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Wizard Styles posted:
no see that just means it was just the witchs head kinda sitting there mumbling which makes it hella creep
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# ? Dec 13, 2018 01:11 |
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# ? May 11, 2024 12:57 |
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Delete brigand marksmen from the game
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# ? Dec 13, 2018 01:49 |
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Captain Gordon posted:Delete brigand marksmen from the game Tell us about your latest crossbow incident.
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# ? Dec 13, 2018 01:51 |
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Night10194 posted:Tell us about your latest crossbow incident. 3 headshots for max damage to the head at 15% chance. At night. Day 15. 3 dead mercs. Peak man with crossbow, allright
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# ? Dec 13, 2018 01:52 |
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Wizard Styles posted:Yeah, but it was a good idea. I was going for the Fearsome Hammer Mastery build anyway so might as well give him the polehammer to see how it does until the build is live. Garbagedik sack of shame Damnit why can't I used a Dave editor to make custom relics and make a relic Sack for Gargabediks
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# ? Dec 13, 2018 02:01 |
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Fighting 5+ Schrats is this games version of 4D chess.
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# ? Dec 13, 2018 03:05 |
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Gridlocked posted:Garbagedik sack of shame You can change what icons an item uses with BBEdit, so it's totally possible to just take a random unique helmet (or make one) and turn it into a sack. e: Icon ID is 33. Broken Cog posted:I usually play on Veteran/Veteran and I find a fallen hero in every other undead location or so, sometimes multiple at a time. They usually start showing up around day 30 or so. Do you get things like a Necromancer with a dozen Fallen Heroes or multiple Necromancers on Veteran? Wizard Styles fucked around with this message at 03:22 on Dec 13, 2018 |
# ? Dec 13, 2018 03:16 |
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Wizard Styles posted:
I've seen the Fallen Hero army before, but usually not until the crisis hits or after. It also seems kinda rare compared to the standard 1 necro/1-2 Fallen heroes/a shitload of zombies and some ghasts. Multiple necros seems pretty common during the undead crisis, but fairly rare until then.
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# ? Dec 13, 2018 03:21 |
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Wizard Styles posted:
Wow that's an extreme Garbagedik hat. Only 30 protection for -30 fatigue?
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# ? Dec 13, 2018 03:45 |
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Gridlocked posted:Wow that's an extreme Garbagedik hat. Only 30 protection for -30 fatigue? Hey, nobody said being a Garbagedik is easy! EDIT: By the way, are you able to change item descriptions, in BBE? And if so, would it only change the description for that particular item (e.g. that particular sack) or for ALL items of that type? Major Isoor fucked around with this message at 03:59 on Dec 13, 2018 |
# ? Dec 13, 2018 03:57 |
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Sometimes I wonder why I take those Noble War battle missions. It usually dawns on me soon after though. Broken Cog fucked around with this message at 06:05 on Dec 13, 2018 |
# ? Dec 13, 2018 06:02 |
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Wizard Styles posted:
For Combat difficulty, Expert increases enemy numbers and tiers. Exact differences between Veteran and Expert are difficult to tell as scaling largely depends on roster strength (number and average level of men). For an Expert campaign, by day 164, I recorded killing 158 Thugs, 30 Poachers, 831 Raiders, 322 Marksmen, 66 Leaders (17 before 1st crisis on day87), 10 Hedge Knights, 5 Master Archers, 2 Swordmasters. The exact numbers above are unimportant but the ratio between each might give a rough clue as to how commonly they appear. I didn't take on Undead much so the figures are lower for the same time frame (109 Wiedergangers, 266 Armored Wiedergangers, 46 Fallen Heroes, 50 Geist, 13 Necromancers). For Economic difficulty, base selling prices are about 10% lower on Expert, all other things being equal (settlement type/size, relations, etc). Buying prices are basically the same. Contracts also pay less on Expert (exact amounts not well tested). The above are all pre-DLC/update data/observations. Don't see much in the changelog regarding difficulty adjustments, so I'm assuming nothing significant has changed but I could be wrong.
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# ? Dec 13, 2018 06:31 |
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Is there any way to trigger the "Caravan Hand expanded inventory" quest / event?
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# ? Dec 13, 2018 06:58 |
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It is random. I don't think it is quite as necessary now that they increased the base inventory to 99 and added a second ambition to get a wagon after you do the cart one.
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# ? Dec 13, 2018 09:12 |
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Wizard Styles posted:
I'm assuming the guy that forgot his armour is called Otto, too. In related news, in my current game I have just changed my starting crossbow bro to a bowbro, and gone into three battles without giving him arrows instead of quarrels. Fat Samurai fucked around with this message at 09:29 on Dec 13, 2018 |
# ? Dec 13, 2018 09:26 |
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I never remember to give my bros shields after theirs gets broken in a fight, so I sympathize.
