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Cakeypigdog
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« Reply #40 on: March 24, 2014, 11:21:44 AM »

This is looking really cohesive. Looking the art style to, really unique looking.
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« Reply #41 on: March 26, 2014, 01:23:43 AM »

The decision to just show the upper body really saved a gigantic amount of work for us. In the inventory screen (akin to diablo) where you can put all the equipment and armor on your Brothers you will see the full body armor, not a cut-off version of it. So at least there you will get a nice view on the whole thing : ).
Right now we are working on the inventory system but implementing a nice Drag&Drop inventory is a really big effort but it will definitely be worth it.
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« Reply #42 on: March 26, 2014, 03:53:52 AM »

Also piling in with the same comment - the torso only units really look great!
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« Reply #43 on: March 28, 2014, 01:37:39 AM »

Keeping you guys updated - here is our latest dev blog entry on the progress we made over the last weeks and on the issues we are working on!

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Time for another progress update on everything Battle Brothers - UI, inventory, sound effects and more!

Dev Blog #10 Progress Report - An Update on Battle Brothers

UI Improvements

We’ve reworked parts of our tactical battle UI to show you more helpful information in your upcoming engagements. The combat event log can be expanded now to show all previous entries, and we show a count of the number of Battle Brothers and opponents left on the field to keep you updated on how the battle as a whole is going. If the player hovers over a target to attack, we now detail all things, positive and negative, that factor into the hitchance - so there’s no guessing anymore, and you’ll know why you miss those shots and what you can do to improve your hit chances.



We experienced first-hand in one of our early closed tests that players don’t read manuals anymore. That’s why we chose to have every function also as a clearly visible button embedded into the UI - rotating the map and raising and lowering the camera level, for example. Once players are familiar with the game, we’re pretty sure they’ll use hotkeys to quickly access those functions - but until then, buttons should make everyone aware that these functions exist in the first place, and tooltips will explain their use and what key they’re bound to.

Inventory and Character Screen

The inventory and character screen is going to be a central hub for equipping and developing your Battle Brothers. The equipping part will also be featured in our upcoming combat demo, and that’s what we’re working on still. Beyond the demo, every time one of your Battle Brothers levels up, you’ll be able to pick a passive skill (also known as a perk or feat, if you prefer) out of several skill trees here in order to shape them the way you want.

Our basic design of the inventory screen looks like this - though, as you can see, it shows placeholder data currently and we now have to fill it with real one from the game.



On the left you can see our paperdoll-to-be. We have slots for body armor, helmet, main-hand, off-hand, ammo and accessory. Below, there are also 4 backpack slots for additional gear you want your Battle Brothers to carry around, like a spare shield.

On the top right you can spot where all the character stats will be listed. Already we show the most important ones on the tactical battle view, but the more intricate ones (like view range and defensive stats) can be found and read about here. Below the character stats is a list of all active skills (depending on equipment), passive skills (depending on how the character has been leveled up) and status effects (like being stunned) that the character has.

Paul [take a look at his art thread], our artist, is working on finishing up the weapon and armor icons for the inventory system. Each individual item in the inventory will be depicted the same way also on the battlefield, and we have loads of varied color patterns for all helmets and shields available so that you can run wild customizing your men and giving a unique look to your personal gang of Battle Brothers. The screenshot below should give you an impression on how the armor icons evolve from sketches in the top row to the final quality we’ll have in the game at the bottom row.

 

New Bloodsplatter Effects

Medieval battles are brutal affairs, and we want our game to reflect this visually. We want our battlefields to be littered with discarded shields and arrows, and our combatants to really look the part if they’ve just barely survived a deadly encounter. As you guys know, we already show damaged armor and injuries on the characters. Since last week, we also display blood on weapons that have spilled blood. When characters have spilled lots of it, they’ll now even be sprayed with it themselves. It’s not over the top and looks reasonably subdued unless the character wears white - but skeletons especially look extra fierce now after they’ve slaughtered a few men.



