapon for max overwhelm bonus), use defensive skills like shieldwall to keep your guys alive, do not engage enemies that you are not confident to handle and so on. I could go on for a while but the RNG is working completely normal and the same rules that apply to your guys apply to the enemies. No AI cheating in this game and that is very important to us. |
https://steamcommunity.com/app/365360/discussions/0/620712364022397253/#c620712364022421835 |
28 |
The "problem" here is the open world game design we decided to go with. In a completely linear game you have full control over the challenges the players face but we think a linear structure is extremely boring. Balancing an open world is a tricky task so give us some more time on this. |
https://steamcommunity.com/app/365360/discussions/0/620712364022265926/#c620712364022689426 |
29 |
Great stories here, i mentioned before but this was the main approach when making Battle Brothers - it is not about winning or losing, its about great stories. @Jubelthar: Yes, Villages will get destroyed eventually when raided too often (not implemented yet) |
https://steamcommunity.com/app/365360/discussions/0/620712364021324810/?ctp=2#c620712364024551216 |
30 |
The game focuses around small unit battles and tactics in dense terrain. Adding horses to the game would scale it up into a kind of larger wargame which we actively decided against while designing the game. However, we have some mounted enemies planned and i guess you should never say never ;) |
https://steamcommunity.com/app/365360/discussions/0/620712364022677324/#c620712364022698853 |
31 |
Loot will only show up if its durability has not been reduced to zero during the fight. Armor or helmets that got reduced to zero will be considered destroyed in combat just as shields that had their hitpoints reduced to zero. |
https://steamcommunity.com/app/365360/discussions/0/620712364024012446/#c620712364024144906 |
32 |
Thats right, we want the game to focus on being a highly mobile, traveling mercenary company that can go whereever it pleases (like mundo ;)). If you had a castle/fief you had to protect and manage we would turn it more into a "local lord" simulator - which would be really great as well but just not the focus we had in mind when designing the game. |
https://steamcommunity.com/app/365360/discussions/0/620712364023329723/#c620712364024182179 |
33 |
It is an very easy exploit to lure strong enemy parties into guard patrols and then gather all their equipment. We know that this mechanic is not the optimal way to go about this but maybe you guys have some ideas on how to make this work without being easily exploitable? |
https://steamcommunity.com/app/365360/discussions/0/620712364024012446/#c620712364024476517 |
34 |
Yes, but if the guard is completely wiped out like norker77 said, this does not make much sense. Problem is, this may encourage the player not to help the allies in order to get as many of them killed (for their loot) until mopping up the remaining enemies. |
https://steamcommunity.com/app/365360/discussions/0/620712364024012446/#c620712364024524881 |
35 |
Great stories here, i mentioned before but this was the main approach when making Battle Brothers - it is not about winning or losing, its about great stories. @Jubelthar: Yes, Villages will get destroyed eventually when raided too often (not implemented yet) |
https://steamcommunity.com/app/365360/discussions/0/620712364021324810/?ctp=2#c620712364024551216 |
36 |
We already removed the beggar background from the founding members and may tweak this even more. However, giving you always the same 5 characters would feel a bit boring and takes away a lot from the replayabiltiy and potential for interesting stories so we have to be real careful of making a procedural element more linear. |
https://steamcommunity.com/app/365360/discussions/0/620712364029605882/#c620712364029914822 |
37 |
We plan on having a mercenary roster way bigger than 12 from which you chose 12 to take into a fight just like you know it from games like Xcom. So for example wounded or exhausted Brothers would have to rest and are not available for every fight. |
https://steamcommunity.com/app/365360/discussions/0/620712364029372256/#c620712364030627297 |
38 |
Great opinions in here. M&B was definitely an inspiration for us but the main differnece is of course the tactical combat and the character development. As our game develops further the differnces to M&B will become more and more obvious. |
https://steamcommunity.com/app/365360/discussions/0/620712364029435476/#c620712364030642768 |
39 |
We made the UI not show all the information on purpose. When hovering over an enemy you will see rough estimates of their armor, health moral and so on. We decided to do this in order to keep players from solely focusing on numbers and min/maxing every aspect of the game. The game is designed to create great stories and it is not necessarily about winning (hence the high difficulty). |
https://steamcommunity.com/app/365360/discussions/0/620712364029511791/#c620712364030673134 |
40 |
Thanks! When designing the game our main goal was for the player to create his/her own story, not to actually win the game. Losing was always an integral part of the game and sometimes makes for the most heroic and memorable stories. |
https://steamcommunity.com/app/365360/discussions/0/620712364030169263/#c620712364030685990 |
41 |
Caravans reaching a trade destination indeed increases resources for both trade partners. Also, watchtowers and castles rely on military supply caravans from towns and villages. If these get intercepted regularly the towers and castles also get into trouble. |
https://steamcommunity.com/app/365360/discussions/0/620712364031980415/#c620712364034020239 |
42 |
Destroying enemy spawnpoints in the area helps villages a great deal. No enemy raiders spawning = no caravans getting raided = more income/wealth for the villages = more supplies for you and more militia for the village |
https://steamcommunity.com/app/365360/discussions/0/620712364031784087/#c620712364034024655 |
43 |
Villages stop spawning caravans when out of resources. We are aware that the endgame needs more tweaking in this regard. In a dynamic simulation it gets more and more tricky to predict whats happening the longer the simulation runs. |
https://steamcommunity.com/app/365360/discussions/0/620712364034193893/#c620712364036935435 |
44 |
Hey Kalis, thanks for the detailed feedback! Please understand that we cant give detailed answers to all points but be assured that we read and consider all of them. However, there is one point I have to pick out: The stat increase on a level up is always a little bit randomised so you never know how much it will increase. This is also the reason why you can not undo what you have picked. The increase is independant of the character background. |
https://steamcommunity.com/app/365360/discussions/0/620712364034273230/#c620712364036964836 |
45 |
We will add more ways to further customize your troops, also we want bandits to have their own unique armor, then it will be a lot easier. Right now the main difference is the facing and the Base. |
https://steamcommunity.com/app/365360/discussions/0/620712364035301535/#c620712364036978546 |
46 |
Thanks for the feedback. With all the procedural elements in the game like the worldmap, the characters, the enemy compositions and the tactical combat maps it is very tricky to balance properly. Be sure that this will be one of our main concerns until the full release and even after that. |
https://steamcommunity.com/app/365360/discussions/0/620712364035831393/#c620712364037013251 |
47 |
Gifting money to villages does not make much sense given you are a mercenary band. But there are other things we can do about this. One would be to increase their resources when you buy items there. Also tweaking the numbers a little will help: The amount they gain from trading successfully, the amount of resources could also slowly rise over time (through the villages normal business like farming, hunting etc.). We will see how we will adress this exactly. |
https://steamcommunity.com/app/365360/discussions/0/620712364034193893/#c620712364037275688 |
48 |
Yes, you can kill parties and thus lower the strength of a location. Each location has, say 100 resource points (its not 100, this is just for showcasing) - then it spawns a raiding party worth 30 points. Now the location is down to 70 points if the raiders are killed and so on. You can effectively bleed them try. |
https://steamcommunity.com/app/365360/discussions/0/620712364036553191/#c620712364037285186 |
49 |
There can be some problems with the AI being too intelligent ;) |
https://steamcommunity.com/app/365360/discussions/0/620712364037535328/#c620712364037691328 |
50 |
Dragons and griffins probably not but drake-like creatures could be in there. We are thinking into the direction of old european folklore. There are many amazing and scary creatures in those old tales that have never been featured in movies or games. Maybe we will go with some of those. We want bigger enemies as well but it is a bit tricky to implement characters that take up more than one hex at a time. |
https://steamcommunity.com/app/365360/discussions/0/620712364038082845/#c620712364038155289 |
51 |
We plan on having a dialogue option for all parties you encounter on the worldmap so that you can interact with them. This is quite a bit of work to write and implement though. |
https://steamcommunity.com/app/365360/discussions/0/620712364038706542/#c620712364040880640 |
52 |
Thanks for the feedback and great ideas! |
https://steamcommunity.com/app/365360/discussions/0/620712364040356060/#c620712364040918879 |
53 |
The game is definitely designed to be about the stories you as the player experience, not about maxing, winning or finishing first. This also explains the difficulty to a degree because we feel that sometimes losing a loved brother makes for the best stories. Also, we want winning to feel like really accomplishing something. If there is no risk in combat it just becomes a dull grind. |
https://steamcommunity.com/app/365360/discussions/0/620712364039586303/?ctp=3#c620712364040941287 |
54 |
There is also a fatality for maces and clubs but it only applies to human enemies. |
https://steamcommunity.com/app/365360/discussions/0/620712364043419698/#c620712364043770552 |
55 |
Great ideas in here, keep them coming! |
https://steamcommunity.com/app/365360/discussions/0/620712364040356060/#c620712364043784440 |
56 |
Not sure about the re-roll button, this is not really ment to work this way. Take the new Xcom for example: No re-skilling or re-rolling there but "second wave" options where you could choose to have random number increase on level ups or not. I think this would be the best solution. |
https://steamcommunity.com/app/365360/discussions/0/620712364046200703/#c620712999966260464 |
57 |
We plan on adding dynmaic traits that can be gained through certain actions (or lost). This would also apply to injuries. However, we do not want players to min-max this like "first you have to do this and that to get this trait...". The system is there to add more character to your Battle Brothers and make them stand out even more, not just to improve their combat abilities. |
https://steamcommunity.com/app/365360/discussions/0/620712999965275415/#c620712999966279347 |
58 |
All fun aside we are aware that this is very touchy issue and we expected a lot more commotion about the all male thing to be honest. However, we want to have female mercs as well but not just different looking. They will each have a unique background explaining why they are joining a mercenary force (reasons for women may be completely different than those for men). Here is a quick concept of how they might look: http://battlebrothersgame.com/wp-content/uploads/2014/08/battle-sister.jpg Main reason they are not in the game yet is the resources: We need more assets, writing, sounds and so on to implement them properly. |
https://steamcommunity.com/app/365360/discussions/0/620712999965511278/#c620712999966294186 |
59 |
We named it "Melee Defense" because it is not about dodging. It is about somehow deflecting, avoiding or countering an attack by any means available. So if your Fighter is "missed" he may well have blocked the blow with the shield but it is not animated in this way. It looks like he is moving backwards and avoiding the blow altogether. |
https://steamcommunity.com/app/365360/discussions/0/620712999965792186/#c620712999966314110 |
60 |
With the starting characters we want to go for the middle ground. Not only did we exclude the really good ones like the sword master but also the really bad ones like the beggar. We want to keep the randomness to the start of the game. Sort of the "play the hand that you are dealt" sort of thing. |
https://steamcommunity.com/app/365360/discussions/0/620712999967755756/#c620712999967984511 |
61 |
Makes sense logically and realistically as well but we will have to see about this. It could make javelins a "must have" for all fighters with no drawbacks whatsoever. This could be a bit overpowered given the current combat balance. |
https://steamcommunity.com/app/365360/discussions/0/620712999967587892/#c620712999968018997 |
62 |
The game has a roguelike touch when it comes to this. Its about the best and most interesting story and characters, not about winning or being as efficient as possible. In this regard it is a bit like the "play the hand you are dealt" and then rolling with it. Knowing exactly which traits to get would just make players avoid all negativ traits and thus eliminating the reason for their existence. |
https://steamcommunity.com/app/365360/discussions/0/620712999968068239/#c620712999968091458 |
63 |
No, you can only wait once per turn. If you then press space again on a character that already waited it will end the turn. So only one wait per turn per char. When adding some sort of visual cue on this we have to be careful not to clutter things up too much with a lot of indicators and icons... |
https://steamcommunity.com/app/365360/discussions/0/620712999968170402/#c620712999970377892 |
64 |
It is possible, it is a perk you have to get called "Rotation". Some Bandits have this perk |
https://steamcommunity.com/app/365360/discussions/0/620712999971265645/#c620712999971271211 |
65 |
We will introduce legendary weapons at some point and they will be pretty powerful but extremely hard to come by. Some of them will grant "magic-like" abilities but we wont have any fireballs or lightnings flying about |
https://steamcommunity.com/app/365360/discussions/0/620712999973277896/#c620712999973984746 |
66 |
Yes a fame thing is something that is pretty high in our favor right now. However, it will probably work with two separate values: One for the professional reputation and one for the moral reputation. These can be changed by your actions in the world but also through events (when the event system is added). So you can be a very professional company (winning all fights, never aborting contracts and so on) while your morals are highly questionable (taking on contracts to extort poor farmers, killing prisoners and so on). Then people will be eager to hire you to get a job done but fear you at the same time. |
https://steamcommunity.com/app/365360/discussions/0/620712999974971853/#c620712999976003531 |
67 |
Its funny but we had the exact same idea a while ago. However, with the direction the game is currently taking we pushed the whole crafting discussion way back on the bench. We do not want to slow gameplay down by grinding and farming for certain resources. However, its still in the back of our head but honestly not top prio right now. |
https://steamcommunity.com/app/365360/discussions/0/620712999977791996/#c620712999977900021 |
68 |
Yes, right now for us there is no business hours so we just fire away if we are close to any kind of electronic device ;) We already tweked the combat log to show more numbers then before but maybe we will have to increase it some more? We dont want to clutter it with too much stuff though. |
https://steamcommunity.com/app/365360/discussions/0/620712999977867311/#c620712999977905982 |
69 |
The event system will also feature interaction between characters but mostly based on character backgrounds, not randomly. |
https://steamcommunity.com/app/365360/discussions/0/620712999976862752/#c620712999977919276 |
70 |
We are thinking about giving all thrown weapons an additional attack for melee. It will not be as good as a normal spear but still pretty effective. This not set in stone but we are considering it. |
https://steamcommunity.com/app/365360/discussions/0/620712999978626404/#c620712999981752648 |
71 |
Thanks! |
https://steamcommunity.com/app/365360/discussions/2/2741975115067603641/#c620712999981765837 |
72 |
We will give throwing weapons some more luv in the future. There will be a bigger variety and probably an improvised melee attack as well so you can use a javelin to stab the enemy in the face as well. |
https://steamcommunity.com/app/365360/discussions/0/620712999985291509/#c620712999985772438 |
73 |
We will add real legendary items later that each have a detailed backstory, unique stats and powerful abilities. We want to go with that approach for now but I cant tell when they will be implemented. |
https://steamcommunity.com/app/365360/discussions/0/620712999982044597/#c620712999985785598 |
74 |
Hey, glad to hear that you like the game. Your first two questions really tie together well: |
https://steamcommunity.com/app/365360/discussions/0/620712999987848785/#c620712999989670974 |
75 |
hehe thanks! |
https://steamcommunity.com/app/365360/discussions/0/620713633841132564/#c620713633841424797 |
76 |
We intentially made it so that you can only accept one contract at a time as it makes the most sense. A mercenary company would never work for two masters at the same time because to which one will the be loyal if it comes down to it? |
https://steamcommunity.com/app/365360/discussions/0/620713633843180839/#c620713633845473635 |
77 |
Thanks for the input! I think i like the idea of different types of contracts that can be active at once but we have to explore this a little further. A time limit for contracts is already planned. I agree that we need more resource drains in the late game. Donating stuff does not really fit the mercenaries-theme as mercenaries tend to be rather greedy and would not want to help people for free. We will come up with something other though. |
https://steamcommunity.com/app/365360/discussions/0/620713633845845820/#c620713633848549241 |
78 |
We have a flee-from battle mechanic planned for enemies so the last enemy will take a run and battle is over. We are constantily goind into revision on all the perks and i can promise there will be a lot of moovement during the Early Access. Some perks might even be completely exchanged for new ones. Not really planned, it was not possible in Xcom or Mount and Blade(big inspirations for us) and this is not really an RPG so we are kind of reluctant to add this. Its on our list! The contracts are pretty basic right now. We have a lot more contracts planned and we will also rework the whole contract system in time to make it more RPG-like with a dialogue and so on. We will need some time for this though. Items as rewards for contracts are planned. The balance between the strategic resources still needs work. We want all of them to be equally important. Really glad that you like the game and thanks for the feedback! |
https://steamcommunity.com/app/365360/discussions/0/620713633856242685/#c620713633856671877 |
79 |
As all elements of the game are procedurally generated it is really hard to balance the world so that there is still a threat but at the same time villages and castles do not get overrun. As with al dynamic simulations this gets the harder the further you advance into this game. We are constantly tweaking the worldmap to make it as stable as possible. Still, we have pretty big changes planned for the whole worldmap and that will stir things up a lot. |
https://steamcommunity.com/app/365360/discussions/0/620713633856453616/#c620713633856683101 |
80 |
We put a lot of thought into the armor system and we also thought about the damage reduction system that is mentioned here. When discussing something as important as the armor system you have to keep in mind that in a game like this there will always be a rough simplification of the real world. As much as we want really dedicated people to enjoy a sophisticated armor-system we also have to make sure that we do not go overboard and overcomplicate things. The damage reduction system has some serious drawbacks that can be overlooked quickly and that are pretty hard to remedy by other game mechanics. As characters stack more and more armor they will become almost invulnerable to low-penetration weapons. This would make armor even more important than it is now. When trying to add a remedy to this by adding armor penetration to all weapons you end up with a paradox result where armor, especially light armor, stops mattering because all weapons (to some degree) penetrate it. Also, making characters take more hits can be done but the less of an effect a single hit has, the longer the combat draws out, the less exciting it gets and the more you move from a simulation-style game towards a puzzle game where there is hardly any chance/luck/risk involved but it is about figuring out the "right" move. As you have probably read elsewhere that was not what we had in mind when designing the game but we wanted great stories, sudden changes of fate, heroes against all odds and so on. Keep in mind that this is somewhat of a discussion on various tastes and that there is no wrong or right way to do it - but of course we want to explain the thought process behind the current system. Another point regarding the simplification of the armor system: We had to go for a pretty abstract system as we did not want to overcomplicate the hitzones. It might be realistic for late medieval plate-suits to offer the same level of protection for the whole body but in the game we have a lot of early armor that mostly just covers the vital bodyparts. Other parts like joints, face, shins and so on are mostly unguarded so a hit to one of these areas would almost deal full damage - how do we model this without getting into an extremely detailed hit-zone model? I agree that the system is very minimalistic in the current state and that we also have to do something to make lighter armor more viable. Also we will have a look at the stat increase on level-up as we feel this is not at the right spot yet. So nothing here is set in stone! |
https://steamcommunity.com/app/365360/discussions/0/620713633857540321/#c620713633861376117 |
81 |
I did not say anything to the Hitpoint debate yet. We agree that hitpoints are not as useful as they should be right now so we definitely want to improve them. Just scaling them up so they matter more seems a bit too simple so maybe we have to think of other ways how to do this. Towards the armor debate: Just a quick reminder: All weapons have an armor efficiency that hugely affects their damage. This is a "damage reduction" that is more tied to the weapon than to the armor but the effect is massive. Some weapons only do 70% dmg against armor, that is an effective dmg reduction of 30% done by the armor. Good idea with the critical hit protection although we model critical hits by hitting the head and we have no crits on the body. Might be a way to make the system more differentiated. What i personally ponder about is damage types for certain attacks like piercing, smashing, cutting and then differentiating the armor to be better/worse against different "damage types" but that is just an early idea. |
https://steamcommunity.com/app/365360/discussions/0/620713633857540321/?ctp=2#c620713633863945433 |
82 |
Yes, the late game is very hard to balance and right now it tends to lead to starved villages. |
https://steamcommunity.com/app/365360/discussions/0/620713633861844736/#c620713633863967227 |
83 |
The availability of armor greatly depends on the resources of a location. However, Castles and Towers have a higher chance of having top level equip. A really wealthy town will have top tier equip as well so it all depends on the economical situation. |
https://steamcommunity.com/app/365360/discussions/0/620713633861844736/#c617336568063399586 |
84 |
Customizable auto-pause functions would be best so you can tailor the function to your playstyle. I know you must hate this sentence by now but i have to say it again: We have it on our list ;) |
https://steamcommunity.com/app/365360/discussions/0/617336568062898801/#c617336568063415119 |
85 |
Not being able to exactly predict what happens next is an integral part of the philosophy behind the game. It is about stories, unforseen events, unlikely odds (positive and negative) and also about flawed human beings risking their life in deadly combat. |
https://steamcommunity.com/app/365360/discussions/0/620713633860040673/#c617336568064277717 |
86 |
We have been working on this for almost two years now and putting something as game-changing as human factions into the system is not a matter of weeks but rather a couple of months. |
https://steamcommunity.com/app/365360/discussions/0/617336568062017333/#c617336568064438860 |
87 |
Hey there, i do not want to go into too much detail and not openly discuss all the workings of the worldmap so this is how it goes roughly: Locations do not respawn. Locations that are active (sending out parties, gathering resources) will send out troops to found a new location once they have accumulated enough resources. This will usually be in the same area as the first one (not across the whole map). |
https://steamcommunity.com/app/365360/discussions/0/617336568065483384/#c617336568066992244 |
88 |
hehe thanks a lot! |
https://steamcommunity.com/app/365360/discussions/0/617336568067195886/#c617336568067238832 |
89 |
On a quick note: The helmet is not meant to be worth the difference between the deluxe and the supporter edition. The supporter edition is just for those who really want to support us and the helmet is a small token of appreciation, just something special that is not meant to be game changing in any way. We will never offer any micro-DLC. If we decide to make any extra content it will be a full sized expansion with new areas, characters, enemies, items, contracts and so on so it will be worth it. |
https://steamcommunity.com/app/365360/discussions/0/617336568069467017/#c617336568070857498 |
90 |
Dont want to completely jump into the discussion but just a quick note towards the RNG: |
https://steamcommunity.com/app/365360/discussions/0/620713633857540321/?ctp=6#c617336568075215938 |
91 |
We have thought of something similar, especially the cloaked guy with information where you can learn about nearby locations and more. This will come into play when we add the legendary items that you will not just run into but have to collect clous and hints until you know where to search. |
https://steamcommunity.com/app/365360/discussions/0/617336568076283443/#c617336568082595710 |
92 |
The system you describe sounds a bit like the damage system in the shadowrun roleplay with the physical damage and the "stun" oder "blunt" damage (dont know the English words). It is quite an interesting mechanic but i think it would not really work with our game. We already have the fatigue mechanic and fatigue kind of goes in the direction of a stun damage so that would be a bit redundant. |
https://steamcommunity.com/app/365360/discussions/0/620713633857540321/?ctp=7#c617336568082610736 |
93 |
Yes, this is a classic and has come up quite a few times. However, we probably wont implement this soon. We want the troop roster to increase in the future so you will have more mercs to experiment with and it becomes less of a deal if one does not have the perk distribution you wanted. |
https://steamcommunity.com/app/365360/discussions/0/617336568079159063/#c617336568082636463 |
94 |
We will add a lot more options for player behaviour once we have the event system in the game and then even more when we are reworking the worldmap and adding a reputation system. That will open the game up to way more freedom of choice so you can be righteous or a cruel and bloodthirsty mercenary captain. |
https://steamcommunity.com/app/365360/discussions/0/618463106374050339/#c618463106375046815 |
95 |
We have thought a lot about a "base" of operation, it was also in the original design of the game but we took it out later. |
https://steamcommunity.com/app/365360/discussions/0/618463106374050339/#c618463106379013797 |
96 |
We know that this is a touchy issue and a lot of people want recruitable other races but i have to say that it is very unlikely to happen. |
https://steamcommunity.com/app/365360/discussions/0/618463106373429634/#c618463106379032947 |
97 |
We have something in the works but we do not want to put the player in the tactical combat. It would change the game to "babysitt this dude or its over" and that does not really add to the game what we want to add. With the rough combat we have, and characters that can be killed rather quickly, this would end many games within the first couple of days. On the other hand: Making the main character undieable like in MB wouldnt work with the focus on permadeath we have. It would destroy the immersion of the game and you could just send him in every fight and make him tank as it wont have any consequences. Compare it to the new xcom: You get adressed as "commander" constantly but never show up on the tactical combat map. |
https://steamcommunity.com/app/365360/discussions/0/618463446156994587/#c618463446158627807 |
98 |
Great story, even while you lost most of your men! |
https://steamcommunity.com/app/365360/discussions/0/618463446165505961/#c618463738381681696 |
99 |
Getting a standard into the game is definitely a neat idea and it would add a lot of character to your company. If we ever put it in the game i could more likely see it as an off-hand item that can also be picked up in the battle if the first guy with the standard somehow lost his head ;) |
https://steamcommunity.com/app/365360/discussions/0/618463738381783192/#c618463738393539170 |
100 |
Great ideas right there! |
https://steamcommunity.com/app/365360/discussions/0/618463738384929352/#c618463738393556532 |
101 |
The Orcs are the strongest faction in the game right now and probably the only real challenge for a high-level company. We will add some stronger enemies to the other factions to make them interesting opponents even in the late-game (im looking at you, undead). |
https://steamcommunity.com/app/365360/discussions/0/618463446158243333/#c618463738393565555 |
102 |
I think the issue is not really the danger evaluation but players on really low levels encountering really strong enemies. |
https://steamcommunity.com/app/365360/discussions/0/618463446158243333/?ctp=2#c618463738404956617 |
