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Donkringel
Apr 22, 2008

NeurosisHead posted:

what's the deal with wolf pelts and shimmering dust? Can you have them crafted into something?

Wolf pelts, yes. Either dire wolf mail/leather through appropriate brother job and a flavor event. Dust is just for selling though, although it does have the distinction of being bugged to not drop for a few updates.

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The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I constantly run into the problem of mid game money bottleneck. I have 4-5 guys who are worth a drat, and god drat they are useful. Problem is that keeping them repaired, paid, and fed costs more than most quests will reward. I can’t afford new recruits because even 200-400 gold is too much and I need a lot of them, and at this point none of them will survive anyway and all I will get in the end is even more poo poo that needs repaired. I cant get good enough trade because the villages keep being raided or scared or some poo poo, so no money there. I can’t do contracts with high pay because I don’t have enough guys who can actually survive. I can’t do contracts with low pay because I have high costs.

I don’t understand how to get around this problem. It happens in every campaign.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I’ve never been able to get late game gear. Money is so difficult, how do I do it? I’ve never had more than 4K gold at any time, and rarely have that much. I rarely have more than 10 bros, it’s too expensive. I’ve never had a bro that I am not constantly expecting to die. I’ve never had a bro who can use a two hander and survive unharmed consistently.


I’m doing something wrong but I dont understand what.

The Skeleton King fucked around with this message at 19:23 on Sep 11, 2018

Olesh
Aug 4, 2008

Why did the circus close?

A long, chilling list of animal rights violations.

Donkringel posted:

Wolf pelts, yes. Either dire wolf mail/leather through appropriate brother job and a flavor event. Dust is just for selling though, although it does have the distinction of being bugged to not drop for a few updates.

Unfortunately, you'll only get dire wolf leather through the event. Only way to get dire wolf mail is to loot it.

The Skeleton King posted:

I constantly run into the problem of mid game money bottleneck. I have 4-5 guys who are worth a drat, and god drat they are useful. Problem is that keeping them repaired, paid, and fed costs more than most quests will reward. I can’t afford new recruits because even 200-400 gold is too much and I need a lot of them, and at this point none of them will survive anyway and all I will get in the end is even more poo poo that needs repaired. I cant get good enough trade because the villages keep being raided or scared or some poo poo, so no money there. I can’t do contracts with high pay because I don’t have enough guys who can actually survive. I can’t do contracts with low pay because I have high costs.

I don't understand how to get around this problem. It happens in every campaign.

Trade is an opportunistic supplement to your income; nice when you can get it, but you can't rely on it. There's no easy solution for what you're describing; your problem is you aren't winning battles as efficiently as you need to in order to both make ends meet and avoid injuries/death, and the only solution is to get better at winning battles so that you don't take as much damage in the process. By the mid-game, you NEED a full suite of brothers, and ideally you not only have a full set of 12 with some levels on everybody, but you also are in a position where you're able to start shopping around for good replacements to any brothers that take a permanent injury/get killed/just aren't shaping up well enough. If you're in the mid-game and you can't afford to keep a full set of 12, you're in a death spiral and there's pretty much gently caress all you can do about it now.

You need to fight more easy battles sooner, to skill up your brothers, and you need to get better at winning battles while taking fewer injuries/deaths and up-armoring your brothers - all of them - sooner so that you have less turnover, so that by the mid-game, you're able to take the more expensive contracts without throwing corpses at them. Save at the beginning of fights and don't feel bad about taking a second swing at a battle if it goes poorly for you the first time around, and early on aggressively fight battles for gear rather than purchasing it whenever possible. Invest in a couple hubris daggers that you can use to surround and shank down fleeing opponents to try for intact body/head armor as the opportunity arises. If your current general strategy for equipping your brothers/the perks you select isn't cutting it in the mid-game, switch it up. Try new compositions and see if that works out better for you. Start keeping a substantial reserve and don't empty out your treasury buying upgrades once your fixed costs start rising, because you don't want to end up broke if you have to spend a couple days traveling to find contracts. Take easy detours to fight camps/raiders for loot/treasure when possible.

