Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
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

Hunt11 posted:

I like it when it is easy to travel from one part of the map to the other. My favorite seeds had tons of ports making it very easy to just bugger off to a different part of the map for contracts.

Yeah. There were some things you wanted in the cities too though -- like a coal mine or barracks or something?

Adbot
ADBOT LOVES YOU

Wizard Styles
Aug 6, 2014

level 15 disillusionist
You want smelters and furnaces attached to military settlements if you're going to play long enough to get to a point where you can actually buy uniques. And then there are things like militia barracks, lodges and farms that increase the likelihood of some good backgrounds spawning.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
When it comes to maps there are a few things I personally look for that are immediately visible:
Hunters (or trappers) so I can get decent ranged recruits.
Decent spacing. I want some wilderness between settlements (or clusters of settlements) but I don't want to travel for a day just to possibly get a contract.
General traversability. Not too many mountain ranges or swamps. No long road sections going through the forest where every rear end in a top hat will ambush you. Having harbors not exclusively in the south is also nice.
Decent places to restock near the frontier because from midgame on my company will be hunting greenskins and regularly disappear into uncharted territory for a few days.

Good traits on starting bros, trading goods or an armorer in the starting village are nice to have but not something I'll restart over and over again for.

There are also lots of relevant things you can't see initially - temples, armorers/fletchers/weaponsmiths, what terrain types the different enemy types occupy - so I've started just rolling with what I get more because even a seed that looks great at first glance can have a lot of issues you only notice after you've traveled the map for a bit anyway.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
hopefully there will be new ranged oriented backgrounds. It's currently much too hard to find decent ranged recruits unless you luck out and get a map seed with lots of villages that can attract hunters.

Dreylad
Jun 19, 2001
I'm looking forward to the background rebalancing to see how it shakes out and hopefully makes more backgrounds viable in different ways.

REMEMBER SPONGE MONKEYS
Oct 3, 2003

What do you think it means, bitch?

The Lord Bude posted:

hopefully there will be new ranged oriented backgrounds. It's currently much too hard to find decent ranged recruits unless you luck out and get a map seed with lots of villages that can attract hunters.

I have yet to find a single one on the steppe-based map seed I posted.

Night10194
Feb 13, 2012

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

The Lord Bude posted:

hopefully there will be new ranged oriented backgrounds. It's currently much too hard to find decent ranged recruits unless you luck out and get a map seed with lots of villages that can attract hunters.

Yes, this is one of my biggest complaints about the background system.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Wizard Styles posted:

You want smelters and furnaces attached to military settlements if you're going to play long enough to get to a point where you can actually buy uniques. And then there are things like militia barracks, lodges and farms that increase the likelihood of some good backgrounds spawning.

Yeah the smelters/furnaces were what I was forgetting.

The main thing I look for though is a gem mine or double mine attached to a village, ideally not too far from the city with the smelters/furnace.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

The Lord Bude posted:

hopefully there will be new ranged oriented backgrounds. It's currently much too hard to find decent ranged recruits unless you luck out and get a map seed with lots of villages that can attract hunters.
There's a general problem with finding ranged bros because the maximum Skill values you can expect from most standard low cost backgrounds are 57 for Melee and 42 for Ranged. And while Ranged Skill advances faster that only makes a difference of 10 points on average.
I don't know what the rationale behind this is; it's not like all ranged companies are particularly appealing when you can get rushed by Wolfriders or 30 Orcs.

But yeah, there also aren't enough ranged backgrounds. I don't know what backgrounds they could add but some of the existing ones could get a boost to Ranged Skill. It seems appropriate enough for all the military ones, Jugglers and Killers on the Run.
Maybe Bowyers will be better once the DLC is out.

Night10194
Feb 13, 2012

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

I'd like to be able to hire ex-Arbalests because those motherfuckers are nothing but trouble and you'd imagine some would be willing to come work for me the same way I get Hedge Knights and poo poo.

