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Author Topic: Battle Brothers - a turn based strategy RPG mix  (Read 210914 times)

Kaje

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #255 on: February 24, 2015, 11:00:50 am »

Loving the 'professions' and traits, superb ideas. I have to agree with the rest of the people here who have said that THIS is the game I've wanted to play since I started gaming.

Who needs flashy 3D visuals? Gameplay, unique ideas, and immersion win every time - AAA developers should take note from projects like this. Excited!
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rumpel

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #256 on: February 24, 2015, 12:38:51 pm »

"W seee you back in Marburg, dude!" I laughed so hard. XD Like I said a thousand times: Awesome! Insta buy.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #257 on: March 09, 2015, 06:06:09 am »

Okay, get ready for the next progress update. We have a bouqet of new stuff for you ;)

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Dev Blog #40: Progress Update - Campaign Customization, Retreating and Desertion, Men-at-Arms, Zombie Overhaul

As always we’ve added a bouqet of new features and content over the past two weeks. This time we have a new start campaign screen with difficulty and banner selection, more in-game mechanics with the ability to order retreat from combat, and mercenaries deserting you if you run out of money and/or food. And that’s not all. Let’s go into the details.

Campaign Customization
When starting a new campaign you’re now able to name your mercenary company, select a banner and choose a difficulty level. We believe it is important to allow you to brand your very own mercenary company here as you want to. The name you enter will be referred to in a lot of texts in the game (such as in contract offers and events) and the banner will be shown all the time on the worldmap.

 New Campaign Battle Brothers" title="New Campaign Battle Brothers" width="600" height="377" class="aligncenter size-full wp-image-1655

You may remember from a previous update that we want to provide the ability for creating custom banners by choosing shapes, colors and emblems. It’s not off the table but we decided to postpone this feature until later and concentrate instead on more significant things as we get the game ready for launch. For the time being you have 22 different premade banners to choose from.

One major point of feedback we took away from playtesting so far was how different testers rated the difficulty of the game and importantly also how different they felt about that challenge. Instead of streamlining the game into a one-size-fits-all, we’ve now added three difficulty levels. Those levels do not affect the AI and do not affect how strong enemy types are. Instead, they focus entirely on the economic aspect of things. Depending on difficulty, you’ll have different starting funds, availability and prices of equipment as well as recruits. The exact differences between the difficulty levels are shown via tooltips here in order to help you decide what level best fits your preference.

Retreating from Combat
With an open world map that doesn’t scale to the player’s strength it’s quite possible to end up in a battle that can’t be won. Not every battle should need to be fought to the death, however, and so we added the option of retreating from tactical combat. It’s better to flee and fight another day than to die pointlessly now, as the saying goes, and this should provide a good in-game alternative to just reloading an older savegame.

To retreat from battle, you’re best advised to first move all your Battle Brothers to the very edges of the map. If you give the order to retreat, anyone on the edges will make it out alive and join up with you again on the worldmap. However, anyone not on the edges is going to be left behind and is likely going to die. Of course, how you start battle - whether surrounded by enemies or in formation with all your opponents in front of you - can have a big impact on whether you can make it to the edges in one piece. Likewise, it’s not hard to escape from slowly shambling zombies, but it can be difficult to escape from more mobile opponents, such as vampires that can transform into a flock of bats to cut you off.

Sometimes it might be necessary even to sacrifice some of your men in order to save the others. Thanks to the simulated nature of the worldmap, killing even a few opponents and then retreating will still have a real impact on the world and means that your opponent’s faction is now missing some men for future engagements.

Desertion
Mercenaries in your ranks expect two things for risking their lives on a regular basis - daily payment in silver crowns and food. If you fail to pay or feed them, they will eventually desert you. On hard difficulty they also take their equipment with them, but they’re nice enough to dump it into the stash for now on easy and normal difficulty before leaving you. If you run out of men completely, you’ll lose the game.

