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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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# ? Apr 13, 2017 19:49 |
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# ? May 13, 2024 09:44 |
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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?
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# ? Apr 13, 2017 19:49 |
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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? 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.
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# ? Apr 13, 2017 20:02 |
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you can toggle permanent destruction off now btw
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# ? Apr 13, 2017 20:12 |
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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.
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# ? Apr 13, 2017 21:19 |
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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.
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# ? Apr 13, 2017 21:36 |
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Pictured on the upper left: youth with fresh face. Not complaining about the dude, though:
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# ? Apr 13, 2017 22:37 |
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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.
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# ? Apr 13, 2017 22:38 |
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Has this always been a thing? Found it for sale at a Citadel marketplace
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# ? Apr 13, 2017 22:49 |
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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.
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# ? Apr 13, 2017 22:50 |
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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 |
# ? Apr 13, 2017 23:01 |
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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.
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# ? Apr 13, 2017 23:08 |
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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
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# ? Apr 13, 2017 23:09 |
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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
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# ? Apr 13, 2017 23:23 |
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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.
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# ? Apr 13, 2017 23:24 |
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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.
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# ? Apr 14, 2017 02:18 |
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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.
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# ? Apr 14, 2017 03:08 |
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.
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# ? Apr 14, 2017 05:37 |
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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. e: Hell yeah. Wizard Styles fucked around with this message at 10:15 on Apr 14, 2017 |
# ? Apr 14, 2017 09:52 |
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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.
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# ? Apr 14, 2017 14:40 |
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 |
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# ? Apr 14, 2017 21:50 |
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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 |
# ? Apr 14, 2017 22:33 |
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Captain Gordon posted:I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.
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# ? Apr 14, 2017 22:46 |
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So whats the counter? Nets? Retreat button?
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# ? Apr 14, 2017 22:48 |
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Yeah, like, pick two, maybe three: - Teleportation - Life leech - High damage - High evasion - Nine Lives perk Not all five...
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# ? Apr 14, 2017 22:51 |
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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.
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# ? Apr 14, 2017 22:53 |
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Jay Rust posted:Yeah, like, pick two, maybe three: 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
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# ? Apr 14, 2017 23:16 |
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Captain Gordon posted:I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants. 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.
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# ? Apr 15, 2017 04:25 |
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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.
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# ? Apr 15, 2017 05:03 |
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I think it's only once per battle. That's how it works with your brothers.
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# ? Apr 15, 2017 05:48 |
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Captain Gordon posted:I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants. - 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.
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# ? Apr 15, 2017 05:57 |
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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
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# ? Apr 15, 2017 06:29 |
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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.
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# ? Apr 15, 2017 06:42 |
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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...
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# ? Apr 15, 2017 06:49 |
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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.
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# ? Apr 15, 2017 07:02 |
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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.
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# ? Apr 15, 2017 07:20 |
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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. 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?
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# ? Apr 15, 2017 07:27 |
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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.
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# ? Apr 15, 2017 08:18 |
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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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# ? Apr 15, 2017 09:42 |
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# ? May 13, 2024 09:44 |
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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# ? Apr 15, 2017 15:30 |