It is certainly possible to consistently get through the mid-game and even rotate through each end-game crisis without taking significant losses and maintaining a healthy war chest of funds, but there's no magic tactic to teach you how to get through every fight while minimizing casualties.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
There's a careful balance to be struck in the early game between hiring more brothers and getting armour that means that they don't die horribly all the time. Making sure that your brothers survive each fight is critical as this both makes them stronger (from levels) and saves you gold. What sort of equipment progression do you typically go for?

As a very quick set of rough rules of thumb consider the following:

Never field anyone with a 2handed weapon before they're level 6 or 7 ish

Don't have more than 1 (or 2 tops if you get a lucky weapon drop or hire) archer in the early game as you need all your bodies on the frontline spreading out damage

Try to get everyone in at least leather armour ASAP as the difference between the lower level armours is huge

Hire every brawler, farmer and wildman you see if you can afford it, especially the ones that spawn without equipment as they're the cheapest. But don't throw brothers into combat without at least a shield and 30/50 head and body armour if you can help it.

Don't buy new weapons, acquire them from bandits. Spend on cheap hires and save up for expensive armour.

Avoid using the complete garbage tier weapons as they suck - you want mostly falchions and spears in the very early game since your brothers can't hit poo poo, and then you can hopefully upgrade to flails and handaxes when bandits start to drop them.

RabidWeasel fucked around with this message at 19:36 on Sep 11, 2018

vyelkin
Jan 2, 2011
Another thing that turned the game around for me was realizing that you should really prioritize defence over offence in a lot of ways.

Take perks that make it harder for your bros to die, like the one that means you don't take critical damage from headshots. That's available at level 2 and I take it on just about every melee character because it makes them way more resilient.

Any time you can in the early game, surround the last bandit raider and shank them to death with knives and daggers to steal their armour. First you do this to put your guys in the armour. Later, once it isn't better than what you have, intact armour sells for more, which makes the fight more profitable.

If you do happen to scrounge together enough money for something expensive, armour first before anything else. Before hiring higher-tier bros, before buying good weapons, before anything else, try and put your entire frontline in reinforced mail hauberks or better. Give every melee bro Battle Forged as soon as they hit level 7 so they get more survivable and cost less to repair because they take less damage.

Forget about two-handers for the early and mid game. Give every frontliner a shield and try to get every one of them a kite shield as soon as possible, the added durability and ranged defence is a godsend for slow melee bros. Decide early on which bros you might want to be two-handers and which you're certain won't be, and give the ones who won't be two-handers Shield Mastery as soon as you can. It cuts down on damage received significantly, and that cuts down on time spent recovering from injuries and money spent on tools. For people who will be two-handers, give them the defensive perks first: anticipation (and get them to ranged defence 10+ for the max benefit from this), Battle Forged, Underdog, etc. If you have a choice between an offensive and a defensive perk, take the defensive one first and come back for the offensive one later--after all, you can't come back to it later if the bro dies because he didn't the defensive perk and somebody killed him.

Avoid fights that you think might cost you bros. Don't fight orcs or goblins for a long time. Bandits are your bread and butter for the early and mid game.

The number one thing that will screw your run over is losing expensive or high-level bros that you rely on. So prioritize survivability and minimizing damage taken over anything else, and you may find that you're slowly running a money surplus because you're spending less on replacing dead bros and repairing equipment than you used to, and you can continue to build up your company and put them in better and better armour.



There is one exception to this rule, which is that except in some specific circumstances shieldwall is not worth the fatigue investment. I started out in this game shieldwalling all the time to try and prevent taking damage, only to find myself in the same death spiral you're describing. For guys who are just in the middle of your line, forget about shieldwall and just attack twice instead. Use shieldwall as a way to protect vulnerable bros (bros who get surrounded, or take a nasty hit, and you want to keep them alive, that kind of thing) but in almost every other situation you'll be better off going for more attacks to kill the enemy faster, which is the best way to prevent damage in the long run.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
General economy advice

- most of your gear till you're at or near noble contracts should come from loot, not shops
- the big exception is heavily damaged stuff in shops; you get a big discount on it that's worth far more than the tools you spend to repair it
- always consider supply cost/troop pay when taking contracts; escort/delivery contracts are very rarely worthwhile for this reason
- the mid/late game "hunt down what terrorizes" contracts sometimes fall in a similar boat, especially direwolves since they do massive damage and you get fuckall cash from loot and almost never waste time fighting direwolves/ghouls without a contract
- hold onto stuff to sell it all at once when you get to a town (usually a big one) that gives you a good return; keep some big pricey item in your stash that you can consistently fall back on to gauge if you're getting good prices somewhere. For me, this is often the lumberaxe you start the game with; repaired to full, one of those going for 75+ is a good rule
- buy trade good stacks when their price is close to their "worth" value so you can sell them somewhere at pretty much every opportunity, not just late game when you have lots of cash sitting around already -- it isn't hard at all to find a place to make a profit, usually perfectly doable by selling them somewhere you were already going anyway right from the very beginning of the game
- check "supplies" prices at every single town you stop at especially later on and try to stock up when the price is passable (< 250, < 200 is even better, but rare) long before you need them

vyelkin
Jan 2, 2011

Toadsmash posted:

keep some big pricey item in your stash that you can consistently fall back on to gauge if you're getting good prices somewhere. For me, this is often the lumberaxe you start the game with; repaired to full, one of those going for 75+ is a good rule

Nachtzehrer teeth are perfect for this because their value is 100, so whatever price you see is the percentage you'll be getting on anything you sell. 19-20% is pretty typical for a big city and a fine price to sell at. You can go higher, into the low 20s, at big cities with attacked trade routes, but it's very rare to see it higher than about 22 or 23%.

Smaller towns will usually buy at around 16-17%, or somewhat higher if you're on good terms with them. These can go really low with some bad conditions like raided or greenskins, or disappearing villagers which is one of the worst. I've seen it as low as like 12%.

This is all on normal economy difficulty of course.

So basically never sell equipment unless you're getting a return of like 19% on it, which usually means only sell it in big cities. Those few percentage points really add up over time.




Conversely, equipment usually costs more in big cities (but they also have better selection), so it can be really worth it to do a lot of jobs for a small town that has an armourer, to make sure you can get cheap armour from them. This can save you a ton of money on higher-level armour, like buying a reinforced hauberk for 2400 instead of 3400, or scale armour for 4500 instead of 6000.

NeurosisHead
Jul 22, 2007

NONONONONONONONONO
Is there a tell on the map for when there are contracts available? I went to like 6 different towns of different sizes and none had contracts, then the fifth one had a contract when I started backtracking at like dusk that day. Is it better to just sort of noodle around where you are for a day and check the next morning for contracts, instead of moving on?

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
It's just dumb luck, but till you hit Professional renown and can take noble contracts, Citadels/Keeps will never have contracts you can take. The reason to go to those places till then is for better quality gear/recruits (and often cheaper supplies), so if you can't afford those, you can dodge them till you're ready.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I still want a preview option so you can see your map seed without having to start the game. I hate trying to get a map I like.

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

The Skeleton King posted:

I’ve never been able to get late game gear. Money is so difficult, how do I do it? I’ve never had more than 4K gold at any time, and rarely have that much. I rarely have more than 10 bros, it’s too expensive. I’ve never had a bro that I am not constantly expecting to die. I’ve never had a bro who can use a two hander and survive unharmed consistently.


I’m doing something wrong but I dont understand what.

The economy section of my guide should help you out. https://steamcommunity.com/sharedfiles/filedetails/?id=902880552

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I hope the DLC adds a Man vs. Wild crisis. Right now there are essentially two crises in the game as far as I'm concerned, the Noble War and two variants of the Greenskin crisis - one where the Greenskins invade and one where Undead waylay you on the road and human enemies come back as Wiedergängers so I disappear into the wilderness to hunt Greenskins instead of dealing with that poo poo.

I also feel like mixed groups of beasts combining Frenzied Direwolves, the new Unholds, fully grown Nachzehrers (although I guess they already sort of belong to the Undead) and Lindwurms could be fairly challenging.

