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Author Topic: Battle Brothers - a turn based strategy RPG mix  (Read 211159 times)

Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #750 on: December 16, 2016, 11:26:40 am »



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Does war between noble houses become more or less likely based on their relations to eachother (such as the "changing hands" style quests)?
Right now it is an all out civil war between the noble houses about dominance with two houses fighting and the third seeing its chance for seizing more lands in the turmoil. The War basically turns the "cold war" state the houses are normally in into a full out war.


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How do factions work re: raising regiments? Would a noble house made stronger via a war be more able to resist a greenskin invasion later?
The houses will all together fight a greenskin invasion so it does not exactly matter which settlement is controlled by which settlement in that case.

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Do Nachzehrer join up with an undead uprising?
Yes, they will already appear together with normal "wiederganger" troops even without the late game crisis.


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Any plans to reintroduce werewolves (or Weriuuolfen) or has that ship sailed with the introduction of direwolves? Beasts as a "faction" seem underdeveloped and kind of "early-game only." Any discussion been had about ghoul-ing them?
We did not like the very cheesy werewolves that much and replaced them with direwolves so they won't come back in a similar way. The beast faction can surely use a lot more beasts but with our limited resources this will not be possible for the initial release. However, they definitely offer a great opportunity for later additions.

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Will the kingdoms of man also "scale up" for the onset of a major crisis? New barracks, raising regiments, building watchtowers and the like?
Right now attached locations can only be repaired, not completely newly build. That is a bit out of our scope for now unfortunately.

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It's a long shot, but are we likely to get siege battles? Something about dealing with large waves of disadvantaged enemies appearing on the lip of a wall appeals to the "fatigue management" gremlin in me.
There will be a "last stand" contract where you are fighting off waves of enemies but we will most likely not having combat obstacles like walls in the initial release.

Cheers!
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Tack

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #751 on: December 16, 2016, 01:00:50 pm »

So many answers T_T
Thanks so much!
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Volfgarix

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #752 on: December 17, 2016, 05:56:02 pm »

I like the game, it's pretty damn good.
My first battle after quest's first two was when I took a job to protect a caravan, my knowledge about this game was pretty minimal, so I didn't know what's going to happen when the caravan was attacked by orcs...
Well... orc (ARMORED!) berserker simply bashing down everybody... It's pretty memorable.

(BAD ENGLISH WARNING)

After slaying orcish warboss on normal non-ironman difficulty I decided to start fresh and went for Challenging Ironman.
First time I lost at second battle against Weasel, simple bad luck, I guess.

Now the second time is pretty interesting, to put it fairly short:
-First "easy" contracts I managed to get (I barely had any money, so I was pretty desperate) was to fight 4 Direwolves. I lost about 3-4 men out of  about 9, including the axeman founder. Got paid and replenished the numbers with cripples and other undesirables

-Got contract to attack a bandit hideout. Probably would lose way more people or even lose if not the fact that wildman, that apparently was killed with arrow bugged the hell up was still standing with -3 hp while a corpse generated on his hex tile, he couldn't be attacked, so he managed to bash two bandits to death, after all I kicked him out because he was still bugged.

-Did some transport contracts, but money started to dwindle down, so I decided to attack a bandit hideout, it was full of raiders, due to my stubbornness I lost all people save two, who were the founders.

-Did more transport contracts until event came up with those two being upset about company being so little (the more buddies, the better, after all), ended up with them giving me 1000 crowns to get more people, did so.

-The only "easy" task was to clear an orc camp, I went "fug dis, at least I will go out with style". Said camp had some orc young and an orc warrior. It was a slaughter, my "crossbowmen" missed the charging young most of the time, while warrior was nearing.
With some lucky rolls I managed to kill all but one youngling before warrior wrecked the formation, I was down to one healthy spearman and one crossbowman. A bolt killed the young before he managed to injure the spearman, then I got "enemy is retreating" window, apparently warrior didn't like prospect off chasing "dem humies" in snow and he gave up. VICTORY! On top of that 4 of fallen people actually survived the ordeal.
Oh, and the founder guys who gave me the 1000 crowns? Dead. I had some wage off my back, which was nice, sorta.

