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What's with the caravan hand bonuses? I've had a caravan hand for 100+ days and never received anything from him. Same with the Bowyer event. Tailor event I've triggered before but the time it takes to pop and the reward you get from it (hide, not mail version) make it sorta meh. Party Plane Jones fucked around with this message at 16:21 on Apr 23, 2017 |
# ? Apr 23, 2017 16:13 |
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# ? May 23, 2024 15:17 |
Party Plane Jones posted:What's with the caravan hand bonuses? I've had a caravan hand for 100+ days and never received anything from him. Same with the Bowyer event. they're rare as fuckballs. Caravan hand event will generally proc with some patience. I've never seen bowyer event despite several hundred hours of gametime with the prereqs. Cultist armor event I think has to happen at night.
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# ? Apr 23, 2017 16:18 |
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The game basically rolls randomly for events, and if you have the right triggers in the party when the event is rolled, you get the event, but it makes it very hard to get particular events. I'm still waiting on my caravan hand to do anything and he's been in the party for....130 days? My witchhunter made it to the last battle of the noble war with ghoul teeth in our storage and he never did anything with them. If it weren't for people posting screens of stuff like the Dav'kul armor, some of these events would sound like Nintendo playground myths.
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# ? Apr 23, 2017 16:19 |
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I'm okay with events being very rare, but I hope they keep adding enough unique events that you'll at least get a couple unique ones each game that hits a crisis as long as you have a few different backgrounds. What kind of melee skill should I be shooting for by level 10 or so for melee dudes? I have a few 80-85 but unless I find a ~60 base with stars I'm having trouble finding backups. I have an acceptable replacement dude with only 60 skill at 10 because he has 2+ stars in both defenses and has those trained up and is a solid tanky dude, but otherwise I feel like I'm looking for a needle in a haystack, and that is with scumming hires in every town.
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# ? Apr 23, 2017 16:31 |
Locke Dunnegan posted:I'm okay with events being very rare, but I hope they keep adding enough unique events that you'll at least get a couple unique ones each game that hits a crisis as long as you have a few different backgrounds. This is just me but I kinda take the opposite approach: their endgame melee skill determines what weapon they get. 50-60 get spears (and I only keep them if they have REALLY good defense stats); 68-70 flails; past that maces. I've never really figured out where to fit in axes and cleavers though. You get an achievement for 90+ melee skill, it's actually pretty hard to get anyone up high enough for that. Hieronymous Alloy fucked around with this message at 16:46 on Apr 23, 2017 |
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# ? Apr 23, 2017 16:36 |
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Hieronymous Alloy posted:This is just me but I kinda take the opposite approach: their endgame melee skill determines what weapon they get. 50-60 get spears (and I only keep them if they have REALLY good defense stats); 68-70 flails; past that maces. I've never really figured out where to fit in axes and cleavers though. Nah, just buy a hedge knight. I bought a level 5 one and got the achievement before his first battle! (luckiest rolls in the world)
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# ? Apr 23, 2017 18:00 |
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I'm sitting on 11 guys and around 50 days, I saw my first hedge knight available for hire but the moment I either got him or my 12th guy (finishing the 12 man company ambition) the difficulty seemed to jump up big time. Any reason to delay getting more guys throughout the game, is there a set number of guys I should try and work with? I'm worried about picking someone up too late
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# ? Apr 23, 2017 18:08 |
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Okay, I'm gonna brag a bit. In the greenskin crisis I got the event to lift a siege. Somehow, when I attacked the siege engines a nearby enemy group got involved but a nearby friendly group didn't, resulting in a 12-45 fight. I was quite afraid I'd lose the town if I retreated, so I decided to try it anyway. Most fun battle I've had. Luckily it was at night.
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# ? Apr 23, 2017 18:16 |
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How did that guy come to be called the Awesome?
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# ? Apr 23, 2017 18:20 |
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Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them
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# ? Apr 23, 2017 19:31 |
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Lunethex posted:How did that guy come to be called the Awesome? Guntram was one of my first recruits with 3 stars in melee, iron lungs, athletic, a star in fatigue and great base stats (being a wildman) so I renamed him so that I would remember to keep him safe. It's something I do a lot with early recruits and also the reason why my starting guys got the title "Companion". He has 155 base fatigue.