Desertion Screen Battle Brothers" title="Desertion Screen Battle Brothers" width="600" height="336" class="aligncenter size-full wp-image-1656

Luckily, your men won’t desert you the instant that you’ve spend the last of your crowns. A check is performed daily based on their bravery and a multitude of other factors. If you have an active contract going, people are a bit less eager to leave you, since there’s payment on the horizon. If they have the ‘Loyal’ trait they’ll generally stick a bit longer with you, whereas if they have the ‘Disloyal’ trait they’ll be quick to leave you. If you run out of money, characters with the ‘Greedy’ trait will take this especially serious, whereas running out of food, while certainly not a good thing, isn’t that serious for characters with the ‘Spartan’ trait who consume less food to begin with. As a general rule you really shouldn’t run out of either money or food.

Men-at-Arms
We’ve finished the final faction allied to the player for our Early Access release: the Men-at-Arms. They’ve been active on the worldmap for a while now, chasing bandits back into the forests and duking it out with orc raiders, but now they’re also able to fight alongside the player in tactical combat. Those usually well-trained and well-equipped professional soldiers are garrisoned in watchtowers and strongholds across the land and send out patrols to guard roads, villages and cities from raids and marauding beasts. You’re not the only one out there getting work done!

 Men at arms faction battle brothers troops" width="548" height="244" class="aligncenter size-full wp-image-1657

The Footman is the standard infantry type and makes up the bulk of most units. They are relatively young men conscripted into service, decently trained and equipped but lacking in actual combat experience. They wear light weapons and armor, usually gambesons, and wooden round shields.

The Arbalester, like the Footman, is a young man conscripted into service but trained in the use of the crossbow as opposed to melee weaponry. A relatively new weapon that requires less training than bows to use effectively, the crossbow makes Arbalesters dangerous opponents to face at range, even though the time needed to reload their weapon can leave them vulnerable.
 
The Footman Veteran started out as a regular Footman but has since become a professional soldier with better equipment subsidized by his lordship. They wear basic chainmails, kettle hats, kite shields and decent weaponry, sometimes even heavy two-handed weapons.

The Sergeant is an older and well-experienced man in command of smaller units of Men-at-Arms. He’s skilled as much in the use of weapons as he is in small scale tactics. In true movie fashion, the Sergeant often foregos wearing a helmet, prefering instead to be able to shout orders all across the battlefield. In gameplay terms, his presence raises the bravery of other Men-at-Arms quite a bit, boosting their confidence and making them less likely to flee. Should he fall, however, this can easily result in a ripple effect of morale plummeting.

The Knight is the most powerful combatant among the Men-at-Arms and usually in command of large units. Knights belong to the nobility of the land and always have a unique name. They boast the most expensive equipment available and sport the banner of their house on their shield in combat. Lifelong training at a quality only available to nobility and the attendance of tourneys have helped him hone his combat skills a great deal. A knight can usually take on several lesser opponents at once and still come out victorious.

Zombie Overhaul
Zombies were the very first opponents that made it into the game back at the end of 2013 when we were still prototyping the tactical combat. A lot has happened since - for one thing, we overhauled how Battle Brothers look and added human opponents with a lot of visual variety. Those old zombies were beginning to look quite a bit out of place.

 zombie overhaul battle brothers new" width="649" height="431" class="aligncenter size-full wp-image-1658

To address this, we’ve overhauled the zombie visuals to make use of the existing human assets with zombified colors and additional layers of skin missing, blood and zombie mouths. The result is a cool new look on par with everything else, a lot of variety and some gameplay improvements as well. See that zombie with the chainmail? It’s a real chainmail now, meaning that zombie can take a beating but you’ll also be able to loot that armor after combat, even though it’s damaged already and may need some repairs (and a good disinfection) before wearing it.
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Sharp

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #258 on: March 09, 2015, 01:22:18 pm »

Cool!!!

Although I prefer the old zombies vs the new look right now

Spoiler (click to show/hide)
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EagleV

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #259 on: March 09, 2015, 01:36:37 pm »

Cool!!!