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# ? Dec 13, 2018 09:42 |
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Does Brute and/or Head Hunter apply to ranged attacks? Asking because I have a brute ranged dude from starting gen, and him being able to head-tag bandit marksmen would be
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# ? Dec 13, 2018 10:32 |
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Tias posted:Does Brute and/or Head Hunter apply to ranged attacks? Brute does not apply to ranged attacks (as intended by the devs) Head Hunter does apply to ranged attacks. Master Archers have it and every time they hit the body, they will gain a stack of it.
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# ? Dec 13, 2018 11:21 |
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vyelkin posted:I never remember to give my bros shields after theirs gets broken in a fight, so I sympathize. I just go by "he's obviously really loving mad and wants the extra damage in to honour his shield". The first shield I ever got painted was immediately broken by a guy with a loving pilum. That guy had to face down my 2h prospect who had a flail equipped, who now no longer had a shield. He was not wearing a helmet.
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# ? Dec 13, 2018 12:45 |
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Ran into Raiders (Veteran difficulty) on Day 10 with this company: Three of those front liners are level 1. No one has Rotation. One archer with Bullseye. No gamey poo poo like early Gifted or edited gear. The caravan hands did nothing as expected. Should note the archers there are Poachers not Marksman being day 10 I highly doubt Marksmen packs would spawn like this. Fresh run on Spiderhell just like TWS. End result: Lost the worst armored level 1 guy plus loot: Not a bad trade for a fresh hire 170 gold messenger. Imma reload the pre-battle save and try again just to be sure as well. But there totally doable, granted its not like 12 raiders or what ever. But it's the first raiders I saw while on an escort the cart mission so I didn't even choose to face them it was forced. Gridlocked fucked around with this message at 13:29 on Dec 13, 2018 |
# ? Dec 13, 2018 13:25 |
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Double post due to screen shots: That's my line up on Day 10 with their gear. Trying early dogo's cause they seem better now days then before. Defiantly earning their keep. Awkwardly the 2nd shot at the raiders failed to happen because they simply didn't engage after I reloaded. Lucky for me I finished the job, got Erik the Runner some better armour (barely) and jumped a raider group of 4 Raiders and 3 Thugs that walked past the town. Progress: End: Even nicer loot:
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# ? Dec 13, 2018 13:42 |
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I got this game like two weeks ago and have played like 50 hours. I'm unsure about what, exactly makes this so addicting, but I'm hooked. So a related question: What stats am I looking for on fresh recruits? I have a number of... mediocre brothers, early recruits, but now that we're past the noble war and I want to start replacing the dudes that are like level 8 and have 55 melee skill.
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# ? Dec 13, 2018 13:43 |
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TheCog posted:I got this game like two weeks ago and have played like 50 hours. I'm unsure about what, exactly makes this so addicting, but I'm hooked. Find The Wizard Styles spread sheet/guide of graphs and learn it. It's a godsend. Edit: Found it for you https://steamcommunity.com/sharedfiles/filedetails/?id=1109462391
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# ? Dec 13, 2018 13:53 |
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I found out the downside to nimble. It doesn't reduce bleeding damage, obviously. All it took was two hits from an orc warrior's cleaver and my nimble bro lost nearly half his health just bleeding over the next two turns. Didn't last long after that. I think for all that nimble is much better than it used to be, it still isn't clearly better than battleforged and heavy armour. Both are situationally better than the other. With the new enemies, more attacks don't care about armour than in the past, making high HP pools better and encouraging builds that go for high HP instead of high fatigue and nimble instead of battleforged, but similarly there are some attacks, like cleavers, that will ruin someone who isn't in heavy armour no matter how nimble they are. I think I'll still build most bros for heavy armour but mix some nimble guys in there, both for variety and to save on tools and armour costs, and because high initiative nimble bros with rotation can save lives. Oh, another thing: if a nimble bro takes a beating in battle it can actually take a while to get back up to full health. Whereas a bro whose armour takes a beating can always swap out for different armour and fight again two seconds later, especially in the lategame when you have spare suits of heavy armour kicking around. vyelkin fucked around with this message at 13:59 on Dec 13, 2018 |