RabidWeasel
Aug 4, 2007

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

Wizard Styles posted:

There's a general problem with finding ranged bros because the maximum Skill values you can expect from most standard low cost backgrounds are 57 for Melee and 42 for Ranged. And while Ranged Skill advances faster that only makes a difference of 10 points on average.
I don't know what the rationale behind this is; it's not like all ranged companies are particularly appealing when you can get rushed by Wolfriders or 30 Orcs.

But yeah, there also aren't enough ranged backgrounds. I don't know what backgrounds they could add but some of the existing ones could get a boost to Ranged Skill. It seems appropriate enough for all the military ones, Jugglers and Killers on the Run.
Maybe Bowyers will be better once the DLC is out.

Bowyers seem to now be significantly cheaper now based on the streamed DLC content that's available.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

RabidWeasel posted:

Bowyers seem to now be significantly cheaper now based on the streamed DLC content that's available.
You mean they're cheaper to hire?
That would be cool because one of the big issues with them is that they have pretty wide starting ranges for a few stats including Ranged Skill and at the same time are pretty expensive to pick up because you always pay for a bow.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Yeah, cheaper to hire. A lot of the mid range backgrounds seem to be more reasonably priced now.

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
three more days :getin:

cannot wait

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
Can't pre-order / pre-buy the DLC, right?

Night10194
Feb 13, 2012

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

GreyjoyBastard posted:

three more days :getin:

cannot wait

I am REAL EXCITED to fight horrible spiders.

vyelkin
Jan 2, 2011
I'd never fought the Black Monolith before so since the DLC is coming out and my saves will all become obsolete I took my extreme lategame company up against it. Only lost five bros, though four of them were A+ first-stringers and all four of my greatsword bros died. Pretty challenging but I got lucky with the terrain and was able to limit how many could come up against me with bushes and rocks. Their polearms are just murder though, it's not fun being the one on the receiving end of all the AOE from warscythes. Then I claimed the treasure and immediately retired to go swim in my room full of gold coins. 10/10 would buy DLC and start over from the beginning again.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Hieronymous Alloy posted:

Can't pre-order / pre-buy the DLC, right?

Nope!

That said, :siren: for anyone reading this thread who has not bought the game yet, it's 40% off right now for the autumn sale :siren:

poo poo, maybe i'll add a copy to my Secret Snulsmas gift

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

I'd love to get in on the dlc, but unexpected costs have occurred, so it's probably gonna be post christmas before I can :( I expect you all to keep me sated until I too can get eaten by spiders.

stopgap1
Jul 27, 2013
I am short six of the old achievements. I was really hoping to have a few more done before the game comes out, but it seems not to be.

I don't know how anyone would ever get to 250,000 crowns, and I admit I don't love the idea of making it to day 365.

how lucky do I need to be to take out the Black monolith? all lvl eleven I assume at a minimum.

vyelkin
Jan 2, 2011

stopgap1 posted:

I am short six of the old achievements. I was really hoping to have a few more done before the game comes out, but it seems not to be.

I don't know how anyone would ever get to 250,000 crowns, and I admit I don't love the idea of making it to day 365.

how lucky do I need to be to take out the Black monolith? all lvl eleven I assume at a minimum.

I just did it yesterday and it isn't so bad. I didn't even bother with all level 11, one of my greatsword guys was level 8 or 9 and I didn't feel like investing the time to get him up to 11 before going for it. There were some lucky moments but also some unlucky ones, it balanced out. If you have a company so lategame that you've beaten all three crises, you can probably do it. Expect to lose about half the bros you send in, but since the DLC coming out in two days will make your save obsolete you're not really risking anything.

vyelkin
Jan 2, 2011
Also, since I just noticed this maybe others haven't either. They updated the Steam achievements list with the new DLC achievements:

Bag a Hag
Kill a Hexe

Chopping Wood
Kill a Schrat

Beast of Beasts
Kill a Kraken

Sleep Tight
Kill an Alp

Scrambled Eggs
Destroy Webknecht Eggs

Famed Explorer
Find 10 legendary locations

I Made This!
Craft an item

Memory Loss
Use a Potion of Oblivion

A Colorful Band
Dye a shield in company colors

Nothing Personal
Kill one of your own men while mind-controlled by a Hexe

Reproach Of The Old Gods
Reassemble the legendary sword

Wizard Styles
Aug 6, 2014

level 15 disillusionist

vyelkin posted:

