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S w a y z e
Mar 19, 2007

f l a p

Not sure. Probably nothing, knowing this game. That's probably it for noble wars though.

My craziest haul was when I knocked over a resource convoy while fighting the faction with that gem/salt city from that goon seed a while back. 4 gems + 2 salt from a single convoy. Too bad I was already sitting on 50k by then. I think I'm going to make a band of 12 dagger rogues who mainly raid convoys next go round. I'll be sure to get screens/ a video of my full broadsword line before then though.

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Taerkar
Dec 7, 2002

kind of into it, really

What specific locations are so advantageous on a map? I see mention of swamps (cultists and mushrooms) and lumber Mills (Masterwork bow?), But what other places?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Taerkar posted:

What specific locations are so advantageous on a map? I see mention of swamps (cultists and mushrooms) and lumber Mills (Masterwork bow?), But what other places?
Citadel with furnace and smelter for high tier weapon and armor availability. That's on almost every map, though. Best case is an iron vein one allied settlement over, but I'm not sure how much of a difference that really makes.

And even though I mentioned it I wouldn't call settlements in swamps super important, they're just a bit uncommon.

Lumber is for the masterwork bow, yeah. I've never gotten that event, but if you have a bowyer, why not keep a stack of lumber around just in case?

Harbor placement and settlement spacing can be important for the crises because settlements can be permanently destroyed during the orc and undead ones. So you probably don't want some tiny village that's a day's march away from everything on the orc war's frontier if you play with permanent destruction, unless you don't care about losing a village or two.

For the early game it's nice to have a cluster of civilian settlements (that will give your unknown company contracts) with some trading goods and locations that give better odds for good early game recruits. For me that means farms, hunter's cabins and lumber camps. Squires seem to pop up in every bigger settlement but may be more common in military ones or if there are military buildings nearby.

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
you can toggle permanent destruction off now btw

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Forget what I said about good early game backgrounds.
The best early game battle brother is a dressed up dog with a houndmaster to pet him.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

John Charity Spring posted:

There are no 'bosses' for any of the crises.

Yeah, the "bosses" are fixed locations and don't figure in the crisis except insofar as they probably poo poo out spawns. Black monolith, goblin capital, and there's probably still an orc fortress.

Wizard Styles
Aug 6, 2014

level 15 disillusionist


Pictured on the upper left: youth with fresh face.

Not complaining about the dude, though:

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

GreyjoyBastard posted:

Yeah, the "bosses" are fixed locations and don't figure in the crisis except insofar as they probably poo poo out spawns. Black monolith, goblin capital, and there's probably still an orc fortress.

Orc Warlords will pop up when you kill enough greenskins, which are sort of the bosses for the greenskin invasion.

deep dish peat moss
Jul 27, 2006

Has this always been a thing? Found it for sale at a Citadel marketplace

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Always been in the release version at least, I bought one during my first campaign.
Pretty useful against larger enemy groups with archers.

e: Also has obvious applications wrt savescumming for enemy knights with decorated helmets when put on a high initiative bro.

Morton Salt Grrl
Sep 2, 2011

D&D: HASBARA SQUAD
FRESH BLOOD


May their memory be a justification for genocide
So for the undead scourge I got a quest to retrieve an item from a site. I cleared the site, but the item wasn't there and I was redirected to the black monolith. Am I screwed? What happens if you cancel a contract during a late game crisis?

Morton Salt Grrl fucked around with this message at 23:07 on Apr 13, 2017

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

GreyjoyBastard posted:

Yeah, the "bosses" are fixed locations and don't figure in the crisis except insofar as they probably poo poo out spawns. Black monolith, goblin capital, and there's probably still an orc fortress.

For some reason I thought the Orc Warlord was a boss of the greenskin invasion. I guess killing him ending it was just a coincidence.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Morton Salt Grrl posted:

So for the undead scourge I got a quest to retrieve an item from a site. I cleared the site, but the item wasn't there and I was redirected to the black monolith. Am I screwed? What happens if you cancel a contract during a late game crisis?

