With the late game crisis of the noble house war there will be a couple new contracts where you fight with/against noble houses!
With the late game crisis of the noble house war there will be a couple new contracts where you fight with/against noble houses!
No, the perks will be available to all characters unlike the traits that are distributed on character creation (tiny, short sighted etc).
hehe that is "underdog" - a perk reducing the surround (overwhelm) bonus enemies get when multiple are attacking your brother ;)
hehe yeah, it is worded a bit odd but as you can not move of course you can not attack - there you go ;)
The castles and houses have to be very stylized and compressed to be displayed well on a very tiny space. Also, they have to be iconic and easy to differentiate.
Think of these more of small boardgame pieces that you place on a big map. Also, we think they are a lot less fantasy-ish than castles and townhalls in most other fantasy games.
Thanks! We are ourselves really looking forward to giving the update to all the players but it will still take quite a while to get everything done.
yes it is heavily WIP, also some locations have been flipped thus changing the angles. This will not happen in later versions!
Yes, a bit. We always loved the Homm city screens and the series as such. Although it really fell off after part 3. Especially the lack of a proper town screen in homm VI was a low point.
The Wardogs are mainly in the game to chase and pin far away, fleeing or hidden enemies. The Battle Brothers are there for the actual killing. Although the dogs can do some pretty good damage to unarmored enemies.
hehe great idea, should be that way ;) Not implemented yet though but makes sense.
Glad you like the game! Go check out Reformists LP, hes doing a great job: Youtu.be
Actually: Yes! We are aiming to make a final season of Lets Plays this weekend with a build that is extremely close to the Early Access version.
In that LP you will see what you can expect for the EA.
Cavalry will not be in the game for the player. It would just not fit in the small scale tactical battles that we are focusing on right now. Adding cavalry would make it more large scale. However, we will have enemies that use some sort of cavalry but i dont want to tell too much about them right now ;)
Yes, you can defend cities and settlements when they get attacked. All settlements have defenders (militia and soldiers) that will also try to fend of any attackers. You can even join an ongoing battle and help the (Ai-controlled) defenders.
The player can not make a camp right now but we have a lot of ideas regarding a possible camping feature in the future (after early access release). But we are not decided on that yet.
funny, we get that question a lot lately ;)
We are aiming for late march/ early April and we are 90% sure that we will make it!
Danke!
Für die Battle Brothers wird es erstmal keine Kavallerie geben. Unser Fokus sind kleine Gefechte mit etwa 12 Kämpfern, wenn wir Reiter einführen wird daraus eher eine Kriegssimulation. Wir halten uns aber alle Optionen offen.
Achja, es gibt noch eine Fraktion die noch nicht im Spiel ist. Diese Fraktion verfügt über berittene Einheiten, aber mehr kann ich noch nicht verraten ;)
Haha yes, the fight looked easy but the two hits to Corvus and Bertram could have easily killed them outright - so luck me ;)
Adding more options to the combat engage screen is definitely on our list. I just cant tell you when we will get around to implement it!
Glad you like it!
Modding would definitely benefit the game but we wont be able to cater to modding specifically as we firstly have to get all the basic mechanics in place. Once the early access is rolling we will come back to modding.
(some of the best games are mods or mod-based like mount and blade so we are very aware of the possibilities!)
There will be named characters within factions like Oc Warlords or other unique characters but in the current state of the game you wont be able to negotiate with them.
Within the human faction we have people in villages and cities that offer contracts for you but the interaction is not as sophisticated as in M&B. As you are a mercenary you do not thrive to become a lord and settle down and politics are not really your kind of thing. But i agree that there could be a lot more interaction within the human faction but right now we focus on the core elements of the game.
A lot will be added if the early access is successful enough to give us some spare resources.
Thanks!
We use our own engine programmed in C++ and Squirrel and then we render a html UI over it with awesomium :)
Thanks for the support!Although we are adding a lot of stuff each week we already started playtesting and balancing for the early access!
Glad you like the worldmap!
We are adding new stuff by the day like rivers and lakes and so on. Mount and Blade is definitely a big inspiration to us and we aim to also create that feeling of an open world where the player can decide what to do next but we felt that M&B was giving a little short on guidance. We want to improve on that by adding mercenary contracts. More on that in the upcoming update!
hehe thanks guys!
This is still heavily WIP - as we speak we added rivers crossing the map, they add a lot more to the map both visually and gameplaywise and we are still putting new stuff in every day.
The wastelands will get a lot more attention, right now its just the basetiles and not much more. We will see how it ends up in the game. We do not want to put one distinct faction in one envorinmonemt like: Orcs are always in the wastelands. If you can predict where to find the enemies it gets a bit boring. But we will see, we have much more ideas than time on our hands ;)
Not the growth but the destruction. If a village gets raided you can see it burning and smoking and it will look accordingly. Ultimately, villages can get fully destroyed and only ruins will be left.
Ah sorry, that was a misunderstanding! The world is still procedurally generated but the tiles themselves are not changing between a summer and a winter look - thats what i ment!
Sorry for the confusion! The part you quoted still fully applies.
We discussed that a lot internally. There are two options:
A dynamic world where all tiles change according to the seasons, or a static world where different regions of the map have different climate conditions.
We decided to go with the second option as it gives us much more variety on the map to work with and also give you different regions to explore. On top of that, it needs a whole lot less resources because now we do not need four "states" according to the seasons for each tile.
Even further more, the timeline of the game is rather short so we are not talking about years going by but more about days and weeks so seasonal change wont make that much sense.
Thanks!
We have a reaaaally long backlog of things we want to have in the game but we have to prioritize. I think a Early Access in January/February is still doable and a full release in Summer, maybe August.
No way, we hate that anime-style-surfboard-swords as well. We can assure you that we will keep it classy!
We definitely will do that!
You will probably find just a handfull of these items during one game so they are extremely rare. Of course they are equally powerful and come with unique ablities that are powerful enough to change your playstyle.
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