103 |
We have thought a lot about weapon specialization but we are not really fond of them. Of course you want your guys to specialize in a certain role but it is a thin line between specialization and creating archetypes that can only fight with one weapon. If you have a character that gets a bonus with a sword, and even a really small one, no player would ever give this guy any weapon besides a sword. That is just not rational to do. Now you have a guy that will only fight with swords for the rest of his life so all other weapons are not viable to him anymore. Now you just cut a huge chunk out of content, customization, options and flexibility. I remember being so annoyed in a lot of games when finding that awesome spear but my main character was specialized to use axes and so i had to throw that legendary spear in the bin. That was very frustrating. We try to give you the possibility to specialize in the direction of certain roles like ranged, shield, tank, support and maybe AOE without forcing a certain weapon on a character thus substantially limiting choices. Regarding the "learning by doing" thing: I know that the old Xcom did it this way and it intuitively makes sense (you know this is a "but" sentence ;)) BUT it is extremely easy to exploit once you have figured out the right triggers. |
https://steamcommunity.com/app/365360/discussions/0/618463738407303651/#c598198173698020724 |
104 |
We already have loads of painted shields in the game and we already had painted helmets in the game in an earlier version. They will probably make a comeback at some point. Not so sure about surcoats for your soldiers, after all you are controlling a mercenary warband and not a military unit that is aligned to a faction. But we will see about this! |
https://steamcommunity.com/app/365360/discussions/0/598198356168525503/#c598198356175082699 |
105 |
With the event system and the worldmap rework there will be a lot more freedom of choice for the player. We take extra care to give players the possibility to not only be "the good guy" but also be a ruthless mercenary who takes whatever he wants and is not reluctant to bash in innocent heads if there is money to be made. The first step is the event system which we are working on right now. |
https://steamcommunity.com/app/365360/discussions/0/598198356169172102/#c598198356175100080 |
106 |
We know how much the game will profit from modding and we want to have some kind of mod support at a later stage. Still, it will probably not happen before the full release. |
https://steamcommunity.com/app/365360/discussions/0/598198356180743260/#c598198356187066190 |
107 |
Once a spawnpoint has gathered enough resources it will send out a party that will found a new location. So if they do well they will start spreading around. Vice versa if you keep them on low supplies they wont be able to start new locations. |
https://steamcommunity.com/app/365360/discussions/0/598198356185185233/#c598198356187080709 |
108 |
Yes, the are partially randomized. We want to overhaul the whole quest system in time to give them a bigger variety and make them more dialogue-oriented. Cant give you an ETA on that though. |
https://steamcommunity.com/app/365360/discussions/0/598198356199627649/#c598199244892419253 |
109 |
Honestly, we did not have it on the map and it has not been requested yet. Skipping the core part of the game seems a bit odd. Just imagine an auto-resolve for Xcom. The crucial part here is: What if you auto-resolve and your favourite brother dies in that fight against a pretty easy opponent? Then you will probably reload as you could have avoided that. So an autoresolve could cause a lot of frustration this way. So as you said you would only use it for easy battles where nobody dies. |
https://steamcommunity.com/app/365360/discussions/0/530645446313122829/#c530645446313942404 |
110 |
No, it does not, fatigue is recovered by a fixed rate of 15 per turn. |
https://steamcommunity.com/app/365360/discussions/0/530645446319523385/#c530645446319672061 |
111 |
A quick disclaimer: |
https://steamcommunity.com/app/365360/discussions/0/530645446323948130/#c530645446325802799 |
112 |
nice ideas, how about a heavy arrow that has an increased armor efficiency? I will take put this on our internal discussion list. However, the fire arrow will be a bit tricky, it will require some more programming and i think historically it was only used to set buildings and so on on fire and not against single fighters as the little basket with the flaming stuff made them fly rather awkwardly. Not 100% sure on this though... |
https://steamcommunity.com/app/365360/discussions/0/530645446325611189/#c530645446325817081 |
113 |
This is unfortuantely the nature of an open world game. If we had a linear game this would never happen but balancing and controlling the players experience in an open world is really tricky. |
https://steamcommunity.com/app/365360/discussions/0/530645446319789523/#c530645446325836058 |
114 |
Yes, it is what we have planned for the "beast" faction. These are basically "neutral" monsters that roam the world and are a threat to all factions. |
https://steamcommunity.com/app/365360/discussions/0/530646080854269763/#c530646080860979355 |
115 |
I actually have economics degrees from universities of Hamburg, Germany and University of St.Andrews Scotland ;) The economic simluation in the game is incredibly simple, if you could even call it that so the prices you see in towns and villages do change according to some factors but there is no real exchange of goods, supply and demand or any other fancy mechanic at the works here. Our goal is to keep prices to change according to the size and wealth of a location without them being able to spiral completely out of control. The economy may get some more detailed feats in the future, maybe even tradeable produce and goods, but it is not our main concern for this game. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=9#c537402115071691872 |
116 |
Just a quick little clarification regarding the events from our side: - Almost all of the events happen according to certain triggers, there are very few that can be considered a general event and even those are often bound to something like being in a certain tile like a road or forest. |
https://steamcommunity.com/app/365360/discussions/0/530646080857266828/?ctp=3#c537402115079368986 |
117 |
Yes, some are more common than others. |
https://steamcommunity.com/app/365360/discussions/0/530646080857266828/?ctp=3#c537402115079827668 |
118 |
We have something in store to adapt the orcs a bit more to the very early game without actually changing their skills or stats. About the lost souls we have to see, maybe we will mix them stronger with other enemies - but that may actually make them even more dangerous ;) |
https://steamcommunity.com/app/365360/discussions/0/537402115095040094/#c537402115095094597 |
119 |
Thanks for supporting! However, the scope of the game is set in early medieval times adn we want to stick to that for now. We feel like expanding the time scope too much would not be a good move for the game. We will see about expanding into a later era in a possbile expansion or so but this is not really an option right now. However, all contributions and feedback is always welcome! |
https://steamcommunity.com/app/365360/discussions/0/541906348047652236/#c541906348053314946 |
120 |
Thanks for the feedback! |
https://steamcommunity.com/app/365360/discussions/0/541906348044487801/#c541906348053323346 |
121 |
We will not do any small DLCs for a charge. We may decide to add some small features after release for free. If we ever do a DLC it will be a bigger expansion adding a lot of new mechanics and content to the game so it will be well worth it. |
https://steamcommunity.com/app/365360/discussions/0/541906348050183410/#c541906989396322238 |
122 |
Thanks for the detailed feedback and really happy to hear that you like the game! A graveyard of some sort is something we had planned all along but i like your twist on it. Generating little stories or tales around the death is a great idea! We could also imagine placing little tombstones on the worldmap whenever a brother has been killed and you could then later hover over it to see the details. But i have to admit that this is something not that high up on our to do list. The named items are another thing that has been suggested on some occasions. We will add more item variety and named items and eventually even legendary items to the game so the need to rename items will become a little less important over time. But if we have time at some point, why not! |
https://steamcommunity.com/app/365360/discussions/0/541907675756968109/#c541907675758117207 |
123 |
Okay, two things: First: Final warning for insulting others as "monkeys", next time there will be consequences. Second: |
https://steamcommunity.com/app/365360/discussions/0/541906989411787571/?ctp=2#c541907675761971919 |
124 |
Main reason for the extended roster is to alleviate the severeness of losses. Right now, with no backups or reserves, a lost brother on max level is a huge incentive to just reload and we actually do not want the people to reload but to go with the story and with whatever is happening. When having some reserves of well trained brothers you might more readily accept some losses and this is what we want as we do not want to cut down on the mortality rate. Regarding the realism of not taking all Brothers into battle: is it realisitc that in the new Xcom you can afford a super-secret base with top-notch technology and 10 interceptors but you can just send one skyranger with 6 people on a mission? Let's assume for now that the Brothers stay back to guard you supplies or tend to their wounds. |
https://steamcommunity.com/app/365360/discussions/0/541907867751582537/#c541907867758281631 |
125 |
Let me step in here. Everything Malthus said in his very first post is what we said on other occasions before and our stance on that still has not changed. Regarding the static base: |
https://steamcommunity.com/app/365360/discussions/0/541907867781451988/?ctp=3#c541907867785674275 |
126 |
The problem with a player character on the battlefield is his mortality. With the dark and grim setting of the game where heads are flying through the air there is no logical explanation for an unkilliable character. If he gets gutted with a sword or his head chopped off with an axe there is little room for him not being dead. We see no possible explanation why everyone else is mortal and he is not. |
https://steamcommunity.com/app/365360/discussions/0/541907867781451988/?ctp=3#c541907867786230873 |
127 |
The sister wont be an own faction, they will be hireable mercenaries with their own special backgrounds ; ) |
https://steamcommunity.com/app/365360/discussions/0/537405286635337154/#c537405286637930762 |
128 |
This is true, there is no blocking atm. The shield increases the defense, the defense makes it harder to get hit. It is very simplyfied. We want to change it to a system where your shield gets actually hit if the shield defense bonus is the defense part that actually prevents a hit. Then you would have way better visual feedback for what is happening. |
https://steamcommunity.com/app/365360/discussions/0/537405286643817797/#c537405286644232061 |
129 |
Wow thanks for the great support dude! This is our first game and as you probably know came to be just as a hobby and experiment, we never thought that we would get this far with it. I hope the people can see that we are making this because this is the game we want to play ourselves and this is our passion. With a project like this it is really hard not to get too emotional about it when doing community management but i think we did okay so far. The marketing will need some more time though. As a completely unkown dev it is pretty rough to get some traction with the media and there is no actual marketing budget. Getting our busts in the game as special characters is actually a pretty funny idea, not so sure about seeing my head flying around though ;) |
https://steamcommunity.com/app/365360/discussions/0/528398719786500799/#c528398719791427019 |
130 |
We have something similar already planned out, we call it "legendary items". They will be insanely hard to get and we hope we can make it a bit like a scavenger hunt across the map with various challenges and so on. These items are extremly powerful and some of them grant almost magic-like abilities that have a big influence on gameplay. We are still in the concept phase with this and are not really sure how and when we will be able to get it into the game at all. It could work a little like this: Imagine a one-handed sword that can break shields in one strike, or a crossbow that can shoot through multiple targets. |
https://steamcommunity.com/app/365360/discussions/0/537405286661071152/#c528398719791441155 |
131 |
Thanks for the very detailed and elaborate suggestion! I really like that you obviously spent a lot of time on thinking this through and adjusting it to the setting and scope of our game. This helps a lot with actually considering your ideas without coming up with everything ourselves (yes, we are lazy ;)). We had the idea of a mercenary track for a while but it was in a pretty early conceptual state. I really like the way your system works with the followers (also, 6 is a great number) that want to get money from you for their services. This way we also add another money drain to the player economy - a crucial part especially in the late game. I also like the kind of services you suggest like a merchant or smith that offer things you can otherwise only find in small towns thus making you more independant while travelling. What we are pretty much decided on is that we do not want to mix your mercenaries with those non-combat followers. Although the mercs have professions, they left those for a reason. They are mercenaries now and many never want to go back to their old life and their old jobs. Also, i think being a smith is such a demanding job, that you wont have energy or time to be a mercenary on the side and vice versa. Main issue, and sorry for bringing you down, is our ressources. We will do a big worldmap rework next but the non-combat follower thing is not our top priority right now. Hopefully things will continue to progress fast so we can turn our attention to systems like the one you described. |
https://steamcommunity.com/app/365360/discussions/0/528398719788520614/#c528398719791510691 |
132 |
We changed it around a bit so Spawnpoints will no longer try to intercept you like that and split their forces. There will also be one extremely challenging unique location for each faction. |
https://steamcommunity.com/app/365360/discussions/0/528398719789888608/#c528398719792156966 |
133 |
If you read the last blog entries you know that we designed the Goblins explicitly to challenge your existing tactics and to force people to adapt to them and to find effective ways of dealing with them. |
https://steamcommunity.com/app/365360/discussions/0/528398719797580610/?ctp=3#c528398719799137184 |
134 |
The weapon derives from an arming sword, not a falchion. So the name sends you towards the wrong comparison. Compare it to the arming sword and you will see it does less damage and has a lower armor efficiency. Goblin weapons do in general less damage, have lower armor efficiency but come with less fatigue costs. The Goblin weapons are not generally superior. Wolfirders mostly use Goblin skewers and some crude falchions. |
https://steamcommunity.com/app/365360/discussions/0/528398719802689024/#c528398719802981651 |
135 |
Maybe try on easy then, there is no shame. The game is designed to be a real challenge and especially carefully picking your fights and equipping your mercs correctly is crucial in the early game. Also, in tactical combat make sure to use height advantage and defensive abilities like spearwall and shieldwall a lot. On top of that, make sure all mercs have some sort of headgear as hits to the head can take you out of business real quick early on. |
https://steamcommunity.com/app/365360/discussions/0/528398719802583111/#c528398719802987377 |
136 |
The dificulty changes funds, item prices, item availability and general cashflow. Having more and better equipment with more men will make the game essentially easier. |
https://steamcommunity.com/app/365360/discussions/0/528398719800430381/#c528398719803095414 |
137 |
There is a very common misconception flying around about the Goblins: There are no tiers for enemy factions: Undead=Orcs=Goblins. A Orc group worth the same amount of resources as a Goblin troop will win 50% of the fights. Goblins, although individually not very tough regarding armor and health, are not supposed to be weaker than any other faction. We had a lot of problems with the player outscaling all enemy factions heavily in the mid-late game. We intended to not fall into the same trap with the Goblins and in order for this to work they have to be somewhat competent in the early game. We will adress the perceived difficulty of the Goblins in the next days. |
https://steamcommunity.com/app/365360/discussions/0/528398719801886134/#c528398719804089354 |
138 |
Getting poisened only happens when receiving a certain amount of health damage in one hit. So it is highly dependant on the armor and the damage roll of the attacker. |
https://steamcommunity.com/app/365360/discussions/0/528398719801886134/?ctp=2#c528398719804116247 |
139 |
The dented Nasal helmet has to be compared to the padded nasal helmet which is pretty obvious given the padding underneath it. The normal padded nasal helmet has 130/-7/-1 so the dented version as 15 less ar and 3 less fatigue costs. Do not compare it to the normal Nasal helmet. As you generalize and say "worn armor is better than normal armor" - which other worn armor pieces are better than their normal counterparts? I am curious how this impression can arise and we will make sure to fix it. It is true that the worn armor has a slighty better AR/Fatigue ratio than normal armor making it very suitable for the early game and for characters with low fatigue. On the other hand, the highest AR value on worn armor is 170 for the nasal helmet with rusty mail and 110 for the mail shirt. |
https://steamcommunity.com/app/365360/discussions/0/528398719804932463/#c528398719806894418 |
140 |
The crude Falchion is actually the best melee weapons the Goblins can acquire throughout the game so please do not compare it to tier 1 or tier 2 weapons like arming swords, morning stars or handaxes. Goblins will get nothing better later so in order not to be completely outgunned in the lategame they have to have some decent weapons. The crude Falchion does 35-45 damage with 70% AR efficiency and +5% chance to hit the head. Now lets compare this to the noble sword: 45-50 damage with 85% AR efficiency. That is an expected damage of 78.4 per turn against no armor and 48.5 against armor per turn (given 2 attacks) versus the cruel falchion with 69.6 versus no armor and 33.6 expected damage versus armor. Especially against armor, and almost all enemies wear armor after mid game, the cruel falchion falls off pretty sharply at some point compared to noble sword, fighting axes and other Tier 3 weapons. |
https://steamcommunity.com/app/365360/discussions/0/528398719802689024/#c528398719806949638 |
141 |
Please do not just say "balance" - this is feedback that we can not make anything out of. Who and what needs balancing, why does it need balancing, how does it have to be balanced? How do you come to this conclusion, is it your subjective feeling or do you have some numbers, thoughts etc to back it up? Give us something to work with. What are your expectations when starting the game on normal difficulty? Do you keep losing soliders? Then this is completely intended. If you want a more casual experience, try to play on the easier difficulty and you will have a much better time. When facing an enemy gang that is labeled "Even" that really means "even" in strength - a normal player may have a lose/win ratio of about 50% against this gang. So do you anticipate your chances of winning like this when engaging an enemy? |
https://steamcommunity.com/app/365360/discussions/0/528398719805796428/#c528398719806966760 |
142 |
We plan on having a reputation system with two values: Professional reputation and moral reputation. The moral reputation will rise and fall by the actions you take and the things you mention will factor into that. |
https://steamcommunity.com/app/365360/discussions/0/528398719806334979/#c528398719806976052 |
143 |
Thanks for the feedback! The faster travel has been suggested a couple of times and we are thinking about how to implement it. We agree on the early level fights. Sometimes it can take a little while to find an appropiate fight that is challenging but not too hard. We have a couple of improvements in mind for this. With the recruits it is intentional that you get some recruits with bad traits. It is a very fundamental part of the game that you are not a group of superheroes, but a rugged band of characters each with their, mostly sad, history and flaws. Like in darkest dungeon where the negative traits of the characters are an essential part of the game. |
https://steamcommunity.com/app/365360/discussions/0/528398719806504968/#c528398719807027779 |
144 |
The price raises were an essential part of the update, we feel that this is the first time the game actually has an item progression. Beforehand, you could just kill some bandit raiders and get highest tier weapons and armor from them without much of a hassle. This lead to players completely bypassing all low-and mid tier equipment. We feel that the price revamp was a big step not in making the game more difficult, but for actually getting some sort of progression into the game. The problem with the Goblins weapons is also a mechanical one: The Goblins will have to use the same weapons in the endgame against your brothers with level 11 and a coat of plates. If we nerfed the Goblin weapons they would be completely laughable in the later game. The other way around, the situation we have now, the maybe feel a bit too powerful for the early and mid game. We already have a solution for this that will make the enemy progression way smoother and solve the above described problem but it will need some more time. The enemy evaluation is a very very very tricky issue. In Battle Brothers the biggest part of success in combat is the players experience, ability and tactical competence. This can never be factored into a strength evaluation. |
https://steamcommunity.com/app/365360/discussions/0/528398719805796428/#c528398719807088367 |
145 |
As i described in another thread there is a mechanical issue with enemy weapons: Enemies use most of the weapons throughout the game as enemies do not level like the player does. This leaves you with three options: 1: Weapon is okay in the early game - bad and useless in mid and late game. 2. Weapon is Strong in the early game, okay in the mid and useless in late game. 3. Weapon is very strong in the early game, good in midgame, okay in late game. You have to take into account that the majority of complaints we got before the patch was about the late game and that it was way too easy. If you move over to the standpoint of the game being no challenge at all and no fun in the late game and try to remedy this you will end up with a rougher early game. This is no excuse for the early game being very challenging but you have to understand the priorities we had in mind when planning the new patch. We already have a system planned for integrating enemy progression into the game but it will take a while. |
https://steamcommunity.com/app/365360/discussions/0/528398719802689024/#c528398719807193030 |
146 |
There are some big issues with evaluating equipment. Orcs and Goblins do not have normal items as armor because the player can not loot it. Therefore all of these would need an actual value, which is of course doable. |
https://steamcommunity.com/app/365360/discussions/0/528398719805796428/#c528398719807283930 |
147 |
sLaughter, i officially love you (personal opinion)! Really great stuff and tactics you also wrote them up comprehensively. This is what we hoped for when designing the Goblins: That people will find their existing tactics not working any more, get out of their comfort zone and then come up with new tactics. However, we too feel that there are a lot of balncing issues in the game (of course as it is still in Early Access) but we will adress them as fast as possible. As a developer however, you always have to be careful not to overreact and tilt the whole thing the other way. Regarding the Wolfriders and Werewolves. Werewolves should be a lot less of a problem now as in the early part of the game they will show up with really small groups of 3-4 instead of 6-7. Also, you can outrun them now, go try it ;) The Wolfriders are pretty strong and deadly in the early game. We will see what we do about that as we do not want unavoidable fights that just punish you, thats not our intent. We are workin on an "enemy progression" system that will allow us to create the same type of enemy with different equipment setups so we can create really easy troops up to fully armed lategame troops and then tie it to player progression. However, this will need a lot of time until we get it in the game (will happen in the upcoming worldmap rework). |
https://steamcommunity.com/app/365360/discussions/0/528398719808403199/?ctp=2#c528398719810888077 |
148 |
Young Orcs have a melee defense and ranged defense of -5 already effectively giving you a to hit bonus ;). Orc Warriors also have a negative ranged defense as they are pretty big targets. |
https://steamcommunity.com/app/365360/discussions/0/528398719810874467/#c528398719811840196 |
149 |
We just uploaded a patch that made some balancing adjustments to the game. You should be able to play the game like all others and we adressed the most pressing issues. However, if by "balancing" you mean just making the game easier that is not what we have in mind. The game is ment to be played with a lot of losses and struggle and if you do not lose a brother in 3-4 fights you are playing on a difficulty setting that is prabably too easy for you. I can only recommend to start on the "even" difficulty (see patch notes for details) and you should have a pretty smooth playing experience after you get comfortable with the game and the tactics. |
https://steamcommunity.com/app/365360/discussions/0/528398719808403199/?ctp=2#c528398719811909579 |
150 |
It is actually a bit more complicated than that. The AI also takes into account all other things it can do like moving to a better position and so on. The AI will not stack all its attacks on the weakest target as this would be unfair and really hard to counter. |
https://steamcommunity.com/app/365360/discussions/0/527273452872494096/#c527273452874177189 |
151 |
There are several thoughts behind what we did to the economy, the Goblins and so on that only make sense when you see the bigger picture. The main problem of the Early Access is that you are constantly adding new features and systems and reworking old ones so you come into a circle where there are always new features and outdated ones in the same build. This is bound to happen as people basically play a work in progress game that is not finished causing quite some imbalances along the way. Regarding the enemy factions: Yes, the Goblins are by far the faction with the best and most thorough gamedesign and synergies. It is also our newest. We first had to experiment and learn how to design a faction properly and when you take a look at this you can see how the factions are getting "better" over time. This leads to the Undead being pretty "underdesigned" at the moment as they are our oldest faction. |
https://steamcommunity.com/app/365360/discussions/0/527273789696981513/#c527273789699050592 |
152 |
I do not want to go too deep into any historical discussion because these can go on for a while. Some of the team did some reenactment playing a Vking Warband for roughly 10 years and we are very happy that with Battle Brothers we now have way more artistic freedom. Getting everything "right" is almost impossible so we intentionally only take inspirations from historical armor and just use what we like and put it into a new context. |
https://steamcommunity.com/app/365360/discussions/0/527273452880650489/#c527273983048841177 |
153 |
just dropping in to let you know we are reading and taking notes. Designing a leveling system that is good for new players but still offers choices, character customization and a sense of achievement is a pretty tricky thing ;) |
https://steamcommunity.com/app/365360/discussions/0/527273452875339585/?ctp=2#c527273983048854807 |
154 |
Not really sure about a 2 tile Spearwall. I agree that it makes sense that a "long spear" should more or less work like a normal one but with extended range. |
https://steamcommunity.com/app/365360/discussions/0/527273789693486420/?ctp=2#c527273983048911636 |
155 |
We had this discussion come up a couple of times before so let me give you a quick explanation: If there was a character on the battlefield he will be either unkillable (only get knocked out) in combat or he can die. If he can die: What happens when he is dead? Game has to be over as this character is the person holding together the whole company and doing all the contracts, logistics, negotiations, decision making, paying crowns etc. |
https://steamcommunity.com/app/365360/discussions/0/523897277925624057/#c523897653294625501 |
156 |
Having bigger campaigns against other factions sounds like a fun kind of contract, we will see if and how we get something like this in the game. Having some really big battles is definitely fun but we have to be carfeul with too many npcs in one battle because it can take quite a while for all of them to act. |
https://steamcommunity.com/app/365360/discussions/0/523897653304919394/#c523897653313898032 |
157 |