Site numbers are influenced by contracts. This will be the easiest black monolith oppotunity you will ever have, at least give it a try

On the other hand doing it as part of a request means you dont actually get the reward so... yeah cancel that poo poo

Pornographic Memory
Dec 17, 2008

GlyphGryph posted:

For some reason I thought the Orc Warlord was a boss of the greenskin invasion. I guess killing him ending it was just a coincidence.

it seems like completing contracts and killing orcs influences the progress of the greenskin invasion though and i assume killing a warlord adds a lot of progress towards ending the war, because i had the same thing happen. if you take the ambition to defeat the late game crisis, it will tell you if you're winning or losing the overall war

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

GlyphGryph posted:

I wonder - if you get the noble war crisis enough times, can you win? What happens if one house completely takes over the map?

A house divided against itself cannot stand.

Slim Jim Pickens
Jan 16, 2012




So uh, can this guy get out? I feel like leaving him in there is one of the most merc-ish things to do at this point.

S w a y z e
Mar 19, 2007

f l a p

A farmer and a butcher just beat each other into a pulp over which cut of meat is best from
a cow. Game is good.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Taerkar posted:

What specific locations are so advantageous on a map? I see mention of swamps (cultists and mushrooms) and lumber Mills (Masterwork bow?), But what other places?

Gem mines, salt mines, dye vats, fur trappers, and other "trade good" buildings can REALLY help your revenue, especially if they're in small villages, because villages always have lower prices, so as you do circuits around the map you can collect and then resell and make truly stunning amounts of revenue.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Selecting the decapicated king as my banner was clearly a mistake.
So far my company has suffered two deaths, a militiaman and a dog, who happen to be my most expensive hires to date. Both beheaded by Brigands, and the dog completely out of nowhere by a breaking Brigand Thug.

Slim Jim Pickens posted:

So uh, can this guy get out? I feel like leaving him in there is one of the most merc-ish things to do at this point.
:allears:


e:

Hell yeah.

Wizard Styles fucked around with this message at 10:15 on Apr 14, 2017

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I'm day 20 into my first campaign and decided to go off the beaten path without a contract for the first time. In the frozen north I came across an abandoned farmhouse with some zombies and a few ghosts, which I hadn't fought before. They were actually easily taken care of, and as a reward I got two gold goblets and a unique suit of armor that is better than any armor I have seen in any store. It has -46 fatigue though so I don't want someone to become a turtle, but once I get someone the appropriate perks I'm going to have a tanky motherfucker that will outlast the apocalypse, assuming no one hits him in his squishy head.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Hahah, in other completely non obvious game mechanics news:

Bargaining and demanding a better payout for a quest lowers your reputation slightly in the town. You can check this by comparing prices for goods before and after. Asking for more time to think doesn't though.

edit: also 507bdd is an amazing map for trading

Hieronymous Alloy fucked around with this message at 22:43 on Apr 14, 2017

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:
I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.

Whoever thought Necrosavants are a fun game mechanic should be repeatedly punched in the genitals, then face, then genitals, then face again and then they should be loving QUARTERED AND FED TO THE loving DOGS.

Captain Gordon fucked around with this message at 22:43 on Apr 14, 2017

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Captain Gordon posted:

I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.

Whoever thought Necrosavants are a fun game mechanic should be repeatedly punched in the genitals, then face, then genitals, then face again and then they should be loving QUARTERED AND FED TO THE loving DOGS.

:(:hf::(

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:
So whats the counter? Nets? Retreat button?

Jay Rust
Sep 27, 2011

Yeah, like, pick two, maybe three:
- Teleportation
- Life leech
- High damage
- High evasion
- Nine Lives perk
Not all five...

John Charity Spring
Nov 4, 2009

SCREEEEE

Captain Gordon posted:

So whats the counter? Nets? Retreat button?