Potion of Oblivion
yessssss

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

vyelkin posted:

I'd never fought the Black Monolith before so since the DLC is coming out and my saves will all become obsolete I took my extreme lategame company up against it. Only lost five bros, though four of them were A+ first-stringers and all four of my greatsword bros died. Pretty challenging but I got lucky with the terrain and was able to limit how many could come up against me with bushes and rocks. Their polearms are just murder though, it's not fun being the one on the receiving end of all the AOE from warscythes. Then I claimed the treasure and immediately retired to go swim in my room full of gold coins. 10/10 would buy DLC and start over from the beginning again.

This is what is supposed to happen, so good on you for playing it legit. I miss the first two times I did BM and enjoyed the carnage before the cheese strats that cripple the AI made themselves irrevocably manifest with the justification that they save bro lives.

Drath
Jan 4, 2018

Wizard Styles posted:

There's a general problem with finding ranged bros because the maximum Skill values you can expect from most standard low cost backgrounds are 57 for Melee and 42 for Ranged. And while Ranged Skill advances faster that only makes a difference of 10 points on average.
I don't know what the rationale behind this is; it's not like all ranged companies are particularly appealing when you can get rushed by Wolfriders or 30 Orcs.

But yeah, there also aren't enough ranged backgrounds. I don't know what backgrounds they could add but some of the existing ones could get a boost to Ranged Skill. It seems appropriate enough for all the military ones, Jugglers and Killers on the Run.
Maybe Bowyers will be better once the DLC is out.

Yea right now, Hunters are the clear choice for a late game ranged background and it would be nice to see a little more variety, with perhaps different ranged backgrounds having an edge in Fatigue, Initiative or Ranged Defense. I don't mind boosting initial Ranged Skill a little for backgrounds other than Hunter, thereby expanding the list of ranged capable backgrounds, but I think some care needs to be taken to ensure balance between melee and ranged. Bows are strong against lightly armored foes and casters and appear likely to keep an edge against the new DLC foes.
It's true that Ranged Skill lags behind Melee Skill, especially at low levels, but melee strikes do not have the advantage of getting a 2nd hit roll via Scatter, nor do they have the freedom of choosing vulnerable targets right from turn 1. On that note, I've never been particularly fond of the Scatter mechanic and how Cover is implemented in full release. In Early Access builds, there was no Scatter and Cover was built into the hit roll and IMHO we had less complaints then on enemy Marksmen and Goblins.


stopgap1 posted:

I don't know how anyone would ever get to 250,000 crowns, and I admit I don't love the idea of making it to day 365.

250k gold is partly a measure of how long one plays as there isn't a time limit, so eventually the player will get there. I do think that with conscientious loot selling at Allied City Halls, you can at least double that by the start of the 2nd crisis, or have 250k by the end of the 1st crisis. It's mostly a matter of self defined objectives, as the game does not incentivize hoarding (high gold triggers unwanted pay raise events, nor are gold totals a factor in the final score).
I'm not a fan of long campaigns either, but as the game is basically a open ended sandbox, goals are what you set them to be and everyone has a different playing approach. IMHO, almost everything can be done within 2 crisis (likely around 180 days or less), or 3 crisis (if you want Savior).


aparmenideanmonad posted:

vyelkin posted:

I'd never fought the Black Monolith before so since the DLC is coming out and my saves will all become obsolete I took my extreme lategame company up against it. Pretty challenging but I got lucky with the terrain and was able to limit how many could come up against me with bushes and rocks. 10/10 would buy DLC and start over from the beginning again.

This is what is supposed to happen, so good on you for playing it legit. I miss the first two times I did BM and enjoyed the carnage before the cheese strats that cripple the AI made themselves irrevocably manifest with the justification that they save bro lives.

Indeed, nicely done!

