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dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
maybe the necrosavant teleport spell has a somatic component and doesn't work when they're tangled up.

I think you can see your guys' modified skill totals during battle in the inventory screen?

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Wizard Styles
Aug 6, 2014

level 15 disillusionist

dhamster posted:

I think you can see your guys' modified skill totals during battle in the inventory screen?
Yeah, this would be relatively easy to test by getting some guy drunk and then to wavering.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Just bumped into Goblins for the first time. Going to take a break from the game for a bit after that bullshit. 2x poison applications every turn per archer, most melee have nets which last for three turns, and the tradeoff of them not having shields to have the nets doesn't matter because my usually reliable archers all have a ~20% chance to hit them in plain view. Add on them being able to dance around my team and kill anyone without a shield if they are in the open for a single turn due to the amount of archers as well! Even when I have a line of shield dudes covering the ranged dudes right behind them it doesn't matter, their archers only need to graze a crossbowman with poison once in the entire battle and he can't ever reload.

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

Wizard Styles posted:

Yeah, this would be relatively easy to test by getting some guy drunk and then to wavering.

Ok, I'll test and report back, I was just wondering if anyone knew. It's sort of a general question across the game, from Anticipation to the +25% resolve perk to Colossus etc. etc.

Hieronymous Alloy fucked around with this message at 17:28 on Apr 15, 2017

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.

Locke Dunnegan posted:

Just bumped into Goblins for the first time. Going to take a break from the game for a bit after that bullshit. 2x poison applications every turn per archer, most melee have nets which last for three turns, and the tradeoff of them not having shields to have the nets doesn't matter because my usually reliable archers all have a ~20% chance to hit them in plain view. Add on them being able to dance around my team and kill anyone without a shield if they are in the open for a single turn due to the amount of archers as well! Even when I have a line of shield dudes covering the ranged dudes right behind them it doesn't matter, their archers only need to graze a crossbowman with poison once in the entire battle and he can't ever reload.

fight them at night

Morton Salt Grrl
Sep 2, 2011

D&D: HASBARA SQUAD
FRESH BLOOD


May their memory be a justification for genocide

Locke Dunnegan posted:

Just bumped into Goblins for the first time. Going to take a break from the game for a bit after that bullshit. 2x poison applications every turn per archer, most melee have nets which last for three turns, and the tradeoff of them not having shields to have the nets doesn't matter because my usually reliable archers all have a ~20% chance to hit them in plain view. Add on them being able to dance around my team and kill anyone without a shield if they are in the open for a single turn due to the amount of archers as well! Even when I have a line of shield dudes covering the ranged dudes right behind them it doesn't matter, their archers only need to graze a crossbowman with poison once in the entire battle and he can't ever reload.

Night time + heavy armour and 2H weapons chew through goblins. Against a lot of goblins (20+) reaching their lines is a pain with the nets and the archers even at night, but once you do it's :black101:

dogstile
May 1, 2012

fucking clocks
how do they work?
You don't even need 2h for gobbos, a good t3 one handed weapon will do the job fine.

I can't wait until you get into the joys of late game necrosavant hideouts. I just had to kill 8 of the fuckers, they were supported by ancient dead. Rip wardogs.

E: To be fair i'm decked out with level 11 brothers. My one mace specialist was keeping two of them stunlocked and warscythes are SO GOOD.

Broken Cog
Dec 29, 2009

We're all friends here
You don't need 2h for goblins, but getting a heavy trooper into the middle of their pack and just chopping away is pretty fun.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I fought them at night the second and third savescum, with similar results. Only needed to take a few poison hits and nets and then they just chopped me up. Most of their melee had shields too so even in close quarters I was plinking at their shields 90% of the time aside from my one 2h axeman who would remove a shield a turn.

EDIT: It doesn't help that trying to escape from a net both takes most of a turn and apparently has a sub-50% success rate. If it took 3AP so you could try multiple times or took like 7AP but always succeeded, that would be much better. Save or die mechanics are usually frustrating for the player, and the low risk/high reward of nets used against me doesn't make it any better.

Locke Dunnegan fucked around with this message at 20:21 on Apr 15, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Locke Dunnegan posted:

Just bumped into Goblins for the first time. Going to take a break from the game for a bit after that bullshit. 2x poison applications every turn per archer, most melee have nets which last for three turns, and the tradeoff of them not having shields to have the nets doesn't matter because my usually reliable archers all have a ~20% chance to hit them in plain view. Add on them being able to dance around my team and kill anyone without a shield if they are in the open for a single turn due to the amount of archers as well!
What level are your bros at and what armor are they wearing?
My usual tactic agains goblins is to just rush in and gently caress them up because they waver nearly instantly when the lines meet and staying at range against them isn't gonna do any good anyway. The only thing I'm cautious about is who moves into range of their pikes because those are the only damaging weapons they have. Apart from that it's just a straight charge into their ranks.
But that may only get you killed if your guys get demolished on the way in.

quote:

Even when I have a line of shield dudes covering the ranged dudes right behind them it doesn't matter, their archers only need to graze a crossbowman with poison once in the entire battle and he can't ever reload.
He can reload the second turn he gets after being poisoned, though?

