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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Well if you're having deaths with any sort of frequency at all once everyone is level 6/7+, other than on particularly unusually difficult missions / camps, I'd say that you're behind the curve on armour. You can still win, but you can't accrue the resources to allow you to continue to upgrade your armour; a sort of vicious cycle where you don't know that you're actually on the path to failure until suddenly you do a fight and all your dudes die because you never managed to get over the survivability hump.

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vyelkin
Jan 2, 2011
I wasn't having a lot of death, really. It was very rare that a mid- or high-level bro would die, it's almost entirely low-level replacements. I just loaded up my last autosave to check the obituary, and while it's a lengthy list, until the undead scourge started I had only ever lost three bros who had been with me for ten fights or more. I've lost a lot of low-level people whose bad stats and lack of perks meant they caught an unlucky swing and died, but I kind of figured that was normal, and my core 10 or so bros kept advancing in level and getting tougher and tougher, while the occasional replacement would join them and keep moving up as well.

Like, I just loaded up the game and checked and of my 17 combat bros I have three level 9s, five level 8s, a level 7, a level 6, and then a few level 4s and 5s who are more recent hires. I haven't been losing important people, but the low-level ones just don't have the skills to survive an unlucky hit, and don't have the fatigue to wear heavy armour that would let them tank it.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I always throw my low levels into the back line with a bill and the heaviest spare armour I have, if they only have 40 fatigue it doesn't really matter.

I usually run 8-10 frontliners so having 1 or 2 of them training up in the back isn't a big problem. If you're naturally running more archers or polearms then it might not work out and you need more bodies up front.

grrarg
Feb 14, 2011

Don't lose your head over it.
You might simply be trying to expand your roster too fast. It is better to have six geared bros than twelve in crappy armor.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Especially since more bros literally increases the number of opponents and difficulty of fights.

Also for those saying they arent finding uniques in lairs, are you making sure to hit up taverns first to trigger the rumours that identify WHICH lairs you should be raiding and possibly even spawn them?

Pornographic Memory
Dec 17, 2008
If you're fighting undead, greatswords are way better than any other two hander. Behind able to use the overhand slash (whatever it's proper name is) so you can attack the front and back rank of an enemy line is an absolute life saver against ancient dead - the front ranks are just there to bog you down, the polearms in the second rank are what really fucks you up. That's kind of true for noble armies too but at least billmen are really vulnerable to arrows and crossbows.

Great swords are also great against nachzehrers since they're super squishy and have poo poo morale.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

metasynthetic posted:

I've sank some time into this game, got to day ~100 or so on my first run on Easy before restarting, then just now I'm on day 70 or so in Normal (Veteran?) I'm feeling lost now in Normal - I get my rear end handed to me left and right and have to constantly save scum to not get hosed over in fights. I'm normally pretty good at strategy games so I feel like there's something I'm just not getting.

I decided I would try to play according to Wizard Styles' advice - don't buy gear from shops, get it through looting / hiring high end bros who come with it, pursue lairs to get uniques, try to focus on patrols. I got my crew up to about 8 bros of various low / middling backgrounds before trying to go after lairs. I found lairs were almost always absolute meatgrinders that left me with an unrecoverable loss if I even won - and even save scumming to win, I have never seen a single unique outside of a shop. Ever. In either playthrough. I've killed about 10 - 15 in this playthrough, and 5ish in the easy one. It's like I'm playing a different game.
Maybe I should have made that clearer, but that was never intended to be general advice, not for new players at least. It's a strategy that will give you a lot of experienced bros, loot and uniques over time, but only if you can actually attack a decent amount of lairs without needing to return to civilization due to injuries/deaths. But it's not the safest strategy.
I don't know how many lairs I've attacked before the war started in my current playthrough, but I'd say at least 40. You just get to the point where you're sent on an artifact retrieval by a town with a weaponsmith, find two more lairs on the way to the one you're sent to, get the artifact and raid the two you just found on the way back. In an ideal case, those two lairs both contain uniques, and getting the village to High Spirit spawns another one in the weaponsmith's inventory. Realistically, you'll get maybe one, but possibly nothing but regular loot. The strategy mostly works because you'll get lucky eventually. I'm pretty sure there's some cap on the number of lairs at least when there's no crisis going on, so even if you destroy one without a unique, maybe the one that replaces it will have one.

