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John Charity Spring posted:You can get it, but it's basically not worth it (unlike the helmets, which have some utility). Roughly equivalent to mail shirts (basic or otherwise, so between 100-130 armour) but with a higher fatigue cost. While I get that that's the way it is, it's still a little disappointing. I want to wear monster outfits. I can wear direwolf hides (never have managed to get the even to proc), and someone mentioned there's a special event to get a human suit and helmet set, but it would be kind of cool to wear the armor of more enemy types.
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# ? Mar 25, 2017 23:50 |
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# ? May 13, 2024 07:54 |
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Getting a bunch of Direwolf mail or hide armor is extremely rad. Your line can just ruin peoples' morale.
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# ? Mar 25, 2017 23:51 |
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How do you get the mail specifically? Is it just from drops or can you find a guy who can craft it in the right circumstances like you can the hide?
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# ? Mar 25, 2017 23:59 |
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Do you guys use a separate bannerman and sergeant or do you let your sergeant carry the banner ?
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# ? Mar 26, 2017 00:00 |
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marshmallow creep posted:How do you get the mail specifically? Is it just from drops or can you find a guy who can craft it in the right circumstances like you can the hide? You gotta get it from the raiders in wolf pelts event.
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# ? Mar 26, 2017 00:00 |
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Student is ok later when your picking up replacement dudes. early on just skip it. I would get your weapon masteries much earlier. Recover that early isnt worth it. Get it post weapon mastery, since weapon mastery is a much bigger boost to fatigue recovery. Also Bow Mastery is amazing and super important to effective countersniping and the fatigue boost is important. Also consider adding gifted asap for any brother that is below par for base stats. A flat +3 to both hit chance and defense is actually pretty good. I actually put it on all my brothers, and it is good no matter what role they end up playing on the line. Edit: My archer heavy run was going incredible well. The build just works, even against undead - the throwing axes are actually quite useful! However, I have discovered a major flaw: Necrosavants. My team of lv4-5 dudes got ambushed at night while camping outside a place I was gonna assault waiting for dawn by 5 necrosavants. It was a bloodbath. People started running, and once that happened I was dead. In addition to everything else that makes them a pain, Necrosavants apparently have ungodly high ranged defense. Next time around, I'm just gonna run. Edit 2: Also banditry is fun I fully recommend it. GlyphGryph fucked around with this message at 00:24 on Mar 26, 2017 |
# ? Mar 26, 2017 00:03 |
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GlyphGryph posted:Student is ok later when your picking up replacement dudes. early on just skip it. I have a similar approach to building my mercs in general and don't pick weapon masteries because you often don't know which one you want - in the early days I will constantly change weapons based on fresh drops. Recover gets picked purely because there's a limited number of useful talents prior to level 6 for generalist mercs (i.e. those who don't need dodge, shield mastery, iron brow, etc.). If you're training up someone in the later game and you know what his equipment will be then sure get weapon mastery ASAP. I also don't subscribe to the "this guy is guaranteed to suck so I will give him a different" build school of thought. Unless you go around hiring a load of cripples you can and will have a guy with no talents randomly get a string of good level ups (I had a guy with no talent ending up with over 30 melee defense because he got a +2 or +3 every level) and I build every character without some seriously damaging trait or awful bases and talents as though they are going to be around at level 11. Sometimes you just can't find sellswords etc. to hire; in my most recent game I didn't see any of the top tier backgrounds to hire until past the point where my remaining first wave of recruits were hitting level 9-10. I do take rotation on a brother as soon as I'm convinced that he's not going to be staying in the medium-long term, at which point he becomes an hp shield for more useful recruits. I value underdog, footwork and especially battleforged extremely highly and take those in preference to almost all other choices at the appropriate levels.
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# ? Mar 26, 2017 00:24 |
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Battleforged? Haven't taken it yet and probably wouldn't consciously notice the benefit if I did.
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# ? Mar 26, 2017 00:29 |
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GreyjoyBastard posted:Battleforged? Haven't taken it yet and probably wouldn't consciously notice the benefit if I did. Isn't that the one that gives better damage reduction for every X points of armor you wear? So heavier armor soaks more.
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# ? Mar 26, 2017 00:33 |
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It's hard to quantify how much Battleforged does (could use some details in the combat log for that) but I do think I've noticed it making my guys a lot more durable in heavy armour. I'd also like it if the little dodge marker that tells you how much defence bonus you're getting appeared on your characters when out of combat, too, now that they've changed it to be constant rather than an 'until you get hit' bonus.
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# ? Mar 26, 2017 00:35 |
Is it my imagination or is it possible for a bro to start with three traits?