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# ? Apr 23, 2017 19:51 |
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ditty bout my clitty posted:Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them Well yeah, but this is part of the game's abstraction. Only things you actively choose to do (or getting clobbered in the head with a tree branch) cost fatigue. I imagine you'd never be able to do the 12 vs. 40+ fights if it worked like this, so they'd have to set the limit on enemy party scaling a lot lower.
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# ? Apr 23, 2017 20:12 |
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Clark Nova posted:Well yeah, but this is part of the game's abstraction. Only things you actively choose to do (or getting clobbered in the head with a tree branch) cost fatigue. I imagine you'd never be able to do the 12 vs. 40+ fights if it worked like this, so they'd have to set the limit on enemy party scaling a lot lower. And they couldn't limit enemy party size or increase player party size, because then there would be a lot less retreating or alt+f4 retreating, which the devs obviously think are precious gameplay mechanics. At 50 hours I'm burning out on this game for all the wrong reasons.
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# ? Apr 23, 2017 20:22 |
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Hieronymous Alloy posted:Has anyone tried making a "bait" Bro with low defences but very heavy armour and HP? If so, how did you build them and how did it work? It works amazingly, I would recommend having at least one. I like to run one as a communal projectile catcher and one or two as melee Taunters If you manage to get everyone else to roughly 10-15 more range defence than your SpongeBro then they'll become the preferential target a lot. The relative difference is the important aspect, so if they've got negative base ranged defence then it's a lot easier to reach that goal. I run mine without shields but also no shields on anyone else. Perfectly fine to stick a shield on them so long as the relative defence difference is maintained with your entire company High fatigue & health are core requirements while I would also recommend quite high resolve. Any health hit of 15+ (or fearsome) will trigger a morale check and they can potentially catch a lot of flak. For this reason the deathwish trait is an absolute blessing, as they completely ignore health loss morale check triggers. Steel Brow, Colossus, Battle Forged are requirements. Recover, Taunt, Rotation, Brawny & Hold Out are worth consideration ditty bout my clitty posted:Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them Isn't this already in, or am I not remembering it correctly? 2 or 3 fatigue for each dodged hit and 5 fatigue from being hit with any weapon?
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# ? Apr 23, 2017 21:13 |
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ditty bout my clitty posted:Blocking and dodging should cost fatigue. You shouldn't be able to send one guy into twelve and have him go neo from the matrix on them Uh I'm pretty sure it does actually. You just can't go below 0. Walh Hara posted:Guntram was one of my first recruits with 3 stars in melee, iron lungs, athletic, a star in fatigue and great base stats (being a wildman) so I renamed him so that I would remember to keep him safe. It's something I do a lot with early recruits and also the reason why my starting guys got the title "Companion". I do this as well, it's the only way I'm ever going to remember recruit A is destined for greatness and recruit B is going to get a bow once he has some levels.
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# ? Apr 23, 2017 21:59 |
TheWetFish posted:It works amazingly, I would recommend having at least one. I like to run one as a communal projectile catcher and one or two as melee Taunters I was thinking it might be a good build for the Sergeant since they aren't good for much else anyway. Maybe a Wild Man. . .
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# ? Apr 23, 2017 22:44 |
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I know its not popular, but I use my sergeant as an archer, just he isn't built for overwhelm, the banner comes out as I mentioned before once the enemy closes as he can rally as needed, however having an extra bowman in the opening exchange is really useful.
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# ? Apr 23, 2017 23:10 |
Jack2142 posted:I know its not popular, but I use my sergeant as an archer, just he isn't built for overwhelm, the banner comes out as I mentioned before once the enemy closes as he can rally as needed, however having an extra bowman in the opening exchange is really useful. Yeah, I do that too, I give him a crossbow since his stats aren't quite up to ranged excellence.
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# ? Apr 23, 2017 23:21 |
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Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same.
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# ? Apr 23, 2017 23:32 |
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Locke Dunnegan posted:Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same. Crossbow Shot has an inherent +15% to hit.