Bunch up - the standard 2-line formation doesn't work against them, 3 lines is better - and try to focus one down at a time. They'll often try to teleport to the weakest brother unless the open hex to teleport to is surrounded by 4 men so you can arrange in a kind of star formation, which helps a bit. Against three of them though, at a time when your best armour is basic mail shirts or equivalent (which it sounds like it was) I'd expect to lose at least a few men taking them down.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Jay Rust posted:

Yeah, like, pick two, maybe three:
- Teleportation
- Life leech
- High damage
- High evasion
- Nine Lives perk
Not all five...

And just general toughness. Can Nine Lives proc more than once? I could have sworn it did once but then they all look the same and sometimes they just randomly get all their health back so

Ivan Shitskin
Nov 29, 2002

Captain Gordon posted:

I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.

Whoever thought Necrosavants are a fun game mechanic should be repeatedly punched in the genitals, then face, then genitals, then face again and then they should be loving QUARTERED AND FED TO THE loving DOGS.

Um excuse me there's a little loading screen tooltip that says "losing is fun" don't you know.

What weapons were you using? I think necrosavants are one of those few enemies that are really worth spamming dogs and nets over and over. I always like to keep a big reserve of those things, and whenever I swing by fishing villages they usually have more nets for me to pick up. And perhaps maces would work too? Try stunning them while they're stuck in the net. Nets lower defensive skill, making enemies easier to hit and therefore easier to stun. You can keep enemies incapacitated for several turns that way.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Lunethex posted:

And just general toughness. Can Nine Lives proc more than once? I could have sworn it did once but then they all look the same and sometimes they just randomly get all their health back so

Nine lives regains a use every time they suck up blood from your brothers if I remember right.

Jay Rust
Sep 27, 2011

I think it's only once per battle. That's how it works with your brothers.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Captain Gordon posted:

I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.

Whoever thought Necrosavants are a fun game mechanic should be repeatedly punched in the genitals, then face, then genitals, then face again and then they should be loving QUARTERED AND FED TO THE loving DOGS.

- The Taunt perk works very well. They will still follow their overriding preference for not teleporting next to 4 enemy occupied hexes but it is extremely useful for controlling exactly where they will teleport to next round.

- Initiative manipulation. The Stagger effect from the basic Smite attack with 2 handed hammers will put them at the back of the current turn order if they haven't already had their turn this round. It will also tank their initiative by 50% for next round, making it much more likely that more brothers will have a swing again before the necrosavant can regenerate.

- Rotating triangles of pain. The Rotation perk enables three bothers with 2H weapons to stand in a triangle and Rotate into position to Smite for each of their turns, all against a single target. Only one of them needs to be adjacent to the bait hex so they're great for bringing a lot of force to a point without triggering the overriding avoid teleporting next to 4 behaviour.

- Consumables. Nets are wonderful things, at a minimum it will slow them by 4AP. Dogs are generally not a good idea against necrosavants, aside from a few niche situations (have both Taunt, Rotation and not too many necrosavants)

- Bleed will effectively bypass their Nine Lives perk by simulating an additional hit within the single turn window. Alternatively hit them an additional time.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

I just lost 2 guys to direwolves before getting them to break. I decided "gently caress these guys" and took the prompt to run them down. One of them then proceeded to rally and kill all three of my remaining men. It didn't help when my crossbowman missed a clear shot at the last wolf and hit my last melee guy instead, causing his morale to break. But I gotta hand it to the wolf, that was badass

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Should I just start bringing 2+ axemen and pickmen at all times when facing armored enemies? Having to chew through 150+ durability chain on higher level brigands is annoying, and orc warriors even more so with their solid steel shields. I can only imagine it gets worse from there. I guess that's a weakness of relying on ~3 spearmen and 5 bow/xbow dudes, that's over half my team that's ineffective vs. shields right there.

What do people put in their bros' bag slots? Other than a dagger for my ranged dudes (or pikes if they have passable base melee skill) I don't know what to put there. I guess going for Quick Hands on everyone and giving them a good backup weapon for poo poo like breaking shields or making a spearwall would be better than my current go-to second perk of Gifted, but getting two levels of melee/ranged skill early on seemed pretty good.

Broken Cog
Dec 29, 2009

We're all friends here
So I got a few Direwolf mail armors from a certain event, are they exclusive to that event only, as I haven't actually seen them anywhere else...

