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You might want to work on the difference between "affect" and "effect," btw -- your mod description and your OP have this mistake.
I like the map config options, the new different starting options (even though I’m skeptical about the magic ones), the fact that tryout reveals the stars and many smaller things.
I couldn’t even comprehend all of this is possible, especially so fast after the code got decompiled. So it is really impressive what you are doing!
Skeptical towards: Magic Commander, much higher rosters, more scaling BUT: it is optional as is the max. amount of guys on the battlefield, right? Would like to have the option of having a reserve (fighting to often with 12-24 own guys would be tiresome for me and should in my opinion only be an option and not an important focus.)
Would love to see a map without any scaling to the level/progress of the company! The game would need to be balanced for this though.
This needs more attention, but I’m sure it will happen over time.
(Edit: thought about your amazing mod project some more)
This mod deserves some glory, because it is the first mod for BB, that ads some really new content.
A convinient modding tool IMAO is the only thing BB really need, because it can make it as immortal and popular as M&B:Warband, Eimworld, Darkest Dungeon. Though i think developers once said, that they didn't planned modding and thus there will never be neither tools for it, nor workshop. Well, at least they are working hard on adding new content on there own now.
If there's a single villain in all this, it's probably that Adam guy who opened the floodgates. I can't imagine being so incapable of empathy that I would not only hack but create modding tools for the game I like over the wishes of the creators. How socially, empathically crippled do you have to be to do something like that?
I'm willing to accept the possibility that Adam did nothing wrong, but the longer this percolates it seems weirder and weirder. If the devs had wanted mods and they wanted the code out there, they could have released the code themselves at literally any point in the last two or three years.
Instead, Adam forced the issue and exposed the code without communicating with the devs at all. It was Poss who first contacted the devs, not Adam (at least that's what Adam implies).
Adam hacked their game and then Poss comes along and says, "Hey, this is cool, right?" Suppose they say no. Their game gets bombed with negative reviews on Steam. They get a huge wave of people mad at them.
Is there some layer of this I'm missing, or are all y'all programmer dudes that socially inept?
If you're gonna call anybody stupid, start at home.
I think Devs must endorse these kind of mods, they add further replayability to the game.
About Mod discussion, if there wouldn't be mods, DLCs are not that attractive, because current DLC approach in BB is putting all wanted/unwanted stuff in one DLC and selling it. I don't want to play with Alps or Hexe, but they are forced to be in game.
So of course I will look for mods to erase them, therefore I can play the game according to my own liking. Mods are really a big relief that makes both BB and DLCs great and playable again.
The positives:
* The map config tool
* The art for the new skills
* Discovering the new content
The negatives:
* The commander backgrounds as well as most of the additional Perks are way too powerful! The good impression they first make wears off because of that.
* The limitations on tools and stash size are just silly. The idea to somehow link resources to backgrounds is good on paper but awkwardly implemented. This is a case of bad design because some backgrounds are forced on the player while nothing is done to make them more desirable (Apprentices, Caravan Hands). I just tripled all default values to be rid of the tediousness of having to return to towns constantly and being prevented from venturing out in the wilderness because I can't carry more than 50 tools and 50 items and have good backgrounds at the same time.
This system puts additional pressure on inventory management just like the DLC did with the new crafting components. To partly solve this problem, a second cart ambition was added but it seems you removed both from the game! A very surprising decision...
* The new content does not always fit well with the game. I can appreciate the effort put into it but many of the new weapons stand out too much from the base weapons. The Bandit Rabble adds no value to the game because it's basically a trash mob that only wastes your time. Bandit Thugs already filled that role to a lesser extent. As a comparison, the new Orc Elites are much more interesting.
Same problem with most of the new backgrounds. We already have a list full of uninteresting and trash backgrounds. Why add more?