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# ? Apr 23, 2017 23:34 |
Locke Dunnegan posted:Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same. Like a lot of the weapons you have to look at the attacks. The basic "shoot bolt" attack has a +15% hit chance (+10% for Spiked Impaler goblin xbow). Also, it's just 2 AP to shoot, so a loaded crossbow can quick hands to a polearm and THWACK on the same round.
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# ? Apr 23, 2017 23:35 |
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Long/Warbows should really be penetrating armor to more of an extent than they do currently. As it stands they're more useful for picking off enemy archers than anything else.
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# ? Apr 23, 2017 23:42 |
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Party Plane Jones posted:Long/Warbows should really be penetrating armor to more of an extent than they do currently. As it stands they're more useful for picking off enemy archers than anything else. As someone currently fending off piles of orcs, I highly agree. That said, I get some utility out of them by focusing down the young to hurt the morale of the scary armored bastards.
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# ? Apr 23, 2017 23:54 |
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Russian Remoulade posted:As someone currently fending off piles of orcs, I highly agree. That said, I get some utility out of them by focusing down the young to hurt the morale of the scary armored bastards. You should always focus orc young first anyway, they can do a ton of damage still but mostly wear very little armour and have bad morale
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# ? Apr 24, 2017 00:06 |
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I think the bows are powerful enough as they are for being able to attack twice and have better range than crossbows; in the hands of a good, fast archer with overwhelm that can be a lot of damage and debuffs.
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# ? Apr 24, 2017 00:53 |
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Locke Dunnegan posted:Is there a reason crossbows are better for people with worse ranged stats? Do they get an inherent hit bonus or something? Looking at the stats it seems like they trade maneuverability and range for being able to punch through armor better, but the base damage and accuracy looks the same. Good points above. Also crossbows can make for risky turn 1 sniping by even relatively low skill brothers. Eventual bow mastery grants that all important +1 to range but crossbows can step forward up to three hexs in decent terrain and then take that first shot from a lot closer. Very risky but worth it sometimes, such as facing early necromancers
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# ? Apr 24, 2017 07:23 |
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marshmallow creep posted:I think the bows are powerful enough as they are for being able to attack twice and have better range than crossbows; in the hands of a good, fast archer with overwhelm that can be a lot of damage and debuffs. You can fire and reload a crossbow in the same round, if you have beserk you can fire reload and fire again if you kill a guy. Couple that with the increased accuracy you sorta come out ahead a lot of the time.
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# ? Apr 24, 2017 08:25 |
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I just like bows because they can do what crossbows can but from a lot further away. Granted my witchhunter and my sarge have bows because it was appropriate for one despite his high range and the other had gently caress all range skill but he isn't there to just wave a banner and look pretty, so whatever.
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# ? Apr 24, 2017 09:57 |
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Bows are great for murderzoning their ranged. Does fuckall vs armor, but I shoot armor anyways due to the overwhelm spec I have on mine
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# ? Apr 24, 2017 10:11 |
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Daktari posted:Bows are great for murderzoning their ranged. Does fuckall vs armor, but I shoot armor anyways due to the overwhelm spec I have on mine Yeah, when you can poo poo out -20%/kill 3 dudes a turn with headshots, I really, really like bows.
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# ? Apr 24, 2017 10:14 |
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Overwhelm + dodge and pumping initiative on archers is what I do. They get to a point where they've got around 150 initiative pretty easily, so they go first against pretty much anything and they've got a huge defense boost so they're not as easy to kill as they would seem to be.
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# ? Apr 24, 2017 14:21 |
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I may just try a crossbow specialist or two alongside some bowmen to see how I like them. Throwing bows on everyone seems kinda boring and misses a portion of the variety of the game, so even if it isn't optimal I like having variety. As for putting ranged weapons on your bannerman, I get it, but you guys realize that you can stab the gently caress out of people at range with that thing right? As of Day 77 of my last file my bannerman is in the top 5 in kills in my current team. Usually it's finishing off dudes that have had their armor taken off by other hits already due to his lower initiative, but that's still really nice, and lets me keep up the ~14 resolve on everyone without switching stuff out to a crossbow.