# ? Dec 13, 2018 13:56 |
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Major Isoor posted:Hey, nobody said being a Garbagedik is easy! Drath posted:For Combat difficulty, Expert increases enemy numbers and tiers. Exact differences between Veteran and Expert are difficult to tell as scaling largely depends on roster strength (number and average level of men). For an Expert campaign, by day 164, I recorded killing 158 Thugs, 30 Poachers, 831 Raiders, 322 Marksmen, 66 Leaders (17 before 1st crisis on day87), 10 Hedge Knights, 5 Master Archers, 2 Swordmasters. The exact numbers above are unimportant but the ratio between each might give a rough clue as to how commonly they appear. I didn't take on Undead much so the figures are lower for the same time frame (109 Wiedergangers, 266 Armored Wiedergangers, 46 Fallen Heroes, 50 Geist, 13 Necromancers). As far as I can tell, there are preset enemy groups that can be spawned, maybe with some variance when it comes to total numbers in some cases. And at least some of those groups, like the Overseer + 11 basic Goblins one I mentioned, appear on at least Veteran and Expert, although I'd assume they stick around for much longer on Veteran while Expert would introduce harder groups earlier (so Overseer + Shaman in this example). Either way, it's good to see some actual numbers. I'm surprised you killed that many Thugs, although I guess they do come in hordes when they appear at all after the early game on Expert. And Thugs are pretty forgettable, so maybe my perception was just off. Fat Samurai posted:I'm assuming the guy that forgot his armour is called Otto, too. Most of the time. Gridlocked posted:Not a bad trade for a fresh hire 170 gold messenger. When runs don't work out well for me it's never because I lost a good bro or two early on, it's because I couldn't keep up with the game during the midgame. And fighting Brigands whenever you can lets you snowball faster because they drop basically everything you need in some quantities. On the other hand, early game melee bros are disposable unless they have absolutely amazing stats/stars. The first levels come quickly so even a level 4 bro is still easily replaced. And there are lots of cheap and promising backgrounds, especially now that Nimble builds are viable and you can make better use of backgrounds like Miners or Gamblers that were pretty questionable before due to poor Fatigue. On that note, re: what stats to look for: I think the only stat that absolutely needs to be at least decent (80+ at level 11 for me) is Melee Skill. Catastrophic Resolve (<30) is also a potential dealbreaker unless it's on a bro that has high overall stats and good stars enabling him to put enough levels into Resolve to get close to 50 at level 11, even if it requires wearing some trophy. For two-handers and duelists I'm looking for ~30 base Melee Defense at level 11. Gamblers, Houndmasters, Messengers and Thieves are often cheap and at least potentially have better starting Melee Defense than other low cost backgrounds. Also, my Steam guide is currently outdated to some extent. Apart from daily wages, so far I haven't seen a single bro that doesn't seem in line with it but there was a dev blog mentioning some stat changes. And obviously it's missing Beast Slayers.
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# ? Dec 13, 2018 17:25 |
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Wizard Styles posted:As far as I can tell, there are preset enemy groups that can be spawned, maybe with some variance when it comes to total numbers in some cases. Yea definitely some sort of preset order to groups. By early midgame, most brigand groups are mixed Raider-Marksmen, almost always dominated by Raiders. Definitely some variance as well. When I was testing a 3-skull contract for roster strength assessments, the same contract could give anywhere between 16 to 23 tier 2 brigands (Raider/Marksmen) and 1-2 tier 3 brigands (Leader/Swordmaster/Master Archer) I think you're definitely justified in being surprised on Thugs. I was a little as well. I remember in Early Access games, they tend to fade pretty fast as you've described. I encountered a few groups of 14 Thugs, 3 Raider, 3 Marksmen parties in midgame which I think drove up the totals. After L11, they tend to be pretty rare. Wizard Styles posted:And fighting Brigands whenever you can lets you snowball faster because they drop basically everything you need in some quantities. Definitely agree with this. Raiders give the best 1-handed flails off the bat and can drop Warbrand, Pikes, Handaxes, all useful for early-mid game parties. Mail armor is a step up as well from leather and cloth. It's a shame they nerfed some armor pieces post DLC/update though, Worn Mail Shirts now being 12 Fatigue instead of 10. Wizard Styles posted:On that note, re: what stats to look for: I think the only stat that absolutely needs to be at least decent (80+ at level 11 for me) is Melee Skill. I used to field a 15 Resolve Deserter as a polearm wielding backliner, pre-DLC, as he had 2-star Melee Skill with Dexterous. Rest of his stats were nothing really to shout about though. Didn't have any trouble so long as I kept him from being surrounded. Of course post DLC with Alps and Hexen, it might be quite a different story. Wizard Styles posted:Apart from daily wages, so far I haven't seen a single bro that doesn't seem in line with it but there was a dev blog mentioning some stat changes. Yea if you find any stat changes, do share. There's some murmurings on Reddit threads that they nerfed Farmhand Resolve and Melee Defense. Haven't seen any solid numbers quoted though.
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# ? Dec 13, 2018 18:40 |
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Raiders are only scary if you're afraid of losing bro's. If you keep some fuckwit around that you're willing to let die in place of a better bro you'll never be scared of them. Even without rotation, you can spam knock back and then move the fuckwit into range while moving your wounded bro back.
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# ? Dec 13, 2018 18:44 |
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Any opinions on Beast Slayers? They are usually so expensive, and so far I haven't been too impressed with their stats, they're a bit too generalist for my tastes.