Drath fucked around with this message at 18:17 on Nov 27, 2018

rideANDxORdie
Jun 11, 2010
Super stoked for the DLC tomorrow, just wrapped up a veteran campaign where I forced myself to deal with the Undead Crisis and beat it. This game is so addicting, it certainly seems like so much is out of your control and yet I've found myself doing better and better with each try. Some of the tactics I've found to help immensely include:

*knowing which Bros are going to be total schmucks/martyrs - these guys get fast adaptation, gifted and shield expert ASAP to get them to a point where they can at least hit every other turn or so and distract enemies for just a bit longer. These guys stand on the flanks and their job is to merely waste enemy turns while my water carriers start to split the formation in the middle of the battle line.

*rotation on EVERY melee brother. At first I had a hard time budgeting this perk in on more than one or two of my Bros, but it saves lives so often. I honestly think rotation saves one of my high-level guys once or twice every single battle now.

*don't neglect resolve, obviously this stat helps with geists and warlords, but just in general having your guys being much more prone to going confident / not dropping to wavering or breaking is very, very valuable. With what they've shown for the DLC, it seems like this stat is only going to get more important with all the new casters and status effects. Unfortunately, it seems like this means initiative will become even more a niche stat - there's rare few bros that I invest this stat in, honestly you just have to accept that 90% of your guys will never be getting the first move since so many enemies seem to have high init.

One of the things I would've loved to see in this game would to have a retinue of non-combat positions that you could potentially move permanently injured bros into. I'm thinking of something like Pirates! where, in addition to your standard crewmen, they were 8 or so specialist positions. You could have an apprentice that took an arrow to the lung take over as company smith, reducing consumption of tools, veterans who are no longer fit for combat serve as quartermasters or training sergeants who give your lowest level bros an XP boost. Stuff like that. Maybe even have a lieutenant position that could eventually allow you to take more than a dozen units into a single battle.

Anyways, I'm just daydreaming, I can't wait to dump another 100 hours into this game!

Unzip and Attack
Mar 3, 2008

USPOL May

rideANDxORdie posted:


One of the things I would've loved to see in this game would to have a retinue of non-combat positions that you could potentially move permanently injured bros into. I'm thinking of something like Pirates! where, in addition to your standard crewmen, they were 8 or so specialist positions. You could have an apprentice that took an arrow to the lung take over as company smith, reducing consumption of tools, veterans who are no longer fit for combat serve as quartermasters or training sergeants who give your lowest level bros an XP boost. Stuff like that. Maybe even have a lieutenant position that could eventually allow you to take more than a dozen units into a single battle.


This is probably the best idea for a new aspect to the game I've seen since it came out. What an awesome way to semi-retire bros that have been used up by combat.

Unzip and Attack fucked around with this message at 20:01 on Nov 28, 2018

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Are old saves going to be incompatible with tomorrow's patch or is it just that you need a new save to have the DLC content? I am not sure I am ready to retire my current company.

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

ZearothK posted:

Are old saves going to be incompatible with tomorrow's patch or is it just that you need a new save to have the DLC content? I am not sure I am ready to retire my current company.

I'm not sure. The only thing I know is that the seeds won't carry over correctly -- what they generate will change etc.

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

Unzip and Attack posted:

This is probably the best idea for a new aspect to the game I've seen since it came out. What an awesome way to semi-retire bros that have been used up by combat.

They talked about that kind of thing a bit in one of the recent developer interview streams that got linked up thread a bit, BUT . . .I don't remember what they said

Giggle Goose
Oct 18, 2009

Unzip and Attack posted:

This is probably the best idea for a new aspect to the game I've seen since it came out. What an awesome way to semi-retire bros that have been used up by combat.

They mentioned in that YouTube interview that someone posted awhile back that they wanted to work essentially staff positions into the game but they couldn't figure out a way to do it in an interesting way.

Edit: That's what I get for not hitting refresh.

torsoboy
Sep 9, 2001

lesbian armada overlord

ZearothK posted:

Are old saves going to be incompatible with tomorrow's patch or is it just that you need a new save to have the DLC content? I am not sure I am ready to retire my current company.

http://battlebrothersgame.com/release-date-announcement/

quote:

Please note: You’ll be able to continue your current campaign with the DLC, but you won’t have access to all of the new content until you start a new campaign.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021



Awesome, thanks! Dynasty Death marches on!

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Changelog posted:

Changelog

Added new main menu background.