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# ? Mar 26, 2017 00:38 |
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John Charity Spring posted:It's hard to quantify how much Battleforged does (could use some details in the combat log for that) but I do think I've noticed it making my guys a lot more durable in heavy armour. I've noticed it. It seems pretty significant once you start getting past 400 combined armor value.
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# ? Mar 26, 2017 00:40 |
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GlyphGryph posted:I've noticed it. It seems pretty significant once you start getting past 400 combined armor value. In the previous build before this one, I had a guy who lucked into a coat of plate and a unique helmet with over 380 armor to itself and he took battleforged and was able to soak a charge of berserkers and orc warriors by himself.
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# ? Mar 26, 2017 00:46 |
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Rats...
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# ? Mar 26, 2017 00:59 |
Tin Tim posted:Dude I love that your're doing this please keep on nerding at full force Well, Student does two things: it helps me get to the later skills faster, and it fills a low-level slot and thus lets me end up taking more high-level perks. And I get the stat bonuses faster etc. It does seem to make a big difference in advancement speed. Recovery and Brawny are where they are basically because just about everyone benefits from them so it puts off having to decide which direction to take a dude. RabidWeasel posted:I have a similar approach to building my mercs in general and don't pick weapon masteries because you often don't know which one you want - in the early days I will constantly change weapons based on fresh drops. Recover gets picked purely because there's a limited number of useful talents prior to level 6 for generalist mercs (i.e. those who don't need dodge, shield mastery, iron brow, etc.). If you're training up someone in the later game and you know what his equipment will be then sure get weapon mastery ASAP. Yeah, that's exactly why I wait on the masteries, and why I've set everything up in this order. Idea being that by Level 5 or so youv'e at least got an idea of whether a particular bro is Shield Wall material or if he has the stats to cut it as a two hander specialist. It's not so much a perfect list as a decision tree. GlyphGryph posted:Student is ok later when your picking up replacement dudes. early on just skip it. Yeah, I've found that taking Bow Mastery as soon as you can is definitely worth it, just for countersniping and for having the range advantage over enemies. The other weapon masteries I delay on because I don't know what weapon they'll end up using, but archers are gonna be using bows at endgame, so it's just a flat advantage. I'd like to add gifted but I'm not sure what to take out to fit it in.
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# ? Mar 26, 2017 01:00 |
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A few questions: 1: When do the endgame crises start? 2: I've heard tell of named/artifact weapons- where can those be found? 3: Will dudes in the reserves trigger/take part in events?
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# ? Mar 26, 2017 01:36 |
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Hieronymous Alloy posted:Ok, bear with me here -- CommissarMega posted:A few questions: 2) Rarely a brigand leader might have one, otherwise just go raid some enemy camps way out in the boonies. Or if you get the noble house war thing, some knights have named stuff. 3) Yes they will.
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# ? Mar 26, 2017 01:50 |
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Unique weapons and armour can also be found, for extortionate prices, in armourers and weaponsmiths.
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# ? Mar 26, 2017 01:52 |
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ShootaBoy posted:Unique weapons and armour can also be found, for extortionate prices, in armourers and weaponsmiths. I found a unique dagger with +8% headshot chance and like +7 damage for only 2000, though. That was quite worth the price.
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# ? Mar 26, 2017 01:53 |
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Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive.
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# ? Mar 26, 2017 01:56 |
Nordick posted:My eyes completely glassed over before even looking at this, but seriously bless you Hahah, this is me on a light day, I'm capable of hugely sperging out on this kind of thing.
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# ? Mar 26, 2017 01:56 |
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This is a game with systems complex and interesting enough to be worth it, though.
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# ? Mar 26, 2017 01:57 |
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Nordick posted:Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive. Still often worth buying if you can afford it, and if the famed item is meaningfully better than the standard. Also in my current game (up to day 210, second crisis underway) it's been one of the only ways I've found famed armour. Helmets, shields, and weapons dropped all over the place but armour has only ever popped up in shops.
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# ? Mar 26, 2017 01:59 |
Nordick posted:Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive. I found a named flail once for 7k, did some extra armor damage. Don't buy named shields though cause if destroyed they goooone
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# ? Mar 26, 2017 02:00 |
John Charity Spring posted:Still often worth buying if you can afford it, and if the famed item is meaningfully better than the standard. You can have a SECOND crisis?
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# ? Mar 26, 2017 02:02 |
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I like that money is a genuine and going concern and there always seems to be something useful to do with it.