The Skeleton King posted:

I constantly run into the problem of mid game money bottleneck. I have 4-5 guys who are worth a drat, and god drat they are useful. Problem is that keeping them repaired, paid, and fed costs more than most quests will reward. I can’t afford new recruits because even 200-400 gold is too much and I need a lot of them, and at this point none of them will survive anyway and all I will get in the end is even more poo poo that needs repaired. I cant get good enough trade because the villages keep being raided or scared or some poo poo, so no money there. I can’t do contracts with high pay because I don’t have enough guys who can actually survive. I can’t do contracts with low pay because I have high costs.

I don’t understand how to get around this problem. It happens in every campaign.
It's hard to say what exactly you're doing wrong without watching you play or getting more details about how your runs tend to go. Especially since there's not the one right way of playing this game.

But one thing I'm noticing is that you only mention trading and doing contracts. What you should also be doing is killing poo poo for loot and XP.
Attack weak Brigand groups for a shot at good weapons (and armor if you manage to isolate a Raider with failing morale to shank him).
Take routes through the wilderness when traveling between settlements because you might stumble upon some lair you can attack; even if it's too tough to take on when you first find it you know where it is for later.
You get a free rumor at every settlement with a tavern (technically infinite free tavern rumors if you close and reopen the settlement screen but that's an exploit), which not only can tell you where to find contracts but also lairs to plunder.
If a rumor mentions a hut or you come across one while traveling you should always go for it, for instance, because huts are essentially free XP and a couple hundred worth of loot. Once you've got competent archers with bows Orc caves are also basically always safe to attack because Berserkers don't like arrows. Everything else is a judgment call but eventually, attacking lairs without a specific contract to go after them is going to guarantee steady income and is a good source of heavy armor as well once you can go comfortably go after Brigand Leaders and Fallen Heroes.

Night10194
Feb 13, 2012

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

Also, flails are better than spears early on. T2 and even T3 flails are easy to find early. Flails also give you a way to quickly eliminate a dumbass that didn't wear a hat and steal his body armor, plus when fighting humans or greenskins focusing on causing panic and breaking morale by taking kills or inflicting serious injury will really, really help you fight cleaner. A panicking enemy doesn't fight back, after all, and even wavering/breaking are really significant debuffs.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I mostly use swords early on but I think that's possibly because I go after different backgrounds than most people seem to.
I'll take any Brawler or naked Wildman I can find but I generally don't recruit Farmhands early on anymore because their stats vary so much and while they can be great they can also have poo poo Resolve and Melee Skill.
And Melee Skill and Resolve are the main stats I want to see at a decent level early on. So outside of the crazy cheap decent backgrounds you should always hire if you've got some money to burn and spare armor (Brawlers, Messengers, Gravediggers etc.) I'm going for backgrounds like Graverobbers, Caravan Hands, Houndmasters, Butchers and Militia if possible.
So my guys generally have decent stats but probably less Fatigue than those of the backgrounds most other players seem to prefer. Which means swords and polearms are their weapons of choice.

Although, really, early on you live hand to mouth and use whatever good stuff you happen to find anyway. If a Brigand Raider drops a handaxe on day 6 I'm not gonna just sell it in favor of sticking with shortswords and pitchforks, obviously.

Night10194
Feb 13, 2012

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

Swords are solid, too, but I prefer flails specifically because Brigand Raiders are like, allergic to hats a good 50% of the time. That quick kill/concussion can really start to gently caress with them.

Flails suck later on, obviously, though one bro who's really good with them can still be worth it. Especially with the kickass orc flail, it makes a surprisingly good two-hander if you get a solid dude with Brute. I am very excited for the many new flails among other things they intend to add.

RabidWeasel
Aug 4, 2007

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

Wizard Styles posted:

I mostly use swords early on but I think that's possibly because I go after different backgrounds than most people seem to.
I'll take any Brawler or naked Wildman I can find but I generally don't recruit Farmhands early on anymore because their stats vary so much and while they can be great they can also have poo poo Resolve and Melee Skill.
And Melee Skill and Resolve are the main stats I want to see at a decent level early on. So outside of the crazy cheap decent backgrounds you should always hire if you've got some money to burn and spare armor (Brawlers, Messengers, Gravediggers etc.) I'm going for backgrounds like Graverobbers, Caravan Hands, Houndmasters, Butchers and Militia if possible.
So my guys generally have decent stats but probably less Fatigue than those of the backgrounds most other players seem to prefer. Which means swords and polearms are their weapons of choice.