Added icons to the main menu showing what DLC are installed or missing.

Added 24 new settlement situations for a more dynamic economy.

Added 16 new character traits.

Added ability to pay for a tryout and uncover a potential recruit's traits before hiring them.

Added button to end the current round and have all your men skip their turns until the next round starts.

Added ability to give potions, strange mushrooms and antidote to other characters in battle without having to drop them on the ground first.

Added 'Free Ally' skill to free adjacent allies from nets, webs and vines.

Added 'Grant Night Vision' spell to Goblin Shamans.

Added lots of new event and contract illustrations.

Added more names for characters, settlements, regions, items, locations and opponents for more variety.

Changed world map to be 25% larger and include two additional settlements. New campaign required to take effect.

Changed map seed to use words made up of characters from a to z, and no longer exclusively numbers in hexadecimal notation. For example, the word "overhype" is now a possible map seed.

Changed XP required for veteran levels to increase by 1000 for every level. In effect, the first levels are attainable roughly as fast as before, but attaining the following levels takes longer as to cut down on the attribute inflation for very long campaigns. Also, with a linear increase in XP cost, there's no longer any sudden roadblocks where one veteran level would require twice as much XP as the previous one did. And because enemy strength scales in part with the levels of your characters, having the average level a bit lower in long campaigns will also reduce the number of enemies a bit, leading to quicker combat and less pressure to replace everyone with superhumans as time goes on. Note that when loading old campaigns, veteran level characters may seem to need excessively much XP to level again - this isn't the case when starting new campaigns.

Changed starting size of stash to 99, up from 90.

Changed named shields to always have either the same or better fatigue penalties than regular ones.

Changed strength of roaming beasts to scale more depending on distance to civilization, and less on campaign time.

Changed enemy bases to be more proactive in sending out parties to intercept enemies threatening them, but also have a weakened garrison while doing so.

Changed all end game crises to start slightly later, to take slightly less time to defeat, and to fade out more smoothly.

Changed greenskins and undead to be a bit less active in destroying settlements, as to make using the 'Permanent Destruction' setting more viable.

Changed chance of any human dying during the Undead Scourge crisis to return as a Wiederganger to be lower.

Changed 'Escort Caravan' contract to give better directions, an approximation of the time required (e.g. two days), pay slightly more per tile of distance, to support payment per head, and to have a cap on distance, especially in the early game.

Changed 'Armed Courier' contract to have a cap on distance, especially at the start of a campaign, to pay slightly more, and to give an approximation on the time necessary for travel if going by road.

Changed 'Defend Settlement' contract to make sure that there's bases of the attacking faction near enough to not have the player need to wait for too long for the attackers' arrival.

Changed contracts to be more readily available at the very start of the game.

Changed renown to decrease by -2 each passing day, as stories about your company will slowly fade from people's memories unless you continously create new ones.

Changed effect of different training regimes at Training Hall to be slightly stronger and made them stay for a certain number of battles, and no longer a certain number of days. Also, they're more affordable now.

Changed costs and stats for various character backgrounds to some degree, and introduced a random +/- 10% factor for all daily wage demands, so you'll find cheaper and more expensive recruits also within the same background.

Changed how daily wages for mercenaries employed by the player are calculated. Instead of a flat +2 crowns for every level, it's now a cumulative 10% on the wage for every level until the 11th, and then 3% on the wage for every level afterwards. In effect, there's less wage pressure in the beginning, low tier backgrounds have become cheaper to employ in the longterm, and some backgrounds have become more expensive to keep around if they reach veteran levels.

Changed how retreating works. If your men are already on the edges on the map, you'll safely retreat as before. If they aren't, they'll now attempt to move to the edges of the map by themselves until either they succeed or die. While this is going on, they'll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level.

Changed enemies and player characters to make no more than 2 attempts to flee from a position in a single turn.

Changed morale checks to always have a 5% chance to succeed or fail, just like attacks do.

Changed dropping items to the ground, or switching between hands and bags, to no longer grant effective fatigue to spend in the same turn.