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
My dudes are around level 4-7, in ~115 helmets and ~140 armor. And from what I saw, poison reduces AP by 3, so 6 AP a turn isn't enough to use 7 AP to reload, ever. Unless you can save up AP somehow, which I haven't noticed.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Locke Dunnegan posted:

My dudes are around level 4-7, in ~115 helmets and ~140 armor. And from what I saw, poison reduces AP by 3, so 6 AP a turn isn't enough to use 7 AP to reload, ever. Unless you can save up AP somehow, which I haven't noticed.

Poison AP reduction starts to wear off at 1 point per round.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Locke Dunnegan posted:

My dudes are around level 4-7, in ~115 helmets and ~140 armor.
Should be fine, honestly, unless you were outnumbered or had the impossibly bad luck of running into an overseer (which I'm not sure can even happen).
I mean, fine in this case means you should win but might lose a guy, but still, that's sufficient gear to stand up to goblin weapons.

Ivan Shitskin
Nov 29, 2002

I've had the best luck against goblins with spear and sword + shield guys. 2handers are too vulnerable unless they're high level. Goblins don't have much HP or armor so you want the hit chance bonus of the swords and spears. They're tricky fuckers but a strong advancing shieldwall can beat up goblins real good. They will try to disrupt the formation with their nets and so on but they shouldn't be able to stop everyone.

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I guess I should just get in the habit of having a stock of different weapons with me at all times to customize my dudes depending on who I am fighting, instead of just going for singletons vs. specialization and keeping them that way.

Change of subject: Are there some backgrounds I should shoot for or avoid? I keep having really good luck with farmhands, beggars, and peddlers for stars on good stats, but I don't know how much of that is luck.

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
It doesn't hurt to carry a second set of weapons with your linemen in the early game to help cover the bases, even if they don't have quick hands.

If you really are in an unwinnable fight you can run away;even if you can't make it to the edge of the map first, you can walk away with just temporary injuries.

Nordick
Sep 3, 2011

Yes.

Locke Dunnegan posted:

Change of subject: Are there some backgrounds I should shoot for or avoid? I keep having really good luck with farmhands, beggars, and peddlers for stars on good stats, but I don't know how much of that is luck.
Talent stars are pretty much random as far as I know.
Farmhands are a good background to pick up because they tend to have solid health and fatigue, and peddlers and beggars are so drat cheap that you might as well hire them and see if they won the RNG stats lottery, and fire them if they didn't.

There are some backgrounds I try to avoid due to the nasty events they generate, like thieves or killers-on-the-run.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Wildmen remain legit.

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

Locke Dunnegan posted:

I guess I should just get in the habit of having a stock of different weapons with me at all times to customize my dudes depending on who I am fighting, instead of just going for singletons vs. specialization and keeping them that way.

Change of subject: Are there some backgrounds I should shoot for or avoid? I keep having really good luck with farmhands, beggars, and peddlers for stars on good stats, but I don't know how much of that is luck.

This is what I have so far for Backgrounds, though it's still a rough draft:

----------


[h1]Backgrounds[/h1]

Every Bro has a background. All backgrounds set a min/max range for the character's stats. These stat ranges matter, because there's a huge difference between adding 20 points to a juggler's starting melee skill of 45, and adding 20 points to a Hedge Knight's starting melee skill of 65.
You can find an (approximate) breakdown of the stat ranges here:
https://docs.google.com/spreadsheets/d/1wca36Ml7Zs2BHxxV9U_SaIytNBmdHfuRrm9vGD2MV5Q/edit#gid=0

From that, it turns out a good farmhand can have surprisingly good stat totals, as can Brawlers and Wildmen, and especially Hedge Knights and Sellswords. Thieves, Militia, Adventurous Nobles, and Squires also can have pretty high stats. The raw totals aren't everything, though -- stat distribution matters too; for example, Hunters (and Witch Hunters) start with much higher Ranged Offense than most other backgrounds, so a three-ranged-star Hunter is likely to be a better archer than almost any other Bro you'll find

Some backgrounds also give special benefits, and many have the potential to trigger special world events (some positive, some negative). Apprentices get a +10% experience bonus, Historians a +15%. Wildmen get a -15% experience penalty. Jugglers get a +5% chance to hit the enemy's head, Killers on the Run a +10%. Brawlers get a (useless) bonus to unarmed combat. Witchhunters get a +20 resolve bonus vs. the undead (which can make for an excellent Sergeant). Houndmasters get a boost to doggy morale.