Although I prefer the old zombies vs the new look right now

I have to agree, if only for the hair. A zombie with full hair is... A bit weird. I guess it makes sense the hair stays longer than the flesh, but some of these zombies look like a "head and shoulders" ad. It should at least be thinning and very, very dirty, in my opinion.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Sharp

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #260 on: March 09, 2015, 04:48:11 pm »

All having the same mouth shape as well doesn't look great, old ones have different shape and I like the split lower jaw leaving the lolling tongue as well.

So yeah if the hair is thinning and difference in mouth shapes that would look much better.

These new zombies also look a bit paler then the old ones which look gangrenous which I think looks better for zombies.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #261 on: March 10, 2015, 04:08:23 am »

Adding more content in the form of additional hairstlyes or zombie faces is always a good thing. Maybe add some "older" and more decayed zombies.
With the new system these additions are really quickly added.
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rumpel

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #262 on: March 22, 2015, 11:56:08 am »

Ahhhh I need updates! :D
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #263 on: March 22, 2015, 12:48:42 pm »

There will be one probably tomorrow ;)
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gimli

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #264 on: March 23, 2015, 09:12:22 am »

The game is coming along nicely.  8)
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #265 on: March 23, 2015, 10:38:58 am »

As promised here is the new update! A Battle Brother always keeps his promise ;)

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Dev Blog #41: Progress Update - Weapon Durability, New Perks, Clouds

So much work! Our current focus is on getting the balance right for our upcoming Early Access release and hunting down all those pesky bugs. Over the last two weeks we had two major changes: We’ve added durability of weapons and did a rework of all 42 perks in the game. Also, we managed to squeeze in moving clouds on the worldmap.

Weapon Durability
When playtesting the game and focusing on progression, difficulty and overall balance, we realized that the game is in need of more challenges in the later stages. The player would reach a point where money is obtained too easily through looting lots of weapons and selling them, and there aren’t enough ways to spend the money once you have 12 mercenaries and decent equipment.

To remedy this, we implemented ‘weapon durability’ for all weapons similar to how armor condition already works in the game. Every weapon has a certain amount of durability points which deteriorate on hitting armor as the weapon gets damaged. Hitting unarmored or lightly armored opponents will not deteriorate a weapon’s durability, so a sword won’t ever break from hitting cloth armor. If the durability reaches zero, the weapon will be permanently destroyed. Above that, weapons will be repaired over time on the worldmap just like armor, at a cost of some resources.



We were originally hesitant to add a mechanic like this as we wanted to avoid unnecessary micromanagement. As it turned out, however, equipping Battle Brothers was one of the most fun aspects for many people playing the game, and actually not done all that often between battles, so its something we could expand on.

Here is a rundown of further things to know:

  • Weapons don’t break randomly, their current and maximum durability can be seen in the game.
  • Different weapons have different durability, further reinforcing their specialties. While swords inflict more damage against unarmored targets, they’ll break much sooner against well-armored targets than a warhammer does.
  • Weapons don’t usually break in a single battle unless in really drawn-out engagements, against highly-armored opponents or if the weapon in question is seriously ill-suited for making forceful impact with armor (such as a simple knife).
  • There is now more incentive to equip your Battle Brothers with spare weapons and to pick up dropped weapons mid-battle, which was a rare occurence before.
  • Damaged weapons, just as damaged armor, will be sold for a reduced price. Looted equipment will now generally bring less money and no longer be the primary source of income. This makes fulfilling contracts more rewarding over just fighting and looting randomly. It’s a good thing because we don’t want to lose focus on the player being a mercenary.



In conclusion we keep the way of letting you loot what you can see your opponents using, including the odd high tier weapon early in the game. However, these weapons may be damaged now and thus require some investment of resources and time to get to a good condition unless you want to run the risk of them breaking permanently in combat. You’ll still be rewarded for taking on well-equipment opponents, just not as much that it completely turns over balance and progression in the long-run.