But for this to work you need to have played the game enough to know when your bros can handle which enemies. Lairs are usually tougher than most missions. In the sense that clearing out a small Orc camp is harder than a two skull Orc hunt contract, while attacking one of the "sea of tents" camps is harder than a 3 skull mission, at least. The upside is that you get to see a rough indicator of the garrison before in most cases, but that won't help you if you can't judge whether or not your bros are ready for "many Orc Warriors" yet.
You also need to know when to deviate from the strategy. Mostly this concerns armor, because there's no guarantee you'll see unique heavy armor, and the game may never give you any recruitable Hedge Knight. I had that situation in my current game. 14 uniques by day 70, but only one suit of heavy armor. I shanked Fallen Heroes and Brigand Leaders for heavy armor where possibly, so most of my bros were in lamellar armor and decayed coats of scales/plate, but while those are at least heavy enough to do the job, they're also poo poo in terms of durability/fatigue ratio. So in the end, when the first crisis warning came, I just blew the money I made raiding lairs on armor upgrades. And you absolutely want your melee bros (which should have Battle-forged by then) in lamellar/scale armor or better by the time the crisis hits. Some with high enough defenses can get away with a tier below that, but a bro in a rusty mail shirt looted from a Brigand Raider will be a zombie very soon when he tries to stand up to a Legionary brick.

quote:

I've done a small amount of trading, but my map isn't great for it, and as soon as I can buy a higher end brother and still have 2k left over I do. Around day 40 or so things started getting much harder - at that point I had my guys roughly half in medium armor / weapons, about 8 - 10 guys. No non polearm 2 handers. Now I'm at day 70, with 12 bros in full medium + a couple reserve guys, half my guys have good long term potential, average level 6, one at 8, a couple newbies at 2. But, it seems like even fighting against evenly matched groups of mostly brigand raiders (which prior to this tipping point I would perform well against), I lose 3 - 4 guys on average if I don't save scum. It feels like they're much more accurate than I am and much better at dodging.

I just don't get it. It's just frustrating, it doesn't feel like I'm doing anything wrong, just like the game is stacked against me and it expects me to be much more powerful than I am. What am I missing?

Edit: also, the greenskin invasion is coming based on the popups I've gotten and I'm pretty much at the point of quitting because I know there's no way in hell I can handle it.
Enemies don't get any gear or level upgrades as far as I can tell, so maybe things were just spiraling after one fight went badly.
Either way, by the time the crisis hits, you should be better equipped and your bros should be at a higher level. If you play without permanent destruction, you could just sit the whole invasion out, otherwise you're kinda hosed. Depending on what medium armor means, but those bros are probably not ready for more than a few Orc Warriors. Although I should say that I don't know how many Warriors the game is even going to spawn if your company is still at a relatively low average level.


GlyphGryph posted:

Also for those saying they arent finding uniques in lairs, are you making sure to hit up taverns first to trigger the rumours that identify WHICH lairs you should be raiding and possibly even spawn them?
Not all uniques get a rumor, even when they're close to a tavern. And rumors about uniques don't seem to get prioritized over some guy asking you to hold his beer, either, so even if you could get pointed to a unique, it might not happen.

Wizard Styles fucked around with this message at 15:01 on Jul 17, 2017

dogstile
May 1, 2012

fucking clocks
how do they work?

Pornographic Memory posted:

If you're fighting undead, greatswords are way better than any other two hander. Behind able to use the overhand slash (whatever it's proper name is) so you can attack the front and back rank of an enemy line is an absolute life saver against ancient dead - the front ranks are just there to bog you down, the polearms in the second rank are what really fucks you up. That's kind of true for noble armies too but at least billmen are really vulnerable to arrows and crossbows.

Great swords are also great against nachzehrers since they're super squishy and have poo poo morale.

Honestly greatswords are the best all rounder weapon in the game. I'll keep a 2h hammer bro for the occasional orc that needs armour crushed and warscythes are amazing for ruining anything going up to your lines, but greatswords have real good killing power.

For the ancient legionaries, I usually just have people at the front shield wall over and over again, while my 2h greatsword bro's go around the side and chop up the backline. If you have long axes in the back you can use them to break shields, which might help.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

GlyphGryph posted:

Especially since more bros literally increases the number of opponents and difficulty of fights.

Also for those saying they arent finding uniques in lairs, are you making sure to hit up taverns first to trigger the rumours that identify WHICH lairs you should be raiding and possibly even spawn them?

I tried, but of all the taverns there are in my usual stalking area (not many I will admit, about 3 or so for ~8 settlements) only one ever mentioned rumors that sounded like a unique - "in the forest far away" when this one city is on the west end of the map and EVERY forest is 'far away'. They also made it sound like it was bandits and every camp I found in the distant forests were undead / goblins, which I didn't pursue. Maybe the rumors don't accurately describe the type of enemy site?