-Another job was to take care about cemetery, I got probably the worst possibility - wiedergangers. In short, I lost two men and one got another permament injury, such is life. Other thing is that company found shiny magic thing, which turned out to evidence it was necromancer's job, took the contract to wreck his base.

-Well, things went... bad. Tried to flank the necromancer with crossbowman and three men (while the rest was trying to attack frontally) and at beginning it went smothly - skeletons standed around the necrophile, protecting him, but when one bolt got him, skeletons charged at crossbie and his bodyguards, meanwhile due to my temporal (hopefully) retardation skeleton bowman shot down one the guys, who was raised as undead, cool.
How it went... skeletons wrecked the flankers, wiederganger killed another newbie and injured other one, but one of the guys (better armored) charged the necromancer before he managed to raise another corpse and killed him, then retreated him.
I was surprised that the injured guy who was fighting wiederganger survived as well, so I'm down to two, again.
You know what was the worst? Killing the necromancer wasn't enough, I had to wreck the entire site, so I had to cancel the quest.
I'm down to two guys, 320 crowns and 30 rations of food + some tools and medical supplies and shortsword, two butcher cleavers, hood, crossbow and bolts.
And I'm at day 31, gotta go on.

Oh, the company name?

Death Seekers.
« Last Edit: December 17, 2016, 07:04:48 pm by Volfgarix »
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #753 on: January 06, 2017, 11:15:10 am »

Hey there, here is our first dev blog of the year! Things are getting serious slowly but surely:

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Dev Blog #93: Achievements & Trading Cards

We return from the holidays with our first dev blog this year. As announced in our roadmap to the finish line, Battle Brothers is about to receive Steam achievements and trading cards. Let’s take a look at both this week while we continue to work hard on the late game crises we’ve talked about last time. Onwards!

Steam Achievements

You may have already spotted some Steam achievements for Battle Brothers popping up over the last few weeks - that’s because we’ve been testing them. There’s currently a total of 70 achievements in the game, although that number may still change slightly in either direction. We wanted the achievements to be a good mix between short and long term challenges, some more serious and some more fun, as well as some rewarding the natural progression as you play the game. Here’s a few examples of different achievements you’ll be able to unlock once the next update is live.

Swingin'

Kill 3 enemies with one AoE attack.

Who Let The Dogs Out?

Kill an enemy with a wardog.

How To Berserk

Kill an Orc Berserker in melee while high on mushrooms.

Outgunned

Kill a Goblin Overseer with a ranged weapon.

King Of The Hill

Defeat another mercenary company.

Explorer

Uncover 2/3 of the map.

Campaigner

Reach day 100 on veteran difficulty or higher.

Never Give Up

Lose 10 campaigns in Ironman mode.

Bane Of The Undead

Defeat the Undead Scourge at any difficulty level.

 
Trading Cards

Battle Brothers is also about to receive some Steam trading cards with the upcoming update. Each trading card is for one of the different types of factions currently in the game - the Mercenaries, the Noble Houses, the Bandits, the Ancient Dead, the Undead, the Goblins and the Orcs.



The full-sized trading cards show the faction with their selection of banners and a variety of units with different gear in wallpaper format. Of course, you’ll also be able to unlock badges, profile backgrounds and emoticons.


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Man of Paper

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #754 on: January 12, 2017, 03:56:53 am »

I just had a run that, when things were role played, actually went fantastically. The plot I was building in my head apparently had the approval of RNGesus. Perhaps it is the Wardruna I have blasting in my eardrums that has gained me favor. Either way, you'll notice the story is probably going to get more detailed as it goes, since that's how it built up in my brains.

Spoiler (click to show/hide)

« Last Edit: January 12, 2017, 06:49:57 pm by Man of Paper »
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Retropunch

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #755 on: January 12, 2017, 01:34:55 pm »

-snip-

Awesome story! Great when it all comes together like that, especially when characters seem to kinda take on a life of their own based on RNG.

