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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Brancaleone

Prophet
Joined
Apr 28, 2015
Messages
1,048
Location
Norcia
No, I'm not talking at all about the "lamellar" types. Guess why in the types of armour I am referring to the mail is directly connected to the plate instead of going underneath it?
You keep kicking up a lot of dust about BB representing crusade era weapons and armour, when it includes quite a few examples from 15th century (or are you trying to claim that warhammers & co. fit thematically your supposed "crusade era"?). Same way, you got stuck with the Ottoman reference, when we are talking about a kind of armour that enjoyed popularity (in various phases and places) in all Middle-East, and even beyond that.

Just as the panoplies used up to now are a mishmash of weapons, armor and helmets ranging from roughly 11th to 15th century, the Middle-East theme is very likely to cover several centuries of warfare stuff and quite a large geographical area, and it's quite appropriate that the central spot of the artwork has an armour that fits exactly that kind of bill.

Look, I want the DLC to introduce types of armour covering ground from various types of middle-eastern periods, my issue is that it shows armour from tail-end of medieval period in a design from gunpowder era. If they are going to show more plain mail and robes, or the heavier lamellar and mail that is appropriate for high medieval post-mongol middle-east as well, I am completely fine with it.

I am supposedly nitpicking here but I am getting responded with "actually it fits the whole of middle-eastern theme because it was present in what is essentially closing years of medieval middle-eastern period brought with central asian invaders!". Answer me this, do you think of Ilkhanids and Timurids when someone says "Medieval Middle-east based on Arab and Persian cultures in the scorching deserts!" or would you rightfully consider it to be based on Islamic golden age Umayyads and Abbasids perhaps even Al-Andalus?

This argument is basically "arr rook the same" tier with foundation in complete ignorance, feigned or otherwise. It is disingenuous to claim that it is just loosely general middle-eastern style when it is not, it is a very specific and narrow style from a period that is not what people would think of when talking about "medieval Islamic world" or "medieval Arab world".

Here is what actual thematically representative armour would look like:

maa_259_c.jpg
162293e80806dccccded4c0b5b2098b3.jpg
89e3c71615357fc5b10d77dfca37b0e8.jpg

If you want to include a broader Middle-eastern style including the post-mongol Ilkhanid, Timurid and Mameluke visuals then include them too but also don't pretend Turkic and Mongol influence is what people are thinking of when the 1001 nights aesthetic of medieval middle-east is invoked. That would look partly like what I posted above of that heavy Golden Horde cavalryman but also these:


There are quite of types and variance here to be source for several types of in-game arms and armour different from just mail in the game. Including scale and lamellar types as well as much later plated-mail. Importantly also various types of swords aside from "lmao CURVED. SWORDS!"

However as I said above, this latter is not the theme of Arabian and Persian influenced medieval middle-east and you know, it is not the 1001 nights it is not the "islamic golden age" and it is not the crusades. The second of all, even if we were aiming for wider middle-east including the post-mongol era which is completely unfamiliar to most audiences there is so much more to include before skipping directly into 16th century Ottoman-type light plated mail wih small circular plates with Ottoman style vest on top. Including heavy plated mails that would be different from the mail in the game like I posted before of the Golden Horde cavalryman.

There is just no reason to do this, except pure ignorance and a lack trying to even explore the vast variety of arms and armour from this era. It is not just the devs of this game though as I won't blame them solely but all types of media that allegedly takes its themes from medieval middle-east will use anything but medieval middle-east obsessing over extremely narrow types of most superficially obvious curved swords and late Ottoman, Mameluke and Mughal armour as that was what was most readily available to display to European audiences in 19th century which carried over all the way today.

It's disappointing. Especially when I see one game I thought would deep diver than what every other game is doing when they are doing "middle-east" that is "Allegedly medieval Arabs in the desert except with post-mongol weapons and armour" because this game has variety of European arms and armour from wider medieval period. All the excuse for this lack of creativity and depth is "it is not a history game!!!" as if that is an excuse for being so shallow. If it is not a historical game and has no ties to history how about people use something other than early modern mirror plates and curved swords like every other single game?
I broadly agree with the expectation to see a well-rounded variety of weapons and armour from all of the Middle-East eras.

But, we haven't seen anything yet: even if the mirror armour they chose is quite close to the Ottoman kind, I just see it as representative of the type of armour more than the distinct type.
And I wouldn't worry too much about the tail-end period thing: we got a 15th century billhook in
340
, but then it did not turn out to be representative of most of the stuff in-game. On the contrary, the standard billhook is of an earlier type, and the 15th century example is present only as a famed weapon (which would have some sort of logic, as a famed weapon being a later and therefore "more advanced type". Yes, I know it doesn't necessarily work like that in the real word). When I saw the Blazing Saddles artwork, the first thing that popped into my mind was "this looks like a famed armour", and after our discussion, I am starting to suspect it's going to be following the same "logic" as the aforementioned billhook.

TL;DR: I've never expected this first artwork to be especially representative of most of the stuff we'll get in the expansion, and I expect to get a lot more varied weapons and armour, mostly from earlier times. But maybe I'm
clear.png
just being fabulously optimistic.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
975
Codex Year of the Donut
Look, I want the DLC to introduce types of armour covering ground from various types of middle-eastern periods, my issue is that it shows armour from tail-end of medieval period in a design from gunpowder era. If they are going to show more plain mail and robes, or the heavier lamellar and mail that is appropriate for high medieval post-mongol middle-east as well, I am completely fine with it.

XXXOdmR.png


Maybe it's just a more advanced setting and all the stuff in 'The South' is more 16th century?

(I'm very skeptical about the whole explosives / gunpowder stuff, btw. Please don't overdo it.)
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,235
It just occurred to me that a "slave" background is pretty obvious.

Actually thematically if this area of the setting has a lot of slavery going on it would be both fitting and provide for interesting events/missions.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,235
Also, negroes. Spear chucking tribal negro slaves.

Missions to capture and sell them to the caliph.

Slavetrader company background.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
767
What are you faggots sperging around when we have invasion from the north that use bones/horns as a weapons even when they plunder all these settlements rich in iron and metal weapons.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,347
What are you faggots sperging around when we have invasion from the north that use bones/horns as a weapons even when they plunder all these settlements rich in iron and metal weapons.
They are bigger and stronger so they should use looted metal things in a way orkz do. But we already have orkz.
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,486
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
DEV BLOG #124: NEW LANDS

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!

http://battlebrothersgame.com/dev-blog-124-new-lands/
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,115
Even though the world is going to be larger, frequent auto-saves in ironman mode will actually become faster thanks to some parallelization.

This is great news, no more slowdowns when entering towns?.
 

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