We hope that these effects will do their part for the feeling of achievement after a won battle when you look at your battle-worn and blood-covered men that prevailed against all odds!

New Sound Effects

Having a rich soundscape is really important to us, especially since we can’t convey visually all the intensity of a pseudo-medieval battle we’d like to without fully animated combatants. Previously we only had placeholder sounds in the game, so it is a big step forward for us to now have our very own sound effects for most weapons and skills in the game!

We’ll continue to add new sound effects and replace placeholder ones along the road, so you can expect steady improvements as we go. Of course, the upcoming combat demo should now also sound quite a bit more engaging!

If you have any questions regarding Battle Brothers let us know in this thread or just drop us an e-mail at [email protected]!

 
« Last Edit: March 28, 2014, 02:08:38 AM by Jaysen » Logged

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« Reply #44 on: April 06, 2014, 11:41:09 PM »

We didnt do a gameplay video in a while so here is a new one. During the first minutes it showcases our progress that we made over the past weeks and then it jumps into a full commentary of a battle with a necromancers skeleton-horde. Hope you like it!




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« Reply #45 on: April 18, 2014, 01:27:55 AM »

We just released the Battle Brothers Combat Demo!

Head over to the first page for all the details, or just download it directly from our website!

We are very excited about your feedback and reactions!
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« Reply #46 on: April 18, 2014, 07:10:30 AM »

I tried a couple of the demo scenarios. Very fun and challenging. It feels very polished even in this early state and the art style works well. I would definitely consider buying. I can't wait to see more of the non-combat mechanics.

I'm not sure how much it would affect the difficulty but maybe add an ability to decapitate (or something similar) fallen corpses if you occupy the same tile and have the appropriate tools/points. This would prevent them from resurrecting.

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« Reply #47 on: April 18, 2014, 08:33:33 AM »

Downloading now :D will give some feedback probably tomorrow as Im heading out to the pub shortly...
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« Reply #48 on: April 18, 2014, 09:10:30 AM »

Just finished playing for a few hours, it was very polished and fun!

Just some notes:

  • I found the weapons having their own skills to be an interesting mechanic! It would be nice to see more skills unlocked for how skilled the user is.
  • As you said, the game isn't perfectly balanced yet. I found ranged units to be particularly useless, and battles that were originally very challenging became trivial after changing ranged units to melee units.
  • It would be nice to have floating numbers showing the damage delt.
  • The detail to the sprites are impressive! It was nice to see how close a unit was to dieing just by looking at their sprite.
  • Missing several times in a row on favorable chances can leave the user feeling cheated rather than outplayed. Are you using true random for hit chance? Maybe there should be some sort of hidden modifier that increases your hit chance for every missed attack against a monster? Sid Meier did a talk about his research with RNG in Civilization  but unfortunately I can't find it.

Thanks for the demo,
Looking forward to the campaign mode!
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« Reply #49 on: April 19, 2014, 05:35:36 AM »

Ok some feedback so far. Don't want to be to critical because obviously it's work in progress.

I really liked some of the weapon specialities, things like the cleave shield with the axe, and the push back with the shield

I'm really excited about the possibility of the characters becoming more specialised with XP or using weapons for longer..



* The defend the hill battle - I couldn't finish it because every time I got down to one or two left alive the game would fuck up and not let me end my turn. I could click on everything still just not end the turn...

* The battle brothers seem limited in choice, the zombies have necromancers, vampires, werewolves, zombie heros/dukes skeletons etc etc... Why don't the battle brothers have options like Clerics who could have holy water to pour on downed zombies to stop them from being revived or cavalry who move faster than everyone and can harry and hunt out the necromancers etc...

* The necromancers seem very powerful if they can raise the dead from anywhere on the map, their ability should be reduced in range or limited so it costs more the further away they are, so it draws them forward to risk it or keep cost down.