Although, really, early on you live hand to mouth and use whatever good stuff you happen to find anyway. If a Brigand Raider drops a handaxe on day 6 I'm not gonna just sell it in favor of sticking with shortswords and pitchforks, obviously.

I hire farmhands because there's like a 1/20 chance of them being loving amazing end game quality if you get good traits and/or stars and they're always at least semi decent due to being big bags of hp and fatigue, unless you get totally boned on an awful morale roll. And they're still relatively cheap. There aren't enough wildmen and brawlers to go around anyway.

andrew smash
Jun 26, 2006

smooth soul
Any timeframe on the DLC? I want to get back into this game but I don’t want to do it now if the DLC is going to drop soon.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
No ETA yet. Awhile away still, I suspect.

NeurosisHead
Jul 22, 2007

NONONONONONONONONO
Wow it's impressive how quickly 4 necrosavants can disassemble a group of 12 mercenaries in mail armor. :(

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Nets are big against necrosavants because they stop them from teleporting and also apply a sizeable defense debuff. Even if you have to spend one brother's round in swapping to a net and then throwing it, it can be an overall net increase in action economy just by keeping the necrosavant pinned down and so that the rest of your brothers can get a proper surround and more hits in.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream


:five:

dogstile
May 1, 2012

fucking clocks
how do they work?
Economy wise, it is 100% worth it to fight orc greenskins and just repair their weapons. Orc young are pretty easy to kill and their weapons, fully repaired, go for hundreds.

I generally take caravan contracts to places i'm already going. Otherwise I don't bother.

Always buy tools at small towns, big towns aren't worth it.

Aside from that yeah, just get better at murdering dudes. I use a lot of flails to farm gear.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Yeah escort contracts are best accepted when the work in the area has dried up and it's time to move on. That way you at least get paid a little for a march you were already taking.

jerman999
Apr 26, 2006

This is a lex imperfecta
Plus you don't consume food. Although you can get screwed if all your food expires soon after you get to your destination and you don't realize and head into the wilderness.

jokes
Dec 20, 2012

Uh... Kupo?

It also kinda sucks doing escorts because you can't, like, narrowly dodge a dude you don't really need to fight.

Night10194
Feb 13, 2012

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

There sure are a lot of Greenskins in this Greenskin crisis.

The gobbos have been less of an issue than I expected.

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

Night10194 posted:

There sure are a lot of Greenskins in this Greenskin crisis.

The gobbos have been less of an issue than I expected.

Dehumanize yourself and face to Waaagh :orks:

...I'll let myself out

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

The well-supplied town buff from caravans is pretty nice. The shops stock better gear and I think that means a better chance to stock a unique too. At least, I got a pretty dope unique spear from a shop after escorting a caravan there tonight.

Night10194
Feb 13, 2012

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

Oh, Orc Warlords can recover the morale of their breaking warriors.

That was an unpleasant thing to learn.

Hunt11
Jul 24, 2013

Grimey Drawer

Night10194 posted:

Oh, Orc Warlords can recover the morale of their breaking warriors.

That was an unpleasant thing to learn.

It is much worse then that. They can use it to make the rest of the orcs confidant whilst at the same times shattering your morale.

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

Man, remember when the Rally talent could raise your brothers' morale all the way to confident instead of capping at steady?

TheBlandName
Feb 5, 2012
Are trap missions an intentional thing in this game? I've got a (Day 9, expert/expert) 360 crown contract to go clear out a graveyard. It's in a swamp, sitting 5 hexes from a necromancer's lair, and it's got 8 Weidergangers, mostly armored, and a fallen hero in there. I hoofed it because I really don't like my odds with gambesons and militia spears, in the swamp, against half a dozen untiring zombies with the same or better armor values and a brick wall.

I guess what I'm asking is, am I expected to kill equal numbers of T2 and T3 zombies by day 9 in a campaign? That armor is juicy looking, but also loving scary.

TheBlandName fucked around with this message at 00:46 on Sep 13, 2018

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
Recognizing a fight that you can't win is a very heavily emphasized (and often tested) survival skill in this game, yes.

Night10194
Feb 13, 2012

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

One of the loading screen tips is 'Some contracts won't be worth the risk' and you can cancel contracts.

