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Author Topic: Battle Brothers - a turn based strategy RPG mix  (Read 210888 times)

Rap

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #240 on: February 13, 2015, 09:50:20 am »

Part 3 of our LP.

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EagleV

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #241 on: February 13, 2015, 11:12:27 am »

The remark at 13:31 made me laugh. This game is shaping up to be nearly as awesome as its devs :p
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Third, stop listening when you should be fighting.

SupremeSandwich

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #242 on: February 14, 2015, 12:25:42 pm »

Great game, extremely enjoyed the demo (however badly I did)
Was wondering though are there any beasts in the game which are bigger than one hex?
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Training enormous always-burning baby elephant gladiators, who wield inanimate lions.

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Rap

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #243 on: February 14, 2015, 12:55:03 pm »

Not currently. Units covering multiple hexes would complicate things a lot with things like Zone of Control and where they could move. There are, however, units quite a bit bigger than your Battle Brothers in the game, even if they technically only cover one hex.

I'm glad you guys are enjoying the game so far :) We're hard at work polishing all those rough edges seen in the videos.
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rumpel

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #244 on: February 14, 2015, 08:02:22 pm »

Oh my... I sooo wanna play. *_*
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Kaje

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #245 on: February 17, 2015, 04:38:57 pm »

I don't think I can take much more, I am excited to the point of exploding!
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SupremeSandwich

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #246 on: February 18, 2015, 11:48:12 am »

 This is definitely the game I have wanted since I started playing games :)
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Training enormous always-burning baby elephant gladiators, who wield inanimate lions.

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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #247 on: February 19, 2015, 03:17:54 am »

wow thats some support right there - no pressure though ;)

Actually, our main motivation when starting the project was to make the one game that we wanted to play ourselves and that nobody out there made. Sometimes it is quite tricky to stay true to the original vision but we do our best : )
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Neonivek

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #248 on: February 19, 2015, 09:50:44 am »

wow thats some support right there - no pressure though ;)

Actually, our main motivation when starting the project was to make the one game that we wanted to play ourselves and that nobody out there made. Sometimes it is quite tricky to stay true to the original vision but we do our best : )

Well an uncompromising vision will often fall to reality for it is immutable.

It is really about reaching a good balance between a strong singular vision and the flexibility to compromise as well as the ability to evolve and change.

The ability to take a strong vision and being able to translate it realistically into a program while also being open to new ideas and possibilities while your creating it.
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Taricus

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #249 on: February 23, 2015, 06:22:21 am »

Anyone interested, the final LP episode is up: https://www.youtube.com/watch?v=ayzApaUH6RM

Poor Hugo (The deserter), here's hoping things turned around for the life expectancy of his companions after that last fight. Do the skill and equipment of a bandit leader scale with the strength of a bandit hideout, or is it just fixed and it's all the better equipped underlings which become a worry.

And would there possibly be an artefact that references how many hugos were recruited (And died) in game once it's released?
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Elfeater

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #250 on: February 23, 2015, 07:41:47 am »

Will there be banners? That your Brothers could use as their weapon, it would be weak but infer stat bonuses to the people around them?
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Kaje

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #251 on: February 23, 2015, 04:35:48 pm »

Gah, I need this in my life so much.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #252 on: February 24, 2015, 03:29:19 am »

Hey, sorry for the late update, have been ill for a couple of days and *add random excuse here*!

So here is our latest dev blog with the final episode of the Let's Play to top things off:

Quote



Dev Blog #39: Progress Update - Background and Trait Icons, Escorting Caravans, Final Let’s Play Episode

Over the last week we’ve been focusing on filling up missing content, playtesting and balancing the game. Most changes and additions are rather small by themselves but the game as a whole is making big progress as a whole. Furthermore we have the fourth and final Let’s Play episode of our little series for you!

Background and Trait Icons

Backgrounds and traits have been in the game for quite a while using placeholder icons. We just now started replacing all those placeholders with actual icons.



On the image above you can see the first batch of icons for the character backgrounds. Among them you can find ‘the farmhand’, ‘the fisherman’, ‘the lumberjack’, ‘the disowned noble’ and many more. As a quick reminder, character backgrounds are sort of ‘professions’ of the characters that you can hire and tell you what they have been doing in their life before becoming a mercenary. These backgrounds can have positive and negative effects on the character stats and are therefore important when deciding who to hire. Adding these is not really essential for gameplay but it does add a lot of atmosphere and also makes deciding which recruit to hire a bit easier.



Here are some trait icons to give you an idea on how they’ll look like. You can find the icons for ‘eagle-eyed’, ‘bright’, ‘bleeder’ and many more. Traits are randomly assigned to characters depending on their backgrounds and give small changes to character stats, and add a lot of flavor and personality to the characters you are hiring. They make them just that more individual and special.

Bridges and Fords

No more crossing rivers on magical roads! From now on we have decent wooden bridges to cross rivers on dry feet as long as you stick to a road. Out in the wild you will find a ford across a river from time to time where you can cross it.



Just like the icons these are not essential for gameplay but they do add a bit to the look and feel of the game and are another step towards our Early Access launch. As the layout of roads and rivers is procedurally generated, there are countless assets required for them. Completing all the possible directions and combinations for these elements was a straining task.

Caravans in Tactical Combat

Trading caravans now show up on tactical combat maps. Thus if a caravan gets ambushed, you can now actually rush to its aid (and save that poor donkey from getting slain!). These assets also allow us to implement a new ‘escort caravan’ contract where you have to ensure the save arrival of a caravan, which adds a new tactical dimension to battles as you’re defending an objective.



Caravans aren’t entirely helpless on their own. In combat, they are protected by Caravan Hands and, if they’re large enough, Caravan Guards, that will take defensive position around the carts and do their best to defend them. They’re not that great at fighting, and their morale can be broken, but they can hold their own against easier opponents and may buy you some time. Also, their survival isn’t essential - making sure the carts arrive is the important thing. In order to not make you go mad, we’ve also improved the defensive AI, so that Caravan Guards can position themselves in a way that intercepts arrows and bolts from hitting the donkey. They’ll also use their shields to knock attackers away from them. Other opponents can make use of that improvement as well, of course - Necromancers, too, are now a bit better protected by their undead minions.

Let’s Play Episode 4

Here is the final episode of our short Let’s Play series. Although there is still a lot left to discover and more adventures to seek out, we have to make this the last episode for now. There have been a lot of changes on the game since we started the series, and many can not be shown in the videos as they would require the start of a new campaign. Also, it’s getting difficult to keep the savegame compatible with our current build. However, there is a good chance we’ll start a new series not long from now which will show you more and different things about the game!

Don’t forget to comment on the video and subscribe to our Youtube channel.



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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #253 on: February 24, 2015, 03:31:31 am »

Will there be banners? That your Brothers could use as their weapon, it would be weak but infer stat bonuses to the people around them?

Great Idea right there! We have planned "non-combat" items for the off-hand and for the accessory item slot that is not used currently. Among these items will be banners, battle horns and similar items that affect the combat in another way that just hitting a guy on the head.

As always: We have this on our list but did not have time to implement it yet!
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Majestic7

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #254 on: February 24, 2015, 04:12:39 am »

I presume there will be mounted combat eventually? Everyone going around on foot is a bit silly. Likewise, mounted infantry would be nice, something rarely seen in games despite their tactical and strategic flexibility. (That is, warriors that ride to combat but dismount and fight on foot.)
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