Wizard Styles posted:

Maybe I should have made that clearer, but that was never intended to be general advice, not for new players at least. It's a strategy that will give you a lot of experienced bros, loot and uniques over time, but only if you can actually attack a decent amount of lairs without needing to return to civilization due to injuries/deaths. But it's not the safest strategy.
I don't know how many lairs I've attacked before the war started in my current playthrough, but I'd say at least 40. You just get to the point where you're sent on an artifact retrieval by a town with a weaponsmith, find two more lairs on the way to the one you're sent to, get the artifact and raid the two you just found on the way back. In an ideal case, those two lairs both contain uniques, and getting the village to High Spirit spawns another one in the weaponsmith's inventory. Realistically, you'll get maybe one, but possibly nothing but regular loot. The strategy mostly works because you'll get lucky eventually. I'm pretty sure there's some cap on the number of lairs at least when there's no crisis going on, so even if you destroy one without a unique, maybe the one that replaces it will have one.

But for this to work you need to have played the game enough to know when your bros can handle which enemies. Lairs are usually tougher than most missions. In the sense that clearing out a small Orc camp is harder than a two skull Orc hunt contract, while attacking one of the "sea of tents" camps is harder than a 3 skull mission, at least. The upside is that you get to see a rough indicator of the garrison before in most cases, but that won't help you if you can't judge whether or not your bros are ready for "many Orc Warriors" yet.
You also need to know when to deviate from the strategy. Mostly this concerns armor, because there's no guarantee you'll see unique heavy armor, and the game may never give you any recruitable Hedge Knight. I had that situation in my current game. 14 uniques by day 70, but only one suit of heavy armor. I shanked Fallen Heroes and Brigand Leaders for heavy armor where possibly, so most of my bros were in lamellar armor and decayed coats of scales/plate, but while those are at least heavy enough to do the job, they're also poo poo in terms of durability/fatigue ratio. So in the end, when the first crisis warning came, I just blew the money I made raiding lairs on armor upgrades. And you absolutely want your melee bros (which should have Battle-forged by then) in lamellar/scale armor or better by the time the crisis hits. Some with high enough defenses can get away with a tier below that, but a bro in a rusty mail shirt looted from a Brigand Raider will be a zombie very soon when he tries to stand up to a Legionary brick.

Enemies don't get any gear or level upgrades as far as I can tell, so maybe things were just spiraling after one fight went badly.
Either way, by the time the crisis hits, you should be better equipped and your bros should be at a higher level. If you play without permanent destruction, you could just sit the whole invasion out, otherwise you're kinda hosed. Depending on what medium armor means, but those bros are probably not ready for more than a few Orc Warriors. Although I should say that I don't know how many Warriors the game is even going to spawn if your company is still at a relatively low average level.

Not all uniques get a rumor, even when they're close to a tavern. And rumors about uniques don't seem to get prioritized over some guy asking you to hold his beer, either, so even if you could get pointed to a unique, it might not happen.

There's only one area where lairs spawn with anywhere near the density that it would take to get a couple on the way back from a mission and it's remote such that I only got a real mission to it once. Maybe my map is just bad for this strategy?

I know this might be asking a lot, but can any of you guys who are doing well maybe describe progress day by day in terms of gear, average level, # of brothers, or something? At this point my main guesses are bad map / should have hired more cheap guys earlier. Going to try one of the seeds posted earlier to eliminate that. The game is telling me I'm playing wrong but not specifically how.

Harry Potter on Ice
Nov 4, 2006


IF IM NOT BITCHING ABOUT HOW SHITTY MY LIFE IS, REPORT ME FOR MY ACCOUNT HAS BEEN HIJACKED

metasynthetic posted:

I know this might be asking a lot, but can any of you guys who are doing well maybe describe progress day by day in terms of gear, average level, # of brothers, or something? At this point my main guesses are bad map / should have hired more cheap guys earlier. Going to try one of the seeds posted earlier to eliminate that. The game is telling me I'm playing wrong but not specifically how.

I'm curious about this as well, specifically # of bros by a certain day. Unless it really just is can you gear them>recruit slowly up to 12

I'm pretty aware of trying to not waste any time but I won't lie, just transporting cargo is so easy but probably burns a lot of my time going all the way across the map for under 1k gold. Should I be focusing on one faction early and only do missions for them? Generally I branch out early and try and hit every place up. Does ambition rushing raise difficulty or just make prices lower?

Just to be clear: Using a tavern to get a tip about something to clear, saving as Game1, doing that camp at any point in the future and wiping/alt+f4, reloading Game1 means I can't get a unique from the camp? The only one I've gotten was worth 2000 gold but was pretty much exactly the same as any other sub 120 armor, maybe slightly less fatigue. And I had lost my favorite bro so I save scummed anyway. I don't mind save scumming I'd just rather not miss out on items because I'm fighting over my head

Once the camp is found will the difficulty for it be set? Should I try and clear tavern camps as soon as I get them? I usually get wrecked on them :/ Is there any text hint that a tavern won't give me tips or I've already gotten the most info out of them?