@boatie: Of course every one is entitled to his/her own oppinion but please keep the tone respectful, thanks. Battle Brothers is not a roguelike. Maybe Dungeons of dredmor is one, or guild of dungeoneering, or binding of isaac and of course dwarf fortress and nethack. Battle Brothers has some elements of those games but it is just as much rogulike as Xcom, Mount and Blade or Jagged Alliance. Those are, to my understanding, not roguelike games but they are our main inspirations. Taking elements and inspirations from various settings, game designs and concepts and combining them into something new is the basis of innovation and of new and different games. We think that just making a cookie-cutter version of an existing game and an existing universe is done by way too many developers and leads to a lot of uninspired and unoriginal games. Basically more of the same. The only reason we started making this game is because we wanted our own game that no one else was making. This did not start out to make money and to cater to other peoples views and likings in order to max sales figures. There are enough people out there who are already doing that. As you all know we try to read everything on the forums and bring our own arguments and defend our design decisions but we are also looking for new ideas and input from the community. We explained the reasons for magic and supernatural things only being available to the various monster factions at many occasions. We want the player to feel that he is going up against the odds and that he is facing an alien and mysterious force that he has to overcome with flawed and sub-optimal normal human beings. The bigger the challenge the bigger the feeling of success once you prevail. This setting of an underdog against all odds and "reluctant heroes" is an extremely common movie motif and is also used a lot in books and games as it makes for a very interesting and tense story and situations. We decided to go with this motif and see nothing wrong with it. As to the leader in being present in battle i explained our reasoning for this in page 1 of this thread here: http://steamcommunity.com/app/365360/discussions/0/523897277925624057/. I think the dilemma of permadeath versus consistency and immersion is still tackled best with the approach we decided to go for. I also think that customizing yout company at the start of the game is a great idea. You could also do this a little differently: How about your company is represented by a big mercenary company standard displaying all your heroic deeds and achievements by adding pennants and scrolls to it (think of those large warhammer banners). The composition of the banner could then affect your whole company and give advantages on a company level. In the end each player would end up with a very unique banner depending on his choices, preferences and achievements. -> This is just one of the ideas we have been throwing around and i do not say we will do anything like this. I just put this here as an example of how to approach this in another way than just putting a player character into the game. |
https://steamcommunity.com/app/365360/discussions/0/523897277925624057/?ctp=4#c523898291512637620 |
158 |
Having a very tanky playable character is no real difference to having an unkillable player character. With a very tanky player character we would have the same situation: The focus of the whole game shifts away from the company and towards a single character which is typical for an RPG. In a world where each and every character can be permanently killed there is no justification imaginable for having one that is not killable. In fact, this is one of my biggest gripes with the otherwise great mount and blade. Also, Mount and Blade is more of an RPG revolving around your personal player character. Our game revolves around the whole mercenary group, the battle brothers, and not a single individual. An individual was never intended to be the focus of this game. and this is nothing "right" or "wrong" it is just a very basic game design decision we made for the core of the game at the beginning of development. Making this an RPG focusing on a single character would have been a totally reasonable way to go and would certainly make for a great game - but that is not the game we wanted to make. I know that i can not convince any one who has a different oppinion on this (when did that ever happen on the interwebz?) but i try to lay down our train of thought here so you can at least understand the reasoning behind this. To sum up, i am not saying there will never be a person representing your company in the game but it is very unlikely that he will appear on the tactical map for above reasons. |
https://steamcommunity.com/app/365360/discussions/0/523897277925624057/?ctp=4#c490121928337716648 |
159 |
Thanks for the input and suggestions! Although we really want to keep to the things stated in the FAQ Huggles is right on this on. It is a list of features that we want and plan to be in the game. However, there is no guarantee that all of them will make it into the game. On the other side, we will add a lot of features that are not mentioned there (example: Explorable Worldmap from the last blog post). Regarding the suggestions: |
https://steamcommunity.com/app/365360/discussions/0/487870763303430706/#c487870763313530947 |
160 |
We agree that the endgame is a weak spot of the current game as players tend to outscale enemies a lot through perks and character stat progression. The changes to the whole worldmap will be so big with the new update that it is pretty hard to adress single issues right now. Most importantly there will be a renown system that tracks the players over all progress. A well renowned player will be offered more dangerous (and rewarding) contracts than an unknown merc. |
https://steamcommunity.com/app/365360/discussions/0/490123197942089402/#c490123197945623810 |
161 |
Sorry to let you down on this but firearms are well out of the time period we chose for setting up the game. We went with an early medieval setting regarding arms and armor around 1000 to 1250 AD. You will for example see no full plate armor but more early medieval armor like chainmails, lamellars and so on. With the first "western" firearms spreading around as early as 1300-1400 AD this is definitely out of scope for the game (I am aware of 1200AD firearms in china but we are talking about muzzle loaded flintlocks or so, not handcannons). I know, it is a fantasy game and everything is "allowed" but in order to create a somewhat consistent world that is believable you have to draw the line somewhere. What is more, we feel that firearms would turn a melee focussed game into a ranged combat focussed game. It would make sense to introduce a sophisticated cover system and so on. It would basically change very fundamental things about the game. BUT: I never say never so alchemical potions like bombs, gas clouds or phosphor is in the range of things we do not knock out of the air, maybe even some really crazy handcannon. However, these kinds of weapons, if ever integrated, will be very rare. |
https://steamcommunity.com/app/365360/discussions/0/496880503078785843/#c496881136906780744 |
162 |
We had a crafting system planned a while ago but at some point had to make the rough cut and put it on ice. A crafting system is a really big workload and will take a lot of time away from more essential parts of the game. |
https://steamcommunity.com/app/365360/discussions/0/492378265876831741/#c492378265879406150 |
163 |
Hey there, thanks a lot for the suggestions! It is really well thought out and pretty deep. Unfortunately, what you describe can well be a complete game on its own. Are resources are spread thin and we are busy with getting all the core elements in place right now. Urban contracts and maps would surely add to the game but they will just "add". They are not the core of the game. However, i could imagine some contracts that take place in cities but they will probably be based on the event- and dialogue system, not on actual maps. Like the idea about fist-fights you can send your guys to and earn some extra crowns. Well see about that. |
https://steamcommunity.com/app/365360/discussions/2/364042262872090117/#c492378806374798838 |
164 |
Quick note to not let rumors spread too wildy: We still aim at a full release 2016 with the worldmap update coming probably early next year. A worldmap update release before christmas 2015 will not happen - although we would of course love to get it out to you guys as soon as possible! We are really conscious about putting out a great product. This is our first game so the reputation we establish for ourselves will be determined by the quality of Battle Brothers. We will continue to give you guys updates every week so you can follow the development closely and rest assured that we are making good progress. |
https://steamcommunity.com/app/365360/discussions/0/492378265882277671/?ctp=3#c492379159716563077 |
165 |
We actually had a bigger roster planned since the beginning but only outside of combat. This way you can better manage your troops and this will also alleviate the permadeath mechanic. We will come back to this after the big worldmap update. |
https://steamcommunity.com/app/365360/discussions/0/494631959821071824/#c494631967651857681 |
166 |
Having more character customization seems like a really obvious choice for our game and we had planned that all along. People will want to create "themselves" or friends using the assets we have. |
https://steamcommunity.com/app/365360/discussions/0/494631967666753217/#c494632338489025947 |
167 |
Hi there, |
https://steamcommunity.com/app/365360/discussions/0/458604254430317379/#c458604254441186211 |
168 |
We are convinced that modding can and will contribute greatly to the game and its longevity and diversity. However, we have to focus on finishing the game first and get it as good as we can before we can think about dedicated mod support at all. We have some thoughts about how to make things easier for modding but adding workshop support or developing dedicated modding tools will be highly unlikely. |
https://steamcommunity.com/app/365360/discussions/0/458606248634173641/#c458606248635456492 |
169 |
Hi guys, quickly dropping in to add something to the whole country and nobility thing. |
https://steamcommunity.com/app/365360/discussions/0/458606248633204659/#c458606248639551514 |
170 |
I can only add some very personal thoughts on this so the following is not official Overhype stuff ;) I exchanged on a couple of occasions with the guys behind DD and have to say i really like them personally and they are great guys with a lot of ambition. It says a lot about the current state of Dark-Fantasy Indie games and especially turn based games that DD seems to be such a major success. I also applaud the guys for the guts to make something new and try out a different approach to a dungeon crawler. However, from the perspective of a gamedesigner and also of a player there is a lot that i do not enjoy about DD and that i would have done differently. The main issue for me is negative reinforcement and downward spiraling which are not really fun things to encounter in a game for me. Of course the whole premise of the negative events and stress of adventuring is new and interesting in itself but for me as a player it can lead to an unsatisfying or frustrating experience. I have seen that DD and BB get mentioned a lot together in forums and such although the games themselves are very different. I can only imagine that the target audience is very similar: People who enjoy turn based tactics game in a dark fantasy setting and also enjoy a big challenge. To sum up, i still think DD is a great game and that it did a lot for the recognition of very challenging TBS games and also got this type of game more into the mainstream awareness. However, i think we are doing fine with BB when we stick to our track ;) |
https://steamcommunity.com/app/365360/discussions/0/458607699625769053/#c412446250040421209 |
171 |
We, at one point, thought about having walls and all the good stuff in the tactical combat. Of course it would be awesome. Unfortunately, we have very limited ressources and have to be very cautios of which features to implement and which to push back. The walls pulled the short end of the stick as we firstly have to get all the must-haves and core-features in place. Still, of course we have the idea in the back of our heads. |
https://steamcommunity.com/app/365360/discussions/0/412446890560073732/#c412447331646797037 |
172 |
Contracts will be available in the settlements shown by a scroll on the top left corner of the village screen. You may have to travel between some settlements to find them. Also, you should go to a tavern and talk to the patrons, they will sometimes tell you of places where you can find contracts. |
https://steamcommunity.com/app/365360/discussions/0/412448158161932949/#c412448158161995627 |
173 |
You can actually cross small patches of sea by just moving over it. If you are on an island there should be a settlement and you can use the docks to board a ship towards another city. If all of the above does not help you will probably have to generate a new world. This may happen on very rare occasions and we are constantly improving worldmap generation to avoid these starts. |
https://steamcommunity.com/app/365360/discussions/1/412448158162198143/#c412448158162256740 |
174 |
There is a contract in the works where you can actively help rebuilding. Right now settlements will only do this by themselves. |
https://steamcommunity.com/app/365360/discussions/0/412448158162724253/#c412448158162838516 |
175 |
We reduced the amount of roaming parties especially in the "civilized" part of the world on purpose. Before there was a huge amount of frustration caused by players getting killed by random roaming goblins or so. You will still find roames and especially in the undiscovered parts of the map. |
https://steamcommunity.com/app/365360/discussions/0/412448158162272467/#c412448158162846947 |
176 |
The road placement might but not at maximum eifficiency due to the procedural generation of the world. We also want the roads to have a more natural look with windings and curves and not only straight lines like "autobahn" - even if that would be faster ;). However, i agree that sometimes the roads produce some really inefficient and odd ways and we can improve on that in the world generation. |
https://steamcommunity.com/app/365360/discussions/0/412448158162505365/#c412448158162869507 |
177 |
Some quick answers: 1. There is a contract where you are asked to "persuade" a settlement that it needs to be protected by a noble house. The settlement then switches allegiance. We have more contracts like these in the works that will make interaction between the noble houses more present. 2. Yes, although it can take a while and as there are not so many noble house contracts yet it is even more difficult. This will get easier as we add more contracts. 3. When the relations to a noble house detoriate far enough they will attack you and you can attack them. We will add more ways to achive this in the future. Right now you can not just attack caravans. 4. You get two when the settlement is aligned to a noble house, one when the settlement is independent. |
https://steamcommunity.com/app/365360/discussions/0/412448158163273978/#c412448158164688840 |
178 |
Hi guys, sorry for the confusion but regarding the selling price there is a fundamental difference between loot and trading goods. Trading goods sell for their real value modified by the size of the city and the availability of that specific good there. Loot items like silverware or pearls but also weapons and armor can only be sold for a fraction of their value. This discount had to be introduced to keep the item/money economy healthy. |
https://steamcommunity.com/app/365360/discussions/0/412448158164333511/#c412448158164719999 |
179 |
Hi guys, with the completely new contract system there is still a lot of balancing and adjusting to be done. Also, we have about 9 contracts including various twists in the game right now with 11 more waiting in the wings to get implemented (Compared to 5 we had in the first version). The new contracts actually scale to the players renown and party power and so do the rewards and the difficulty. In the previous version the contracts were just completely random. So we think this is a big step in the direction of a smoother progression and less frustrating moments when having to fight against all odds. However, as this system is very complex it will need some more time and adjustments. |
https://steamcommunity.com/app/365360/discussions/0/412448158163925759/#c412448158164814684 |
180 |
Right now they are not openly fighting but this is intentional. The Humans fight "together" for their survival against all kinds of threats like Orcs or Undead and dont want to spend their ressources on an all out war between each other. This is were the players merc company comes in. The player will then be hired to perform all kinds of hostile and damaging actions against other houses without people knowning who is actually behind this in order to avoid an all out war. |
https://steamcommunity.com/app/365360/discussions/0/412448158163273978/#c412448158164828244 |
181 |
Those count as loot items. You will generally get better prices in bigger cities with more attached locations though. |
https://steamcommunity.com/app/365360/discussions/0/412448158164333511/#c412448158164951949 |
182 |
hehe that is understandable ;) Right now you can not, only if the village or faction the caravan belongs to is hostile to you. There will be contracts later about ambushing caravans though. |
https://steamcommunity.com/app/365360/discussions/0/412448158165742924/#c412448158165908138 |
183 |
There is no connection between backgrounds or the current stat level and stat increases. The rolls are random. |
https://steamcommunity.com/app/365360/discussions/0/412448158165804468/#c412448158165943057 |
184 |
We are still working on the balance but this seems pretty odd. Usually a bandit contract will pay around 400-600 crowns and you will encounter more than 6 thugs. Later in the game this scales up as well so there should be even more enemies. It can happen that you encounter very weak bandit troops in there but it should usually not occur. |
https://steamcommunity.com/app/365360/discussions/1/412448792345981825/#c412448792347092906 |
185 |
Yes, it is always three on each map. |
https://steamcommunity.com/app/365360/discussions/0/412448792346234297/#c412448792347194074 |
186 |
We want to add more moraly ambigous events that affect your moral reputation but it will need more time until we get around doing that. |
https://steamcommunity.com/app/365360/discussions/0/412448792346278166/#c412448792347198449 |
187 |
I can just promise that the chance you see is exactly the chance you get. However, with using random generated numbers for hot chances you will always have those strange events where you miss 3 80% shots in a row or miss a 99% shot and that can be very frustrating but that is the nature of the beast. |
https://steamcommunity.com/app/365360/discussions/0/412448792346566412/#c412448792347222264 |
188 |
Enemy parties should not be faster than the player on the worldmap. We will check back on the raider speed. |
https://steamcommunity.com/app/365360/discussions/0/412448792347114717/#c412448792347229068 |
189 |
Barber can a bit rare, i will double check on the distribution of special buildings. Each world should have at least one. |
https://steamcommunity.com/app/365360/discussions/0/412448792348517653/#c412448792351025765 |
190 |
The whole stat point on level up discussion is a pretty tricky one. There was a lot of discussion about it (positive and negative) when we changed it from random to fixed a while ago. Statistically, the values did not change so when before you got +2 fix on MS you now get 1-3 so the expected value is still 2. Of course with the randomness of numbers some characters can get higher and some lower rolls but under the line the total amount of points distributed will be the same if the sample size is big enough. We are ourselves not 100% satisfied with how both stat increase and perk system are set up right now and there are a couple of ideas floating around but i can't tell you anything yet. Most likely, there will be some changes to both stats and perks before the full release. Sorry for being cryptic like that! |
https://steamcommunity.com/app/365360/discussions/0/412448792349028442/?ctp=3#c412448792351060929 |
191 |
- This is funny because i suspected that before reading the article. I was pretty sure that the chance to hit is secretly higher than what the number actually shows. Given the experience of Battle Brothers i felt that too many 75% shots were hitting in Xcom2 and funnily enough i was right. Now, the question is what do you want in a game? Do you just want to enjoy yourself or do you want a real challenge? I think many people, who are looking for a challenge, feel cheated and deprived of their acheivements once they find out they were fighting with a hidden +10 chance to hit all the time. I have been playing a lot of pen and paper systems and board games and the notion of secretely increasing the chances of dice rolls seems pretty absurd to me at first. On the other hand, i totally understand the emotional perspective and agree with what Solomon says about frustration and expectation of the players and that it has to be hedged. Also, i can assure you that he is not the first in history to have thought of handling things the way he decided to do it ;) In the end i think two things alleviate this problem a lot for us: |
https://steamcommunity.com/app/365360/discussions/0/412448792349264018/#c412448792351112900 |
192 |
We'll have a look at the event but yes, sellswords are highly skilled fighters but greedy, unthankfull and of awfull character. |
https://steamcommunity.com/app/365360/discussions/0/412448792349900322/#c412448792351128846 |
193 |
The enemy mercenaries and noble houses already use more perks than other enemies. However, teaching the AI how to use a perk properly is quite a lot of work but it is worth the time as it makes combat a lot more challenging - just like you say. |
https://steamcommunity.com/app/365360/discussions/1/412448792356963111/#c412448792366912961 |
194 |
The issue is more that the Necromancer only has one skill and he can start using it as soon as there are dead bodies. Before that he is just standing around picking his nose. Maybe we give him another skill that he can use more proactively... just thinking out loud here. We will see when we work over the undead. |
https://steamcommunity.com/app/365360/discussions/0/412448792363468876/#c412448792367427420 |
195 |
If the camp belongs to a contract they will not attack it as they would mess up your contract ; ) |
https://steamcommunity.com/app/365360/discussions/0/412448792365058803/#c412448792367488222 |
196 |
They get increased damage the more hits they land and the more enemies they kill so dispatching them early is a good idea! -ignore the thing that was standing here previously as it was wrong - |
https://steamcommunity.com/app/365360/discussions/0/412449431007903567/#c412449508275466274 |
197 |
The inventory is limited to 90 spaces, some players accumulate enough items to fill this out and then they will have to pick what to loot and what to leave. |
https://steamcommunity.com/app/365360/discussions/0/412449431008243050/#c412449508275653186 |
198 |
We did want to have a variety of food and drink supplies but adding a "drinking" mechanic seemed a bit too much to add at this point. We will see about it in the future and may at some point build out the "supply" and "survival" aspect a little. |
https://steamcommunity.com/app/365360/discussions/0/392183857621034505/#c392183857622019253 |
199 |
The Mercs appear in some contracts and twists but we want to increase their presence in the game. They also make for pretty challenging opposition ; ) |
https://steamcommunity.com/app/365360/discussions/0/392183857620739216/#c392183857622039867 |
200 |
Agreed, would be great to have more weather effects in the combat environment that actual change combat. Not sure if and when we will have time for this so up until then it is only cosmetic. |
https://steamcommunity.com/app/365360/discussions/0/392183857620014936/#c392183857622054302 |
201 |
We have been experimenting with actual spoken lines that are uttered by combatants but we are still in a very early phase and not sure if we will actually include it. |
https://steamcommunity.com/app/365360/discussions/2/392183857627138733/#c392183857622573357 |
202 |
Thanks for the detailed writeup and feedback! Especially from someone playing on deadly, we do not see that too often ;) Regarding the contracts we think the new system is a big improvement over the old one. We now have proper context and background, multiple steps and stages, twists, interesting tasks, interaction with the contract giver and way more contracts. I think the old system was more of a placeholder system with extremely simple contracts that got boring pretty fast and was not really entertaining or motivating. The thing with contracts that are directly generated from the world is that they can be very very rare as one or more of their prerequisites are not met. The result is a huge lack of contracts that get's even more obvious when you have a limited number of contracts in the game. Right now that approach is not feasible and does not work in the game. We spent a lot of time working on this, testing and thinking through various systems and we are convinced that there was no other solution that could have been achieved with our resources than the current implementation. I can promise that we will expand the contract system and get it back more in the direction of the old system where contracts only occur under certain circumstances (like a contract to fight Orcs only appears when there are actually Orcs in the area). This will need time though and a lot more contracts. Regarding the difficulty of the contracts: We have a new addition to the contract system that will help with the contract difficulty. It will go live with todays update. The Undead are in line for a rework, especially the skeletons (they will also get a completely new look). That rework will hopefully make them a more interesting challenge. Ghouls will also get some love as they are indeed on the weak side. The Perk System is also due for a bigger rework and will see some changes, can't give an ETA on that yet. Regarding the AI and certain skills/perks: Getting the AI to use them at the right time like a human is an insanely difficult task and i think that the AI in our game is pretty good already. Of course it can always be improved upon and we will keep doing that. Regarding Events: We now have 69 Events in the game, there will be two more with todays update. As we keep adding more they will also appear more regularly. We do not want to increase the frequency right now as they would start to repeat rather fast and annoy the player instead of entertaining him. And of course we didnt forget about the new weapons, still have them lying around here somewhere... We are not sure if the heraldic mail will see action again but we want to make unique Armors just like the unique weapons each with their own look and somewhat improved stats. |
https://steamcommunity.com/app/365360/discussions/0/392183857623080173/?ctp=3#c392183857626456854 |
203 |
I agree with you that the factions have great potentital that is hardly used right now. The first step in making them more important are the faction specific contracts we are working on. In these contracts they will often scheme and intrigue against each other trying to hinder the other factions while grabbing for more power. Having the disparities between noble factions leading to an all out war at some point is also an exciting prospect. However, the noble houses usually do not openly fight against each other as they have their hands full with dealing with external threats like Orcs, Goblins, Undead and Bandits thus they do not have the resources for infighting that much. |
https://steamcommunity.com/app/365360/discussions/2/392184289304893507/#c392184342865110498 |
204 |
We thought about having a fight club in big cities where you can send your guys to fist-fight for crowns. Finally a good use for your Brawler backgrounds ;) However, those plans lay on ice for now... |
https://steamcommunity.com/app/365360/discussions/2/392183857634881176/#c392184342865135614 |
205 |
The chance is that of a normal, unmodified attack. Shields and other defenses apply normally. |
https://steamcommunity.com/app/365360/discussions/0/392183857631989473/#c392184342865204850 |
206 |
We are thinking about this topic for a while and have different approaches on how to give the player more purpose and make the world more interactive, we are also thinking about a possible end or goal to the game. However, these things are not ready yet to be presented and it will take a while until we can talk about it. I am just dropping this here to let you know that the issue is an important topic for us. |
https://steamcommunity.com/app/365360/discussions/0/371918937256989415/?ctp=3#c371918937259484483 |
207 |
Just to clarify: Even if we eventually implement a way to "beat" or "end" the game the player will always have the option to continue afterwards in the free roaming mode that the game is now. There will be no forced or "hard" end to the game. |
https://steamcommunity.com/app/365360/discussions/0/371918937256989415/?ctp=4#c371918937262606113 |
208 |
The problem here is that we then have to also teach the AI to pick up ammo from the ground and change quivers in the inventory which is more work than it sounds at first. Also, assume dedicated archers have 2-3 stacks of more arrows in their backpack and Goblins with the quick hands perk can just change them with no action costs. So even if me made ammo limited and gave them additional quivers not much would change. However, if the ammo was limited it would be of course better for the realism but we will have to see when and if we get around to work on this. |
https://steamcommunity.com/app/365360/discussions/0/412448158166230016/#c371918937274512693 |
209 |
Not everyone wearing a wizard hat is actually a wizard ;) |
https://steamcommunity.com/app/365360/discussions/0/371918937277452529/#c371918937282435837 |
210 |
An extended roster was planned in the very beginning of the project where you can circle mercs around just like in xcom (old and new) and we are still talking about it internally. I dont want you to get too excited but it is likely that the roster will be extended for the final version. |
https://steamcommunity.com/app/365360/discussions/0/371918937285510313/#c371918937285927533 |
211 |
Of course we can understand very well that many people would love to see faster progress on the game - me included! However, i think that with the almost weekly updates we are doing rather well with a three guy team and of course we will keep working as hard as possible. Internally, we are already working on the mechanics and workings behind the faction feuds but it is too eraly to post anything official about it that will then maybe have to be revamped. That is the reason why we left out any details about it in the last posting. Again, if something does not show up in last weeks posting it does not mean it will not be in the game. There is quite a list of smaller and bigger features that we want to get in the game but we do not feel confident enough to announce all of them officially and then disappoint people even more when realizing we can not get them all into the full release. As promised, we will post more info on what is to come in our weekly updates. All i can ask you guys is to be patient. Also, thanks a lot for all the support and understanding from you guys! |