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

Speaking of cancelling contracts, I had to cancel one recently because of an apparent bug: I was told to follow some tracks and retrieve an object, but there were no tracks. I hit the button to toggle tracks a few times to see if that function had just gotten turned off, and could see tracks for a caravan moving into town, but no sign of tracks for who I was looking for, nor did they turn up when I went looking in the direction indicated in the contract. I can only assume they didn't spawn correctly.

Night10194
Feb 13, 2012

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

marshmallow creep posted:

Speaking of cancelling contracts, I had to cancel one recently because of an apparent bug: I was told to follow some tracks and retrieve an object, but there were no tracks. I hit the button to toggle tracks a few times to see if that function had just gotten turned off, and could see tracks for a caravan moving into town, but no sign of tracks for who I was looking for, nor did they turn up when I went looking in the direction indicated in the contract. I can only assume they didn't spawn correctly.

Restart the game if this happens, the tracks usually appear.

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

marshmallow creep posted:

Speaking of cancelling contracts, I had to cancel one recently because of an apparent bug: I was told to follow some tracks and retrieve an object, but there were no tracks. I hit the button to toggle tracks a few times to see if that function had just gotten turned off, and could see tracks for a caravan moving into town, but no sign of tracks for who I was looking for, nor did they turn up when I went looking in the direction indicated in the contract. I can only assume they didn't spawn correctly.

I've had this a few times and I have to run around in a circle for a couple hours of in game time and they appear. Also sometimes I have to run in the direction they told me

Night10194
Feb 13, 2012

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

My wildman got an ending where he became a king using his washboard abs and the fact that a princess thought he was hot.

This game rules.

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TheAnomaly
Feb 20, 2003

RabidWeasel posted:

There's a careful balance to be struck in the early game between hiring more brothers and getting armour that means that they don't die horribly all the time. Making sure that your brothers survive each fight is critical as this both makes them stronger (from levels) and saves you gold. What sort of equipment progression do you typically go for?

As a very quick set of rough rules of thumb consider the following:

Never field anyone with a 2handed weapon before they're level 6 or 7 ish

Don't have more than 1 (or 2 tops if you get a lucky weapon drop or hire) archer in the early game as you need all your bodies on the frontline spreading out damage

Try to get everyone in at least leather armour ASAP as the difference between the lower level armours is huge

Hire every brawler, farmer and wildman you see if you can afford it, especially the ones that spawn without equipment as they're the cheapest. But don't throw brothers into combat without at least a shield and 30/50 head and body armour if you can help it.

Don't buy new weapons, acquire them from bandits. Spend on cheap hires and save up for expensive armour.

Avoid using the complete garbage tier weapons as they suck - you want mostly falchions and spears in the very early game since your brothers can't hit poo poo, and then you can hopefully upgrade to flails and handaxes when bandits start to drop them.

I disagree on some of this advice, but most of it rules. in regards to 2handers - archers target whoever is easiest to hit. Two handers (especially the axe, which hits head and body) can do a poo poo ton of damage at once and fairly easily cause morale checks for the enemy, but not having a shield generally means that they'll be the target of archers. What I do is I keep a two hander in the back row, and one space open in the middle of my shield wall. 2hander stays behind shields, so he isn't targeted, until the two lines collide. You move the 2 hander into line and get his first attack off, which if it hits will almost always trigger a morale hit on whoever you just smash and often trigger one on anyone adjacent, which can really help swing the battle. Don't put them in the front line, and don't give a 2 hander to anyone with less than 60% attack because you won't hit anything with it.

Falchions and spears are nice, flails are great if you get anyone with an exceptionally high %to hit (caravan guards seem the best at this). The one exception to that weapon advice I'd give is an axe is useful for busting shields, which helps your guys hit more often. Put it on the bro with the most initiative in your line, so you can break the shield THEN break the guy behind it before they get a stab in with the damage bonus.

one thing they haven't mentioned is that wielding a one handed weapon with no off hand gives you a damage bonus. It's not worth giving up the shield yourself, but it absolutely means that you should be targeting bandits/goblins without shields first - not just are they easier to hit, they deal more damage when they hit you.

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