Brigands/direwolves/nes whatever guys who eat each other and get bigger don't really give me problems now that I'm starting to learn the flow of combat but the guys who can teleport around wreck me. My guys can't hit those guys to save their lives! :smith:

I'm really worried at just under day 40 that all my initial recruits have low fatigue (edit: just realized that weapons in reserve lower your fatigue, gently caress) which I don't even think is possible on easy. I probably just need to get better at rotating out guys/recovering and not wasting fatigue on spearwall+shields up. A turn or two of that and my guys can't even attack. My flowchart for attribute points for non archers is melee attack every round generally unless its a 1 and fatigue, then either melee def/health to 60/resolve if under 40/ranged def if under 3-5. Archers are ranged attack and int every round, health to 60/fatigue for overwhelm/ranged def lastly just so they don't take a random snipe early. Am I missing anything big there? Any glaringly wasted points?

Lastly: Buying tools vs repairing armor.. I lose money if I repair armor and then sell it. I only buy tools at 200 or lower, my new strat is to try and never buy armor/weapons for guys and save the gold for hiring, should I be more aware of trying to repair armor myself vs buying tools and letting it happen naturally?

-stubbornly trying to find my own random map without taking the good advice of the thread fffff

Harry Potter on Ice fucked around with this message at 17:56 on Jul 17, 2017

Clark Nova
Jul 18, 2004

The all-salvaged equipment strategy is great for weapons and shields but will leave you behind the curve when you need better armor than what bandits drop in large quantities. You should have your dudes kitted out in 250-300 armor and helmets before the crisis hits, and you'll probably have to buy most of that from an armored.

golden bubble
Jun 3, 2011

yospos

Clark Nova posted:

The all-salvaged equipment strategy is great for weapons and shields but will leave you behind the curve when you need better armor than what bandits drop in large quantities. You should have your dudes kitted out in 250-300 armor and helmets before the crisis hits, and you'll probably have to buy most of that from an armored.

Find the lowest tier (read:not Stronghold) settlement with an Armorer and Surface Iron Vein/Blast furnaces and ally with that settlement's noble house as fast as possible. Having Allied relationships will save you something like 30% off the cost of high tier armors, and the "Get to 'Allied' relations with a noble house" ambition gives you a free Heraldic Hauberk (a straight upgrade from scale armor) from the ambition with a free Decorated Full Helm. After you complete all the starter ambitions, you should rush this one next, unless you're pro enough to start farming for uniques.

Also, don't be scared to save-scum for hires. A surprising proportion of potential bros have near-zero chance to hit 125 fatigue while still having other usable stats. Those bros are only good as meat shields or (if they have usable melee) pikemen*. This is the biggest advantage to not playing ironman. You won't spend thousands of gold churning for real end-game bros.

* This is why polearm mastery may as well be named war-scythe mastery. Polearm mastery buffs two poo poo attacks, the war-scythe AOE attack, and reduces the fatigue cost for polearms. But you'll never run out of fatigue on a polearm user unless they have a war-scythe, and Repel/Hook do not work on orc warriors.

metasynthetic posted:

I know this might be asking a lot, but can any of you guys who are doing well maybe describe progress day by day in terms of gear, average level, # of brothers, or something? At this point my main guesses are bad map / should have hired more cheap guys earlier. Going to try one of the seeds posted earlier to eliminate that. The game is telling me I'm playing wrong but not specifically how.

EDIT:
The crisis occurs on day 70-100, depending on the strength of your company (# of bros, average level of bros, NOT the quality of your gear). The bare minimum for taking on the crisis is:
  • All front-liners with battle-forged perk and nasal helmet with mail + reinforced mail hauberk or better (about 5000G to buy the set)
  • At least two functional 2-H bros (2 X greatsword in undead crisis, greatsword & 2-H hammer in other crises)
  • All rear-liners in bandit raider gear or better
  • Longaxes for all crossbow/bow rear-liners in an undead crisis; > 80 ranged for all crossbow/bow rear-liners in other crises
  • Polearm rear-liners have >80 melee
  • Standard sergeant has > 90 resolve after including Fortified Mind perk and Sergeant's Sash

Ideally, I'd want scale armor + closed mail helmet on my shield bros, coat of scales/plates + full helm, three functional 2-H bros with battle-forged + underdog, and mail shirts or better for rear-liners.

golden bubble fucked around with this message at 19:16 on Jul 17, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I don't have much to add, but for everyone that doesn't know about them, here are two links that might be helpful:
Hieronymous Alloy's Steam guide (that also goes over early and midgame goals in broad strokes). I don't agree with absolutely everything in it - I don't believe in spears, give me swords and polearms for the early days - but it is a great guide and will get anyone through the game.
My broscience post that I really need to turn into a guide at some point.

e: I guess one thing that hasn't really been touched upon is when a company is ready to fight which enemies/how to avoid having your starting axe bro get one-turned by Orc Warriors three weeks in. But I don't know if that's something people actually have trouble with.