*battle brothers could go into a wounded state with a chance to revive them or keep them alive so they can be revived after a battle, rather than losing and replacing men time after time

either way it's really nice so far, I love what you guys are doing.
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« Reply #50 on: April 22, 2014, 11:16:37 PM »

Hey guys, sorry for the long delay but we took a couple of days off over easter to recharge those batteries Wink

First of all, thanks a lot for the feedback and im happy to hear that you mostly enjoyed the game - great!

Now for the topics you kicked up.

* The defend the hill battle - I couldn't finish it because every time I got down to one or two left alive the game would fuck up and not let me end my turn. I could click on everything still just not end the turn...

We are still trying to reproduce this error. Sounds like somehow the AI stopped working. We will be looking into it and see if anyone else experiences the same thing.

* The battle brothers seem limited in choice, the zombies have necromancers, vampires, werewolves, zombie heros/dukes skeletons etc etc... Why don't the battle brothers have options like Clerics who could have holy water to pour on downed zombies to stop them from being revived or cavalry who move faster than everyone and can harry and hunt out the necromancers etc...

We already have a lot more stuff in the works! Now only about half the Battle Brothers weapons are in the game (more weapon types inlcude throwing weapons, warhammers and a variety ot two handed weapons). Additionally, there will be so called "accessories" that each Brother can have one of. This could be anything from a talisman to a battle horn. These items grant additional somewhat "magical" skills to further increase your tactical options. On top of that, Brothers will we able to choose new skills when leveling up from a large skill-tree. This will also enhance their tactical options.

* The necromancers seem very powerful if they can raise the dead from anywhere on the map, their ability should be reduced in range or limited so it costs more the further away they are, so it draws them forward to risk it or keep cost down.

There is a limit of 6 tiles for the raise undead skill, it should be working properly! Right now you really have to make use of ranged weapons to take him out fast. Bashing your way through his undead horde is really difficult. This is a good reason to always have some ranged weapons at hand.

*battle brothers could go into a wounded state with a chance to revive them or keep them alive so they can be revived after a battle, rather than losing and replacing men time after time
That is actually planned for the campaign mode Wink


  • I found the weapons having their own skills to be an interesting mechanic! It would be nice to see more skills unlocked for how skilled the user is.

There will be a weapon progression in the campaign that increases skills and tactical options over the time through weapon variety, powerful artifacts/accessories and skills learned on level ups.

  • As you said, the game isn't perfectly balanced yet. I found ranged units to be particularly useless, and battles that were originally very challenging became trivial after changing ranged units to melee units.

That maybe true, however, ranged weapons do particularly low damage against skeletons as the arrows just fly through their ribcages. When fighting a Necromancer you will have a really hard time without ranged weapons as he is constantly hiding behind his minions. Also, there will be more and more powerful ranged weapons in the finsihed game. But of course we will review the damage of ranged weapons when compiling all the demo feedback!

  • It would be nice to have floating numbers showing the damage delt.
There has been a lot of feedback regarding damage numbers. We are thinking about implementing a key to show the remaining health and armor of all combatants at a glance. Actual Damage Numbers are already shown in the top left combat log (we will add armor damage, right now it only shows health damage). I dont want to start a big discussion, but we are still somewhat opposed to floating damage numbers, rather we want to give feedback to the player about the impact of the hit by audio and visual effects. For example armor hits let the body/head flash in white while health hits let them flash red and also spawn a spray of blood that actually scales with damage. However, damage numbers are still on the table. We think not having ALL the details down to the last number about your enemies adds to immersion and suspense. Just think of the classic Xcom, i think that would have lost a lot of its atmosphere if it showed all the details about the aliens.

  • Missing several times in a row on favorable chances can leave the user feeling cheated rather than outplayed. Are you using true random for hit chance? Maybe there should be some sort of hidden modifier that increases your hit chance for every missed attack against a monster? Sid Meier did a talk about his research with RNG in Civilization  but unfortunately I can't find it.