Just a quick note for next time, on non-RP threads/play with your friends it's usually good form to spoiler 'RP stuff' - just helps with reading, especially if there's direct dev input in the thread.
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Man of Paper

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #756 on: January 12, 2017, 06:50:43 pm »

You know, I knew that, but being up for about 30 or so hours may have been having some level of effect on me.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #757 on: January 13, 2017, 10:52:31 am »

Cheers for sharing that story! The next and final update will add a lot more to create stories on the go, really looking forward to publishing it!

In the meantime here is our weekly devblog featuring some more items for the armory:

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Dev Blog #94: New Weapons & Tools
Work is progressing well on the late game crises [LINK] - all new contracts and twists are in the game now, and next up is implementing events and some remaining mechanics. So while we’re busy doing that, let’s take a look at some of the new weapons and tools that the upcoming update will bring to the table. Read on!

New Weapons
The upcoming update will bring a total of at least 13 new weapons to the game. While some are unique to the Ancient Dead [LINK] and come with unique skills, others are there to fill the remaining gaps in progression.

Hooked Blade

An agricultural tool adapted for use in battle, the Hooked Blade is a mid-tier variant of the Billhook. We’re handing it out to bandit raiders as we speak, for two purposes: first, to smoothen the difficulty spike experienced when meeting them in the early game, and second, to smoothen the power spike when looting these in the early game. The Billhook is still sometimes wielded by your enemies, of course, but it’s more rare now, and more often found on well-equipped noble troops or other mercenaries.

Rondel Dagger

A long, quadrangular spike designed to pierce through weak points in armor, the Rondel Dagger is a high-tier variant of the existing dagger. It’s there to make daggers more viable as niche weapons later on, and it’s what named daggers are now based on in terms of stats. Note that the upcoming update will also bring a minor change to how the Puncture skill works!

Military Pick

An evolution of the classic pickaxe, the Military Pick has been adapted for use in combat to puncture the sturdiest of armors. It fills the gap between the low-tier Pickaxe and the high-tier Warhammer, and by being both more affordable and common than the latter, will give you the means to successfully engage heavily armored opponents, such as Orc Warriors, earlier in the game.

Heavy Crossbow

The heavy crossbow is the new high tier variant of the crossbow, and is effective even against heavily armored targets. It’s roughly equivalent to the high-tier Warbow, and should make the use of crossbows more viable later on in the game if you favor armor-piercing qualities and ease of use over range and rate of fire. Named crossbows are now also based on the Heavy Crossbow in terms of stats.
 
New Tools
The update won’t just add new weapons, but also several new tools and accessories. Some of these can be unlocked as rewards for fulfilling ambitions [LINK], while others can simply be bought at the right place.

Falcon

A trained falcon can be taken into battle similar to wardogs. It doesn’t fight, but can at any time be let loose to uncover a large area of the map surrounding you and lift the fog of war for the remainder of the current round. Useful, for example, when you’re ambushed in deep forest, or looking for that necromancer that keeps evading you.

Sergeant’s Sash

The Sergeant’s Sash can be earned by fulfilling a specific ambition, and it’s to be worn by your second-in-command in the accessory slot. Not only does it make him visually stand out, it also grants a bonus to the Resolve stat, which in turn synergizes with the ability to rally the men and raise their morale.


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Neonivek

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #758 on: January 13, 2017, 10:56:45 am »

Glad your working on viability given that the game features specializations that sort of forces the situation.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #759 on: January 20, 2017, 11:02:50 am »

Here is this weeks dev blog. I think the village situation mechanic is really interesting adding feedback and impact to player actions on the worldmap. Something that was lacking a bit to be honest:

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Dev Blog #95: Contract Changes

Time to take a look at some changes on how contracts work this week. Negotiations have changed, and we’re introducing a new minor feature to make contracts and your actions within the world of Battle Brothers have more of an impact: situations. Let’s find out what that’s about!

Situations

With your actions in the world should come consequences. As we’ve mentioned in a previous dev blog, contracts are now based more on what is actually happening around settlements and less on artificially spawning things for you to fight. Lots of greenskin activity in the neighborhood? Then there’s a good chance people want to hire you to take care of them. There’s direwolves roaming nearby? People are likely to want to hire you to hunt them down.