Harry Potter on Ice posted:

There's only one area where lairs spawn with anywhere near the density that it would take to get a couple on the way back from a mission and it's remote such that I only got a real mission to it once. Maybe my map is just bad for this strategy?
You might have a bad map, but there's probably a lot of uncharted wilderness away from civilization. As far as I can tell, every map has designated territories for Orcs and Goblins.

quote:

I'm curious about this as well, specifically # of bros by a certain day. Unless it really just is can you gear them>recruit slowly up to 12
Ideally I want to have 12+ once I can take noble contracts and then start working on building up a reserve. That means day 20-25, but it's not like you have to start taking noble contracts right away - apart from patrols, you actually shouldn't. So, yeah, essentially, I get up to 7-8 bros immediately, then start adding new ones as I loot armor from Brigand Raiders. It makes no sense to rush it due to the difficulty scaling, but you don't want to have too many level 1 bros to babysit later, either. Basically, as long as I can supply an additional bro with leather armor and a nasal helmet, I'll hire a guy. Once I hit 12, I'll start hiring and firing cheap bros belonging to decent backgrounds so I'll hopefully have my final line-up ready by day 50, which leaves enough time to level any new recruits before the crisis hits.

Wizard Styles fucked around with this message at 00:12 on Jul 18, 2017

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
The whole "how many bros to have" thing is a bit of a loaded question. Are you save scumming? How much? If you're iron manning furreals, you should have a bunch of garbage bros at all times meatshielding for good prospects or placeholding for later good prospects that you'll eventually have resources for, assuming you don't hit a death spiral. If you're save scumming battles, then this might still be true but to a lesser degree - you'll have some crappy guys that will do a job but never die and eventually be swapped out for better bros later on. If you're save scumming on recruiting, you should pretty much never have more bros than you can outfit really effectively and support given whatever other bros you have.

Difficulty influences this as well, because even with a lot of save scumming, you'll still lose bros on higher difficulty levels.

On a more general note, I find this game to be similar to OG XCom in that you are mostly playing against the early RNG to come up with a squad that eventually can trivialize all encounters (except maybe black monolith). Less luck requires more strategic meatgrinding to be successful, though save-scumming can substitute as well.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Started again on Veteran, and things are going much better. I had progressed more by day 20 than I did previously by 40. Here's what I did differently, hopefully this helps someone else:

1) Played on a different seed, 2c9a5e (posted by WS earlier.) This one has much, much better tavern placement, which leads to:
2) I actually recovered artifacts finally! Done about 10 or so camps, recovered 3 unique shields. 2 of 3 of those were from taverns which actually gave me useable info.
3) Stopped doing trading runs for their own sake. I'll buy trade goods if I'm allied with a town and can dump them somewhere convenient, but only while on other business. Same thing with escort missions - don't do them unless you plan to go that way anyway. They take up too much time that you could be spending on:
4) Getting in fights. If all your bros are healed up, get in the next fight you see that is reasonable. Even if you're not getting paid for it. I fight a lot more with moderately injured bros now too (before I built up a reserve), I just rotate them to the back with a polearm and keep them out of harm's way. Get in 2 - 3 fights a day if you can. I think this explains why I was so baffled at how people were qualifying for noble contracts at day 20, I was too cautious about healing and spending too much time traveling for trades / escorts. I got it about day 20 myself this time.
5) Contrary to before, I dropped the idea of hiring high end bros. They're not worth it too early on, just hire cheap / middling guys, as your ability to equip them grows. Maybe later I'll focus on them more but for now I'm looking more for messengers, thieves, hunters, farmhands, etc. I totally missed Wizard Styles' broscience link before, there's several backgrounds that have good potential but are relatively inexpensive. I'm at day 27 and finally have a full roster + 2 reserve guys all in at least medium armor / weapons (and a couple heavy / T3), I'm finally at the point that I feel ready to start going after the higher end recruits.

Edit: Also, started using daggers to murder the last guy in a fight to keep his armor, and nets on brigand leaders before they can swing their weapon too much so it doesn't break.

metasynthetic fucked around with this message at 20:33 on Jul 18, 2017

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

Harry Potter on Ice posted:

I'm curious about this as well, specifically # of bros by a certain day.

I'm going to go slightly against the apparent grain here and advocate filling out the roster ASAP with a bunch of random morons. Warm bodies with spears and shields go a long way towards improving your combat outcomes, and you can fire them later if they survive for either a modest cashout or a modest temporary morale hit.

Edit: but the best random morons you can find.