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# ? Apr 24, 2017 16:50 |
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Personally i like to buff my bannerman's initiative and stick overwhelm on them because i figure even if he can't do a ton of damage he should at least be able to protect his bros a little. Being able to use your back line guys to stack up a ton of overwhelm on one or two targets can be a lifesaver if one of your frontline guys is on the ropes, but overwhelm doesn't do anything unless you go before your target.
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# ? Apr 24, 2017 17:07 |
Does the AI target by hit chance, or defense skill? I.e., if I put a bait pikeman behind a shieldwall, will enemy archers try to target him as a priority? I feel like polearm / bannermen builds are the great unsolved problem, for me at least. Everyone else, you're building three primary stats: an offense stat, fatigue, and a defense stat (dodge initiative for archers), and then rounding out corners on hp, resolve, etc. Bannermen need to pump resolve though so that's a fourth stat. Plus, hard to figure out what defenses, and hard to figure out what perks since a lot of perks like reach advantage don't work as well for them. Hieronymous Alloy fucked around with this message at 17:28 on Apr 24, 2017 |
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# ? Apr 24, 2017 17:12 |
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Well for me, my bannerman priority is resolve, health and melee attack/fatigue. I haven't actually built an ideal sergeant from the ground up, but if I did I'm thinking perks-wise it would go Rally, Fortified Mind, Pathfinder, Polearm Mastery, Recover, Brawny, Rotation, Footwork so it's be easier to maneuver him where I need him to do his job and have the stamina to do it, and if I give him Battleforged and good armor on top of that he can step in easily for a battered brother even though he doesn't have a shield, but with Quick Hands he can have one of those too and get it out at no AP cost.
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# ? Apr 24, 2017 18:33 |
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I realized I dropped a few levels of bad point allocating for my guys, I'm thinking about starting a new run. Do you guys restart until you get a good map you like or high starting stats/what should I look for? I just started a new game and there was far too much water for my liking Also Hieronymous Alloy in your guide it says you can save before you hire guys so you can reroll stats, but I think once you see them available for hire they are already set
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# ? Apr 24, 2017 18:39 |
Harry Potter on Ice posted:I realized I dropped a few levels of bad point allocating for my guys, I'm thinking about starting a new run. Do you guys restart until you get a good map you like or high starting stats/what should I look for? I just started a new game and there was far too much water for my liking You're right, that's bad wording, I'll fix. I just meant you can screen applicants that way as it were. I'm mostly using seeds for new maps now, picked based on how good the trade is. Right now I'm starting a new game on 166270 to see how it plays, it's got a nice big southern trading circuit with lots of dye and some gems and salt too. Hieronymous Alloy fucked around with this message at 18:46 on Apr 24, 2017 |
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# ? Apr 24, 2017 18:43 |
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Hieronymous Alloy posted:You're right, that's bad wording, I'll fix. I just meant you can screen applicants that way as it were. I'll try a game out on 166270 seed too, it'll be interesting to see how different mine is
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# ? Apr 24, 2017 18:49 |
Harry Potter on Ice posted:I'll try a game out on 166270 seed too, it'll be interesting to see how different mine is http://steamcommunity.com/app/365360/discussions/0/135514649163639354/
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# ? Apr 24, 2017 18:53 |
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# ? May 23, 2024 15:17 |
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Hieronymous Alloy posted:Does the AI target by hit chance, or defense skill? I.e., if I put a bait pikeman behind a shieldwall, will enemy archers try to target him as a priority? Anecdotally it's by hit chance. Be aware that some enemies have the Bullseye trait (-50% to hit targets in cover as opposed to -75%) and will target sufficiently low defence, in cover back lines over particularly low hit chance front lines. Shieldwall protects the unit using that skill (and buffs adjacent shieldwall users) but it doesn't provide any more protection to the backline than providing cover, which a bush, a tree or a guy without a shield will do just as well. Having a guy without a shield in front can be relatively more protection for the backline, as there is a better chance of the the enemy having a higher hit chance on that shield-less frontline guy
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# ? Apr 24, 2017 19:38 |