We want to take this a step further. You know how the village burgomeister is telling you of how people are disappearing and that’s why he wants you to hunt down those beasts? It’s no longer just flavor as we’re introducing situations for settlements.



A settlement can find itself in any number of different situations. If there’s something roaming about, such as direwolves, villagers can be disappearing, which influences both the number of recruits available and the prices you get. As you take on the contract and rid the village of this terror, you’ll resolve the situation and the village can prosper again. Depending on your actions and success in fulfilling contracts, settlements can also find themselves in new situations. For example, your action of escorting an important caravan can result in a castle being freshly supplied, which grants you and everyone else a better selection of goods to shop for. On the other hand, if things don’t go as planned, a settlement can find its granaries raided or burned down, which makes food more rare and more expensive.

While just a small feature by itself, introducing these situations contributes to your actions having more of an impact in the world of Battle Brothers, and it makes the economy feel less static as settlements have actual problems to deal with and benefits to gain from hiring you. In addition, having this system in place will allow us to potentially extend it in the future with situations not linked to contracts, such as the outbreak of a disease, for a more dynamic world.

Negotiations

Here’s the thing: Negotiating contracts should be a part of gameplay, but the way it works now, you just ask for more money until the employer denies, and that’s it. It’s automatic, there’s little thought behind it, it’s not an interesting mechanic. So yeah, something needs to change. There’s two ways we could have gone about it: Either turn this into a more complex minigame of negotiating for better pay, or change it into something different. While the idea of creating a complex and fun minigame may be intriguing, it’s also not feasible within a limited timeframe and an already packed roadmap, so we went with the second option.



Contract negotiations are now no longer about how much crowns you are to get, at least not directly, but about when and for what. There’s now a set amount of crowns per contract, depending on the type of contract, its difficulty, your renown and a small random factor. What you’re actually negotiating are payment modalities. What percentage is to be paid in advance? How much per head you return with and how much flat payment? Employers have their own thoughts on the matter, and you can ask them to pay out slices of the contract money in different ways. It’s no longer about getting a few crowns more or less in advance, it’s about whether you get half in advance or not. Sure you may not negotiate as often as before anymore, but if you do, it’ll be a much more deliberate action now.

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Tack

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #760 on: January 20, 2017, 01:28:15 pm »

1. New top-tier dagger, very happy.
2. No more farming 200 crown heads, less happy (but likely more balanced).
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Man of Paper

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #761 on: January 21, 2017, 02:33:00 am »

This game is so far up my alley it's almost NSFW.

I also just had a round swing give me a triple decapitation (and almost removed the head of a rookie but he lived so who cares now he has a story to tell) and I'm pretty sure my face is stuck like this now:

Spoiler (click to show/hide)
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Retropunch

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #762 on: January 21, 2017, 06:25:28 am »

Re: situations.

AWESOME. Really great ideas on that; I always hated in RPGs that there was big problem in town but yet nothing seemed to actually change.

It does lead me to the idea of differentiating even more between villages, especially in goods they produce. Whilst there is some differentiation, it could do with being a lot stronger for situations to make for really, really interesting decisions IMO. If there's only one master dagger smith in the world, and his iron mine has been infested, clearing it could be a major priority rather than just a 'might get less good stuff here'.

Just something to think about.
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Jaysen

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #763 on: January 23, 2017, 05:22:14 am »

Well, differentiating the settlements further would definitely be a great thing, especially through their produce. Like you mentioned the settlements could be even more specialized like a mining village producing lots of armor and weapons and a village in a green valley producing mostly food stuffs for example. However, this may force players to travel long distances when looking for specific items or supplies which in turn may lead to long and "boring" traveling.
We would also love to add more flavor and depth to foods in general and trading goods but i think we won't be able to squeeze that into our development pipeline which is already really tight :( Anyways, maybe things will go faster than expected and we have some spare time for those things on our hands.
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Ehndras

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #764 on: January 23, 2017, 02:07:56 pm »

HIGHLY interested in this!
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