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Broken Cog posted:

So I got a few Direwolf mail armors from a certain event, are they exclusive to that event only, as I haven't actually seen them anywhere else...

Pretty much. The mail armor are literally the best light armor in general.

Crafted armor makes the hide version.

Ivan Shitskin
Nov 29, 2002

Locke Dunnegan posted:

Should I just start bringing 2+ axemen and pickmen at all times when facing armored enemies? Having to chew through 150+ durability chain on higher level brigands is annoying, and orc warriors even more so with their solid steel shields. I can only imagine it gets worse from there. I guess that's a weakness of relying on ~3 spearmen and 5 bow/xbow dudes, that's over half my team that's ineffective vs. shields right there.

Yeah you will definitely want armor piercing guys at some point. And make sure not to destroy the orc warrior shields. It makes them more aggressive and dangerous since they will swing twice a turn instead of hiding behind their shield. It seems the best way to fight orc warriors is to ignore them or try to delay them (like with nets maybe) while you focus on killing the young ASAP. Once the young are down, the morale of the warriors should be low and you can surround them and beat them down with picks and hammers.


Locke Dunnegan posted:

What do people put in their bros' bag slots?

I always put a dagger and a net on everyone by default. Nets are just so useful. I don't throw them around all over the place because it can be expensive, but they really make a difference in the tougher fights. And then daggers just in case I want to gank someone for their armor. I might give archers a second quiver along with their net, but only if they have Footwork so they can get away without a sidearm. And the melee guys with the highest ranged skill might get throwing weapons instead of a net.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Locke Dunnegan posted:

Should I just start bringing 2+ axemen and pickmen at all times when facing armored enemies? Having to chew through 150+ durability chain on higher level brigands is annoying, and orc warriors even more so with their solid steel shields. I can only imagine it gets worse from there. I guess that's a weakness of relying on ~3 spearmen and 5 bow/xbow dudes, that's over half my team that's ineffective vs. shields right there.

What do people put in their bros' bag slots? Other than a dagger for my ranged dudes (or pikes if they have passable base melee skill) I don't know what to put there. I guess going for Quick Hands on everyone and giving them a good backup weapon for poo poo like breaking shields or making a spearwall would be better than my current go-to second perk of Gifted, but getting two levels of melee/ranged skill early on seemed pretty good.

I run with a lot of hammers and situationally I'll ignore the shields in favour of hitting them more, with the reduced to hit rate. Daggers using puncture or bleed weapons can kill the squishy without needing to go through any or all of the hard armour, respectively.

I prefer to give my dedicated archers shields rather than daggers. Either bucklers or wooden shields depending on how they're shaping up for fatigue. Being able to push people around or shieldwall for a turn is quite useful. I tend to put my archers up high and it's rare but not totally unheard of for an archer to get a kill pushing someone off of a high elevation.

I'm partial to stocking pockets with nets and occasionally longaxes. Nets are particularly handy as melee focused brothers still benefit from their ranged 100% hit rate. For some battle doctrines I'll additionally arm the front line with Javelines.


Can any confirm if necrosavants can be stunned with maces?

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

TheWetFish posted:

Can any confirm if necrosavants can be stunned with maces?

They can. They can also be bled with regular cleaver chops. The problem is the necrosavant evasion is so high you're unlikely to hit them to stun.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Party Plane Jones posted:

They can. They can also be bled with regular cleaver chops. The problem is the necrosavant evasion is so high you're unlikely to hit them to stun.

Cool, thanks. Their evasion is quite high but fortunately Taunt'ing brothers who are within reach prevents them from breaking nets

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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Is the cultist event that gives the helm/armor the one where you break the ritual circle and get militia spears, or is it something else?

edit: also why can't necrosavants just bat-teleport out of the nets

2nd edit: are the morale percentage bonuses and penalties multiplicative or additive, ie, does a breaking morale -30% or multiply your stats by .7

Hieronymous Alloy fucked around with this message at 15:32 on Apr 15, 2017

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