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# ? Mar 26, 2017 02:02 |
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Hieronymous Alloy posted:You can have a SECOND crisis? The crises keep happening forever if you keep playing. I think it actually says this when you start a campaign, when you're picking which crisis you want - if you choose any of them it says that a random crisis will be picked after that first one is dealt with. You get downtime between crises so it's not the equivalent of a boss rush.
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# ? Mar 26, 2017 02:04 |
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Yeah my current game had the noble house war at first, I did a few contracts on it but eventually it just blew over without me. Then after a time the undead scourge thing happened and is still ongoing.
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# ? Mar 26, 2017 02:06 |
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John Charity Spring posted:Still often worth buying if you can afford it, and if the famed item is meaningfully better than the standard.
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# ? Mar 26, 2017 02:08 |
do towns get burned down and gone with noble crisis, or is that just greenskins/undead?
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# ? Mar 26, 2017 02:10 |
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Hieronymous Alloy posted:do towns get burned down and gone with noble crisis, or is that just greenskins/undead? Towns change hands but don't get destroyed. The noble war crisis is the kindest for the game world in that respect - only outlying buildings get ruined and those get rebuilt over time, whereas destroyed towns are gone forever (RIP 3 border towns in my campaign, razed by greenskins).
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# ? Mar 26, 2017 02:12 |
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Nordick posted:Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive. I just found a war bow with +7% crit. A steal at 16,666 crowns!
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# ? Mar 26, 2017 03:33 |
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Just encountered a game breaking bug. The menu is bugged out and goes straight to the load game dialog no matter what. Can't save or even exit properly. The game has decided to punish me for save scumming Kibbles n Shits fucked around with this message at 03:46 on Mar 26, 2017 |
# ? Mar 26, 2017 03:44 |
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Are there actually different damage types (blunt, pierce, slash), or is it just flavor text?
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# ? Mar 26, 2017 04:39 |
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Skeletons have a resistance to arrows/bolts and spears, if I recall correctly. Other than that, the only analogue to damage types is how different kinds of weapons have different % damage to armor and % damage ignoring armor.
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# ? Mar 26, 2017 04:42 |
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GloomMouse posted:Are there actually different damage types (blunt, pierce, slash), or is it just flavor text? Kiiind of? Blunt weapons like maces and hammers do well against armoured troops and the undead, swords chop through unarmoured or lightly-armoured flesh like butter, axes are kind of a balance between the two and spears are generally more accurate. Each weapon type (and sometimes, even weapons within said type) have their own attacks as well.
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# ? Mar 26, 2017 04:44 |
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Another question: Does the world difficulty advance based on time, or renown, or both? If renown: Can getting your rear end handed to you and running the gently caress away reverse it?
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# ? Mar 26, 2017 04:53 |
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GloomMouse posted:Another question: Does the world difficulty advance based on time, or renown, or both? If renown: Can getting your rear end handed to you and running the gently caress away reverse it? I think one of the devs said recently it's just time-based. Speaking of which: Nordick posted:1) I dunno if it's strictly time based, but mine have kicked off at around day 80-ish Thanks, Nordick! I'm at day 47 right now, and half of me was going 'huh, endgame events seem to take a while, don't they?' while the other half was going 'OH GOD DON'T LET THE ENDGAME BEGIN I'VE ONLY JUST GOT CHAINMAIL FOR EVERYONE'.
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# ? Mar 26, 2017 05:02 |
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Is there anything besides injuries and equipment that affects a character's current initiative? Even when loaded up with heavy armor my guys usually have 70-85 initiative at the lowest and it makes me want to take Dodge on literally everyone, since even 70 initiative makes it give 10 ranged and melee defense.
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# ? Mar 26, 2017 05:51 |
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# ? May 13, 2024 07:54 |
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GloomMouse posted:Another question: Does the world difficulty advance based on time, or renown, or both? If renown: Can getting your rear end handed to you and running the gently caress away reverse it? world advances based on time, but renown influences contract types and contract pay. this means is you should be fighting every single battle you see that you know you can win without losses, and take every contract you can that won't hobble you in some major way. this hobbling is generally manifested in terms of being moved away from a place you want to operate in, or setting you against a challenge you're not ready for. deep dish peat moss posted:Is there anything besides injuries and equipment that affects a character's current initiative? Even when loaded up with heavy armor my guys usually have 70-85 initiative at the lowest and it makes me want to take Dodge on literally everyone, since even 70 initiative makes it give 10 ranged and melee defense. fatigue and wounds will both lower initiative in battle. dodge generally becomes less good the longer a fight goes on and the more tired someone gets. as such, it is mostly good on two handers who can afford to take a breather.
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# ? Mar 26, 2017 05:52 |