Goatse James Bond fucked around with this message at 00:20 on Jul 19, 2017

Wizard Styles
Aug 6, 2014

level 15 disillusionist

aparmenideanmonad posted:

The whole "how many bros to have" thing is a bit of a loaded question. Are you save scumming? How much? If you're iron manning furreals, you should have a bunch of garbage bros at all times meatshielding for good prospects or placeholding for later good prospects that you'll eventually have resources for, assuming you don't hit a death spiral. If you're save scumming battles, then this might still be true but to a lesser degree - you'll have some crappy guys that will do a job but never die and eventually be swapped out for better bros later on. If you're save scumming on recruiting, you should pretty much never have more bros than you can outfit really effectively and support given whatever other bros you have.

Difficulty influences this as well, because even with a lot of save scumming, you'll still lose bros on higher difficulty levels.
I don't really use bros as meatshields due to the propagating Resolve checks. Only exceptions are early/midgame against Marksmen and Ambushers. I'll happily give my less promising bros worse shields against those, although they're usually just naturally in slightly worse gear anyway.
Also, it's rare to lose more than one bro in a fight, so I usually have no problems replacing losses right away.
And how many do you lose after the first weeks, really? For me it can be a meat grinder early on depending on what the game spawns and how merciful the RNG is (meaning up to 10 deaths in the first weeks), then maybe one or two more until the crisis begins, and then it depends. Once you've got a permanent cash reserve of 15k+, bros don't really have to die since you can always just retreat and spend a few days waiting for the injuries to heal without ending up broke. And only during the crises is winning a single battle worth more to me than a high level bro (in case of siege or siege-breaking missions, at least).

metasynthetic posted:

I actually recovered artifacts finally! Done about 10 or so camps, recovered 3 unique shields. 2 of 3 of those were from taverns which actually gave me useable info.
That sounds strangely familiar. Can you screenshot those shields? I wonder if I got the same ones on that map.

Wizard Styles fucked around with this message at 01:04 on Jul 19, 2017

Miss Lonelyhearts
Mar 22, 2003


StrixNebulosa posted:

What I'm hearing is that unless I'm interested in minmaxing I should never, ever go beyond beginner difficulty.

This is totally untrue for me. I bought this game in early access on played it on and off for a few hours. I went back once it was released and just started playing blind on Veteran, random map, random bros for the most part. I didn't start reading this thread or other places for advice until maybe day 50 and I'm still going strong after beating back the orc invasion. I picked perks that I thought would be good at the time, for example a lot of my first bros have dodge b/c I figured a flat percentage to dodge is good even without high Initiative. I never picked Recover, Pathfinder, and Student instead going with Crippling Strikes, Backstabber, and Executioner b/c doing a ton of dmg and disabling ppl asap seemed smart.

Maybe my map was just really good for starting I'm not sure, there is decent trading and enough missions and random encounters to keep me busy. I never really left the middle of the map, allying with the closest Noble House and have been cruising since around day 40. That said, the advice in this thread and the tutorials Wizard Styles just posted did help me immensely. Once I started replacing my original guys with expensive upgrades I've had great success following their format for 2-hander bros. Also worth noting that I (obviously) save scum the poo poo out of everything if I have to.

A question for people who have finished Orc Invasion - I got a message saying I'd won the war, I had the ambition to defeat the orc invasion which also told me I'd won, and I got the message asking if I wanted to keep playing or retire. Then after all of that the Orcs burned down a town I had been babysitting and I got the boilerplate, "are we losing this war!?" message. Are they just going to keep coming and raiding or was that just a weird situation? I was keeping that city alive because it was good for trading, close to the capital, was the hometown of my all-star Houndmaster bro, and sold me armored dogs which I churned through against Goblins. :cry:


For people who use random bros as meat shields, do you lose them fast enough that it significantly affects morale? Don't your dudes get sad after losing so many allies?

Miss Lonelyhearts fucked around with this message at 21:18 on Jul 19, 2017

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Wizard Styles posted:

That sounds strangely familiar. Can you screenshot those shields? I wonder if I got the same ones on that map.

http://imgur.com/a/5kM1s

Top to bottom Bottom to top in order of recovery, however I heard about the 2nd one in a tavern before I actually received the 1st.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

Miss Lonelyhearts posted:

For people who use random bros as meat shields, do you lose them fast enough that it significantly affects morale? Don't your dudes get sad after losing so many allies?
When I refer to meat shields, I don't mean sending them in without armor to try and get them killed as fast as possible, I mean ensuring they have the lowest defense of any available target so that when the bad guys inevitably land some hits, it's on people I don't care about being temp wounded or occasionally killed. You basically take the guys with high hp/fatigue growth who have garbage attack/defense stats and throw some decent to good armor on them along with a sword/spear/axe (depending on how bad their melee is) and whatever shield puts their defense just under that of the guys you hope make it to level 11+. If they manage to level up a bit you get them stuff like colossus, steel brow, and nine lives. You replace them as soon as you're able with guys that can actually develop into hitters with decent defense, and you occasionally bust them out if you're fighting one-shot-wonder lineups to protect your top tier guys. Morale issues can be solved pretty easily early game with smart achievement progression and later at taverns.