Changed polearms to have a -15 chance to hit targets directly adjacent, reflecting how long and unwieldy they are in close combat. Picking the 'Polearm Mastery' perk will remove this penalty.

Changed 'Polearm Mastery' perk to reduce the action point cost for using skills of polearms from 6 to 5. The 'Repel' and 'Hook' skills now always apply the 'Staggered' effect, even without the mastery.

Changed 'Hold Out' to be called 'Resilient' and have a new effect; any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced by -1 turn, to a minimum of 1 turn.

Changed description of 'Shield Expert' to include the fact that picking it grants a +15% bonus to hit chance to the 'Knock Back' skill. This was already true in previous versions, but the game neglected to mention it.

Changed 'Killing Frenzy' perk to count the turn the effect first triggers as part of its 2 turn duration.

Changed 'Reach Advantage' to provide a bonus of +5 to melee defense per stack, with a limit of 5 stacks, instead of the +20% of total melee defense per stack it provided before.

Changed 'Nimble' perk to now give consistent damage reduction to hitpoints up to 75%, but reduced exponentially by the total fatigue penalty of body and head armor. Fatigue penalty from other equipment does not affect the damage reduction, but neither do the 'Brawny' perk or traits.

Changed 'Battleforged' perk armor damage reduction to be based on current total armor value, and no longer maximum total armor value. Also, a status effect now displays details on the effect as with 'Nimble'.

Changed 'Underdog' perk. The defense malus due to being surrounded by opponents is negated, as was previously the case. However, if an attacker has the Backstabber perk, the effect of that perk is now negated, and the normal defense malus due to being surrounded is applied instead.

Changed 'Brawny' fatigue reduction to 25%, down from 30%.

Changed 'Bags & Belts' perk to no longer entirely remove the fatigue penalty for two-handed weapons and shields.

Changed Lindwurms to have slightly more hitpoints, and to give significantly more XP. Their 'Tail Slam' skill now has an equal chance to either stun, daze or knock back their target. Also, they're a bit less rare now.

Changed out some assets for updated versions.

Changed AI of many enemies to perform better in a variety of situations.

Changed AI to make better use of parallelization for faster turn processing times.

Changed savegames to use compressed fog of war information for smaller file size and faster cloud synchronization.

Changed lots and lots of smaller things for the better.

Fixed game sometimes not continuing when a Lindwurm retreated from the battlefield.

Fixed game sometimes not continuing when a character that used the 'Taunt' skill died in the same turn.

Fixed rare issue with frenzied direwolves not dying properly.

Fixed issue with 'Reset Equipment After Battle' option not working properly under very specific circumstances.

Fixed issue with 'Last Stand' contract where the game would potentially freeze when defending settlements isolated on small islands.

Fixed 'Caravan Escort' contracts failing without battle in some cases.

Fixed combat slowing down in very long campaigns for some people.

Fixed player banner bonus not being updated immediately after moving.

Fixed wrong damage values displayed in tooltip of 'Knock Out' skill.

Fixed morale chain events being displayed in the wrong order in the combat log under certain conditions.

Fixed 'Nine Lives' perk not properly resetting after triggering once combat is concluded.

Fixed coastal settlements not being reachable by boat in some cases.

Fixed various minor issues and annoyances.

vyelkin
Jan 2, 2011

quote:

Added 'Grant Night Vision' spell to Goblin Shamans.

Fuuuuuuuuuck

jerman999
Apr 26, 2006

This is a lex imperfecta
These changes are really exciting. Interesting nerfs to battleforged and reach advantage.

vyelkin
Jan 2, 2011
I'm not a huge fan of making Brawny and Battleforged less powerful, but I'll still take them on every single melee bro.

Reach Advantage is a nerf if your mdef is above 25 but a boost if it's below 25, so maybe that's designed to make lower-level two-handers more viable as well as making higher-level ones a bit less untouchable.

Night10194
Feb 13, 2012

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

It is time for the ending of all spider peace.

Now there is only spider war.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Sale is live! Onwards to spider war!

Adbot
ADBOT LOVES YOU

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
Wait, does "directly adjacent" for polearms mean *any adjacent tile* or does it mean, like, adjacent within the enemy's line of battle

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply