I'm surprised they got that far.All those screenshots are from like 5 minutes into the game.
So far we’ve talked about two new enemies that are part of the upcoming ‘Beasts & Exploration’ DLC and intended to spice up the mid to late game. We want to bring fresh enemies to all stages of the game, so this week we’ll take a look at a new beast aimed to bring variety mostly to the early game. Let’s crawl!
THE WEBKNECHT
The Webknecht is a large arachnid that lives in sizable colonies in the dark areas of forests throughout the world of Battle Brothers. It’s there that they spin their webs between trees to trap anything from bird to deer and between. Unlike most other beasts, Webknechts don’t usually roam a lot, preferring instead to sit in their territory and wait until something unfortunate gets itself caught in one of their nets. Still, they’re known to choose the vicinity of settlements for their home on occasion and threaten the lives of villagers and their livestock.
The presence of a large enough number of Webknechts is heralded by extensive webs spanning from brush to tree to rock, uniquely transforming any combat environment in a way that leaves no doubt about who lives there. Worse still, amidst the webbings are nests of eggs, and these eggs hatch during combat. You can seek them out, and destroy them with a single strike before they hatch, but otherwise, as combat goes on, there’s always the danger of more and more eight-legged terrors swaming you until you cut down enough to make it ebb.
Webknechts make use of the ‘Weave Web’ skill to weave around their opponents a sticky web, which prevents anyone trapped inside from moving and reduces their ability to attack with full force or defend themselves effectively. Characters can attempt to free themselves of the web during their turn, and each failed attempt increases the chance of subsequent attempts succeeding, but doing so can quickly become tiring, which only works in the arachnids’ favor.
Webknechts aren’t as frenzied in their attacks as, for example, Direwolves are. Instead, they choose to let their opponents tire themselves out by struggling in their webs, and they wait until an opportunity presents itself and their opponent is distracted before they attempt to bite them a single time per turn. They act as a swarm, and so the more oversized spiders surrounding a target and acting in concert, the more effective they become.
The Webknecht’s bites aren’t terribly dangerous to the armored mercenary, but Webknechts are poisonous, and receiving hitpoint damage will apply it. Unlike the poison employed by Goblins, the Webknecht poison does damage to vital organs over several turns and characters can die from it. The Antidote item already in the game works just as well against this kind of poison, however, and is more important now than ever. In fact, it can now be crafted at will if you have the necessary components – but more on that in next week’s dev blog.
I'm also a bit worried about that.Nice!
I hope we get additional inventory slots though, I don't want to carry 12 Antidotes around and exchange them with dogs / trophies etc. every time I encounter Webknechts.
https://steamcommunity.com/app/365360/discussions/0/1736589519990885355/#c1736589519994893095A few points, because there seems to be some misconceptions.
Together with a bunch of other balancing changes coming with the DLC, the Nimble perk has been overhauled to work differently now. I don't want to get into details yet, because things may still change depending on how playtesting goes, but the basic idea is to make lighter armor more viable in general and heavy armor no longer be the answer to everything in the late game. If you guys want, I may dedicate a devblog to perk changes further along the way and explain all the changes and our reasoning there in detail.
- The Old trait is exclusive to Swordmasters. Retired Soldiers can not actually get it.
- The effects are +10 Resolve, -10 Hitpoints, -10 Max Fatigue, -10 Initiative, -1 Vision.
- An old swordmaster will offer you to have his pay cut, and will continue to provide training events unique to his background.
Yes, please.If you guys want, I may dedicate a devblog to perk changes further along the way and explain all the changes and our reasoning there in detail.
Nice!
I hope we get additional inventory slots though, I don't want to carry 12 Antidotes around and exchange them with dogs / trophies etc. every time I encounter Webknechts.
If I loaded a save from pre-Lindwurm patch, it means I won't find them or the new items, right?
Spiders, eh? Cant say I m impressed. Also webknechts a silly name
No, its exactly the new look for current great sword.Is that the new tier 2 Greatsword? It looks better than the top tier one - swap them!
This looks more like an honest to goodness expansion than a DLC.
We’ve chosen to go a similar route as with your option B for overhauling the retreat mechanics. If your men are already on the edges on the map, you’ll safely retreat as before. If they aren’t, they’ll now attempt to speedily move to the edges of the map by themselves until either they succeed or die. While this is going on, they’ll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level. They can still fail at getting away, get shot in the process and whatnot, but there’s a reasonable chance that they succeed, so that retreating always remains an option.B) Auto-calculate the actual retreat at high speed, in other words the AI takes over and tries to manually retreat the men step-by-step, and whoever cannot reach the edge is killed. It just simply automates (rapidly) the actual retreat with AI control, and the consequences are final.
The new mechanics speed up the process of safely retreating quite a bit if the enemy isn’t able to close the distance anyway, but it also means that you can’t just teleport everyone to safety anymore if you’re already engaged. The skill and equipment of your men, your positioning, and who you’re fighting against now all have an impact on your chances to retreat unscathed, and it’s no longer just random injuries for everyone.
Did they say anything about introducing better recovery mechanics? This is one of the few gameplay related criticisms that I actually agree with Roxor's review: the longer the game goes on, the less inclined the player is to take any risks at all, to the point where you might as well quit and start over.