This new mechanic seems to work out nicely so far, but we’ll keep a close eye on it for potential further adjustments.

New Perks
We’ve gone through with a complete rework of all 42 perks in the game because the old ones weren’t really cutting it. We really want choosing a perk on levelup always be something to look forward to, a tough decision because there are just so many good looking options. The new perks should give the player more of a reason to really think about how they want to use a certain Battle Brother and what role to specialize in.

Perks are still divided into offense, defense and utility and each tree is divided into three tiers that are unlocked as more points are invested into them. In the third and final tier are two especially powerful perks of which only one can be unlocked. It’s up to you to decide whether to concentrate on one tree to unlock the powerful third tier as soon as possible or go with more of a generalist build with your Battle Brothers.

Previously, all perks were passive and this made for a clean separation between active skills from weapons and passive skills from perks. After some discussion we’ve changed our minds and now there are several active skills that can be unlocked within the perk trees. These skills provide different utility missing before and open up new tactical options - like the ‘Taunt’ skill described below. None of them are attacks, however. Those are still exclusive to the weapons you equip your Battle Brothers with.

So how do these new perks look like? Here’s three examples, one from each tree.


Berserk (Passive). RAAARGH! Upon killing an opponent, 4 Action Points are immediately regained. Characters can not gain more than their maximum action points, but this perk allows for a rampage especially against fragile opponents.


Nine Lives (Passive). Has this character survive with a few hitpoints left on taking a killing blow once every battle. A good insurance for your favorite Battle Brother.


Taunt (Active). How appropriate, you fight like a cow! Using this skill increases the chance for opponents to take offensive actions instead of defensive ones (such as covering behind their shields), and to attack this character over another, potentially more vulnerable one. The higher this character's bravery, the more effective the taunting is. This also means that characters with the ‘Cocky’ character trait are better at taunting their opponents.

Not all is good, however. Many enemies in the game make use of those very same perks available to you. It shouldn’t come as a surprise then to hear that an Orc Berserker has the ‘Berserker’ perk as well and can go on a true killing spree through your ranks if he ever gets started.

Clouds
While balancing and bug hunting is our focus, we also did a little cosmetic upgrade to the worldmap to have it look more alive and give it some more depth. That upgrade is clouds that gracefully pass over the lands. We’re still working on the exact look but here is a first impression for you.



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Kaje

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #266 on: March 23, 2015, 01:05:06 pm »

So pretty...so, so, pretty.

When can we get our grubby little hands on any version of this, no matter how early and bug-ridden? (I love bug squashing...)
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ArKFallen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #267 on: March 23, 2015, 03:29:17 pm »

What is the criteria for heavily vs lightly armored?
Do items have a hardness stat/quality and weapons hitting armored foes in their higher/equal hardness armor lower durability? Really curious how weapon durability plays out.

Do enemies taunt and does it have any effect on your brothers?

If clouds don't end up with attached mechanics putting an option in one of the menus to disable them would be a good idea.

All very interesting. Still hoping to get this game once it goes public.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #268 on: March 25, 2015, 05:45:37 am »

@Kaje:
The EA will be in April 99% sure. Sorry for keeping delaying but this there are lots of factors that are somewhat out of our hands. We'll keep you updated! And of course we will do our best to have as few bugs as possible in the EA ;)

@ArkFallen:
There is an armor point threshold that divides armor into light and heavy. Below the threshold your weapon wont take any damage.
Weapons all have a different durability with fragile swords having a rather low one while weapons that are designed to work best against armored opponents like warhammers have a very high durability.

Enemies will not use taunt, we could not really see a way to make that work as it would take away too much control from the player.
« Last Edit: March 25, 2015, 06:02:05 am by Jaysen »
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EagleV

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #269 on: March 25, 2015, 05:50:57 am »

Enemies will not use taunt, we could not really see a way to make that work as it would take away too much control from the player.

The usual solution is to give your brothers a penalty to attack if they are attacking anyone but the taunting enemy, I believe. But I have no idea if it would work here.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.
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