Very intersting idea, wasnt it the new Xcom that did this on certain difficulty levels?
Anyways, I think that skewing the odds without the player agreeing may feel a bit "forced" and if the player finds out may also reduce his feeling of accomplishment. Nevertheless, for the easy difficulty level this can be a great option to reduce the frustration from too many failed attacks/skills. I think we will put that in.

I'm not sure how much it would affect the difficulty but maybe add an ability to decapitate (or something similar) fallen corpses if you occupy the same tile and have the appropriate tools/points. This would prevent them from resurrecting.

We also thought about that but we actually dont want this to be too easy as both the zombies (only zombies resurrect and that by a 50% chance) and the necromancer would lose a lot of their power and unique character. Our solution would be like this: There is a craftable accessory called "holy water" and that grants a skill called "Sanctify Body" that stops target dead body from being ressurected. This way you could stop the undead from raising while at the same time creating a dedicated "Priest" (This would be the Battle Brothers equivalent of a "class" - its all up to you Wink).
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« Reply #51 on: April 25, 2014, 12:58:55 AM »

Quick Update before the weekend: We updated the downloadable demo and added an an important feature, here is the changelog-blog post:

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Has it been a week already? We’ve updated the Pre-Alpha Combat Demo of Battle Brothers to fix the bugs you guys reported and add a bunch of features you requested. Chief among them are the new optional armor and hitpoint bars shown above all characters. You can find a full list of changes down below. If you haven’t tried the demo yet or want to give it another go, don’t wait any longer and download it here: DEMO DOWNLOAD!

As always, we depend on your feedback. Talk to us and let us know of any problems you encounter and anything you’d like to see changed or added to the game!



Changelog

Fixed bug that could leave the game hanging indefinately during the AI turn when the necromancer moves outside of view towards corpses to resurrect

Fixed bug that could leave the game hanging when using the wait turn action with only a few characters left

Fixed bug that had the inventory tooltip sometimes claim a character doesn't have enough AP to switch items when in fact he does

Fixed bug that had tooltips for hidden opponents show "Click left to focus" when it wasn't in fact possible

Fixed bug that characters wouldn't immediately show the hidden status effect icon if spawned inside brush

Fixed bug that had skeletons sometimes use the Shieldwall skill when no opponent was actually in range

Fixed shader incompatibility with some low end video cards

The last few scattered opponents on a map should be a bit easier to find now

The combat log now also gives exact numbers for armor damage taken

Added optional edge of screen scrolling mode (disabled by default)

Added a slight movement threshold to drag-style scrolling in order to avoid accidentally scrolling the map when trying to click something

Added optional camera mode that always keeps the current AI character in focus (disabled by default)

Added an option to disable the hardware cursor and use a software cursor instead (use this for a visible cursor when making videos of the game!)

Added support for scrolling with ZQSD keyboard layouts

Added optional overlay to show armor and hitpoint bars at all times (toggleable with Alt key and in the options menu)
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« Reply #52 on: May 09, 2014, 12:35:27 AM »

We have been working on the game and have a lot of new stuff to show: New weapons, combat mechanics and gory mutilations! Find all the details in the Update post below - feedback appreciated!

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While we said before that our focus is now on the strategy part of the game, we’re constantly tempted to add little things to the tactical part as well. Seeing you play the demo and provide feedback gives us a lot of inspiration, and this is why this week we went back and added some new features and reworked others.

If you haven’t played our combat demo yet, get it here DOWNLOAD and tell us what you think and what you would like to see in the game! Mind you that the changes below are not part of the demo yet!

Reworked Damage System

We want our weapons to feel different not just with with unique skills, but also in how they perform against armored and unarmored opponents. Previously, a select number of weapons gave a small damage bonus when hitting armor. That made some weapons slightly better suited against armor, but it didn’t have that much of an impact damage-wise, since basically every weapon did a good chunk of damage to armor anyway. In fact, it didn’t seem to influence player strategy much at all.