* The 27 mercenaries roster and big battles system just doesn't work. I thought it was a great idea before trying it and then it became apparent that it's too tiresome. It's fine to a have a few epic battles worth fighting and remembering but when every battle is then they lose that quality. This would be less of a problem if there was some added challenge. But it's just a matter of quantity (the game already suffers from that). Fortunately, I used Adam's Autopilot mod which mitigated some of the pain of having to play 27 units against sometimes 50 or more enemies (Noble troops). Obviously, being able to control so many units made the game very easy even against double or triple the numbers.
Sorry for the harsh review but I think you could do much better with your knowledge of the game code. I had fun discovering the new content but balance is not where it should and it eventually takes the fun out of playing the mod.
About limitations on tools and stash size, current implementation is very valid until you get your cart (I still didn't come to point of getting cart, I am unsure if that is removed. But if it is, I want it back). Without having a cart, all your company are walking on foot and carrying extra stuff on themselves as humans. It was unrealistic in original Battle Brothers "carrying 150 tools" since the beginning, whether you are only 3 guys or 18 guys team.
But this new approach is realistic.
I admit, there are imbalances, many guys giving extra medicine carrying (And I never needed that much of medicine) but very little amount of guys adding extra stash and tools. (At least farmers, miners, daytalers, etc. should be able to carry more due to hard-labour they are used to)
Saying "can't carry more than 50 tools and 50 items" seem you are still at early gameplay, it doesn't sound me you beat early game crises with 4 months gameplay. I have various guys at my team and I have 22 guys, I am at like 105 tools 160 arrow carrying, 160 medicine, 70-80 stash size with Retired Veterans, Militia Men, Hunters, etc in addition to support backgrounds of Ironmonger, Apprentice, Peddler, Monk, etc. and I recently ended the first game crisis, am around 70 days now.
This way of game feels more realistic and picking right soldiers with right background requires extra care. I play at Veteran/Expert difficulties and this mod added extra nice challenges.
27 mercs roster is awesome and big battles system work pretty well, because this turns out to be a warfare of fatigue and survival, especially for the frontline guys which is very realistic considering real-world scenarios. Keeping frontline guys alive was difficult that, surviving frontline were meaning honor and prestige for old times.
I am not advocate of the mod, but as I thought the accusations were not fair, so I wanted to give a reply. I am impatiently waiting for the horse additions now.
It's not that I don't want to play the commanders. Quite the contrary! I'm not interested in the classic start (I don't need the mod for that) but I'm not interested in playing overpowered commanders either.
I get the realistic argument. But I don't think it should justify all gameplay changes. If we go with realistic then we wouldn't see any magic, etc.
Stash size and tools limit is a sensible matter. On the one hand the mod makes the game easy by increasing the roster size to 27. On the other hand it makes it awfully difficult (in the sense of painful) to carry equipment and tools.
The default value (used by most backgrounds) for stash increase is 1. Some are 3, few are more. Caravan Hand is 15. So, unless you hire those you can't reliably increase your stash size. And never to the vanilla game levels unless you keep lots of CH.
Same problem with tools but, you're right, to a lesser extent since there are more backgrounds that increase the limit. The default value is 2.
For example in earlier builds of Legends, Noble start has a very good Knight/Commander in all ways. But in current builds, my Commander starts like a Polearm guy instead of good in all respects, now it has without much defense or fatigue, but good attack/resolve and some hitpoints. But Crusader is a veteran warrior, with Sunder ability of destroying armor, for example if taken to that route in perks, etc.
I would like to start as single Hedge Knight later for example and this Class addition gives functions to many future possibilities, which is great.
Yes I agree with you, there are many things to be developed and what this mod brought are baby steps of a fresh new blood in Battle Brothers world.
For example as you said, having Caravan Hand increasing stash 15 and backgrounds that get used to hardlabour carry 1-2 Stash size does not look nice, so I hope they fix it and balance it better in future versions. So we will complain about that.
By the way in what Legends version do you play with? I had been playing with moddb versions at first and I was stuck with bugs, then as I discovered Nexus versions are pretty fresh and continuously updated, I switched to following mod at Nexus[www.nexusmods.com].
If you have nice ideas or complaints or bug reports, I suggest you to share there, developers are checking messages there often and answering too. I found here is not given much attention.