I only find this type of strat useful on higher difficulties in the early-mid game when iron-manning (though it is definitely useful to be aware of which of your guys has the lowest defense). Sufficient save scumming for favorable terrain and RNG largely means you don't need to do this.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

metasynthetic posted:

http://imgur.com/a/5kM1s

Top to bottom Bottom to top in order of recovery, however I heard about the 2nd one in a tavern before I actually received the 1st.
I got all of those, too.



So that's interesting. Probably useless in practice, because who's going to catalog where exactly to find which uniques, but interesting.

I don't know if you want to find those things yourself, but I remember the location of a decent suit of armor (267/-26) if you're interested - at least I assume that's also always there, since I got it very early.
Apart from that I remember nothing, but that armor helped a lot early on.

e:

Miss Lonelyhearts posted:

A question for people who have finished Orc Invasion - I got a message saying I'd won the war, I had the ambition to defeat the orc invasion which also told me I'd won, and I got the message asking if I wanted to keep playing or retire. Then after all of that the Orcs burned down a town I had been babysitting and I got the boilerplate, "are we losing this war!?" message. Are they just going to keep coming and raiding or was that just a weird situation? I was keeping that city alive because it was good for trading, close to the capital, was the hometown of my all-star Houndmaster bro, and sold me armored dogs which I churned through against Goblins. :cry:
Never happened to me, but I assume the Orcs were already on their way to the town when the game decided the crisis was over.
You could probably go back and intercept them. They should stop coming once the invasion is beaten back.

Wizard Styles fucked around with this message at 06:47 on Jul 20, 2017

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
So can someone help me troubleshoot why picking a map seed won't actually give me the map? I'm using Hieronymus guide..

grrarg
Feb 14, 2011

Don't lose your head over it.
Are you cutting and pasting? Apparently that can mess it up. Try typing the code yourself.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Pasting pads out the seed with extra letters. You need to clean them up first.

Miss Lonelyhearts
Mar 22, 2003


Wizard Styles posted:

Never happened to me, but I assume the Orcs were already on their way to the town when the game decided the crisis was over.
You could probably go back and intercept them. They should stop coming once the invasion is beaten back.

Yes this is exactly what happened, I beat back 2 Orc hordes and found 2 more patrolling slightly north around an Orc stronghold, which I also then destroyed. Orc Invasion was weird though, it was mostly goblin raiding parties and 'plethora of orc young' fights. By day 80-90 Orc Warriors weren't too imposing, I had two 2hander hammers and one hammer + shield bro and the only Orc step-up I saw were Berserkers, which honestly are easier to deal with than Warriors. The hardest/most-tedious battles were shitloads of Goblins on a forest map, had to do this 4 or 5 times and it sucks getting bottlenecked because of shrubbery.

Only saw exactly one Overseer (who gave me a cool Spiked Impaler crossbow which has knockback) and one Shaman (who gave me nothing). I'm assuming if I never found the Orc Stronghold and Warlord, they're still out there?

Miss Lonelyhearts fucked around with this message at 21:14 on Jul 20, 2017

vyelkin
Jan 2, 2011
One question I have, when people talk about getting clues to unique items in lairs from tavern rumours, do they mean that there are actual rumours that say something like "I heard there's an item in this ruin" or do they just mean the generic "I heard there's a ruin, maybe check it out" ones, and then it's just pure luck if there are uniques in it or not, just like if you stumbled on the ruin yourself out exploring?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Miss Lonelyhearts posted:

The hardest/most-tedious battles were shitloads of Goblins on a forest map, had to do this 4 or 5 times and it sucks getting bottlenecked because of shrubbery.
Forests can be extremely annoying because this game already doesn't give a gently caress about your time and fighting in the forest makes it so much worse. I lose my patience and just rush in when I shouldn't and get someone injured way too often.

quote:

Only saw exactly one Overseer (who gave me a cool Spiked Impaler crossbow which has knockback) and one Shaman (who gave me nothing). I'm assuming if I never found the Orc Stronghold and Warlord, they're still out there?
I've never seen an Orc Stronghold, but there are probably multiple Warlords. There's always one in the largest Orc camps, and especially after the crisis there are most likely a couple of those on the map.