https://steamcommunity.com/app/365360/discussions/0/371919771743994899/?ctp=4#c371919771754077483 |
212 |
The thing is: We can not really tell ourselves. With this being our first game it is extremely rough to even slightly predict full release sale numbers. Also, it is a bit hard to find similar projects as the turn based strategy section in the gaming market is pretty barren so we do not have any data from other games we can build on. All i can say is that we are pretty positive that the game will be successful enough to let us support it with a couple of bigger expansions after the full release ;) |
https://steamcommunity.com/app/365360/discussions/0/371919771746274542/#c371919771754112709 |
213 |
Right on and nice image you made! |
https://steamcommunity.com/app/365360/discussions/2/371919771746663846/#c371919771754121749 |
214 |
The image is a pretty early Mockup. We will firstly add single items like camp fires, gravestones and the like. We will then hopefully add larger obstacles like small farm buildings, fences and so on. |
https://steamcommunity.com/app/365360/discussions/0/371919771754838825/#c371919771754845829 |
215 |
This discussion has been brought up many times and that is for good reason. In one of the first versions of the game we actually planned for the player to rebuild a destroyed castle over the course of the game. This was a couple of years ago and the game at that point was way closer to the original xcom than it is now. As time moved on we realized more and more that a static base is something that does not work too well with the roaming, adventurous mercenary playstyle we wanted to focus on. There is absolutely nothing wrong with a base and like i said above we had it planned at some point but dropped it for good reasons. It would be much better fitting if for example you were a disowned noble returning to find his old hold in ruins and trying to rebuild it. There will be no fixed base of operations for the full release and the decision for this has been made a long while ago. This is a fundamental game design decision that impacts a lot of other areas of the game and please do not think that a player base could be implemented "quickly" or "on the side". If there is a player base it has to add meaningful things to the game and has to be thought well through and interconnected with all the other game mechanics. I am repeating myself here but implementing a base for the full release is not possible with the remaining development time we have and we also decided against it from a gamedesign perspective. However, i can see it work for a possible expansion but for now we have to focus on getting as many points from our development list into the game before the release. |
https://steamcommunity.com/app/365360/discussions/0/371919771754987958/#c371919771761944833 |
216 |
BB and Quick hands will both be tweaked with the perk rework, just dropping this here so you know we also see the urge to act. Especially rotating 3 crossbows around for a lot of shots is not what we had in mind when designing these perks. |
https://steamcommunity.com/app/365360/discussions/0/371919771757261035/?ctp=2#c371919771761953692 |
217 |
It is actually a problem with the UI that stops us from doing the formations so unfortunately we have to sort the UI thing out first. Can't give an ETA on that though : ( |
https://steamcommunity.com/app/365360/discussions/0/364040166681310887/#c364040166687550932 |
218 |
We intentionall did not put in that kind of events for now. It may feel too random and punishing for the player to just lose a Brothers. Especially as the life expectancy in the world of Battle Brothers is pretty low anyways ;) |
https://steamcommunity.com/app/365360/discussions/0/364040961443029327/#c364040961446688379 |
219 |
They are generated randomly within certain stat ranges. However, the way it is done now they actually have a chance of not really being better than a normal weapon - just more fancy. We will most likely tune this a bit to make sure they are always better than regular weapons. |
https://steamcommunity.com/app/365360/discussions/0/364041776194658115/#c364041776197663038 |
220 |
Hi there, the issue has been brought up before and i think above the reasons why we have not tackled this before have been layed out. When making a game you always have a dozen of different tasks at hand and you can not do all of them so you have to pick the one that will benefit the game most while having the lowest amount of work. This way you can progress the game well without spending too much time on things that have little impact on the game. That is the reason for the unlimited enemy ammo. Of course we want enemies to not have unlimited ammo but that will require quite a bit of AI programming in making the enemy pick up arrows and/or secondary weapons during combat. Also, an enemy hardly ever gets to shoot off 20 arrows/bolts in one fight and he qould probably start out with those in his bag. To sum up, this will mean a lot of work for something that has a very minor impact on the game - that does not mean that we do not want it though! It is just that we so far had to focus on bigger/ higher priority issues. When we have some time left approaching the release we can hopefully come back to this! |
https://steamcommunity.com/app/365360/discussions/0/357288572113209163/#c357288572117463393 |
221 |
Thanks for the input, great ideas here! |
https://steamcommunity.com/app/365360/discussions/0/357288572130214293/#c357288572138257664 |
222 |
Thanks! |
https://steamcommunity.com/app/365360/discussions/0/357288572130214293/#c358415103477345706 |
223 |
There is an autoloot mode in the options that you can activate to automatically collect loot after each combat. This way you cant forget about it anymore. |
https://steamcommunity.com/app/365360/discussions/2/357288572138290018/#c358415103477349587 |
224 |
We definitely thought about sliders like that as well. However, it is quite a bit of work to make the world generation according to these sliders work and we have a lot of other very pressing issues at hand. I think the chances to have sliders like these for the initial release are not that big. |
https://steamcommunity.com/app/365360/discussions/2/358415103476508653/#c358415103477358912 |
225 |
You guys will get something really soon, we are working hard on it! |
https://steamcommunity.com/app/365360/discussions/0/357288572118588074/#c358415103478527665 |
226 |
Hi there, a tactical view is not planned at the moment but we agree that the terrain is sometimes a bit trricky to read. You best make use of switching the viewable elevation levels, that helps. Although a tactical view would be helpful, we have to focus on the core of the game first. Same reason for the scalable UI, our resources do not allow for that at the moment. We will see if we manage to get something done later in development. |
https://steamcommunity.com/app/365360/discussions/2/358415206078421510/#c358415206078982470 |
227 |
We have been keeping back a little on the "viking" style purposely. We want to keep some powder in the keg to add later. |
https://steamcommunity.com/app/365360/discussions/2/358415206100048647/#c358415738180684455 |
228 |
The fletchers can actually be a bit sparse as the conditions for them to spawn are a bit specific. We will look into having at least one in each world seed. |
https://steamcommunity.com/app/365360/discussions/0/358415738189509644/?ctp=2#c358415738200161210 |
229 |
Some of the Locations also spawn over time like Orc and Goblin HIdeouts. So in the very beginning of the game there are less of these available. We also are tinkering with the total amount of locations and maybe increase it a little at some point. One more thing to make exploration more worthwile: We are planning on adding named armors to the loot of these locations so that exploration is more rewarding. |
https://steamcommunity.com/app/365360/discussions/0/358415738213251502/#c358416640400107785 |
230 |
We already have written a contract where you get hired to help rebuilding attached locations, it will be in the game eventually. |
https://steamcommunity.com/app/365360/discussions/0/366298942107548587/#c359543951700740449 |
231 |
1) Armor: We also feel that there are not enough incentives to wear light armor. However, making heavy armor worse/ light armor better always gets very "gamey". After all, a heavy armor is just better at protecting a soldier than light armor, there is no room for discussion here. We thought about giving a defense penalty to heavy armor as you are not as quick and nimble in heavy armor but i personally think this is a pretty weak argument. People in heavy armor are way faster and more agile than you would normally think. We pushed this back for now but we are definitely looking at the issue. 2) Ghouls are the laughing stock of the Battle Brothers world, we have some thoughts about making them more interesting and challenging to fight. We have this planned for a Undead rework that is on our list. 3) We want exploration to be more meaningful and entertaining. Our current approach is to rework named items. They will be more powerful but not dropped by enemies any more or available at stores. They will only be found in secluded locations that are not part of contracts but can only be found through exploration. There will be various ways how to find out about these special locations: Tavern Rumors, Events, Background Specific events or just by wandering about the world. This way we want to make exploration way more rewarding and interesting. |
https://steamcommunity.com/app/365360/discussions/2/366298942109774011/#c359543951700815939 |
232 |
We really understand your concerns, especially when looking left and right at other Early Access titles. A lot of not so good stories with EA going wrong have brought many people to not buying EA at all. This is actually a problem for us as it reduces the amount of funds we can generate to keep developing the game and it puts pressure on us to actually release the game (which is probably a good thing ;)). We hope to always be as open and forward as possible about the current state of development and about what we are working on. However, there are ups and downs and there are phases with more motivation and also some with less motivation. Having to rework the UI did cost us a lot of time and was a real strain on our power but things like this will always happen in game development and they are mostly impossible to account for in planning. When making a game you have to constantly decide between features, you simple can not get all features into the game. So when you have to decide between feature 1 and feature 2 which one are you cutting from the game and which are you implementing? Both are awesome and will benefit the game greatly, so which do you chose? This is one of the hardest thing in game development but resource limitations simply do not allow to get everything in the game that you want. All this aside we are working as hard as possible to make the best game that we can and keep in touch with the community while doing so. Sorry for the rant, just wanted to share some of our views on the topic ;) |
https://steamcommunity.com/app/365360/discussions/0/366298942113391913/#c359543951700858640 |
233 |
The talents increase the additonal attribute points when increasing that stat on level up. 1 star increases the minimum by 1, 2 stars by 2 and 3 stars increase also the maximum by one. Once you start leveling up you will see how it works. Generally a high talent means more points on level ups on that attribute. |
https://steamcommunity.com/app/365360/discussions/0/361798516965137015/#c361798516965161381 |
234 |
The chance of hitting someone in the line of fire when you are at 60% to hit on the target and the guy in the line of fire has 20% ranged defense is 15%. |
https://steamcommunity.com/app/365360/discussions/0/359547436745968243/?ctp=2#c359547436748387467 |
235 |
We will try and keep increasing the readability of the numbers. It is a bit tricky to find a font and color that works for all items while not completely ruining the icons. |
https://steamcommunity.com/app/365360/discussions/0/359547436759023518/#c359547436759666060 |
236 |
Yeah, we had some plans in this direction a while ago, mainly about choosing a starting leader of your company who would have different advantages to make a new game play differently. However, i can't tell if and when we will have time to actually do this. It will require a lot of thought to go into it. The game is all about replayability and some way to customize your playthroughs will increase that a lot so it would fit very well. On the other side: Time and resources :/ |
https://steamcommunity.com/app/365360/discussions/2/359547436752262952/#c359547436759697704 |
237 |
Sounds reasonable, problem being throwing weapons: These get refiled from the ammunitions as well. If we made it so that one javelin also only needs one ammunition than a javelin would have the same worth as an arrow (or a throwing axe). That sees to be a bit off. However you are right about there being room for improvement, we will put this on our list! |
https://steamcommunity.com/app/365360/discussions/2/361798516953971799/#c359547436759718904 |
238 |
With the beta build we increased the time span in the early game where exclusively 1-skull contracts are spawned. We will have a look and see if we need to increase this time span even more. |
https://steamcommunity.com/app/365360/discussions/0/359547436752872579/?ctp=2#c359547436759731769 |
239 |
Adding more interaction to map objects and also add new objects you can interact with in other ways than just combat would definitely help livening up the worldmap. Unfortunately, our time is very limitied and we have to focus on other, more core features for now. |
https://steamcommunity.com/app/365360/discussions/2/282992646972829591/#c282992646980388857 |
240 |
This is not as easy as it may seem. Some new features require basic changes within the code that interacts with your exisitng mercs, their stats, their status, their equipment or experience. |
https://steamcommunity.com/app/365360/discussions/2/282992646974470406/#c282992646980409917 |
241 |
hehe yes, the good old deadlands ;) We have something planned for the very very late game. Wont be the deadlands but has something to do with it. Hope we manage to actually get it in the game ;) |
https://steamcommunity.com/app/365360/discussions/0/282992646975283543/#c282992646980417736 |
242 |
With the vampire rework (necrosavant) we will have another look at how he plays and how to play against him although his basic mechanics will not change. The basic tactic against most enemies is to have a frontline with shields and a backline with archers and polearms. The necrosavant(vampire) was explicitly designed to challenge this tactic through bypassing the shielded frontline and go for the vulnearable backline. We want to offer lots of different challenges to the player to keep the game interesting and demanding and not allow for a "cookie cutter" setup that beats all enemies. |
https://steamcommunity.com/app/365360/discussions/0/282992646978803322/#c282992646980451880 |
243 |
We have it on the list (the very long list) for usability and quality of life improvments. We will only have time for this after finishing the core features of the game near the end of the development so i cant make any promises on this yet. |
https://steamcommunity.com/app/365360/discussions/2/282992646980028415/#c282992646980455160 |
244 |
Hey there, unfortunately any kind of MP is a huge amount of work and we still do not have the core of the game ready. Even after that we think adding more features and content to the base game will likely be a better place to pour our ressources. PvP would make more sense like you pointed out like in the new Xcom but still don't get your hopes up too high for it any time soon. |
https://steamcommunity.com/app/365360/discussions/2/282992646982759868/#c282992646984209142 |
245 |
Funny idea right there : ) with the ghouls now being no complete pushovers anymore we will have another look at their loot to make sure it is worth fighting them. |
https://steamcommunity.com/app/365360/discussions/2/224446614458469255/#c224446614466263387 |
246 |
I get your point but other players reported that the world is too big, the traveling takes too much time and that fast travel over land would be helpful. For now we are pretty satisfied with the world size. Adding more regions or even continents is a definite option for possible expansions to the game. |
https://steamcommunity.com/app/365360/discussions/2/215439774852621058/#c215439774870247812 |
247 |
Hi Guys, first off all this has to be said again: Keep it civil in here and do not insult each other. We love some passionate discussions about the game but do not take it too personally and do not swear at each other - thanks! (Also on banning people which we get asked for regularly: We really do not want to do this and have hardly ever banned anyone. This is a purposeful decision as we believe a lot of people write things they do not mean in the heat of the moment). Now onto the topic: Most things and features that are "missing" in the eyes of some have been omitted from the game on purpose and are not missing because we are "lazy". Examples are a player base, a player character, Horses, a linear story, legs for characters and so on. We gave very detailed reasons on each of these throughout the development of the game so I wont repeat them here again. Most boil down to two things: The focus of the game as a sandbox mercenary simulator revolving around tactical combat and our very limited resources with 3 guys on the team. Comparing Battle Brothers to other games is also a bit tricky, for example with Thea (the guys behind Thea are btw really awesome and you should get the game if you haven't yet!). The thing is, Thea does not have a tactical combat at all and our games main focus is the tactical combat - so we do not compare well at all. A main point for criticism is the lack of an endgame goal. We have been working for quite a while on this and we agree that the game is really missing it at the moment. You build up your company but you have no final challenge to overcome with that company. This friday we will have a dedicated blog post on the "lategame crises" with more details. These will also include a dynamically changing worldmap within the limits of what is technically possible for us. We hope this will add a fitting climax and sense of purpose to the whole game. Regarding DLCs: |
https://steamcommunity.com/app/365360/discussions/0/1843493219418974707/?ctp=5#c1843493219426164258 |
248 |
There will be more merc companies wandering around later in the game, especially with the Noble House war as they like to hire mercenaries just like you for the fight. |
https://steamcommunity.com/app/365360/discussions/0/154644045358903582/#c154644045359584637 |
249 |
Yes, it will be possible to "win" against these crises given you are successful enough in fighting back. |
https://steamcommunity.com/app/365360/discussions/0/154644045363991602/#c154644045364211686 |
250 |
Those designs are from a very old version of the game when it was much closer to the original Xcom that inspired it. The style and world of Battle Brothers changed significantly since then so they do not fit in any more ;) |
https://steamcommunity.com/app/365360/discussions/0/154644045364666093/#c154644349171304013 |
251 |
Hey Steven, thanks for the suggestion! We indeed saw that coffee option MuHa did and it is a neat idea. However, we somehow do not feel good about taking money from people without giving them something back in return. We are happy with you guys buying the game or the supporter edition, spreading the word or even gifting it to a friend. We feel donations, as great as they are, should never be part of a business plan so we prefer to do without for now! Thanks again for the support! |
https://steamcommunity.com/app/365360/discussions/0/135508833660211022/#c135508833660813234 |
252 |
We also implemented the speed up function to help remedy the longer distances and raised contract rewards a little so you get compensated for the food usage. |
https://steamcommunity.com/app/365360/discussions/1/135509823660014472/#c135509823659999946 |
253 |
The time until this ambition expires should be about 14 days, anything else is most likely some kind of bug. |
https://steamcommunity.com/app/365360/discussions/0/135509823661063584/#c135509823661112557 |
254 |
The time limit will be visible in the future in the tooltip. After the initial Ambitions you have another option to not have an ambition and will be asked again after some time so only the first few have to be done at some point. The game is in "beta" state for the reason of balancing it, this is what we are doing right now ;) So we want to know if ambitions are too hard or easy to fulfill in your oppinion to make it better for the full release. |
https://steamcommunity.com/app/365360/discussions/2/135509823664699404/?ctp=2#c135509823664595396 |
255 |
Chances to find them will be slightly increased with the next upcoming patch ;) |
https://steamcommunity.com/app/365360/discussions/0/135510393197789682/?ctp=14#c135510669592550093 |
256 |
Hey guys, |
https://steamcommunity.com/app/365360/discussions/0/135512931366342870/?ctp=3#c135513421438873248 |
257 |
It is pretty interesting to be finally able to compare the steamspy numbers with the actual numbers sold, only thing i can tell is that they are somewhat accurate but still have a pretty big margin of error. Main issue is that steamspy does not tell how many copies have been sold during discounts and sales events and how many have been sold in areas with weak currencies. For example in Russia we are basically selling the game at 50% base price due to the weak Rubel. Unfortunately, Puttis is pretty spot on with the 50%(the real number es even higher) that we lose even though we do not have a publisher that is taking revenue shares. Many people underestimate the costs of running a company, even a very small one given things like social security, income and business taxes and so on. To sum up, the game is selling well but we are pretty far from retiring to our own island ;) |
https://steamcommunity.com/app/365360/discussions/0/135513421438743944/?ctp=2#c135513421438920082 |
258 |
Hey guys, we are aware of the topic and have been thinking about it a lot. just wanting to let you know we are not ignoring it. A lot of the pro and con points have been brought up in this thread. The problem is that players and AI use the same weapons and tactics. This leads to the situation that nerfing ranged weapons also nerfes the players ranged fighters and vice versa. Now the trick is to find the sweet spot between overpowered and useless. I personally think that adding a low tier ranged weapon like a sling could be a good solution as spikes of ranged damage are especially devastating in the early game. Adding a damage penalty with range could also work as it reduces the deadliness of heavy hits in the first two rounds of a fight. The second solution may impact a lot of other balancing points as well so i am not sure if it might do more harm than good. |
https://steamcommunity.com/app/365360/discussions/0/135512931368009105/?ctp=3#c135513421438943582 |
259 |
Seeing the attention this topic is generating it becomes pretty obvious that most people play the game way longer than just for one crisis. Before i go into the details of the problem i have to point to the "no crisis" option that we added as a quick remedy for people who want to play an endless game without ever having to worry about cities getting destroyed. Also chosing the noble house war will delay the destruction as the first crisis will not see any destroyed settlements. |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=14#c135513421439106312 |
260 |
Moving on to a new map would be a lot of work as there are no mechanics in place that are supporting a feature like this, also it would not make much sense within the gameworld. The most straight forward solution would obviously be a contract where you are hired to help retake and rebuild a settlement. Of course another "solution" would be to just not get cities destroyed in the first place by increasing their guards and so on. But if cities do not get destroyed what is the point of the crisis? We added them to create a sense of danger and urgency and also to have to worldmap really show the impact of a conflict and make it more dynamic. We would lose most of the impact of the invasions if they did not have any severe effect on the world so this is not really my favourite approach. With regard to the whole game: I am personally not completely satisfied with it - but i think it would be very arrogant to say that you are completely satisfied with your own product. There is always room for improvement, especially with the long and winding development story of Battle Brothers. It is not only about the game itself but about the resources you have available, the feedback of the community and of course the outcome of countless iterations. Regarding the impact of the crisis it is always a tradeoff: Making them more impactful will make them feel more like an achievement when overcome but on the other hand this shifts the focus of the whole game away from sandbox and exploration towards the crisis even more. We think the strongpoint of the game is the latter, not that much the former so this is a tricky thing to balance. |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=15#c135513421439336247 |
261 |
Totall off topic but we would love to do more monsters :) |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=15#c135513421439453472 |
262 |
Thanks Wyrtt for the estimation, all these points really press down our earnings. When looking at Steamspy there is a major problem as it does not tell how many sales have been made during discounts and how many have been sold in low income regions. For example in Russia we are selling the game at about 50% of the US price. Anyways, things are looking rather good and we are internally discussing the whole expansions thing. We will let you know in the blog once we have something official on the topic! |
https://steamcommunity.com/app/365360/discussions/0/135512931356959948/?ctp=2#c135513421441977368 |
263 |
Ideally we would have a whole contract around helping to rebuild a settlement but that is quite some work so we went with a quicker solution for now. |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=17#c135513421442665185 |
264 |
Can't tell, highly depends on what is actually implemented. Simple changes are usually pretty easy to implement like changing stats, adding items or so. More complex features or changes that touch the basics of the world or the world generation usually not work reactively. |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=17#c135513421442713255 |
265 |
I can personally give a very siimple answer: Yes! |
https://steamcommunity.com/app/365360/discussions/0/135513421442684567/#c135513421442731573 |
266 |
A game+ mode like that would be very complex to pull off. What happens to your reputation? How do you stand towards the new Noble Houses? Have you to unlock noble house contracts again? and so on. Lots of game systems rely on a persistent world. The game is finished officially right now and we will only add minor things outside of an actual expansion. Regarding an expansion we are still discussing if and how we will make one. |
https://steamcommunity.com/app/365360/discussions/0/135512305403881723/?ctp=18#c135513421442828371 |
267 |
Thanks so much for your support! |
https://steamcommunity.com/app/365360/discussions/0/135513534851632104/#c135513549090290032 |
268 |
Hi guys, first of all sorry for the long silence but we really needed a break after the latest developments. I will personally try my best to answer any questions you have and have an open discussion. On topic: |
https://steamcommunity.com/app/365360/discussions/0/1457328846183006285/?ctp=16#c2217311444342452290 |
269 |
We thought a lot about that but ultimately we do not want the game to be open source by opening up all the files. If we did that we are basically handing out the code to everyone to copy or use it in any way they like. With all the work we put into the game we feel very uncomfortable with just opening up everything. Modding in general would of course be possible, there is hardly anything that can not be achieved if you put enough ressources into it. However, adding at least half a decent way to mod the game would cost us a lot of time and work and also we would have to take care of the support questions around modding the game. The more minimalistic the implementation of modding the more requests we would get about it again binding up a lot of our resources. Modding was not planned when we started the project years ago and adding it later turned out to be quite the challenge - at least if you want to have it in a proper way that keeps the game working. With our new project we are planning for it right from the start and there will be Workshop Support for Steam so we have a working, well implemented solution for it. |
https://steamcommunity.com/app/365360/discussions/0/1457328846183006285/?ctp=16#c2217311444342559458 |
270 |
Modding is something we really like in games and lots of games have started just as mods of other games be it Counter Strike or Dota. We always said we like mods and that BB would be a good game to mod and that didn't change. However, modding was not on our "must have" list at the beginning of development and a game that does not support modding is not an unfinished game by definition. We always considered it to be a nice extra. It is something that adds to a game, not something that is essential - there are lots of games on the market that don't have any mods and are still worth playing. We are completely aware that adding mod support would benefit the game, there is no doubt about that. What we as developer have to decide is how much ressources we can put into something like modding or translations or basically any other feature. As i explained above adding mod support after a game is finished that was never planned to support mods is a lot of work. The other option would be to make the game open source by just opening all the files but we do not feel comfortable doing that at the moment. We have definitely learned from all the years of developing Battle Brothers and that is why adding the possibility for mod support is one of the first things we are doing for our next game. |
https://steamcommunity.com/app/365360/discussions/0/1457328846183006285/?ctp=16#c2217311444342944102 |
271 |
Thanks for the understanding, i can not spoil too many info on the new project yet but it will have a lot in common with BB. This is the genre we really like and we also feel that there is a lack of decent turn based tactics/strategy games. On top of that, we will also profit from a lot of things we learned from Battle Brothers. I did not want to start a new thread about it as i personally didnt want to make it an official announcement but rather i wanted to enter the ongoing discussion. Maybe i can do that a bit later.... |
https://steamcommunity.com/app/365360/discussions/0/1457328846183006285/?ctp=16#c2217311444343107512 |
272 |
I have to agree that we should have communicated more clearly on the topic of modding and DLC to avoid any confusion. So far we have achieved to manage expectations pretty okay but we made some mistakes towards the end. In our defense i can only say that we ourselves were torn on modding and DLC and that is why we didnt have clear and one-way answers as early as we needed them. Sorry again for that but we have learned and will do a better job in the future! We posted a complete feature list back in September 2016 with all the features that will be put into the game until the full release. We intentionally didnt put any modding or translations on the list as we did not want to promise it, you can see it here: |
https://steamcommunity.com/app/365360/discussions/0/1457328846183006285/?ctp=18#c2217311444343638462 |
273 |
The robe is an attire made for the village representatives. There are very rare cases in which players can find one but it is mainly an "NPC" clothing piece to give them some more visual variety. |
https://steamcommunity.com/app/365360/discussions/0/1458455461487211023/?ctp=2#c1458455461497398127 |
274 |
Hey, we are already in pre-production of the new project but are not far enough that we can properly reveal it. We want to have a first post with a lot of info on the new project but this might take a little more time. You will definitely hear about it once it is ready. The game will also be a turn based tactics/strategy game but with a different scope and setting - that's as much as i can say right now. |
https://steamcommunity.com/app/365360/discussions/0/1458455461499717733/#c1471966894865441680 |
275 |
Nobody here gets banned for stating any opinion, you only get banned if you violate the basic rules of this forum which are the same as in any online community. If you state your opinion without swearing or insulting others there will never be any problem. As Love Gun already linked all the images and infos that are important here there is little to add. The indoor environments have been concepted by us at some point during development. However, we quickly realized that they are not as easily implemented as we thought, that is why we had to cut them at a later point. Developing a computer game that is as complex and has as much content as Battle Brothers is not a straight road. Foreseeing the development of a project for up to 2 years into the future is almost impossible for any project manager. You have to give room for thoughts, ideas and experiments but some will run into dead ends and that is a basic part of any computer game development (or any product development). On the other hand, this experimenting leads to lots of features and additions that have never been planned that made it into the game. We always tried to be as open as possible about features that were not making it into the game. Most importantly in the "Roadmap to the Finish Line" from September last year we wanted to set the expecations straight for everyone to see exactly what is yet to come and what is not coming. We did this to avoid any disappointments at a later point. As it turnes out the list did not communicate well enought what is yet to come but we learned from the mistakes we made with our communications. |
https://steamcommunity.com/app/365360/discussions/0/1471966894872152120/#c1471966894881275991 |
276 |
Hi, |
https://steamcommunity.com/app/365360/discussions/0/1471966894885462519/#c1471966894885872868 |
277 |
Hey, that posting from Rap is rather old and not accurate anymore. Meanwhile the 2H axe only procs an effect for each target it hits, but not two times on a single target. This should be the same for every perk that procs on hit. It only procs multiple times if you hit multiple targets for example with the round swing. |
https://steamcommunity.com/app/365360/discussions/0/1471966894882862560/#c1471966894886163091 |
278 |
Hi, if the town destruction is disabled the towns only get a "razed" situation for a while. In this state you can hardly buy things there but the settlement itself gets not really destroyed. |
https://steamcommunity.com/app/365360/discussions/0/1471967529573219917/#c1471967615839639746 |
279 |
The optimal resolution is 1920x1080 but you schould be able to play the game on higher resolutions without big issues. The UI might get really small but you can manually change the UI scaling in the game options to compensate. You can also increase the other elements besides the UI of the game with an additional "scene scaling" option. You might have to experiment a little to find your optimal settings. |
https://steamcommunity.com/app/365360/discussions/0/1471967615858434633/#c1471967615860509457 |
280 |
Christof aka Rap on Overhaul[]
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It’s awesome to see we aren’t the only ones who’d love to play a game like this. You make a good point about the rogue-esque replayability of Battle Brothers. As much as I enjoy playing games with well done hand-crafted stories and levels, they have the distinct disadvantage of being based on very finite attractions. When developing a game like this, it wouldn’t be long until I’d have seen it all. With procedural content like in Battle Brothers, even after developing it for half a year now, I experience new situations all the time. It still feels fresh to me in many ways and I look forward to play the next build every week. That greatly contributes to my personal motivation. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/#post-438 |
1 |
Hello and welcome to our forums! I think Diablo is a decent example for the route we’re going to take in many ways. The story was vague, as was the antagonist. Contrary to you, I also don’t remember it having any great dialogs. Certainly it didn’t have much in terms of character interaction. However, it did an awesome job of creating a suspenseful atmosphere by its presentation – the music, the visual style and the bits of story you did get came together very well. I always felt that my actions were embedded in a story context despite the game’s comparatively few efforts to establish one. Replayability (and hence the procedural generation of much of the game) is a key concept in our game design – but something that doesn’t go well together with heavily scripted stories or game progression. For this reason (and our limited resources) we won’t have much in terms of direct character interaction, extensive dialogs or cleverly written moral dilemmas to navigate through. We definately want to have each encounter to have some context, to have more meaning than just “enemy = loot + xp”. That’s why we want to present each with a short story and illustration, e.g. we won’t just drop you in a fight with a necromancer because why not, but we have the townspeople approach you telling of their cattle perishing, the graves being empty and such. What we’ll have in terms of choice & consequences will be emergent from gameplay and not be pre-determined by us to occur at some set point in the story. For example, not helping a town under siege could mean it being razed and no longer available in the game world as a place of commerce and safety in the region. It’s an actual consequence of a strategic decision for how you, as the player, will continue to play the gamer afterwards in a dynamic world. Not a fake consequence that we tell you a story about. Nevertheless, we want to present a major event like this with a (minimalistic) cutscene to the player to convey the gravity of it. Just as with the combat we’ll iterate on story, immersion and choice & consequences until it feels right. I look forward to your feedback once we have something more to show regarding these! |
http://battlebrothersgame.com/forums/topic/my-ideal-version-of-this-project/#post-444 |
2 |
I enjoy games with well done stories and dialogs. There aren’t exactly many of those. I enjoyed The Walking Dead from Telltale because even though it was rather weak in the gameplay department, it was many times more gripping to be part of a well-told interactive story than just watching other people argue over mundane stuff in the TV series. That said, different games are build around different strenghts. We aren’t ignorant to immersion through a good narrative, but I think it’s safe to say that this game will be defined by different strengths. |
http://battlebrothersgame.com/forums/topic/my-ideal-version-of-this-project/#post-446 |
3 |
Hello again! When we use the term world map, world refers to the known world as in medieval times. We won’t have a whole planet with different continents. What we’ll have instead is more akin to a classic fantasy realm; a single continent that may potentially have different climate zones. We use a naive algorithm to generate a landmass that subjectively feels like something that could be real to the layman by adhering to some commonly known principles. We don’t attempt to create an actual simulation of geological and metereological forces, however. Our priority is simply to have a worldmap that looks good and feels good to play on. I appreciate your offer to share your code but it won’t be necessary here as we already have our own solution. |
http://battlebrothersgame.com/forums/topic/random-world-map/#post-470 |
4 |
Yep. We also have agricultural assets (like farm land) we place near villages and towns, as medieval towns obviously relied heavily on those. While we don’t have natural resources on the map as a gameplay concept, we try to have towns placed near fertile land (grassland, forest, rivers) and not in the middle of some baren wasteland. If you have some further good suggestions, I’d be happy to hear them! |
http://battlebrothersgame.com/forums/topic/random-world-map/#post-472 |
5 |
No need to excuse yourself! I think it’s awesome that we get feedback from passionate gamers such as you. Our very next blog post, which we’ll post tomorrow or the day after, will cover our plans for the worldmap and should answer some questions. As for sandbox games in general, I think there’s been a shift in recent times towards more open world sandboxy concepts. A few good selling open world games (e.g. Skyrim, GTA) made everyone aware that there is a lot of consumer interest in those. I think we’ll only see more of them. |
http://battlebrothersgame.com/forums/topic/random-world-map/#post-478 |
6 |
Those are some good questions. I don’t think I can give a definite answer to every single one yet. On the bright side, if you guys have any input, now is the time to let it be heard! Yes, the player controls a single team that can’t be split up. Artifacts are hand-crafted with set names, stats and descriptions that often tell a short story on how the artifact came to be (similar to the descriptions of magical items in Icewind Dale and Baldur’s Gate, if you know those). Out of a large pool of hand-crafted artifacts, some are randomly chosen to appear in a new game, and not every single one will be available in every game. We’re still undecided on what restrictions we’ll put on managing the crafting and scholarship aspects of the game. They both aren’t implemented yet, and I think we’ll have a better idea once we can test various ideas in the game. It means a day-and-night cycle on the worldmap that comes with changing lighting conditions. Apart from visual variety the time of day or night will influence view ranges and possibly the behavior and strength of certain enemies (like vampires). We’ll see about that. As for different weather conditions, it’s something we’d like to do (and in fact, we already have a rainstorm on the tactical map, which works quite well visually) but which will have to wait until we have the more important game mechanics down. Yes, followers and Battle Brothers expect to be regularly paid. They’re fairly loyal though, and while not paying them for a while will lower their morale (which makes them turn tail more easily if a battle isn’t going well), they won’t ever take up arms against the player. We’ll have to see at which point they’d actually abandon the group, but it won’t be something they’ll do lightly. |
http://battlebrothersgame.com/forums/topic/worldmap-reveal-and-strategic-gameplay/#post-499 |
7 |
Hello and welcome to our forum! I never played W40k Chaos Gate, so I’m not sure how it compares to that exactly. There won’t be a limited pool of premade characters like in, for example, Jagged Alliance. Instead, all characters will be random generated. There won’t be a hard limit to their numbers, but the number of characters that can be hired at any one place at a time will be limited and likely depend on how that place fares. In other words, the player won’t be able to hire two dozen men at once, but will be able to hire more at a rich city than at a poor village. There is a one-time fee for recruiting new Battle Brothers (an incentive to leave their old lifes behind and to see that you can back up your words with silver coin, if you will), and they also expect to be regularly paid from then on. At this point we haven’t decided on a hard limit for the maximium number of Battle Brothers one can have at a time or on ways to increase that limit. Absolutely. At this time, the player can select 3 out of 6 stats to improve by a randomized amount (dice throw) on levelup. This is still subject to change, however. In addition, the player may select one passive skill (which are basically the same as perks in Fallout or feats in D&D) to further specialize the character each levelup. These passive skills are currently organized into 9 trees (such as Leadership and Mobility) and should allow for specializations not covered by stats alone. For example, there is a passive skill in the Mobility tree that reduces movement penalties on difficult terrain such as swamp, and another one in the Leadership tree that reduces morale penalties from bad events (such as allies being slain) for nearby Battle Brothers. We’ll do a blog article on character progression and details on the passive skills once we have everything a bit more refined and are satified this really works the way we intend it to. In addition to the things I mentioned above, all characters also come with 0 to 2 randomly assigned character traits from the start, which should help define these characters as being unique among their peers. Character traits are essentially also passive skills but can’t be picked on levelup and aren’t necessarily all positive. Current examples are being athletic or fat (mutually exclusive, increases or decreases fatigue recovery rate, respectively) or having eagle-eyes (i.e. slightly increased view range). A character with good eyesight would make a good candidate for a scouting or ranged combat role, but even a fat man with poor eyesight could make a valued Battle Brother – he’ll just probably be the first to be out of breath in a prolonged engagement and not the one to spot incoming enemies, which, in my mind, adds to his character. We’re also toying with the idea of giving each character a short biography of sorts, a single paragraph somewhat randomized to fit a character’s traits, to tell about how he fared before becoming a Battle Brother. However, we have no plans for character traits to influence character relations, as you mentioned, or indeed for there to be any special kind of relationships or gameplay effects based on character relationships. There is no protagonist, so in that sense all squad members are equal. If players prefer, they’re free to rename any one of their Battle Brothers and customize their apperance in order to claim them as their personal character, although there are no gameplay mechanics that come with it. I really liked the personal sidequests that fleshed out my companions’ background in some RPGs – but I just don’t think that this is something that fits our overall game design well. There will be an end goal and several milestones on the way, and we’ll present them as part of an ongoing narrative related to The Greater Evil (the exact nature of which varies from game to game). However, the story will be kept rather loose and non-linear to support the open world sandbox gamestyle and not get in the way of replayability. |
8 | |
More to this game than tactical combat regarding the character traits, you mean? Good question, but I don’t have a good answer yet. It would depend on whether we can come up with traits that influence the strategic gameplay in intuitive and meaningful ways, enough so to justify blurring the lines between tactical and strategic elements on this. As for more than tactical combat in general, take a look at this. We’d like to. The game is engineered in a way that modding support could be added without any substantial changes necessary. It’s still work, though, writing a documentation, extending the scripting API beyond our own immediate needs, making sure our tools can be used by anyone, etc. Our priority therefore is to our core game first, but we’ll keep modding support in mind and might attend to it later depending on community demand and, well, budgetary feasibility. |
9 | |
They aren’t necessarily all beneficial or all bad, just the example ones are. Still, you make a good point even with them. I didn’t think about it this way before. We’re currently weighting our options on doing a crowdfunding campaign. We really have to get this game a budget somehow in order to have it move forward with pace, and crowdfunding seems a good candidate. If we’ll do it, it will be only after the combat demo is released, though, and we get some more public attention. Not anytime soon, I’m afraid. Allow me to copy-paste a previous reply from me regarding this (sometimes controversial) topic: It’s not like we’re opposed to having female characters in the game. However, our resources are stretched so thin that we can’t even afford our characters legs – adding female characters in a proper way would burden us with a lot of additional work like new heads, female versions of all light to medium armors, extra sound effects and all texts refering to both genders. Since early medieval battles were predominantly fought by men, and adding females to the game, while offering more variety, would add nothing to gameplay we decided that we’d rather focus our energy elsewhere (like more unique types of enemies). Should our resources allow, we might re-evaluate this in the future. |
10 | |
Hey. There are two major reasons why we decided not to use a system of natural improvement like you propose. As a general design goal, we want the player to have a certain amount of control over how his or her Battle Brothers develop. With natural improvement, that control could only be exercised in how the player employs Battle Brothers in combat situations, which creates a conflict of interests. On one hand, the player should want to fight as effectively as possible, and we want the player to have an experience that feels natural and (within the limitations of this being a 2d game and all that) be an immersive pseudo-medieval battle. Yet on the other hand, the player would be lured to change his or her tactics for the meta-gaming aspect of making optimal use of the system of natural improvement, e.g. risk the lives of Battle Brothers solely to increase their hitpoints in the long run. A system of natural improvement requires substantially more effort in balancing to work well. It’s not insurmountable, but it is a part that can easily break and isn’t nearly as easily fixed, as even AAA games show (e.g. Skyrim). A system like this is easily exploitable, as you mentioned yourself, and the mindset that it comes with for many players would undermine the atmosphere and feeling of urgency and danger that we’re actively trying to establish. |
http://battlebrothersgame.com/forums/topic/natural-improvement-of-characters-stats/#post-581 |
11 |
Definately. We keep statistics for every Battle Brother, including a kill count, and noteworthy feats like slaying an especially powerful enemy or being the sole survivor of a battle gone wrong. They can be browsed in the history tab that can be seen briefly in the recent video on the inventory screen (but they aren’t implemented yet and won’t be featured in the combat demo). All Battle Brothers can not only earn titles but potentially also character traits (i.e. actual gameplay effects) for achievements, both good and bad. A character having slain dozens of undead, for example, might earn a title (“the Undead Slayer”) and a character trait that makes him less prone to morale failure when fighting undead again. Titles will probably be freely editable by the player, though, and are considered to be more like suggestions based on what the character experienced (and his peers know him for). Since we’ll probably also allow for hiring a few more experienced men to join the player’s ranks (for a higher fee), I think it’d be a cool idea to have some of them come from noble backgrounds, already have titles like you suggested, and perhaps come with some non-crappy equipment. However, noble men would, at least for as long as they’re part of the Battle Brothers, relinquish their noble privileges, and the gameplay effects of their noble birth would be limited to some character traits that are mostly for flavor. It isn’t high on our priority list but I agree with you that it would be a cool feature down the road. Simulating character relations for individual characters within the group isn’t within the scope of Battle Brothers; we just assume that all members are more or less equally close. That said, we do scale morale loss depending on who it is that falls in battle (recruit or veteran), and we have passive skills in our leadership skilltree for veterans that give a morale bonus when fighting near them. Like I mentioned above, we also intend to hand out character traits on special occasions, like seeing countless brothers die. It’s just that these traits don’t depend on the relationships of individual characters to each other. |
12 | |
Glad you like it. You’ll be able to hear a first combat tune in the demo very soon. I’m sure we’ll be able to give you guys the soundtrack separately once Battle Brothers is released. When, how, whether it will be free or not, we’ll figure out until then. |
http://battlebrothersgame.com/forums/topic/official-sound-track/#post-635 |
13 |
Hello, it’s not a bug, it’s a feature. The tile in question is on a height level higher than the current height level of the camera and is therefore cut off. Use the + and – keys, or the buttons in the top right, to adjust the camera height level. |
14 | |
It’s normal if you’re using the “Print Key” to make screenshots. We should probably implement a screenshot key in the game itself, but until then, you’d have to use an external tool for fullscreen screenshots. |
http://battlebrothersgame.com/forums/topic/take-screenshots/#post-674 |
15 |
Damn. I’ll look into that. Thanks for reporting this. Edit: Fixed for the next version. |
http://battlebrothersgame.com/forums/topic/the-opponent-dont-work/#post-675 |
16 |
No, I’m afraid not. But as Dohon said, it’d be a good idea to upgrade to SP3 anyway. |
http://battlebrothersgame.com/forums/topic/why-combat-demo-requires-service-pack-3/#post-685 |
17 |
Thank you for the encouragement and feedback! It didn’t make it into the demo, but we’ll have an information window that can be opened for every opponent, giving a text description of the enemy, as well as descriptions (and not just those mildly obscure icons) of all current status effects, similar to how it is for Battle Brothers in the character screen. The two status effects from your picture are “Enraged” (which gives the zombie in question additional action points for the duration of 3 turns, allowing them to make two attacks per turn or move a bit further) and “Swamp Terrain” (the same effect your guys get if they move onto swamp terrain). Maps will never be much bigger than the ones in the demo; we think this is a size that works well to give some room to maneuver without the player getting lost or easily bored. We have no minimap planned, but you can zoom in and out using the mouse wheel to get the big picture. We’ll add key binding functionality in time, but as you guessed, it’s not that high a priority for now. What we could add easily for the next version is to have the Z key work the same as the W key, and the Q key work the same as the A key on WASD keyboards. Would that help you until we have user configurable key bindings? Left-clicking an open tile behind a tree will temporarily hide that tree (and, in fact, all other trees hiding the path that leads onto that tile). There is no global toggle to hide or minimize all trees, though. Is that sufficient or still too cumbersome? No. We decided on the same amount of action points (currently 9) for every Battle Brother for balancing reasons. The way it is now, the player has two actions available with one-handed weapons (e.g. shieldwall + an attack) and one action with two-handed weapons, which really helps to distinguish them. Adding just one or two action points more would, for example, allow the crossbow to fire two times in a single turn, greatly changing the balance of power for weapons. |
http://battlebrothersgame.com/forums/topic/combat-demo-feedback/#post-686 |
18 |
Having different types of weapons on a character should (hopefully) already give an advantage due to their different skills being suited for different purposes (e.g. axes against shields, clubs for stunning powerful enemies, etc.). This should increase further as we add more weapons that didn’t make it into the demo (like throwing weapons, two-handed axes and warhammers) and their corresponding skills. We then want to make, for example, warhammers better suited against heavily armored opponents by offering an interesting skill that works best against those heavily armored targets, and have swords perform only mediocre or so against them instead of outright break. I’m not sure I understand your question correctly; are you asking if the AI will use formations? If so, yes. It already does to a limited extent and will do so more as we add more intelligent enemies, especially of the human variety. Currently it is only zombies that attack randomly (which I think is pretty in-character given that they’re mindless walking dead), not all the undead. Skeletons, although by no means tactical masterminds, possess more of a cold intelligence and can prioritize targets, split shields if they have a low chance of otherwise hitting their targets, retreat to a defensible position if outnumbered, and such. I suppose the AI should see some improvement in terms of teamwork and specialist roles, though. No, we want to keep the player side relatively down-to-earth powerwise. There will be some items with magical properties down the road, but they’ll be rare and hard to get. None of them will bestow the power of necromancy because we want to have a certain asymmetry in power between the player and the AI; necromancers (and all non-human enemies, really) should feel special and alien in a way for their unique skills that the player doesn’t have access to. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/#post-687 |
19 |
Yes, you’ll be able to retrieve any equipment after the battle if you win (or in other words, if you don’t flee and leave everything behind). Equipment that isn’t armor can also be looted while the battle still rages so that you can quickly grab that magical sword from your fallen guy before turning tail. There will indeed be bosses! Like all enemies, they’ll come with unique mechanics and won’t just be a bunch of really high numbers. As the game can be deadly already fighting just regular opponents, you can imagine that it will take the combined effort of all your men to take one of those down. We have a concept for two undead bosses so far which we’ll show once they’ve made it into the game. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/#post-715 |
20 |
Glad you enjoy the game! (: The billhook has a range of two tiles and can be used from behind the front line, just like you describe. In fact, having a front line of spear-wielders using the spearwall skill and a few billhook users in the back to attack anything that gets through can be quite effective. I don’t think we’ll change the spear to also have a range of two tiles; it would upset the weapon balance when we’re quite satisfied with how the spear works right now and has a tactical niche of its own. Having a range of two tiles works for the billhook because of the trade-off that comes with it being a two-handed weapon; the user can’t wear a shield at the same time and only has one attack per turn. |
http://battlebrothersgame.com/forums/topic/combat-demo-feedback/#post-716 |
21 |
Thanks for the kind words. I am impressed the demo kept you entertained all weekend – now that is encouraging for us to hear |
http://battlebrothersgame.com/forums/topic/observations/#post-725 |
22 |
hat’s great to hear, welcome aboard! |
http://battlebrothersgame.com/forums/topic/observations/#post-736 |
23 |
Thanks, man! |
http://battlebrothersgame.com/forums/topic/some-questions-ideas-i-guess/#post-751 |
24 |
Welcome to the forum! |
http://battlebrothersgame.com/forums/topic/a-couple-questions/#post-900 |
25 |
There’ll be a rusty/old variant of some of the weapons for skeletons to use, the regular one already in the game, and one or two named and possibly magical ones hidden in the world. So I guess that’s three tiers. We won’t do extensive quality levels (well made, finely crafted, etc), though, or do D&D-like +1, +2 tiers. Generally speaking, low level equipment will remain kind-of-viable all through the game in the sense that it will never be completely outleveled or entirely ineffective. Getting hit with a rusty Greatsword on the head can still kill any man. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/2/#post-917 |
26 |
Indeed we plan on having events! I, too, liked the events of Expeditions: Conquistador. They’re a great tool to bring some variety for gameplay and support the atmosphere. On the other hand, we have to make sure that they’re no hindrance to our open world gameplay and replayability; randomizing them to some extent, like you said, seems a good option. At this point we’re still pretty much at the “it would be cool to have events” stage and just bouncing ideas, so I can’t tell you how our events will work exactly yet. They probably won’t be as dialogue-heavy as the Conquistador ones, though, not least because none of us is a writer. |
http://battlebrothersgame.com/forums/topic/events-question/#post-921 |
27 |
I’d hope so! While the game punishes mistakes with individual Battle Brothers quite heavily, losing even most of your men does not mean you’ll have to lose the campaign. You’ll often be able to recover from losses and defeat, especially in the beginning of the game. Since you’ll have up to a dozen Battle Brothers in battle, and more than that in reserve, losing some of them won’t be as impactful as in e.g. the new X-Com game where you have just 6 men and where losing just one of them can really cripple you and send you into a downwards spiral to lose the campaign later on. |
http://battlebrothersgame.com/forums/topic/iron-man-mode/#post-946 |
28 |
What you describe is something the game inherited from its X-Com roots; in some scenarios enemies are just placed randomly all over the map, roaming until they see something to attack, or see their allies being attacked. Enemies have limited vision just as Battle Brothers do, and unlike for the player, their individual vision isn’t aggregated into vision for the whole group. This pushes gameplay slightly more towards careful advancement and exploration. On the other hand, in the “Defend the Hill” and “Line Battle” scenarios all enemies know of your position and will attack in concert, which puts an immediate focus on fighting it out. |
http://battlebrothersgame.com/forums/topic/enemies-doesnt-attack-as-a-group/#post-949 |
29 |
Enemies don’t rush into battle once they’ve been discovered (they have, in fact, no idea whether they’ve been discovered or not) but once they themselves discover the player, are being attacked (which reveals the attacker to them, just as it does for the player), see their allies rushing into battle, or have vision to an ally which knows of a player position and shares that information. That is, assuming the enemy thinks that attacking is a good option given the tactical situation; a bandit wouldn’t rush to attack 6-8 men on his own, and even skeletons right now often prefer to retreat to a more defensible position or towards allies if the player has a clear numerical advantage that the skeleton knows about (again, limited vision!), or at the very least play more defensively (use shieldwall, spearwall, etc). Zombies don’t care for these kinds of considerations, though, which is one reason why they’re easy to outplay. |
http://battlebrothersgame.com/forums/topic/enemies-doesnt-attack-as-a-group/#post-951 |
30 |
Thank you for the encouragement! I really enjoy reading those stories about how you guys are playing the game. Reminds me why I work on it ;) |
http://battlebrothersgame.com/forums/topic/demo-experiences/#post-1012 |
31 |
Thank you both! |
http://battlebrothersgame.com/forums/topic/nice-demo/#post-1094 |
32 |
It’s been my experience as well that having armor upwards of mail shirts is a winning proposition in the Line Battle scenario of the combat demo. Armor definately is very important for prolonged melee engagements as characters can die from as much as a single good hit otherwise. In principle, this is working as designed. However, as I see it, four things should make just piling on heavy armor not be the straight forward winning formula for every battle in the full game; |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/2/#post-1103 |
33 |
Shadow of the Horned Rat, yeah! Just the other day I was saying elsewhere how that game is my personal inspiration for Battle Brothers. It’s one of my all-time favorites which I still regularly play. While it has a different scope with its regiments and plays quite different in battle, of course, for me it really nailed that grim mercenary atmosphere of working contracts for coin and travelling the land in an entertaining way. It’s something I’d like to achieve with Battle Brothers as well, even though we won’t have a linear campaign like Shadow of the Horned Rat does. Playing it over the years really made me wish for it to have an open world, though; for me to be able to decide where the company goes next and what contracts to take. And that’s what Battle Brothers will allow you to do. It’ll be hard to compete with a linearly scripted campaign in terms of atmosphere and pacing, obviously, but we’ll do our best to present contracts in a non-generic way and to provide ample opportunities in an open world for those who want to explore on their own. |
http://battlebrothersgame.com/forums/topic/finally/#post-1106 |
34 |
Thank you for your feedback and support. I agree with you completely. However, be safe in the knowledge that an ingame menu simply didn’t make it into the demo. We’ll have one working as can be expected when pressing Esc in the full game, allowing for loading, saving and changing options. With only separate missions, no worldmap and no way to load or save in the demo we didn’t consider an ingame menu a necessity at the time, although in retrospect I suppose we could have added a placeholder confirmation box when pressing Esc. |
http://battlebrothersgame.com/forums/topic/inconsistent-esc-key/#post-1109 |
35 |
Glad to hear there isn’t a problem with characters being skipped afterall. With the new morale system it should be more of a gradual process until a character flees, and a change in morale status should be more visible due to a status effect icon dropping on the head. Although we didn’t change the size of the white flag at the character busts, it should be easy now to pick up the fact that someone is panicking and attempting to flee. Also, Battle Brothers will soon shout in panic as they’re fleeing. |
http://battlebrothersgame.com/forums/topic/cross-bowbillhook-ctd/#post-1141 |
36 |
Welcome to the forums! |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/2/#post-1144 |
37 |
The flee mechanic is something we’re still discussing from time to time. At last count, characters should be able to flee and leave the battlefield on their own. That may still change, however. |
http://battlebrothersgame.com/forums/topic/another-first-impression-and-questions/#post-1193 |
38 |
Thank you and welcome to the forums! |
http://battlebrothersgame.com/forums/topic/questions-on-towns/#post-1211 |
39 |
Thanks a lot for your encouragement and appreciation of the work we do! :) |
http://battlebrothersgame.com/forums/topic/some-questions/#post-1448 |
40 |
Yes, they actually do collect tariffs, though the income from this is low and we mostly added this for flavor back when we first started with the worldmap. Watchtowers get reinforcements and supplies from strongholds via supply trecks which can be intercepted by opponents and also escorted by the player. Supply Trecks are basically well-guarded caravans more able to defend themselves than the civilian caravans sent out by villages. |
http://battlebrothersgame.com/forums/topic/some-questions/#post-1450 |
41 |
We’d very much like to provide mod support, and I agree that it could add a lot to the longevity and appeal of the game. However, since our resources are quite limited at this point, our priority has to be to our core game first. Depending on how things go and whether there is sufficient demand by the community, mod support is something we could also add post-release. |
http://battlebrothersgame.com/forums/topic/modding/#post-1490 |
42 |
A core element of the Battle Brothers setting is that regular humans, not even necessarily ones with fighting experience, have to overcome challenges with the means available to them. There are no over-the-top attacks for your Battle Brothers, like your archer shooting 3 arrows at once, just those you could realistically pull off with a real medieval weapon. Sometimes those guys happen to have to fight non-humans or even supernatural foes, which makes for even more of a challenge. This asymmetry between your regular humans, limited by what a human can do, and, for example, a necromancer wielding dark magic, is very much intended; your enemies should feel special, alien to a degree. It’s a great ingredient to many a horror movie and key to the atmosphere we want to build. But it would get lost in your run-of-the-mill fantasy mishmash if your guys started flinging fireballs or were, in fact, Elves or Dwarfs themselves. |
http://battlebrothersgame.com/forums/topic/how-much-fantasy-do-you-want/#post-1561 |
43 |
Yeah. I mean, it was a conscious decision to go with fatigue over stamina. It’s not like doing it the other way never crossed our minds. A chief reason was a better differentiation between the action point resource on one hand and the fatigue resource on the other. The way it is now, just by having one work backwards, they feel all the more different, and as you put it so well, fatigue has that certain thematic elegance to it. Nevertheless I’m of the opinion it’s worth re-examining this in light of how the game has evolved. |
http://battlebrothersgame.com/forums/topic/suggestion-rename-fatigue-to-stamina/#post-1595 |
44 |
Hey there! |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/2/#post-1602 |
45 |
Yes. The plan is to have characters gain additional traits based on what they experience. As a basic example, some guy who has slain a dozen orcs could get an ‘Orcslayer’ trait which gives him some bonus when fighting them. On the other hand, characters could also collect permanent injuries, like losing an eye, or psychological trauma if they’re the sole survivor of a slaughter. Those features are not in the game yet and will be added some time after the initial EA release. |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/2/#post-1605 |
46 |
Yep, that’s the idea. We want to show permanent injuries on the characters as far as possible – obviously things will become a bit difficult if we’re talking injured legs and such ;) |
http://battlebrothersgame.com/forums/topic/a-couple-questions/page/3/#post-1607 |
47 |
Thanks. I like your suggestion and it’s an interesting idea also with the Battle Brothers able to teach each other. It would make the locations more unique as well, which is something they’re lacking in currently. However, it’s not something we’ll do for now. We may consider this again at a later point in development. |
http://battlebrothersgame.com/forums/topic/suggestion-for-skill-buy/#post-1628 |
48 |
Yes, the limit of 12 Battle Brothers is still in place. It’ll probably stay around that for battles but we want to remove or at least double the hard limit on how many men you can have with you on the worldmap once we have the time to do a proper UI for roster selection (think starting line up for a football/soccer team). Having more than 12 men available will become more important as we expand the injury system in the future, as this will allow you to rotate injured Battle Brothers who need a bit of time to recover from their wounds. |
http://battlebrothersgame.com/forums/topic/ideas-for-a-full-experience/page/2/#post-1717 |
49 |
We support this with various perks in the utility tree. For example, the aptly named ‘Captain’ perk increases the bravery of nearby characters based on the captain’s own bravery. The ‘Rally the Troops’ and ‘Inspiring Presence’ perks are two more ways to build characters into leaders that improve the performance of others and make sure they don’t turn tail and run in the heat of battle. We don’t restrict you to have a captain, though – you’re free to have none, one, or several captains and lieutenants depending on your playstyle. |
http://battlebrothersgame.com/forums/topic/ideas-for-a-full-experience/page/2/#post-1759 |
50 |
It’s entries with a black-and-white sketch portraying the enemy, their stats (as far as they’re known; they’re uncovered the more you fight them) and a lore entry about their place in the world. |
http://battlebrothersgame.com/forums/topic/monsters-weapons-and-armor-lore/#post-1760 |
51 |
We’re at a stage now where we feel we have the minimum variety of what a worldmap should have in order to work. Different terrain is something we’ll definately add, but as with most things, time is the limiting factor. It’s always a trade-off; do we want more interesting contracts first? Do we add more enemy types? Do we invest into different worldmap terrain? The ocean is indeed something we’ve planned, as are unique sights peppered across the lands, like an active vulcano. Mountains can already be crossed, albeit very slowly and using more provisions than normal to keep your men healthy. |
http://battlebrothersgame.com/forums/topic/more-suggestionsquestions/#post-1775 |
52 |
It’s just by chance that the beast faction hasn’t been featured in any of the newer LPs – packs of werewolves actually roam the forests on the map, proving to be quite a challenge for the player in the beginning. As they terrorize villages, there’s also sometimes a contract offered to take them down. |
http://battlebrothersgame.com/forums/topic/the-beast-faction/#post-1783 |
53 |
Flies actually do spawn already as corpses lie on the ground for a long while (10 rounds? I don’t remember exactly), buzzing around and crawling all over them. That is, unless it’s raining. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/10/#post-1819 |
54 |
There are already weather effects on the tactical maps – rain and fog with different intensities. It’s pouring down in the ‘Defend the Hill’ scenario of the combat demo, for example. There’s no thunderstorm yet but it’s on the todo list. Weather currently doesn’t have an actual gameplay effect (though nighttime does), but like Jago quoted, it’s something we want to do as well. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/10/#post-1822 |
55 |
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. |
http://battlebrothersgame.com/forums/topic/new-names-suggestion/#post-1838 |
56 |
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. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/11/#post-1873 |
57 |
I’d also like to chime in ;) |
http://battlebrothersgame.com/forums/topic/suggestion-for-a-new-ability/#post-1879 |
58 |
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. |
http://battlebrothersgame.com/forums/topic/morale-impact-for-arrow-near-misses/#post-1882 |
59 |
Thanks, glad you like the game! :) |
http://battlebrothersgame.com/forums/topic/some-thoughts/#post-1936 |
60 |
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. |
http://battlebrothersgame.com/forums/topic/weapon-carrying-capacity/#post-1946 |
61 |
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. |
http://battlebrothersgame.com/forums/topic/weapon-carrying-capacity/#post-1959 |
62 |
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. |
http://battlebrothersgame.com/forums/topic/strategic-map/#post-1975 |
63 |
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. |
http://battlebrothersgame.com/forums/topic/strategic-map/#post-1978 |
64 |
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. |
http://battlebrothersgame.com/forums/topic/a-couple-of-questions/#post-1979 |
65 |
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. |
http://battlebrothersgame.com/forums/topic/weapon-carrying-capacity/#post-1986 |
66 |
I like the idea of the sling as well, though I have no idea of its effectiveness. Warhammers are already in, as is an orc variant of the two-handed flail. A two-handed hammer is planned. |
http://battlebrothersgame.com/forums/topic/additional-weapons-and-backrounds/#post-2009 |
67 |
I agree, that’d be cool. Get on it, Paul! |
http://battlebrothersgame.com/forums/topic/roadmap/#post-2241 |
68 |
Hehe. We have a kind of ‘Beast Hunter’ background planned, in fact. |
http://battlebrothersgame.com/forums/topic/damn-werewolves/page/2/#post-2410 |
69 |
Pathfinding hasn’t been changed. If they’re off-roads, they’re fleeing from some enemy. |
http://battlebrothersgame.com/forums/topic/the-caravans-are-crazier-than-usual/#post-2474 |
70 |
Hm, seems to work for me. Is there anything else you recall about the situation? |
http://battlebrothersgame.com/forums/topic/skys-bug-heaven/page/2/#post-2495 |
71 |
The thing with ‘Fortified Mind’ is that there are just too few enemies yet that really attack your men’s resolve. We have a bunch more interesting planned with some skills such as charm/dominate, so the perk should end up becoming more useful in the future. |
http://battlebrothersgame.com/forums/topic/defense-skill-tree-discussion/#post-2560 |
72 |
Locations restock every 3 days with quality und quantity based on their current resources. If a location has a poor selection of stuff to sell, it’ll be because that location either has been bled dry or has one or more parties spawned that are using the equipment currently, such as a large guard patrol in the case of a watchtower. You can see how well a location is doing by the text underneath their name when you’ve entered it, but we’ll probably visualize this also in the background image in some way eventually. |
http://battlebrothersgame.com/forums/topic/shop-restock/#post-2643 |
73 |
Enemies actually already have access to the same perks that Battle Brothers do. Bandit Marksmen, for example, have the ‘Close Combat Archer’, ‘Bullseye’ and ‘Rotation’ perks. |
http://battlebrothersgame.com/forums/topic/no-challenge/#post-2650 |
74 |
They don’t level; every Bandit Marksman has the same stats (but different equipment). |
http://battlebrothersgame.com/forums/topic/no-challenge/#post-2653 |
75 |
The strength rating will see a rework next week from absolute values to values relative to the player, i.e. to ratings like ‘challenging’ based on the estimated strength of the player’s party. This will probably remain a contentious issue, though, because of the wide gulf of player skill. What is challenging for one player could be quite manageable for another. |
http://battlebrothersgame.com/forums/topic/no-challenge/page/3/#post-2860 |
76 |
Your core intent, I assume, is that you want formations to play more of a role in the game? |
http://battlebrothersgame.com/forums/topic/formation-squad-buffs/#post-3103 |
77 |
Equipment used by your Battle Brothers is automatically repaired. No need to drag it into the stash for repairs. |
http://battlebrothersgame.com/forums/topic/2-suggestions/#post-3155 |
78 |
Prices currently depend on the resources of individual locations as well as the type of location. Strongholds and Watchtowers generally are more expensive than villages and cities. The economy will probably see a rework in the future, though. |
http://battlebrothersgame.com/forums/topic/how-are-the-price-calculated/#post-3175 |
79 |
Save for an improvement here or there the UI will be one of the last things we’ll finish on this game. With much of the game still subject to change and much more still to come, I’m afraid it’s just not a good investment of time and resources to polish the UI when it may need to be scrapped and redone a few weeks later again. |
80 | |
Just to avoid any misunderstandings – adding mod support has not become any more definite and is still something we won’t do any promises on. |
http://battlebrothersgame.com/forums/topic/character-generation/page/3/#post-3231 |
81 |
More like eventually. |
http://battlebrothersgame.com/forums/topic/concerning-perk-balancing/#post-3251 |
82 |
That’s the way it works already. Move your guys to the edge of the map and hit retreat – everyone on the edge will safely do so. Anyone not on the edge of the map has a high chance of not making it out alive. |
http://battlebrothersgame.com/forums/topic/heavy-armour-close-helmet-and-retreat-issues/#post-3357 |
83 |
The orc charge has a high chance to stun, but it can be lowered by equipping a good shield and further lowered by using the shieldwall skill prior to impact. |
84 | |
Very interesting discussion going on in here. This is our stance: We will not add a saving feature to combat because a) it does not fit our design goals, and b) it would cost us a lot of time which we’d rather invest into more important things, and things which we want to have in the game in the first place. Adding a loading feature from combat, on the other hand, is something we’ll eventually do simply for convenience. |
http://battlebrothersgame.com/forums/topic/no-saving-in-combat/page/3/#post-3557 |
85 |
Of course. All worldmap terrain will be represented on the tactical combat maps eventually. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/15/#post-3584 |
86 |
The difficulty level has no bearing on weapon durability. |
http://battlebrothersgame.com/forums/topic/weapons-duralbity-question/#post-3609 |
87 |
That’s a planned event, in fact. |
http://battlebrothersgame.com/forums/topic/derethors-idea-dump/#post-3613 |
88 |
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). |
http://battlebrothersgame.com/forums/topic/weapons-duralbity-question/#post-3647 |
89 |
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. |
http://battlebrothersgame.com/forums/topic/support-on-strategic-level/#post-3652 |
90 |
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. |
http://battlebrothersgame.com/forums/topic/congrats-minor-suggestions/#post-3702 |
91 |
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. |
http://battlebrothersgame.com/forums/topic/weapon-durability/#post-3722 |
92 |
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. |
http://battlebrothersgame.com/forums/topic/recognising-elevation/#post-3740 |
93 |
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. |
http://battlebrothersgame.com/forums/topic/localization/#post-3760 |
94 |
Since we’ve yet to add more range-oriented enemies with the goblins, who could pose a serious problem for a build that specialized, we’ll probably leave Nimble alone for now. The Swordmaster, like most backgrounds, will also receive some fitting events on the worldmap, which in his case could mean that age catches up with him. |
http://battlebrothersgame.com/forums/topic/defense-skill-tree-discussion/page/2/#post-3803 |
95 |
No, we didn’t. I had to do the UI myself to get us in a position for Early Access, but we want to outsource this as we go on. |
http://battlebrothersgame.com/forums/topic/what-ever-happened-to-the-new-ui-guygirl/#post-3834 |
96 |
There is no Pike currently in the game, but it’ll be in fact added next. The assets are done already. |
http://battlebrothersgame.com/forums/topic/pikes-and-the-dreaded-80/#post-3840 |
97 |
It doesn’t matter if they’re wearing a helmet or not, but the killing blow has to strike the head for a beheading or for being smashed. Likewise, the killing blow has to strike the body in order for the victim to be gutted. The latter doesn’t stop undead from being resurrected, though. The Bloodthirsty trait just sets the chance of a fatality occuring to 100% given the correct bodypart receives the killing blow. |
http://battlebrothersgame.com/forums/topic/question-about-bloodhirsty-character-trait/#post-3842 |
98 |
The Thrust skill of spears has a +20% chance to hit, and it says so in the tooltip. The Slash skill of swords has a +10% chance to hit. |
http://battlebrothersgame.com/forums/topic/pikes-and-the-dreaded-80/page/2/#post-3849 |
99 |
I think that’s something we could indeed add in time. In general we want to keep a clear focus on managing a mercenary company – however, in this case I feel that it’d be relatively low effort to implement, and having a few more goods to loot, trade or even get paid with would probably do the game good. It could even help giving the villages a bit more character around what they import or produce themselves. Don’t expect a complex trading simulation, though. |
http://battlebrothersgame.com/forums/topic/goods-peddling/#post-3864 |
100 |
1) No, that’s not right. I’ve fixed it. 2) You may be thinking of the Full Helm. The Great Helm has 320 armorpoints. |
http://battlebrothersgame.com/forums/topic/helmets/#post-3878 |
101 |
The ctrl key rotates the view by 180°. There’s a bunch of buttons in the top right of the tactical combat UI (including tooltips that tell of their hotkeys) that many people seem to miss. |
http://battlebrothersgame.com/forums/topic/recognising-elevation/#post-3897 |
102 |
Well, I think the current level of gore gets the point across. We may add a few more things later on if we feel that it adds to the game (like illustrating that certain boss enemies are especially dangerous), but there are no plans to add any other dismembered body parts. There’ll be lot more sounds coming. |
http://battlebrothersgame.com/forums/topic/more-battle-reality/#post-3925 |
103 |
We want to keep things down to low power fantasy and promote a certain asymmetry between the player and the opponents in the game; Battle Brothers will always be common humans in a pseudo-medieval setting that sometimes have to go up against non-human and supernatural foes. For this reason, your first three points are never going to happen. This isn’t a balancing issue at core but a design decision on how we want the game to feel. However, wardogs are a planned feature for both the player and the bandit faction. Other animals may or may not be added as well. |
http://battlebrothersgame.com/forums/topic/new-companions/#post-3976 |
104 |
Yeah, I’ve played that game and enjoyed it quite a bit. I also really liked the camping mechanics in The Dark Eye: Startrail (DSA: Sternenschweif) back in the day. Since in Battle Brothers the player has to manage 12+ people we’ll have to see about camping not involving too much repetitive micromanagement, though. |
http://battlebrothersgame.com/forums/topic/interesting-camping-mechanics/#post-3977 |
105 |
It doesn’t lower the target’s hitchance, it reduces their damage to half. |
http://battlebrothersgame.com/forums/topic/new-debilitate/#post-4009 |
106 |
1) Not a bug. Just not every Farmhand has a Pitchfork. 2) Huh? |
http://battlebrothersgame.com/forums/topic/skys-bug-heaven/page/5/#post-4053 |
107 |
There is nothing wrong with the RNG. The game uses Mersenne Twister (MT19937) if you want to read up on it. |
http://battlebrothersgame.com/forums/topic/problems-with-rng/#post-4054 |
108 |
Yeah, the Spearwall skill itself wasn’t nerfed, the AI was just tweaked slightly in handling it by adjusting the value of a single constant that determines to what lengths it will go to avoid running into spearwalls. Wiedergangers still charge mindlessly into spearwalls, but they’re supposed to, as having no regard for their own safety or any tactical considerations is part of their identity as mindless undead. |
http://battlebrothersgame.com/forums/topic/spearwall/#post-4060 |
109 |
Companions would be managed separately and wouldn’t use any of the slots used for your fighting force. |
http://battlebrothersgame.com/forums/topic/new-companions/#post-4108 |
110 |
Just to complicate matters a bit; In the future you’ll also have to consider how different backgrounds play together and what they might bring to the team outside of combat. Putting a bunch of nobles together with a bunch of beggars and vagabonds may lead to social conflict as nobles refuse to treat beggars as equals, and having a Hedge Knight means that he’ll solve any potential disputes involving him the bloody way. An old swordmaster can make a good teacher, but age will also eventually catch up with him. Those things are hard to quantify, obviously. |
111 | |
We’re going to change the way stats for levelup are determined. I think we underestimated the compulsion that some players feel to reload until they’re satisfied with the numbers, even if doing this for minutes on end may ultimately be detrimental to their experience playing the game. Not that the game is balanced particularly well at present, but it’s also not meant to be balanced for characters well beyond the statistical average as a result of reloading on levelup on a regular basis. Changing this around isn’t all that much work, but unfortunately it would break compatibility with older save games. For this reason we’ll wait with doing any changes until the first bigger update comes along that will break compatibility anyway. |
112 | |
Yeah, that’s already the case. Militia is created based on the resources a village has, and when the militia is disbanded, the village gets back resources based on how many militia survived. A village can be drained of resources by losing a lot of militia. |
113 | |
Interesting, I didn’t know about that one. That’s a tricky thing to solve, though. I guess I could have stun last another turn when the character hit only has 2 or 3 Action Points left? |
114 | |
Unfortunately this can’t be solved the same way as Shieldwall works because it is a fundamentally different mechanic. Reading your description again, I’m actually fine with the way you’re doing this and don’t think this needs changing. However, I think this can be exploited even more than you initially realized; |
115 | |
Yeah, we had that same thought. The thing is that the effect in many cases would be essentially the same as a character being stunned for real. For example, if I knock back some opponent, he’ll lose 4 ap from the shield bash and then 2 to 4 ap (depending on terrain) for closing in again on me, leaving him without enough ap to perform a skill. Of course, an opponent may not always be able to close in again on me due to Zone of Control, and an actual stun would also be better because it triggers the ‘Push the Advantage’ perk, but my worry is that the actual difference in gameplay between a character being stunned or shield bashed is somewhat negligible. That in turn may also render bludgeoning weapons somewhat obsolete, since their main advantage is the ability to stun. But maybe I’m missing something? |
116 | |
With 1 AP damage, there’d be very few scenarios where the perk actually makes any difference. Knocking a target towards an ally would still leave it able to attack normally with 8 AP. In most cases, a target knocked away and then closing in again would be able to make one attack afterwards – with or without a shield bash perk that drains 1 AP. The only scenario where I see this having any effect would be a target closing in again over difficult terrain or a height level difference if wielding a two-handed weapon. I doubt that this is enough to make the perk an attractive pick. |
117 | |
As the description says, it grants a +5 bonus for all positive morale checks, i.e. those determining if the morale state should be upped. This means that optimistic characters have a higher chance to gain morale (e.g. changing from stable to confident) on events such as slaying an enemy or seeing an enemy slain by an ally. It is working as intended. |
http://battlebrothersgame.com/forums/topic/trait-optimism/#post-4550 |
118 |
Normally, a morale check is only performed when the individual getting hit actually loses hitpoints from the attack. However, if the attacker has the Fearsome perk, a morale check is also performed if the individual merely sustains damage to armor. This does not guarantee morale dropping, but it makes it more likely. You can experience this effect in action when fighting Fallen Heroes, because they have this perk as well. It’s working as intended. |
http://battlebrothersgame.com/forums/topic/utility-perk-fearsome-2/#post-4551 |
119 |
The Optimist trait does not increase resolve itself. It just puts a +5 bonus on top every time the dice is rolled for a positive morale check. This is not cumulative and will always be a +5 bonus.The Optimist trait does not increase resolve itself. It just puts a +5 bonus on top every time the dice is rolled for a positive morale check. This is not cumulative and will always be a +5 bonus. |
http://battlebrothersgame.com/forums/topic/trait-optimism/#post-4553 |
120 |
I didn’t say we’d remove the random element on levelup. We will, however, change the way those stat gains are determined in order to eliminate an exploit with saving and loading the game repeatedly, and for that matter to allow for a cancel button on the levelup screen. |
http://battlebrothersgame.com/forums/topic/any-infos-on-the-new-level-up-system-yet/#post-4567 |
121 |
Are you sure it happened like this? An Orc Young is not supposed to decapitate people with 300 head armor in a single hit, and the Decapitate skill is not supposed to increase damage vs. armor, only vs. hitpoints. Decapitations (with or without the skill) don’t trigger an insta-kill, it’s the other way around; if a character is killed, there’s a chance this is portrayed with a fatality of some kind depending on the skill that killed him. |
http://battlebrothersgame.com/forums/topic/decapitate-insta-kills/#post-4629 |
122 |
That’s an interesting approach. However, we’d like to wait with balancing changes for the Nimble perk until we have established ranged enemies as more of a threat in the game. The main issue with the Nimble perk is the very specialized swordmaster build currently that, while nearly untouchable in melee, would be relatively helpless against ranged enemies or enemies that may be able to switch to secondary ranged weapons at will, like javelins. |
http://battlebrothersgame.com/forums/topic/a-nimble-nerf/#post-4630 |
123 |
It always triggers a morale check for the enemy hit. Whether that morale check then results in the enemy’s morale dropping depends on their resolve – which differs between different types of enemies, naturally. |
http://battlebrothersgame.com/forums/topic/utility-perk-fearsome-2/#post-4711 |
124 |
They actually already do that, but perhaps not by enough. The likelihood of going for the shield is increased by 1.25^n, with n being the number of allies surrounding the target, i.e. one ally adjacent increases the chance by 25%, two would increase it by 56%, and so on. |
http://battlebrothersgame.com/forums/topic/real-value-of-ranged-brothers/page/2/#post-4742 |
125 |
Accessories, such as amulets, are not in the game yet. |
http://battlebrothersgame.com/forums/topic/medallions/#post-4759 |
126 |
Yes, more hairstyles, faces, beards and stuff will eventually make their way into the game. |
http://battlebrothersgame.com/forums/topic/questions-feedback-and-suggestions/#post-4778 |
127 |
There is no fixed chance for this; your opponents simply get a free attack, and their chance to hit is the same as if they’d do a regular attack when you remain where you are. |
http://battlebrothersgame.com/forums/topic/observations-on-combat/#post-4797 |
128 |
Taunt makes all opponents more likely to attack the one individual using the taunt skill. |
http://battlebrothersgame.com/forums/topic/real-value-of-ranged-brothers/page/3/#post-4810 |
129 |
That’s not actually how it works. |
130 | |
No, I’m afraid there will not be a map editor. The game is designed around procedurally generated maps for replayability, and we’ll focus our resources on improving this aspect instead. |
http://battlebrothersgame.com/forums/topic/map-editor/#post-4849 |
131 |
I wouldn’t rule it out entirely, but it’s more likely we’ll allow for some customization of individual features, especially those pertaining to added difficulty, instead of turning them off completely. Generally speaking we want to design the game as a coherent whole where all the features interlink for the right balance in gameplay and challenge. Removing single aspects may well cause everything else to break down. |
http://battlebrothersgame.com/forums/topic/to-be-able-to-turn-off-or-on-features/#post-4856 |
132 |
It’s a Warbrand. In the game it handles as somewhat of a hybrid between a one-handed and two-handed sword. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/16/#post-4863 |
133 |
Indeed. What Kanoe808 is refering to are not classes (there are no classes in the game other than those imposed by the player) but backgrounds, describing a character’s upbringing and their life before joining the company. Even though characters will effectively become mercenaries by occupation the moment you hire them, that doesn’t change the fact that they’ve been a farmhand or a beggar for most of their life, which obviously has a profound impact on what kind of man (or woman, eventually) they are now and will continue to be for the rest of their lives. Some backgrounds can in fact change with events, but only to extend the original background (e.g. a monk taking up a more radical interpretation of their faith). |
http://battlebrothersgame.com/forums/topic/some-suggestions-for-a-great-game/#post-4872 |
134 |
Slavery and human trafficking is outlawed and thus hardly a common practise in the part of the world where Battle Brothers takes place. There’s also a few references to it already in the game, such as the Disowned Noble background having the attempt of human trafficking as a reason for him being exiled. It could be argued that serfdom is only a small step up from slavery, of course, but such is the way it works. That doesn’t mean that slavery isn’t a thing in other parts of the world, for other cultures, and if we were to ever explore those other parts we may well take a look at slavery in the future. |
http://battlebrothersgame.com/forums/topic/dark-topic-but-good-for-time-period/#post-4907 |
135 |
The vision attribute is an abstraction that includes view range, field of view, depth perception, the ability to hear, and general awareness – all of which can be negatively impacted by wearing helmets to some degree. For why limited peripheral vision would additionally limit the ability to see at night, I direct you to this article. Wearing a heavy helmet when fighting at night certainly does not make any easier a task that is impractical to this day outside of specialized equipment. |
136 | |
Just to clarify this; the second option, like you suggested, does not affect wages. You chose not to raise the pay of your mercs, so their wage doesn’t increase. Some may become greedy, however, which plays into future events. This doesn’t mean that they secretly get paid more afterall. |
http://battlebrothersgame.com/forums/topic/events/#post-5160 |
137 |
Different AI factions fighting each other is working as intended. They may also attack each other on the worldmap. This goes for orcs and undead as well. |
http://battlebrothersgame.com/forums/topic/not-sure-if-its-can-be-called-a-bug/#post-5336 |
138 |
That’s not a bug. Orcs use the charge skill to get somewhere fast AND for a chance to stun someone. They’re not supposed to charge only people who aren’t stunned or engaged already. |
http://battlebrothersgame.com/forums/topic/bug-report-orcs-are-stunning-stunned-guys/#post-5374 |
139 |
Glad you’re enjoying the game! In fact the coming update will include some AI improvements – including better decision making of when to go on the offense and when to stay on the defense. Goblins use quite a defensive approach to battle, so they most benefit from this, but all intelligent opponents factor this into their behavior now. There’s a lot more I want to do in terms of formation and tactics, like the good examples you’ve given, but it will have to wait a bit longer :) |
http://battlebrothersgame.com/forums/topic/suggestions-forum/page/2/#post-5572 |
140 |
The functionality of destroying items was in the game at some point, before Early Access, but was removed again, as it added nothing but people accidently destroying part of their inventory. That image is a leftover from that time. |
http://battlebrothersgame.com/forums/topic/bugs-build-0-4-1-5/#post-5617 |
141 |
1) Not quite sure what you mean. The Debilitate skill has the correct amount of AP and Fatigue costs shown in the tooltip. These amounts are never shown in the tooltip for perks that unlock active skills, however. Is that what you’re missing? |
http://battlebrothersgame.com/forums/topic/bugs-build-0-4-1-5/#post-5622 |
142 |
1) Oh I see, that’s already been fixed for the next update. Thanks for reporting it, nontheless :) |
http://battlebrothersgame.com/forums/topic/bugs-build-0-4-1-5/#post-5629 |
143 |
Direct damage is reduced by 10% of the current armor value, so better armor does give better protection, also against direct damage. With good enough armor, no direct damage will bypass armor at all. The more damaged the armor gets, the more damage will pass through, up to the maximum determined by the attacking skill. You can read the details here. |
http://battlebrothersgame.com/forums/topic/whole-company-slain-by-5-goblin-wolf-riders/#post-6039 |
144 |
I’ve changed it so that the ranged companion will never be a drunkard now. |
http://battlebrothersgame.com/forums/topic/build-0-5-0-1-discussion-of-the-patch/page/2/#post-6060 |
145 |
A minimum of 5 hitpoint damage is required to cause bleeding currently. |
http://battlebrothersgame.com/forums/topic/cleaver-always-causes-bleed/#post-6071 |
146 |
I used that many ranged bros mostly to allow for easier focus fire and to take out as many Goblins as quickly as I could. I put them in heavier armor for protection against enemy archers and to make it less likely that they’d get poisoned (which would mean they’d lose vision and be unable to perform their role). Since the Goblins have no flanking units in this scenario to target my archers, they’re otherwise pretty safe and can move freely. I feel that crossbows perform better than bows in this scenario because of their accuracy bonus. |
http://battlebrothersgame.com/forums/topic/message-for-the-developers/#post-6177 |
147 |
Armor showing up as destroyed in the combat log more than once has been fixed. |
http://battlebrothersgame.com/forums/topic/immortal-highlanders-and-our-game/#post-6409 |
148 |
Sorry, I don’t see it. Note that some of the damage numbers in the combat log refer to damage applied to armor (i.e. damaging the item) and not damage applied to hitpoints. This is the way I read it from the screenshots; |
http://battlebrothersgame.com/forums/topic/immortal-highlanders-and-our-game/#post-6419 |
149 |
For fatalities to the head (beheading, skull crushed) the bloodthirsty attacker still needs to land a killing blow to the head. Conversely, for a fatality to the body (disembowled), the killing blow needs to connect with the body and not the head. The bloodthirsty trait sets the chance of a fatality occuring to 100%, regardless of weapon/skill, but does not change where the killing blow lands. |
http://battlebrothersgame.com/forums/topic/bloodthirsty-trait/#post-6443 |
150 |
Yes, there will be independently acting subfactions (like different Orc tribes) that may fight each other. |
http://battlebrothersgame.com/forums/topic/pauls-art-corner/page/29/#post-6470 |
151 |
Well, this is how a game with random hit chances across the whole spectrum plays out. There is nothing wrong with the random number generation in the game on a technical level, the human brain just isn’t particularly strong at working with chance and probability. Try playing poker for money if you want to get real mad at chances ;) |
http://battlebrothersgame.com/forums/topic/before-the-new-big-step-forward/#post-6667 |
152 |
A pre-battle formation setup of some kind is a planned feature. This won’t require any perks to use. There still will be occasions where it won’t be available, however, such as when being ambushed. |
http://battlebrothersgame.com/forums/topic/pre-battle-placement/#post-6690 |
153 |
Injury mechanics are a planned feature, although they’ll work a bit different from what you describe. Because this will require giving your Battle Brothers some time to rest and heal every now and then, we want to introduce it only once the player has an extended roster that allows for rotating people in and out of ‘active duty’. |
http://battlebrothersgame.com/forums/topic/red-fog-the-impact-of-injury/#post-6722 |
154 |
Some events will also make use of the injury mechanics, e.g. the ‘training acident’ event may cause a concussion, or a sprained ankle with penalties relating specifically to movement, instead of the generic loss of hitpoints it has now. Other than that, however, the injury mechanics will work independently from events, and injuries are gained mostly due to your actions in tactical combat. |
http://battlebrothersgame.com/forums/topic/red-fog-the-impact-of-injury/#post-6724 |
155 |
Battle Brothers will be singleplayer only. |
http://battlebrothersgame.com/forums/topic/multiplayer/#post-6764 |
156 |
Thanks for your effort! I’m sure some Russian speaking players will appreciate this. |
http://battlebrothersgame.com/forums/topic/about-the-russian-language-in-the-game/#post-6776 |
157 |
We have some ideas on how to enable editing a character’s appearance in-game, but it’s pretty far down on our list with so much other important things to do first, I’m afraid. |
http://battlebrothersgame.com/forums/topic/when-can-we-edit-mod-or-characters/#post-6806 |
158 |
Neither. It’s a hit with increased damage that can hit either body or head, but on a killing strike will decapitate. |
http://battlebrothersgame.com/forums/topic/decapitate-insta-kills/#post-6814 |
159 |
A fair point, and something we’ve considered in the very beginning but decided to not go with. The thing is, introducing a system with ‘glancing hits’ would at the same time diminish the impact that a single hit has, both in damage numbers and emotionally, since you’re kind of always hitting for small amounts of damage and individual hits become less meaningful. This would change the feel of combat (and ultimately the game) quite a bit, away from the generally fast and deadly style we want it to have, more towards applying constant damage over time. Consider that missing in combat is also a buildup for when next you hit, which then feels all the more rewarding. |
http://battlebrothersgame.com/forums/topic/redefining-a-miss-in-combat/#post-6816 |
160 |
You’ll always control human mercenaries in Battle Brothers. Although eventually those may be of different cultures than just the northern european one currently in the game. |
http://battlebrothersgame.com/forums/topic/other-fractions/#post-6955 |
161 |
We’re considering different ways of improving the experience of playing on densely packed combat maps, like forests. There have been a lot of good suggestions by you guys regarding this, it’s just that we’ll focus on the worldmap rework first, then overhaul the combat tiles, and then see what actions need to be taken. That said, the fact that ranged weapons perform worse in forests and similar environments providing lots of cover is working as intended, and I dare say authentic. |
http://battlebrothersgame.com/forums/topic/suggestion-rework-forest-battles/#post-7059 |
162 |
Maybe this video can help shed some light. Even though it is almost a year old by now, it still demonstrates how the AI acts on the worldmap independently of the player. |
http://battlebrothersgame.com/forums/topic/suggestion-random-roaming-bands/#post-7072 |
163 |
Yes, there’ll be a few events concerned with noble backgrounds and their relation to noble houses. It’ll be mostly for flavor, though, and not a big gameplay thing. |
164 | |
There is now ;) |
http://battlebrothersgame.com/forums/topic/in-game-tip-list-loading-screens/#post-7428 |
165 |
Fatigue also reduces initiative, which makes it -20 initiative effectively. This works the same for any equipment you wear. |
http://battlebrothersgame.com/forums/topic/war-dog/#post-12037 |
166 |
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, localisations may or may not come. |
http://battlebrothersgame.com/forums/topic/localisation-incoming/#post-12114 |
167 |
Thank you for your suggestions and the kind words. I’ll quickly go over all your points, as you requested. |
http://battlebrothersgame.com/forums/topic/cool-new-ideas-old-ones/#post-12209 |
168 |
We’ll link it to a reworked mood system in the future to give you a bit more of a buffer when running out of money/provisions. Whether you have an active contract or not already figures into their decision of whether to desert you or not, btw. |
http://battlebrothersgame.com/forums/topic/desertion/#post-12643 |
169 |
They do get repaired, but it takes time. |
http://battlebrothersgame.com/forums/topic/problem-game-thus-far/#post-12838 |
170 |
It does go away after a few days, but it can be up to 5. Still, adding a way to give a definite ‘no’ after negotiations took place might make sense. |
http://battlebrothersgame.com/forums/topic/decline-a-negotiated-contract/#post-12861 |
171 |
Constructive whining ;) |
172 | |
Changed it so that 3-skull-contracts start to appear only after a few days have passed. Thanks a lot for reporting all these issues, btw :) |
http://battlebrothersgame.com/forums/topic/skys-bug-heaven/page/7/#post-13658 |
173 |
Next update will change the contract so that the caravan provides provisions to your men for the duration of the journey. |
http://battlebrothersgame.com/forums/topic/caravan-escort-disaster/#post-13776 |
174 |
Settlements may not send their militia if they consider it suicide. In this case, the vampires aren’t attacking them but you, some mercenaries, so it’s not really worth dying over. |
175 | |
This is not a bug. The same type of item can have different prices on the marketplace because the marketplace combines offers from different merchants in one place. |
http://battlebrothersgame.com/forums/topic/minor-arrow-cost-bug/#post-17108 |
176 |
All of the accessories, except for wardogs for obvious reasons, can be put into the bag slots. |
177 | |
Don’t go looking for contracts at forts and castles in the beginning. The nobles won’t give you any work until you have amassed more renown, and the civilians living there have no need of you since they have the nobles to take care of them. |
http://battlebrothersgame.com/forums/topic/increase-the-number-of-contracts/#post-17401 |
178 |
Battle Brothers is about leading a travelling mercenary company of regular human beings in a low fantasy world. Trading, magic and governing castles are all interesting concepts to explore in games of their own, but not in a game which has had a different focus from the very beginning. |
http://battlebrothersgame.com/forums/topic/some-conceptual-ideas/#post-17890 |
179 |
Given time, settlements already restore those on their own. |
http://battlebrothersgame.com/forums/topic/can-you-restore-destroyed-industries/#post-18244 |
180 |
No, you can’t suffer additional injuries from bleeding. |
http://battlebrothersgame.com/forums/topic/bleeding-dont-kill/#post-18549 |
181 |
The next update uses a different color for footprints and has contract-related footprints stand out a bit. |
http://battlebrothersgame.com/forums/topic/clearer-contract-related-footprints/#post-18993 |
182 |
Fangshire is a unique legendary item, not a randomly generated named item, and thus has no red glow. Legendary items will have a blue-ish glow with the coming update. |
http://battlebrothersgame.com/forums/topic/fangshire-has-no-reddish-glow/#post-19211 |
183 |
Not to curtail your creativity in any way, but the ability to easily attack other parties that aren’t hostile is a simple convenience feature. It has always been possible to attack them if you sabotage relations to their faction first. As the dev blog explained, there won’t be any new gameplay associated with banditry for now. |
http://battlebrothersgame.com/forums/topic/questionsuggestion-for-devs/#post-19273 |
184 |
Working as intended. Some opponents act as a leader to others, boosting their resolve. |
185 | |
It’s 25% to your initiative for the purpose of determining the turn order. |
186 | |
The party that initiated combat is regarded the attacker, so if you were to click on them first to open the engage dialog, they’d technically be on the defensive and be free to choose whether to charge or hold position. |
187 | |
The update accompanying the DLC will include some balancing changes for late game crises, including how active the enemy is in razing towns across the map, and how long it takes to beat a crisis. I’m afraid that anything beyond this is outside the scope of a DLC focused on beasts and exploration, even though I believe these are good ideas. |
188 |
Christof aka Rap on Steam[]
Post |
Link |
Time |
Yes, but that would feel like ripping you guys off. I mean, a single ingame item for 5$? Sure it looks cool, but come on. The Supporter Edition isn't really about the additional content you get, but a way for you to support us in further development of the game if this is a project you truly believe in. A bit like it works on Kickstarter - only you get to play the game you're backing right away. You'll get the helmet as a thank you for your trust in us. |
https://steamcommunity.com/app/365360/discussions/0/618459931321061955/#c618459931321823828 |
1 |
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. |
https://steamcommunity.com/app/365360/discussions/0/618459931321768262/#c618459931321852331 |
2 |
This game is very much about managing a mercenary company at its core, and we want to focus on that experience and make sure the game really delivers on that instead of spreading ourselves too thin. For this reason you won't ever be able to build castles or take them over. However, we'll introduce some base management mechanics along the road with hireable non-combat followers tending to the logistical needs of the company. Being able to pillage/rob yourself is something we may add in time to some degree, depending also on how the game develops, but not right away. |
https://steamcommunity.com/app/365360/discussions/0/618460129741030836/#c618460129741245365 |
3 |
If I may quote myself; this game is very much about managing a mercenary company at its core, and we want to focus on that experience and make sure the game really delivers on that instead of spreading ourselves too thin. It's for this reason that the game will always stay about the player leading a mercenary company taking on contracts. The contract system can and it will be improved by a lot over time, and we'll add other features adding more depth to worldmap gameplay. However, you'll never be able to build up a 'subsistence economy' that would work against the core game loop. Different quality of equipment is something we're looking into. In fact, we already toyed around with rusty weapons for skeletons but weren't quite able to add this in a satisfying way in time to include it in the initial release. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/#c618460129742165526 |
4 |
Have any of you played Pillars of Eternity by chance? That idea of mercenaries with a high business reputation but a very low morale reputation reminds me of the Bleak Walkers[pillarsofeternity.gamepedia.com]. I find the concept of different philosophies to handling yourselves as mercenaries quite interesting and can see it working for Battle Brothers in the future, once we have the gameplay to support this in a meaningful way. We just need to be careful not to stray too far away from what is the core premise of the game - leading a mercenary company. |
https://steamcommunity.com/app/365360/discussions/0/618460171315241263/#c618460171316714182 |
5 |
For a witchhunter, witches certainly exist. Just like they did for witchhunters in real life. Our witchhunters are anything from honest people trying to protect the people from a danger they are too blind to see, to deeply obsessed with their work and not picky about their methods, to power-hungry and mad. As others have pointed out, we're deliberately going for an asymmetric balance of power when it comes to magic. You're leading ordinary humans that sometimes have to prevail even against supernatural foes by going to their very limits. This makes these opponents all the more alien and unique than if their powers were something you had access to as well, and all the more satisfying to take down. |
https://steamcommunity.com/app/365360/discussions/0/618460171314253375/?ctp=2#c618460171317183372 |
6 |
Zombies that get up again push characters aside if they're standing ontop, so that won't save you ;) |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/#c618460171318216501 |
7 |
Werewolves don't feed on corpses, but Ghouls do. They have to stand on the very tile the corpse is on in order to do so. Blocking tiles with corpses on does prevent Ghouls from consuming them and growing in size, since they have no way to push back characters. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171318263108 |
8 |
Thanks for the encouragement :) We found horses not to fit well with the small scale battles we have now. The game is balanced around skirmish-level infantry combat in terms of map size, game mechanics and skills. I'm not saying horses will never ever make their way into the game, but definitely not for some time. |
https://steamcommunity.com/app/365360/discussions/2/135510194253284755/#c618460171318323567 |
9 |
Not yet, but we want to have some eventually. Female characters will come with their own backgrounds that take into account how a quasi-medieval world treats them, so they won’t just be male characters with different heads either. Just like their male counterparts, some will be more and some will be less suited to the hard life as mercenaries. Here is a preview of how they might look: http://battlebrothersgame.com/wp-content/uploads/2014/08/battle-sister.jpg |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171318376221 |
10 |
Not yet, but both of these features are planned. We want to introduce a more complex injury system in time which allows for permanent scarring, missing eyes, broken limbs and also psychological trauma for sole survivors and such. Most of these injuries will be visible on your Battle Brothers (so you can see that a guy really has an eye missing) and they'll lower and sometimes also raise character attributes (so a limping character might be slower, but a heavily scarred character might also gain some resolve, being a veteran that's not easy to scare anymore). Some injuries will be permanent in nature (like missing eyes) and some can be recovered from (like broken limbs), even it may take some time. We also want to introduce non-combat followers, sort of the auxiliary part of a mercenary company tending to its logistical needs. These would include hunters that gather food so that you need to buy less provisions at villages and cities and can journey through the wilderness longer, but also healers, which would help your Battle Brothers to recover faster and from more serious injuries. We're interested in hearing your suggestions here as well! |
https://steamcommunity.com/app/365360/discussions/0/618460171320138459/#c618460171320359823 |
11 |
Replayability is quite important to us. For this reason both the worldmap and all the tactical combat maps are procedurally generated and look different every time. Sometimes there are orc tribes living quite near, sometimes it's the undead pouring down from the snowy wastes of the north that are the main problem. Same with all the mercenaries you can hire - they're randomly generated and between their individual looks, background stories and character traits there is a lot of variety. The campaign won't be linear and won't have you play through the same missions every time. We'll keep it pretty open as not to conflict with the open nature of our game world. If you've ever played Jagged Alliance 2, you should have a rough idea of where we'll be going with this. The ultimate goal was deposing Deidranna, of course, but you had free reign on how to do that. There were multiple milestones on the way, like taking the airfield, which would make things easier for you but were not strictly necessary. Sort of like optional milestones on the way. Same here. Military outposts and castles actually already offer contracts of their own which can be quite difficult: taking down bandit and orc encampments. There will be more coming, of course, and we're looking into make contracts more interesting, varied and complex in general. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171320421215 |
12 |
We originally didn't want the player to be able to take up several contracts at once in order to avoid that situation with some RPGs where you'd have several dozen quests in your questlog, not even remembering where you got them in the first place, and just very mechanically checking them off one after the other. I agree with you, though, that it doesn't make that much sense with the errant type contracts currently. As we add reputation mechanics and more time-limited contracts, having the possibility of several active ones at the same time is something which we should take a look at again. I actually really like game mechanics where we don't force an arbitrary hard limit on the player but there's a soft limit just based on what the player can realistically do, like you suggested. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171320461181 |
13 |
There are no dragons currently in the game. We want to add a lot more enemy types over the course of the Early Access, though, so who knows if one might make it in eventually. If so, they'd be a rare boss-level opponent and not something you'd meet often. We have quite a selection of gear available that is based on real medieval equipment. Legendary items - very rare but also very powerful - are not yet in the game but are a planned feature. Only a few will exist in each campaign, taken at random from a larger collection. They’re also very hard to come by, and you’ll have to invest some resources in order to locate them and claim them for yourself, i.e. they won't just drop as random loot. The only legendary item already in the game is 'The Fangshire' which you get as a thank you for purchasing the Supporter Edition of the game. |
https://steamcommunity.com/app/365360/discussions/0/618460171321167442/#c618460171321231531 |
14 |
Yeah, changing their worldmap behavior is something we might want to do. I think there's a bit more we can do with the day/night cycle in general. Werewolves and undead are already more dangerous at night, because they, unlike your men, don't suffer from penalties to view range and accuracy due to nighttime. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171324277524 |
15 |
Yes, 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. |
https://steamcommunity.com/app/365360/discussions/0/618460171322373292/#c618460171322417455 |
16 |