We’ve now reworked that system so that different weapons perform significantly better or worse against armor in a way that has a definite impact on gameplay and equipment selection, while at the same time presenting this in a way that should be more clear and easy to understand. This is how it works:

Each weapon has a base damage range with a minimum and maximum damage value. If a target with no armor is hit, that damage is applied in full to the target’s hitpoints.



If, however, the target is protected by armor, a second property of every weapon comes into play, called the “effectiveness against armor”. This value is a percentage number that governs how much of the weapon’s damage is applied to damage any armor on a hit instead of hitpoints, for as long as there is armor left. For example, a dagger has an effectiveness against armor of 60%, so only 60% of its damage applies to damage and reduce a target’s armor. Clearly, then, a dagger performs better against unarmored targets. On the other hand, a warhammer has an effectiveness against armor of 200%, meaning that it does double its normal damage to any armor. Other weapons, like swords, might have a higher base damage and thereby be better at killing off unarmored and lightly armored opponents, but against heavily armored opponents, a warhammer is king.

Double Grip

If you’ve played the demo, you might have noticed that shields are seriously important. In fact, other than not having a shield to spare in the first place, there wasn’t ever a good reason not to wear a shield and just have one hand free.

That’s somewhat authentic, of course, since shields apparently were essential on medieval battlefields. On the other hand, we want to give you, the player, choices. We don’t want every single Battle Brother to be equipped the same. Not wearing a shield doesn’t need to be equally as viable as wearing a shield all the time, but there definitely should be situations where it makes sense and where you have to make a choice that isn’t a no-brainer.

We’ve now introduced the concept of “Double Grip”. When equipped with a one-handed weapon and having the off-hand free, Battle Brothers (and for that matter, many enemies) will use both hands to swing their weapon and enjoy a significant damage increase. From now on, in situations where you favor increased damage over increased defense, whether in your spearwall or when fighting a single powerful enemy, you can just order your men to put their shields on their backs and swing away with full force. As it happens, this is also a small piece of additional historical accuracy added, as a lot of weapons were actually long enough to be used both with one or with two hands. We’ll see how it works out in the game as time goes on, but already we’re quite satisfied with the added gameplay options and authenticity.

New Weapons

In the wake of the new damage system we also implemented two new weapons into the game. Of course, like all weapons, they come with their unique skills that should give them a tactical niche of their own.

The Warhammer

This weapon is designed to be as effective as possible against armor and thus will be more important in the later stages of the game when armor will be more common. The base damage is moderate but it does a lot of damage against armor. The warhammer’s skills support this design even further.



The first skill, “Hammer Strike”, is an attack with the sharp side of the hammer. On top of any armor damage done, it always also inflicts a small amount of damage to hitpoints, no matter the armor protecting the target, by the mere force of impact.

The second skill, “Crush Armor”, does exactly what it sounds like. The hammer is used to batter, deform, rip and otherwise render the target's armor unusable. It does no damage to hitpoints other than a small amount with every hit by the force of impact, just like “Batter” does. However, it inflicts double the warhammer’s damage to armor. This skill excels against heavily armored targets and is best employed to destroy armor before engaging with other weapons.

The Military Cleaver

The military cleaver is a version of a regular cleaver used by a butcher but designed for warfare. It is not well suited against armored opponents but it can rip terrifying wounds on unarmored targets.


The first skill, “Cleave”, causes bleeding wounds that inflict additional bleeding damage over the next two turns if the attack does any hitpoint damage at all (i.e. isn’t completely absorbed by armor).

The second skill is called “Decapitate”, an attack aimed right at a target’s neck. It does more damage to hitpoints the more the target is already injured, and therefore is an excellent finisher for already wounded opponents, especially those that have a lot of hitpoints. If the attack kills the target, it is decapitated and you can see it’s head flying through the air! Yeah, we just added that feature, but see the next point for details.



Fatalities

Dealing the killing blow to an enemy now has a chance of causing a so-called fatality effect. Fatalities differ for each weapon type. For example, bladed weapons can decapitate and gut a target, and blunt weapons can crush the head. Different skills also have a different likelihood of causing these; the “Decapitate” skill will always decapitate, and the “Swing” skill of Greatswords has a higher chance to do so than the “Slash” skill of one-handed swords.

Fatalities serve two purposes. First, they portray the fatalism of our pseudo-medieval engagements, especially in light of our perma-death mechanic. If your favorite veteran Battle Brother dies now by getting his head chopped off, it should hurt even more. A medieval battlefield really is no picknick. Second, there are actual gameplay effects, at least when fighting the undead. Necromancers are unable to raise the bodies of characters that have been decapitated or their head smashed in. Grabbing those cleavers could be a good option when fighting an army of zombies!

« Last Edit: May 09, 2014, 01:18:35 AM by Jaysen » Logged

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« Reply #53 on: May 09, 2014, 07:02:38 AM »

I like the armored/unarmored damage modifications. I might would just specifically state the armor damage range on weapons instead of percentages. In case of the warhammer: 30-40 damage to health, 60-80 damage to armor. I might be misinterpreting how that actually applies though.

The new weapons and abilities are also cool. I like how you're handling the fatality aspect. I might just have to have a dedicated "butcher" running around with a cleaver to finish off undead.  Grin
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« Reply #54 on: May 09, 2014, 07:52:33 AM »

You cant see it on the screenshots but in the game the tooltip will also show the actual damage numbers just like you mentioned it!

We still have to do some testing on the fatalities but we are pretty happy with them so far. They really add a lot of atmosphere and attribute a lot to the intensity and tension of battles.
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« Reply #55 on: May 13, 2014, 06:47:53 AM »

If any of you have an account at IndieDB or ModDB it would be awesome if you could rate our Battle Brothers Combat Demo in anticipation of the full game:



Thanks a bunch for rating us! As a token of our appreciation here is a sneak peak at some authentic hair styles that will give your Battle Brothers that extra swag!
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« Reply #56 on: May 23, 2014, 02:01:18 AM »

To keep you updated in the project here is the latest development blog entry. We hope to present to you the promotional trailer as soon as possible, it is going to be pretty awesome ; )
As always: If you have any ideas, comments or questions dont hesitate to shoot them my way!

Quote
Dev Blog #16: Progress Update – Game Trailer, Perk System and Character Screen Redesign

We have a bunch of new things to show you this week. As work continues on the strategic part of the game, we give you a preview on the perk system for Battle Brothers. We also have a new weapon, the Flail, and decided that the character and equipment screen should have a layout redesign based on player feedback. But first, the trailer.

Promotional Trailer

Having people grasp at a glance what Battle Brothers is about can be hard when all we have in terms of video are several 20+ minute long commented gameplay clips. Clearly we need a short and snappy trailer to showcase the game to a larger audience and get the idea across in just a minute or so - especially now that the game is getting some more media attention. It’s been overdue for a while, really, but we wanted to complete the combat demo first in order to let you experience the game yourselves instead of merely putting bold claims out there.

The trailer we’re working on will consist of a mixture of both gameplay footage and partially animated drawings to build up atmosphere. To give you a first impression, here is the non-animated version of one of the scenes that will be shown in the trailer. If you’re interested, you can follow the progress more closely in Paul’s art thread on our forums.



Perk System

A key component of the strategic gameplay will be the character development of Battle Brothers by gaining experience and leveling them up, rpg style. With each levelup, a Battle Brother will have the opportunity to select an additional “perk”, a passive skill that confers some advantage and allows for specializing in some way. These perks can have a variety of effects and we’re still working out the design of all the final perks. When designing them, we have several concepts in mind.

Firstly, we don’t want a perk to simply increase a basic character stat like hitpoints or stamina that can otherwise already be increased on levelup. That’s just boring. Instead, we want them to offer a unique effect that isn’t otherwise accessible.