I'm not sure if you can find them anywhere else on Beginner or Veteran, but on Expert they can be in smaller Orc camps as well, although not in Berserker caves. And I've had a 3 skull town defense mission - a regular one, not a crisis contract - that spawned 3 groups of Orcs, two of which were led by a Warlord.

vyelkin posted:

One question I have, when people talk about getting clues to unique items in lairs from tavern rumours, do they mean that there are actual rumours that say something like "I heard there's an item in this ruin" or do they just mean the generic "I heard there's a ruin, maybe check it out" ones, and then it's just pure luck if there are uniques in it or not, just like if you stumbled on the ruin yourself out exploring?
There are specific rumors often giving you some information about direction, terrain, enemy type and specifying the kind of item. Something like this:



I'm pretty sure if the rumor says a place is "full of treasure" that actually means there's no unique, just regular treasure like cut gems or coin collections.

Wizard Styles fucked around with this message at 21:27 on Jul 20, 2017

vyelkin
Jan 2, 2011

Wizard Styles posted:

There are specific rumors often giving you some information about direction, terrain, enemy type and specifying the kind of item. Something like this:



I'm pretty sure if the rumor says a place is "full of treasure" that actually means there's no unique, just regular treasure like cut gems or coin collections.

Okay cool, thanks. That's good to know.

Nordick
Sep 3, 2011

Yes.
Note that the rumour won't always mention the item's name like that. It can just be like "We saw some walking dead in the hills east of here and one of them was carrying a really awesome looking weapon" or somesuch.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA





This guy gets it.

Arcturas
Mar 30, 2011

Holy everloving gently caress goblins are brutal. I am finally trying to take on my first big group of goblins (an outpost near the edge of the world that was adjacent to another ruin that I explored for my first unique after an event gave me a map to it), and these fuckers hit like mack trucks and are just chewing through my guys. I've got kite shields on my full front line (9 guys) plus pretty solid gear (115-ish armor on half the front line, 210-230-ish on the other half, and 110-130 on my two archers and my sergeant in the back line) and even with save-scumming I can't seem to close to melee without losing or nearly losing a guy. My guys are reasonably levelled, too - mostly levels 5-7 (day 65, and I've replaced 5-6 of my starting guys with better-statted more expensive recruits).

And if I close to melee without losing someone, I still get hit by the Overseer's giant crossbow of death that knocks someone back and does 80 damage through armor anyways.

Maybe I just need to skip this? It's some goblin ambushers, many goblin skirmishers, and one goblin overseer, usually in light snow or snow.

Should I be half-moving and shield-walling? Or should I just sprint up? Sprinting seems like I'll eat one big round of missile shots (or two), while shield-walling seems like a great way to get poisoned even if the missile fire against me is less effective.

EDIT: Seems like a half-move & shield wall followed by a jump to melee, was the solution. Still took some pretty brutal shots to one of my crossbowmen, but I was able to kill most of them. The overseer ran way, so I have no idea what that crazy crossbow was, but I'm relatively happy and ended up with my second unique (167 def, -16 fatigue ogreskin, sounds good for an archer/crossbowman with good fatigue).

Arcturas fucked around with this message at 23:44 on Jul 21, 2017

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
The overseers crossbow is incredible, shame you missed out on it. Glad you figured out the strategy though! I assume you were making sure to fight them at night as well?

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
Night fight + move back onto high ground are both good vs. ranged goblin hordes.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I just realized I blindly picked two hander perks for my shield guys. Makes you wish there was a perks reset potion.

Arcturas
Mar 30, 2011

Which is the preferred throwing weapon for line guys? I feel like I should load some of my dudes up with javelins or throwing axes (particularly because I got a unique throwing axe somewhere that has less fatigue penalty and penetrates armor better), but I hate the fatigue hit of loading the whole team with 'em and I'm not sure how often I'd bother switching.

Pornographic Memory
Dec 17, 2008
axes i guess because they dont have the penalty against undead that other ranged weapons have but it's probably not very efficient to load up a whole team with them because not only is there the fatigue penalty and micromanagement, but throwing weapons also cost 3 ammo per shot, so if you have a significant chunk of your line brothers tossing javelins and axes to begin every combat its gonna add up and require you to buy ammunition a lot more often

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Arcturas posted:

Which is the preferred throwing weapon for line guys?
Nets, because - apart from being generally useful - they auto-hit. Throwing axes and javelins won't do much in the hands of a 40 Ranged Skill line bro.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Can you actually win this game on Ironman? Do you just run away a lot or?

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Affi posted:

Can you actually win this game on Ironman? Do you just run away a lot or?

Yes and yes. I haven't tried ironman expert though, I imagine that would probably require you to use some 'intelligent' tactics (read using naked cripples to exploit the AI in almost all your early fights)

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GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Artifact throwing axes should go on your archers so they can wreck skeletons from a distance

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