In terms of special events, here's a partial list of the ones worth knowing about in advance:

  • Cultists can trigger an event that gives a legendary helmet, and another that gives a legendary armor, but which may require a . . . sacrifice . . . in return. They can also sometimes give an option to convert other Bros into cultists, which will not change underlying stats, so great if it's a wildman, not so great if it's a Historian.
  • Bowyers sometimes get a special event that crafts a masterwork bow (if you have lumber and 180 crowns in inventory).
  • Caravan Hands can upgrade your cart, once you have a cart, to let you carry more loot.
  • Houndmasters will sometimes recruit a wolf pet that acts like a dog but makes wolf noises.
  • The Historian and Thief can help you find the Black Monolith, a special location that can give unique legendary loot.
  • Tailors will sometimes make direwolf leather armor out of two direwolf hides.
  • Fishermen and ratcatchers will sometimes make nets
  • Swordmasters, Retired Soldiers, and Brawlers can sometimes teach your other recruits and give them stat bonuses.
  • Hedge Knights may battle each other if you have more than one in the party, and one will probably die.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
I've got my Wildman decked out in the whole Emperor's set wielding 4 different weapons and the monster still has 80+ fatigue.

Also in general random events don't trigger than much anymore for me. It might be because I've already beaten back the greenskin invasion but I doubt it.

Disgusting Coward
Feb 17, 2014

Nordick posted:

There are some backgrounds I try to avoid due to the nasty events they generate, like thieves or killers-on-the-run.

A bunch of nobles and militia show up to donate their weapons and armour. What's bad about that?

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
I started a new file and named my group The Republican Party, and it has proved to be a good decision. I've given just about everyone on my new front line Quick Hands and a backup weapon, and it is indeed way better than having a single weapon for each that may or may not be good for the fight. Everyone has a spear as a primary to easy-kill direwolves and non-ancient undead with Spearwall, then have something with a little more melee oomph for when the real fights happen. Scramasaxes don't gently caress around, they chop people up early game. I keep decapitating people and it's a pleasure.

Tha_Joker_GAmer
Aug 16, 2006
I feel bad for the religious eunuchs who cut their dicks off to try and get back into the fold. I mean, why would you do that without a guarantee that they'll take you back? smh

Tha_Joker_GAmer fucked around with this message at 14:59 on Apr 16, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Disgusting Coward posted:

A bunch of nobles and militia show up to donate their weapons and armour. What's bad about that?
Can a Knight spawn during those events?

I'll take any chance for a decorated helmet I can get.

GlyphGryph
Jun 23, 2013

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

Locke Dunnegan posted:

Change of subject: Are there some backgrounds I should shoot for or avoid? I keep having really good luck with farmhands, beggars, and peddlers for stars on good stats, but I don't know how much of that is luck.

Stars seem pretty random, but its worth remembering that a star is, on average, only a five point increase on a max level character, on stats you will always take on every single level up.

Someone with 47 melee attack and three stars just cant hold up to someone who started with 60 melee attack and no stars until the very end of their career and by then the difference is trivial and before then hes a weak link.

I have personally had the best luck with militia. Reasonable cost and a good spread of stats for line men.

Hunters are also quite good across the board but esp. great for range even when they dont roll any stars.

Range and fatigue both have higher than normal roll bases and higher than normal variance so stars are less meaningful than you might expect in terms of final outcomes.

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.

Locke Dunnegan posted:

I started a new file and named my group The Republican Party, and it has proved to be a good decision. I've given just about everyone on my new front line Quick Hands and a backup weapon, and it is indeed way better than having a single weapon for each that may or may not be good for the fight. Everyone has a spear as a primary to easy-kill direwolves and non-ancient undead with Spearwall, then have something with a little more melee oomph for when the real fights happen. Scramasaxes don't gently caress around, they chop people up early game. I keep decapitating people and it's a pleasure.

I should add that you don't NEED Quick Hands to swap weapons effectively with your melee guys... but it does help when you're fielding specialized stuff like cleavers.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Not entirely related to the backup weapon discussion, but I want to try out a Quick Hands + Crippling Strikes build with backgrounds that tend to have decent Ranged Skill in addition to Melee (so Sellswords, Squires, Militia) and give them nets, javelins and a dog to become some sort of skirmishers/essentially goblins in human form.
As a main weapon I'd imagine they could get either a cleaver (since they move in a turn or two later), a polearm or just a mace.

GlyphGryph posted:

Range and fatigue both have higher than normal roll bases and higher than normal variance so stars are less meaningful than you might expect in terms of final outcomes.
That's not true.
And with Ranged Skill the level-ups give 1 point more than Melee Skill, but Ranged Skill also starts out lower. That doesn't mean anything for talent, really, it just means archers need some levels to become not poo poo at their job.

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

Hieronymous Alloy posted:

This is what I have so far for Backgrounds, though it's still a rough draft:

----------


[h1]Backgrounds[/h1]

Every Bro has a background. All backgrounds set a min/max range for the character's stats. These stat ranges matter, because there's a huge difference between adding 20 points to a juggler's starting melee skill of 45, and adding 20 points to a Hedge Knight's starting melee skill of 65.
You can find an (approximate) breakdown of the stat ranges here:
https://docs.google.com/spreadsheets/d/1wca36Ml7Zs2BHxxV9U_SaIytNBmdHfuRrm9vGD2MV5Q/edit#gid=0


This is A Very Good Start. :stare:

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Ranged skill ranges from low 30s to mid 60s starting doesnt it?

I cant recall ever seeing melee skills below like 45.

Thats what I mean by higher than normal variance. For skills like ranged and fatigue background matters a lot more than stars

GlyphGryph fucked around with this message at 17:21 on Apr 16, 2017

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

I had a guy with just about 30 melee skill at one point. I didn't keep him.

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
I think one thing I appreciate about this game is that each type of encounter tests your guys in a different way. Goblins test your accuracy and adaptability. Undead test your troops' endurance and resolve. Orcs only respect raw power. Noble houses and mercenaries mirror some typical player tactics, and have a bunch of armor to boot.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

GlyphGryph posted:

Ranged skill ranges from low 30s to mid 60s starting doesnt it?

I cant recall ever seeing melee skills below like 45.

Thats what I mean by higher than normal variance. For skills like ranged and fatigue background matters a lot more than stars
I thought you meant level-up roll variance.

Still, stars matter irrespective of starting values to a certain extent imo.

With Fatigue that's pretty intuitive. Any additional points will keep you fighting for longer, since actions cost the same no matter what your attribute value is. Of course there are perks that shake this simple formula up by dealing with percentages of your maximum Fatigue like Recover. So in that regard, yeah, a Gambler with 3 stars in Fatigue can still make use of his talent but a Wildman with the same talent can at some point Recover a million points by taking a deep breath for a turn, which the Gambler won't.

With combat skills it's similar because as far as I can tell you're still adding the same value to your hit chance, so no matter your starting value you're converting the same number of misses to hits by leveling the stats. I'm not 100% sure about that, though.


marshmallow creep posted:

I had a guy with just about 30 melee skill at one point. I didn't keep him.
How is that even possible? Clumsy drunkard Peddler?

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Stars are also worth less on skills you wont take every level up or you only want to get to a certain acceptable level, because then you can always JUST take the high rolls.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
So is it just loving impossible to get Wood material unless you're lucky enough to get a logging camp somewhere? Nothing drops it, it's the rarest loving thing in existence apparently. I want to try and get that Masterwork bow but there's never a god drat lumber camp and it never appears anywhere because woodcutting is a long lost forbidden art or something

dhamster
Aug 5, 2013

I got into my car and ate my chalupa with a feeling of accomplishment.
Are there no forest towns in your map seed?

The masterwork bow event seems stupidly rare even if you have the wood, unfortunately

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

Lunethex posted:

So is it just loving impossible to get Wood material unless you're lucky enough to get a logging camp somewhere? Nothing drops it, it's the rarest loving thing in existence apparently. I want to try and get that Masterwork bow but there's never a god drat lumber camp and it never appears anywhere because woodcutting is a long lost forbidden art or something

You can sometimes get it from bandit camp loot but yeah.

507bdd is a great trading seed with forest towns and logging camps.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

dhamster posted:

Are there no forest towns in your map seed?

The masterwork bow event seems stupidly rare even if you have the wood, unfortunately
Absolutely worth keeping a stack of lumber and a lovely Bowyer around for, though:






:discourse:

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
I've just recruited a guy who was caught loving a dead horse :allears:

Coolguye
Jul 6, 2011

Required by his programming!
having no forest towns on the map is grounds for restarting then and there imo

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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

CommissarMega posted:

I've just recruited a guy who was caught loving a dead horse :allears:

I love that event. Leif the Filly Fiddler was a good soldier (till he ate an axe, anyway)

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