Secondly, we want them to have a meaningful impact on the game. Perks should change the way you play with any particular Battle Brother, and the way to achieve this is by having perks be strong enough to open up new tactical avenues instead of merely relying on single digit percentage modifiers. There should be a feeling of accomplishment when gaining a level and anticipation when selecting a new perk. Players should then rush to the next battle to try out the newly aqcuired perks in action. It would be terribly frustrating to reach the next level and then get the feeling that the perk does absolutely nothing for you.

Thirdly, all perks have to be viable choices. Not for every individual Battle Brother, of course, since we want to encourage some specialization, but in general. There must be no instant-picks and no-brainers. This might be the hardest to achieve and will take a lot of balancing, tweaking and time; many a game fails at this this with skills out of balance so much that players would have to be willing to put themselves intentionally at a disadvantage by not picking some of them up every time. Still, we really want people to choose perks according to their individual playstyle and tactics and not because they read in some internet forum which perk is the indisputably strongest.

Perks will likely be organized into several thematic trees (e.g. mobility, offense) and individual perks may require certain other perks to be picked first. How exactly the perks will be organized is yet to be determined, though. To give you an idea of what a perk might look like, here are a few examples that may or may not end up in the game like this:

“Berserk” - Recover 4 AP when killing an enemy. Can only occur once per turn.

“Pathfinder” - Reduces movement AP costs on all tiles by 1 down to a minimum of 2.

“Coup de Grace” - Inflict additional damage against targets that have been stunned.

“Artful Dodger” - Ignore the Zone of Control.

Character Screen Redesign

One of the more frequent points of feedback from the combat demo was the character screen layout, and how players needed to constantly switch tabs between seeing all Battle Brothers and the Stash when equipping their party, never able to see both at the same time. We agree that this is less than ideal, and we’re about to change it.

We took the layout of the character screen back to the drawing board and tried to come up with a solution. The minimum resolution we want to support is 1024x768 - and that really doesn’t leave a lot of space. On the other hand, doing more than one layout (and later on, skinning it) for multiple resolutions isn’t a great use of our time, either. Our solution is the mockup below; it may look a bit congested at first, but it does allow for showing the list of Battle Brothers and all the other tabs at the same time. Even better, it can now scale to the right with increased screen resolution, making use of additional screen space without us having to do an extra layout. Do mind that this is still work in progress, though, and may yet change further.



The Flail

Another week, another new weapon added to the game. This time it is the Flail, a separate striking head attached to a handle by a chain. In the game, the Flail’s damage varies greatly with each strike, making it perhaps the least predictable weapon currently. It has a reasonable effectiveness against armor and, like all weapons, comes with a unique tactical quirk.



The Flail’s chain and striking head can easily bend above and around shields, rendering their normal defensive bonus ineffective. Using the second skill of the Flail, even a Shieldwall offers little protection against it, making it a great weapon against heavily shielded opponents in tight formations. The flipside is, of course, that the Flail comes with no defensive skills and is outperformed by some other weapons when against an opponent without a shield.

Be a Bro and support us on IndieDB!

Lastly a quick shoutout to all our readers: Download the Battle Brothers Demo and show your support by rating us on IndieDB!

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loudo
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« Reply #57 on: May 23, 2014, 02:53:43 AM »

I love your extra swag hair style. Keep up the good work, your game is very promising. I need to download the last combat demo. Hand Thumbs Up Left
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Jaysen
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« Reply #58 on: May 26, 2014, 12:53:15 AM »

Thanks man! Never can have enough swag.

Let us know what you think when you played the demo!
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Jaysen
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« Reply #59 on: June 19, 2014, 12:46:54 AM »

Sorry for the long silence, heavily working on that trailer and worldmap!
Until then take a look at our latest gameplay video "Hunting Werewolves" featuring a night fight and involuntary amputations!


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