La verdad es que el DLC no aporta nada novedoso, son variaciones.
Que eso si lo coges el juego de 0 pues cojonudo, pero para la gente que tiene 234807 horas y ha hecho todo, es más de lo mismo.
La verdad es que el DLC no aporta nada novedoso, son variaciones.
Que eso si lo coges el juego de 0 pues cojonudo, pero para la gente que tiene 234807 horas y ha hecho todo, es más de lo mismo.
#811 además el mapa es tan grande y cuesta tanto moverse sin fast travel que ya hasta cansa. Yo en uno estuve sin ir al sur durante 200 días, solo hacia misiones arriba porque es donde tenía reputación. Además el sur estaba desperdigado y con pantanos. Ya cuesta sobrevivir y pagar más nóminas como para encima más mapa.
Vaya, me esperaba más cariño ante el anuncio
Voy a probar el Legends, ¿alguna recomendación sobre trasfondo incial o del mod en general?
A mi el mapa me parece pequeño, practicamente a partir del dia 100 la mayor parte de las veces solo visito ciudades por lo que se reduce bastante, juego con el mod de "faster" que es casi obligatorio.
#813IceMelon:Vaya, me esperaba más cariño ante el anuncio
Por mi parte caerá igual, porque tampoco le he echado las 2000 horas de @sinso xD, pero es evidente que se están estancando, y por una parte, les entiendes, acabaron hasta los huegos del desarrollo del juego y juraron no lanzar más contenido del quemazón que llevaban, que no querían ni volver a oir hablar de trabajar más en BB.
Lo lanzan porque vende estupendamente y no requiere demasiado esfuerzo, pero tampoco se les puede encumbrar y aplaudir hasta que se te caigan las manos si se dedican a lanzar clones que terminarán siendo poco más que skins
#816 la verdad, es que ahora he probado el mod del legends, y empiezo a entender un poco todo. Y es que ese mod tiene mucha más chicha que alguna expansión, tanto a nivel de mecánicas como de equipo xD
Mirandolo asi por encima el mod ese añade tantas cosas que dudo que este bien balanceado, solamente mirando el arbol de perks da vertigo, en vez de arreglar posibles problemas del juego base es como si hubieran metido 958958 cosas a ver que sale.
#819 El mod legends es fundamental para terminsr de exprimirle horas al juego. Cambia varias mecánicas y añade decenas de builds muy interesantes. Llevar tu propio mago de batalla y fundir los espectros a base de descargas de rayos no tiene precio.
#821 eso es una pastelada unbalanced. Deberían poder más cosas con las relaciones diplomáticas que a veces es muy difícil subirlas. Poder conquistar ciudades, zonas de producción. Poder hacerte un ejército e incluso tú mismo llegar a poder ser una casa noble con tus propios ejércitos. Poder hacer el campamento, mejorarlo... Hay mil cosas.
#819 Eso es de lo menos roto del mod xddd
Hay cosas mucho más chetas porque los rivales son mucho más numerosos y fuertes, sin ellas sería imposible.
Ya sólo el early es jodididimo muchas veces, es que pierdes un brother y es un drama de verdad.
De hecho ese es un perk muy necesario en el juego base, o algo similar puesto que o ibas a battle forged o a nimble. Ese perk te permite hacer builds viables con medium armors
También hay brothers que son buenos y tienen los traits correctos, pero los perks no son los adecuados. Se añade un nivel de complejidad al reclutamiento.
#823 en un rts por turnos tiene que ser el triple de fácil que en M&B meter ese tipo de mecánicas.. De todos modos estoy con Rambo, lo que le falta a este juego es vida literalmente, no puedes depender solo de los quemadores de juegos por que llega hacerse aburrido, la propuesta es interesante pero lo que se ve de lejos es su enorme potencial y lo que es ahora es un juego simple xD
Legends se supone que tiene en sus planes añadir esas opciones pero ya podéis esperar sentados aver si sale..
The upcoming ‘Blazing Deserts’ DLC for Battle Brothers will expand and enrich the world with new lands to the south. But it also brings a significant addition to tactical combat maps. Let’s find out more!
THE WORLD
With the ‘Blazing Deserts’ DLC we want to add more flavor and variety to the southern part of the map. One part of the recipe to achieve this is a different geography, and so we’re going to expand the world map with new lands to the very south to create one large and continuous world. These new lands are made up of blistering hot deserts, barren rocky hills towering seas of sand, and lush jungles that hug the coast. You’ll be able to reach them both by traveling as far south as your feet can carry you, or by taking the sea route from a northern port town.
Even though the world is going to be larger, frequent auto-saves in ironman mode will actually become faster thanks to some parallelization.
COMBAT
The new sand is about to turn red with blood as these new types of terrain will of course also make an appearance during combat. Behold the desert.
An oft-requested feature for Battle Brothers is to portray any location that you’re fighting at, such as a graveyard or a brigand camp, also on the tactical combat map. Fighting Wiedergängers between fallen tombstones and not just on empty plains can add a lot to the atmosphere and flair to that tight battle that will decide the future of your company. We’re happy to announce that with the ‘Blazing Deserts’ DLC we’ll introduce a wealth of new location-based environments in combat to make possible just that.
The combat system of Battle Brothers – one of its strongest features, as most of us will agree – was designed for small scale infantry combat on open or mostly open maps, and that’s where it works best. Having the odd fight in more enclosed environments, such as in forests, can shake things up every now and then in interesting ways, but doing this too much can also wear on a player’s patience. For example, the initiative system that works well in open field battles can become frustrating in tight quarters where 12 or more characters are constantly blocking each other. So with that in mind, let’s talk about how environments based on location are going to work.
Fighting brigands at their base camp will bring a dynamic to combat that is different from fighting them in the open field. That’s a good thing, because it adds more variety to combat in general, and because it adds another strategic dimension to the world map where you’ll now have to weigh the pros and cons of luring an opponent out of their base or fighting them at home. But while there’ll now be walls, palisades and gravestones shaping some of the maps, we also won’t turn every attack on a brigand camp into a siege, or a fight in a dense forest of tents and barrels. It’s not what the combat system was designed for, and consequently it just wouldn’t be fun. All combat will still take place outside, and most location-based objects are in fact cosmetic, meaning they’ll provide a flavorful backdrop and tell a story of where you’re fighting, but they won’t get in your way and won’t block your men from moving. On top of that we’ll be adding a smaller selection of objects which actually do block tiles to change the dynamic of combat in a controlled way. For example, a brigand camp may be surrounded by palisades to create chokepoints, but there’ll be also enough open space both outside and inside to have a proper battle.
While we take care to make it visually apparent which objects block a tile from being entered, and which objects are merely cosmetic, we’re also aware that it won’t always be intuitively readable for everyone and in every situation. Again, it’s a problem that you may have already encountered when fighting in the woods. To alleviate this issue, we’re introducing a new quality of life feature with the free update that comes along with the DLC. You’ll be able to toggle at any time to have highlighted in red all tiles that are blocked by environmental objects, such as trees, by pressing a button on the top right or by pressing a hotkey. Useful for navigating those new environments and any forest alike.
Join us again next week for a very special announcement regarding Battle Brothers!
#827 En resumen que habrá escenarios de arena del desierto y unos nuevos statics dependiendo de donde se de la batalla que no influirán en el devenir de esta debido a que haría el combate muy largo y tedioso (lo que suele pasar con los combates en el bosque sin ir más lejos).
Hecho en falta que se viaje más rápido entre ciudades porque con el mapa tan grande cada vez va a ser más tedioso todo.
#831 nopenope jugar de nuevo con este dlc, son chorradas que no aportan nada más que € en su cuenta corriente
#834 basura de mod para mancos. Jamás lo instalaré y todos los que jugáis en él deberíais sufrir toda la ira de Davkul.
We’re back with another dev blog to take a closer look at what the upcoming ‘Blazing Deserts’ DLC for Battle Brothers brings to the table. As we’ve established last time, the world map will be expanded with new lands to the south. Even though the focus of the DLC will be on fighting human opponents, those new southern deserts wouldn’t feel quite complete without their own bestiary loosely based on middle-eastern mythology. The Ifrit is one such beast that you’ll soon be able to face, so let’s delve in!
The Ifrit
The south is a harsh land, and the southern city states do not tolerate dissent. Criminals, expended slaves and bothersome political rivals all may find themselves expelled to the blazing deserts without a drop of water. There, so folklore claims, the sun shall burn away their impurities and distill their spirits to their very essence. Forged by fire and tempered with heat, every once in a while, an Ifrit is born. A cursed creature, if folklore is to be believed, a spirit saved by basking beneath the gilded shine of the eternal sun, if the priests speak true, and a strange and alien creature in any case. Made not of flesh and blood, but of rock and stone, of shifting sands, it roams endlessly where the blistering heat of the sun has baked the land into endless barren wastes that stretch between the horizons.
In battle, the Ifrit comes in three sizes of living rock. The larger, the more dangerous. Unique among all creatures in Battle Brothers, several smaller Ifrits can assemble into one larger one, and several larger ones can assemble into one gargantuan. These shuffling behemoths are slow, but they can strike powerful blows in melee, and they can also rip out parts of themselves and fling them at enemies. Not only is getting a living rock thrown at you a dangerous ranged attack, but whether the attack hits or misses, the rock thrown is itself a small Ifrit that can attack in melee once it has crashed at its destination – which may well be at your backline. Worse yet, if there’s three or more smaller Ifrits being thrown around, they can then assemble again into a larger one elsewhere!
If your men manage to destroy an Ifrit, it will crumble into two smaller parts with one part lost, until it is down to the smallest size where destroying it will end its existence permanently. If there happens to be a third part around of a fitting size, however, the Ifrit can again assemble itself to a rocky monstrosity, so fighting it is as much about dealing damage as it is about smart positioning and denying access to tiles. While large Ifrits are too heavy to be pushed around, smaller ones can be both pulled and knocked back to your advantage.
The Ifrit is a powerful opponent best taken on by experienced companies towards the later parts of a campaign. There’s a new contract dealing with Ifrits, but there’s also incentive to challenge them on your own terms, and perhaps even earlier in a campaign. Ifrits drop rare and expensive ingredients which can be used to craft some of the powerful alchemical contraptions that are coming with the ‘Blazing Deserts’ DLC – including one shown in this wallpaper.
No me gusta nada el diseño, me parecen schrats, tampoco me entusiasma la idea de los drops para crafting, por norma general no merece la pena el riesgo que corres por la recompensa de craftear algo.