Yeah, changing their worldmap behavior is something we might want to do. I think there's a bit more we can do with the day/night cycle in general. Werewolves and undead are already more dangerous at night, because they, unlike your men, don't suffer from penalties to view range and accuracy due to nighttime. |
https://steamcommunity.com/app/365360/discussions/2/154641879461518480/?ctp=2#c618460171324277524 |
17 |
Well, he's a professional craftsman building bows, not a professional archer, but I see your point. |
https://steamcommunity.com/app/365360/discussions/0/618460171325777488/#c618460171325847137 |
18 |
There is a base value generated randomly and independently from the character background. The background then adds or subtracts a value shown in its tooltip (so +5 Ranged Skill for the Bowyer, I believe). Quite possible it still needs tweaking. Edit: Damn you, Airnesto! |
https://steamcommunity.com/app/365360/discussions/0/618460171325777488/#c618460171325800467 |
19 |
No, there is no censored version. |
https://steamcommunity.com/app/365360/discussions/0/618460171326412195/#c618460171326480309 |
20 |
Yes, we'd like to support Linux and Mac in the future. Probably not mobile. |
https://steamcommunity.com/app/365360/discussions/0/618460171326989801/#c618460171326992678 |
21 |
You get both benefits only against stunned targets. I've clarified the description in the game a bit. Any other descriptions that might need clarification? The Bloody Harvest perk would grant you a benefit also with ranged weapons - if there were any ranged AoE attack for the player. Maybe in the future. |
https://steamcommunity.com/app/365360/discussions/0/618460171328120840/#c618460171328222060 |
22 |
Glad you're enjoying the game! A brave soul has started this wiki for Battle Brothers: http://battlebrothers.wikia.com/wiki/Battle_Brothers_Wikia I like the camp idea as well. We've toyed around with the concept before and it's something we'll probably add in time, together with the non-combat followers that are to come. |
https://steamcommunity.com/app/365360/discussions/0/618460171328225594/#c618460171328314362 |
23 |
An optional ironman mode is something we've wanted to add from the beginning. However, since the game was released less than a day ago it's pretty much inevitable that there are a bunch of bugs that we've never encountered before. We really didn't want you to lose your ironman playthrough due to a bug, so right now you're better of self-enforcing the ironman rule. Once the game is more stable, we'll add a real ironman feature. |
https://steamcommunity.com/app/365360/discussions/0/618460171328259740/#c618460171328653167 |
24 |
Yes, we'd like to add that. Things like offering caravans on the move your services, or getting info from patrols wandering the country. |
https://steamcommunity.com/app/365360/discussions/0/618460171328749866/#c618460171328952684 |
25 |
Glad you like it! Modding support is something we'd really like to add eventually if we get the opportunity, as we share your opinion that the game would be a good fit for this. However, with our tight resources we have to focus on finishing the core game first. Could be quite a while until we're able to add mod support. |
https://steamcommunity.com/app/365360/discussions/0/620712364020145901/#c620712364020804489 |
26 |
You can only choose a banner from a premade selection right now. The ability to create your own banner with shapes, colors, etc is something we have planned. I've edited the website because it was misleading in this regard. |
https://steamcommunity.com/app/365360/discussions/0/620712364020015170/#c620712364020868915 |
27 |
Because the caravan is more juicy, I guess. |
https://steamcommunity.com/app/365360/discussions/0/620712364020994384/#c620712364021032306 |
28 |
Oh, I see. That's not a bug but a design decision; you can only walk through one ally at a time. It's the same rules for the enemies. We'll add both an indicator where your band is going on the worldmap, as well as footprints left by any party. This way you'll have an easier time finding roaming enemies and can even follow them to their home base by their footprints. The world may even feel a tiny bit more alive this way. |
https://steamcommunity.com/app/365360/discussions/1/620712364021437824/#c620712364021046835 |
29 |
F5 for quicksave, F9 for quickload |
https://steamcommunity.com/app/365360/discussions/0/620712364020707644/#c620712364021049708 |
30 |
They do not currently run out as we didn't have the time to add AI for switching quivers, scavenging ammunition lying on the ground, and such. It's something we want to add, though. The AI really shouldn't cheat in this game. |
https://steamcommunity.com/app/365360/discussions/0/620712364022663768/#c620712364022704896 |
31 |
Well, the descriptions don't really match up because we give "running out of provisions" as an example for people leaving. The traits themselves, however, shouldn't be exclusive. Someone can be both spartan and disloyal. |
https://steamcommunity.com/app/365360/discussions/0/620712364022765012/#c620712364022928842 |
32 |
Hover over the difficulty settings when creating a new campaign to see a description. The difference is mostly in the economic aspect: you start with more/less resources and stuff costs more/less. Hitchances, damage, number of enemies and AI behavior are the same for all difficulty levels. |
https://steamcommunity.com/app/365360/discussions/0/620712364023463522/#c620712364023471807 |
33 |
Hitchances, damage, number of enemies and AI behavior are the same for all difficulty levels. We don't want to jump to any quick nerf action after the game has been out for just over 2 days, but we'll keep an eye on how things develop as you guys get more experienced in battle. Agreed about the mid to late game challenges. There's a lot more enemy types we want to add in the future. In fact, this should also alleviate the 'werewolf problem' a bit, as then there'd be other creatures roaming the woods as well, some of them potentially easier for a starting mercenary company to take on. |
https://steamcommunity.com/app/365360/discussions/0/620712364022265926/?ctp=2#c620712364023502503 |
34 |
No, arrows and javelins probably won't end up being collectible from the ground; they're considered broken once used. Quivers and stacks of javelins can be looted mid-battle, however. We'll have to break savegame compatibility multiple times as we add new major features over the course of the next year - there isn't really a way around it, and you'd want to start a new campaign anyway to get the best out of those features. However, we'll make an announcement when updates do break savegame compatibility. The smaller updates with fixes, tweaks and minor content additions won't break savegame compatibility. |
https://steamcommunity.com/app/365360/discussions/0/618460171330125875/#c620712364023521476 |
35 |
That's intentional; different people are prepared to pay you different amounts for a task and you have to find contracts that are worth the risk vs. the reward for you. This will become even more pronounced as we overhaul the contract system to include rewards other than money. |
https://steamcommunity.com/app/365360/discussions/0/620712364024581693/#c620712364024586948 |
36 |
Raise the Resolve attribute of your men and/or make use of the Captain perk so that the Lost Souls can't send them fleeing. The 'Fortified Mind' perk also makes characters immune to their scream, though they can still flee if others start panicking because of them |
https://steamcommunity.com/app/365360/discussions/0/620712364024306367/#c620712364024639393 |
37 |
To get out of a Zone of Control you can Knock back the enemy with your shield Hook the enemy away with a Billhook Stun the enemy with the Knock Out skill Use the Footwork skill Use the Rotation skill - although another character would then take their place in the Zone of Control Use Shieldwall before attempting to leave for a much higher chance to get out without getting hit |
https://steamcommunity.com/app/365360/discussions/0/620712364022265926/?ctp=3#c620712364024661548 |
38 |
Villages will only create militia if they have the resources to create a party strong enough to have an actual fighting chance when going against the enemy spotted. People being grateful for coming to their aid is something we'll definitely add in time, once we have the event system in place. |
https://steamcommunity.com/app/365360/discussions/0/620712364024755258/#c620712364024762425 |
39 |
Ghouls aren't technically undead, though. They just travel along with the undead, like seagulls travelling with a fishing boat, feasting on corpses. Since they aren't undead, they also suffer from morale and fatigue. Some good suggestions in this thread, we'll discuss a solution to this once we have the critical stuff out of the way. |
https://steamcommunity.com/app/365360/discussions/0/620712364023235424/#c620712364025189444 |
40 |
We'll rework the rating system. One idea is to have it not be in absolute terms but relative to your own party's strength - so weak would actually mean (probably) weaker than your party. Bandits Marksmen have the 'Close Combat Archer' perk currently, which can make them quite deadly on short ranges. |
https://steamcommunity.com/app/365360/discussions/0/620712364022265926/?ctp=3#c620712364025230250 |
41 |
Crossbows are much too sophisticated for our orcs. However, young orcs will make use of javelins once we have time to write the AI. You can read more about orcs in our world here: http://battlebrothersgame.com/dev-blog-30-orc-faction-reveal/ |
https://steamcommunity.com/app/365360/discussions/0/620712364022663768/#c620712364025297057 |
42 |
There isn't and there won't be. However, we do want to add an info window giving a description of the enemy and more info about their perks and special skills eventually. |
https://steamcommunity.com/app/365360/discussions/0/620712364025355816/#c620712364025382005 |
43 |
Yes, non-combat followers will be blacksmiths, healers and such. 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. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/#c620712364025409340 |
44 |
Hey there. Thank you for sharing your ideas with us. I'm short on time, so I'll answer only very briefly to your points. Be assured, though, that we read all the suggestions on these discussion boards, even if we might not comment on all of them in detail. 1) Planned, of course. The whole contract system will be overhauled. 2) Definitely! 3) Probably not going to happen as a real game mechanic, but might be something to do as part of a quest. 4) No. 5) Well, there are Goblins coming. 6) Definitely! 7) There won't be a stationary guild home, but there will be a camping mechanic. 8) Definitely! 9) Noted. 10) Yes, it's being discussed. 11) Yes, there will be enemy mercenary companies roaming the world eventually. |
https://steamcommunity.com/app/365360/discussions/0/620712364026909615/#c620712364026939732 |
45 |
Assuming I understand you correctly; no, you won't ever be able to save and reload during battle. |
https://steamcommunity.com/app/365360/discussions/0/620712364026664904/#c620712364026957581 |
46 |
Werewolves are not classified as undead, they're beasts. They suffer from both morale and fatigue - it just takes a lot for them to actually become exhausted. The overwhelm bonus is not triggered by surrounding the enemy, but by attacking the enemy in melee. |
https://steamcommunity.com/app/365360/discussions/0/620712364022265926/?ctp=5#c620712364026966057 |
47 |
XP is and will be gained exclusively via combat. There may be opportunities for raiding caravans and villages as part of some contracts later on. |
https://steamcommunity.com/app/365360/discussions/0/620712364027094172/#c620712364027188848 |
48 |
There won't be a stationary outpost, but we're thinking of adding a camping mechanic. We'll also expand the roster eventually, allowing you to have more than 12 men at once and rotating people in and out, for example to give the injured time to recover from their wounds. Instead of having an upgradeable base, we'll have non-combat followers. Whereas in X-Com you'd build a radar station to increase your view radius, here you'll hire a scout to see more of the worldmap at once. Other professions we're thinking of are hunters, blacksmiths and healers, for example. Will probably be added in time. Of course! |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/#c620712364027205207 |
49 |
They're not on the same team, but the werewolves don't attack skeletons on the worldmap because they don't make for a good meal. |
https://steamcommunity.com/app/365360/discussions/0/620712364032565028/#c620712364032682232 |
50 |
Werewolves and Lost Souls are the only enemy parties actually faster on the worldmap than the player. There are some parties slower than the player, too. |
https://steamcommunity.com/app/365360/discussions/0/620712364032544787/#c620712364032689067 |
51 |
Skeletons have a 50% resistance against spears and daggers, and 80% resistance against ranged weapons. Maces and Swords inflict roughly the same damage to their health, depending on the type of mace and sword of course, but maces crush their armor faster. There is already a 10% chance in effect. The number may need tweaking. |
https://steamcommunity.com/app/365360/discussions/0/620712364031784087/#c620712364032725422 |
52 |
No enemy party has a greater view range than the player does at day. At night, the view range of most parties, including yours, is reduced, but undead and werewolves are not affected by this. However, undead have a lower view range than you do at day. Some terrain can hide parties within so you'll have to be closer to them than on open terrain before they're revealed. One example would be forests - which is the reason the AI prefers to lay in ambush in the forest tiles near roads. |
https://steamcommunity.com/app/365360/discussions/0/620712364032544787/#c620712364033368621 |
53 |
Yes, 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 this time. |
https://steamcommunity.com/app/365360/discussions/0/620712364036207263/#c620712364036220906 |
54 |
Working as intended. The Billhook cannot target an enemy that high. However, if the user were to stand on the same height level or one less they could pull down the enemy into the gap between them. The enemy would then take damage from the fall, the same as if they'd be knocked down via the Knock Back skill. |
https://steamcommunity.com/app/365360/discussions/1/620712364036723812/#c620712364037019954 |
55 |
Yes. Planned. I completely agree about keeping the fantasy elements in check and legendary items that should be rare and special. We have a more complex injury system planned, as well as loads of events which we'll use to flesh out rivalries and such between different Battle Brothers. No. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=3#c620712364037601996 |
56 |
Locations restock after 3 days based on their resources at that time. Certain events, like being raided, also forces a restock with a smaller selection. |
https://steamcommunity.com/app/365360/discussions/1/620712364037670216/#c620712364037751703 |
57 |
Probably not. You won't have orcs, werewolves or vampires as part of your party, if that's what you're asking. The idea of tying the deadliness of werewolves to the day/night cycle is interesting; it's something we want do do with vampires. I think there is a lot more we can do with the day/night cycle in general. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=3#c620712364038366894 |
58 |
Backgrounds won't change, but dynamic traits are planned. |
https://steamcommunity.com/app/365360/discussions/2/154642857137900414/#c620712364040998667 |
59 |
Right. Resolve was called bravery at some point, seems we forgot to change it there. |
https://steamcommunity.com/app/365360/discussions/1/620712364035932702/#c620712364041265186 |
60 |
Time. And in the case of watchtowers also supply treks from the castle. |
https://steamcommunity.com/app/365360/discussions/0/620712364041296275/#c620712364041323861 |
61 |
Exactly. This is a balancing tweak of which there will be many many more over the course of the next year, some making the game a tad easier, some making the game a tad harder, all with the ultimate goal of making for a balanced and enjoyable playing experience. We'll tinker with perks, we'll try different things with the worldmap, everything is subject to change at this point. Including the very change we've just introduced. We value all your input and do include it in our decision making process, as I hope has become clear by now, but we won't put features up for vote. |
https://steamcommunity.com/app/365360/discussions/0/620712364041396665/#c620712364041626452 |
62 |
Move order depends on the initiative of individual characters. If you'd like to move first, don't use heavy armor and level up your men's initiative. Even werewolves can be outleveled in this regard. |
https://steamcommunity.com/app/365360/discussions/0/620712364044224344/#c620712364044242257 |
63 |
Bandit Raiders have the 'Brawny' perk which reduces the fatigue penalty due to armor by half. You can pick it for your Battle Brothers as well. |
https://steamcommunity.com/app/365360/discussions/0/620712364044845844/#c620712364045072347 |
64 |
Yes, it's one of the options we're currently considering in order to alleviate the problem you mention, and in fact the one I'm personally in favor of. Both points are something we're currently reevaluating based on how the game has evolved from our original design and the resources we'll have available for future development. It's too early to say how we'll handle this ultimately, but we do agree that there's a lot more that could be done to make the world more of an interesting place and to bring the strategic gameplay on par with the tactical one. We've always wanted to add ambient sounds to the worldmap but our resources didn't allow for it until now. |
https://steamcommunity.com/app/365360/discussions/0/620712999966881619/#c620712999966968459 |
65 |
As we've said before on several occasions, we don't see a point in just randomly sprinkling different ethnicities about as if the game world were an international airport. However, if we ever get the chance we'd love to add different cultures to the game with the attention they really deserve. An oriental-based culture, for example, which could come with their own looks, names, character backgrounds, architecture, lore as conveyed by contracts and events, beasts based on oriental folklore, and loads of medieval-era equipment which actually makes a difference in gameplay. |
https://steamcommunity.com/app/365360/discussions/0/620712999965511278/#c620712999966987041 |
66 |
Character backgrounds will become more important with the coming event system. Some combinations of backgrounds are more likely to lead to conflict than others, for example. |
https://steamcommunity.com/app/365360/discussions/0/620712999967093255/#c620712999967268394 |
67 |
Actual difficulty of enemy locations didn't change, only their difficulty rating did at a while ago when we changed it to be relative to the player's approximate strength and no longer in absolute terms. |
https://steamcommunity.com/app/365360/discussions/0/620712999974947339/#c620712999975293749 |
68 |
Day 292, huh? I've got to tell you, noone of us has ever played a single campaign for that long. The game doesn't really have end game content yet, let alone balance. If there's so many orc raiding parties around in your game, it means that orcs have established a lot of bases in that area that are apparently doing well from all the stuff they're looting and pillaging. By finding and destroying these bases, you can put an end to their constant incursions. Glad you're enjoying the game! |
https://steamcommunity.com/app/365360/discussions/1/620712999975710388/#c620712999976462464 |
69 |
Yes, any skill that can hit more than one target at a time. |
https://steamcommunity.com/app/365360/discussions/0/620712999980205731/#c620712999980253805 |
70 |
It's actually single-target. If several people seemingly flee or lose morale from a single Horrific Scream, it'll be one guy actually being affected by the scream and the others fleeing because they see a comrade of theirs suddenly panick and flee, which can have kind of a ripple effect on morale. Lost Souls will receive a bit of attention with the next update. |
https://steamcommunity.com/app/365360/discussions/0/620712999973298292/?ctp=2#c620712999983494486 |
71 |
Don't know yet. 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. We won't do any random enchantments for weapons. We'll do handcrafted legendary artifacts which will be powerful and rare in the world. 1) Items equipped by your characters are repaired automatically. No need to unequip them. 2) Yes, eventually. 3) Yes, eventually. 4) Possibly. 5) Planned. 6) Planned. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=5#c620712999985649613 |
72 |
7) There'll be a pike coming soon, but it will have a skill of its own and not share the spearwall skill with spears. 8) There'll be other ways, yes. 9) Yes. 10) You can designate leaders yourself if you wish through a combination of fitting perks (such as captain) and equipment (such as a fancy helmet). 11) Yes, it's something we want to try. It'll require the event system to be in place first, however. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=5#c620712999985767899 |
73 |
You can see if a target is immune / resistant to certain effects in the tooltip that appears when hovering over them with the respective skill selected. |
https://steamcommunity.com/app/365360/discussions/0/620712999986336970/#c620712999986372100 |
74 |
Thanks for the writeup. I think most of these points are pretty obvious and we're already notching the world balance towards a bit less of enemy activity in the late game. We don't want to overdo it and so we're taking this slowly over several updates. The next update will again introduce some changes in this regard. At this point we're still figuring out our resources and how best to invest them into the game. The coming weeks will decide whether we'll be able to transition to working fulltime on Battle Brothers, which would obviously allow us to do quite a bit more with the worldmap. We'd then like to not do these patchwork fixes but rather do a complete rework in order to get the worldmap on par with the quality of the tactical combat. Likewise, we don't want to add any new contracts at this time because the contract system will be completely reworked anyway. As you already figured out, the game isn't really designed to be played for a period of 180 days or longer at this point. |
https://steamcommunity.com/app/365360/discussions/0/620712999989303304/#c620712999989606774 |
75 |
Shieldwall lowers the chance of being stunned by charging orcs, as does having a shield to begin with. |
https://steamcommunity.com/app/365360/discussions/0/620712999975217171/?ctp=2#c620712999989882813 |
76 |
The better the shield in terms of melee defense, the higher the chance not to be stunned. Character stats don't currently influence the chance of being stunned outside of the Indomitable perk which grants outright immunity. |
https://steamcommunity.com/app/365360/discussions/0/620712999975217171/?ctp=2#c620712999989906473 |
77 |
Not that convinced, to be honest. It would break the flow of battle quite a bit to get this popup with every second ranged attack because stray arrows and bolts can easily hit your own guys. I feel that dealing with AoE attacks is something the player can learn quite easily. And as you said yourself, the actual issue for you wasn't forgetting about the implication of an AoE attack but just messing up the hotkey. |
https://steamcommunity.com/app/365360/discussions/2/371918937267129311/#c620712999990010580 |
78 |
It's been requested several times for the worldmap by now, so we may well end up implementing this. As for combat, this is not something we'll do. The situation changes too much between combat turns, with everyone moving about, new opponents being sighted and such, so that this wouldn't be consistently working out as a feature. I'm aware that you're suggesting this for mainly the end of battles where there is little surprise left, but we'd much prefer to take a look at how battles play out at the very end and think of ways to improve that instead. |
https://steamcommunity.com/app/365360/discussions/0/620712999989957064/#c620712999990410871 |
79 |
Before a constructive discussion on Withered Vampires starts, I'd like to clear up a few misconceptions. There is no bite attack. Vampires simply heal by the amount of hitpoint damage they inflict as indicated by the bite icon dropping on their heads. This effect does not inflict any additional damage to others. This isn't a bug. Withered Vampires have the 'Nine Lives' perk to which your Battle Brothers have access as well when leveling up. One more hit, pretty much regardless of damage, will kill that thing. They don't. |
https://steamcommunity.com/app/365360/discussions/0/620713633840077513/#c620713633840117284 |
80 |
All enemy factions can send out parties to hunt or scavenge which generates resources for them outside of raiding caravans or villages. If you attack a hunting party, you'll loot more provisions from them the longer they've been on a hunt. After a while they'll return to their base with everything they've gathered and increase the resources of that base accordingly. This in turn allows the base to create more/larger parties. Destroying a hunting party means that the base they belong to suffers resource-wise and will be able to send out fewer/smaller parties. The update simply adjusted the rate at which their hunting and scavenging generates resources for them. |
https://steamcommunity.com/app/365360/discussions/0/620713633844192779/#c620713633845429984 |
81 |
Hover over the resource to see how much you spend and how long it'll last you. |
https://steamcommunity.com/app/365360/discussions/0/620713633843921169/#c620713633845760713 |
82 |
Well then, let's see.. Sure. This was actually already in the game but was removed in the first week of release in order to quickly eliminate an exploit. Will be added in again in a fixed state. First we'll add pathfinding at all for the player on the worldmap. Then we can see about what other improvements are needed. That's probably not something we want to do. You have to realize that stats are a tiny part of what makes up a background. They also influence heavily the traits a character can get and will have a huge impact on the coming event system. Sure, a Tailor may seem somewhat useless now and a Swordmaster a must-have just based on their stats, but things will become much less clear-cut as we add complexity to characters over the coming year. That's not something we'll do. I think deadskinmask22 explained well our reasoning for this. Yeah, it'll be added together with other stuff that breaks savegame compatibility eventually. Will probably be added in time. Roster management is a planned feature. The log already tells you whether the body or the head was hit. I'll add the bit about shield damage done to the todo list. What else would you like to see? Makes sense, but it's something that'll have so wait for a while. A pre-battle formation setup or deployment phase is a planned feature. It won't be available when you're ambushed, though. We'll probably change the way that pause works on the worldmap in general. Once that's done we can revisit your suggestion. |
https://steamcommunity.com/app/365360/discussions/0/620713633843921169/#c620713633846808908 |
83 |
That's not something we'll do, I'm afraid. Way too much work to create a map editor when the game is based around procedural generation. Planned. See http://battlebrothersgame.com/wp-content/uploads/2015/04/mockup_dungeon4.jpg for a concept piece. |
https://steamcommunity.com/app/365360/discussions/0/620712364025160565/?ctp=6#c620713633849145910 |
84 |
Currently, 20% of the XP value of an enemy goes to the one doing the killing strike and the other 80% get distributed equally among all your men still alive (including, again, the one doing the killing strike so that he'd get 100% if he's the only one left). |
https://steamcommunity.com/app/365360/discussions/0/620713633849774413/#c620713633849793623 |
85 |
All enemies are available from the start. They have different resource costs and sometimes are used for different missions. New bases are created when the old bases have more resources than they know what to do with. Mostly random at this point. The "Exterminate Beasts" contract is an exception in that is only created if there are in fact werewolves terrorizing a village. The contract system will see a complete overhaul in time. It hasn't changed yet, but it's about to change, depending also on the game's success within the next few weeks. The more the game sells, the easier it'd be for us to transition into working on it full time. Some more ambitious goals, like a political layer, can only be realized if working fulltime on the game with a solid budget. It doesn't scale to you, but it does scale with their success. Resources are per base, not per faction, but otherwise this is already the case. The "Exterminate Beasts" contract actually pays you in provisions if the village is below a certain threshold of resources. As mentioned before, the contract system will see a complete overhaul - which will include different forms of payment, including unique items. Planned. Planned. Planned. I'm not sure what that means in terms of game mechanics. Well, we don't want to go overboard and turn this into a trading simulation, but a few types of goods are indeed planned. It could even help giving the villages a bit more character around what they import or produce themselves. There's always the question of that the benefit of something like this is actually for the player given that implementing it would take away time from other features. Planned. Can't say yet if that's something we'll do. Maybe. We won't show individual random travelers on the worldmap, but they'll make their way into the game via the event system instead. For example, a traveler asking to join you on the campfire and take a few provisions in exchange for sharing some lore about the world. The worldmap will get more lively with other parties going about their business, too. I can't give you a number just yet, but yes, they'll be pretty rare. I agree that it'd be awesome and very fitting for this game. It's very much a question of our resources vs. the amount of work it would take to do this in a satisfying way. The coming weeks will decide whether that's something we can do. There'll also be caves. Can't yet comment on other environments but obviously we'd like to do as much as possible given the opportunity. Don't know yet. Yes, that's something we'll experiment with. Agreed. This issue is currently under discussion. No. Not currently planned, but we'll see. Obviously. Planned. Glad you're enjoying it! :) |
https://steamcommunity.com/app/365360/discussions/0/620713633849787407/#c620713633849864693 |
86 |
No |