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# ? Dec 13, 2018 18:46 |
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Broken Cog posted:Any opinions on Beast Slayers? They are usually so expensive, and so far I haven't been too impressed with their stats, they're a bit too generalist for my tastes. They fall into that middleground of being better then the average cheap recruit but not by enough to be worth taking a risk on.
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# ? Dec 13, 2018 18:54 |
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By the way I might as well mention this, I'm actually really disappointed by all the new armour they added in the DLC because it doesn't seem well integrated into the base game. Raiders don't wear it so they don't drop it, which means your number one source of midgame armour won't provide you with the new stuff. Weidergangers don't wear it either so that's out too. And once you hit the point where you're buying armour and getting battleforged, I'd much rather spend an extra 500-1000 gold on a proper hauberk than on some armour with noticeably lower durability. The few bandit leaders I've encountered so far have been wearing armour that was already in the base game, like lamellar harnesses. And I didn't get the noble war so I haven't been able to check, but so far as I've been able to tell it seems like they didn't even get footmen to wear the new footman armour. It just seems like a weird way to add it all. Clearly they went to the trouble of making it so raiders, for example, spawn in with the new weapons. I see tons of raiders with the new two-handed flail, or with the low-tier two-handed hammer and longsword, so clearly they went to the trouble of adding those to their gear pools. But the new armour has been added in a way that means I'll basically never use any of it (helmets excepted because some of the new helmets are straight upgrades on what already existed). I like the attachment system though.
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# ? Dec 13, 2018 20:34 |
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I see Brigand Leaders wear the new armor all the time, but that's also the only enemy I see wearing it.
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# ? Dec 13, 2018 20:39 |
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Broken Cog posted:I see Brigand Leaders wear the new armor all the time, but that's also the only enemy I see wearing it. Yeah, I've picked up a couple new and interesting pieces from leaders.
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# ? Dec 13, 2018 22:18 |
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The new armour is a disappointment because you still need 210+ on 2hander bros imo. It helps you get to that point I guess but the common armour seems to stop at the 115 (?) chain mail that raiders wear and that's it. The new weapons on the other hand are great, but some stuff like the Septum should be more common to get more use out of it. It's always nice to just have a polehammer in reserve, or the club/spear two hander in the early game is quite nice. And of course Longswords make the transition to 2hander bros much easier. vyelkin posted:I found out the downside to nimble. It doesn't reduce bleeding damage, obviously. All it took was two hits from an orc warrior's cleaver and my nimble bro lost nearly half his health just bleeding over the next two turns. Didn't last long after that. Nimble definitely still has weaknesses but I think the biggest problem is how it really makes your economy game so much easier. Think about how much money you have to sink into getting a battleforged bro to nearly the same effectiveness in comparison. It's a bit absurd. I've avoided taking it but if it stays roughly as is, or gets nerfed somewhat it still might be good on archers. I usually just put dodge on them.
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# ? Dec 13, 2018 23:34 |
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Drath posted:I used to field a 15 Resolve Deserter as a polearm wielding backliner, pre-DLC, as he had 2-star Melee Skill with Dexterous. Rest of his stats were nothing really to shout about though. Didn't have any trouble so long as I kept him from being surrounded. Of course post DLC with Alps and Hexen, it might be quite a different story. And Deserters never complain about being in the reserves so even if they're not useful against some of the new enemies that's not necessarily a huge deal. quote:Yea if you find any stat changes, do share. There's some murmurings on Reddit threads that they nerfed Farmhand Resolve and Melee Defense. Haven't seen any solid numbers quoted though. But Farmhands always had very variant Resolve, sometimes dropping below 30. Their Melee Defense was in the default 0-5 range before the DLC came out and I haven't seen one with negative starting defenses yet either. vyelkin posted:By the way I might as well mention this, I'm actually really disappointed by all the new armour they added in the DLC because it doesn't seem well integrated into the base game. Raiders don't wear it so they don't drop it, which means your number one source of midgame armour won't provide you with the new stuff. Weidergangers don't wear it either so that's out too. And once you hit the point where you're buying armour and getting battleforged, I'd much rather spend an extra 500-1000 gold on a proper hauberk than on some armour with noticeably lower durability. That said I wouldn't mind it if there was some Brigand variant between Raiders and Leaders dropping better armor, especially since a lot of people are saying that Leaders are pretty rare now. Maybe there should be more fights against other mercenaries.
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# ? Dec 14, 2018 01:13 |
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Really liking the 2H mace's ability to stun for 2 turns. Makes you able to just take one strong enemy, like a knight or a fallen hero, out of the fight while you can focus on all his underlings. Shame so many of the new monsters are immune to stun, although I guess that would trivialize a lot of them. Edit: Also useful for keeping someone still while you surround them with daggers Edit2: I let this good boy off to be a distraction, but he was having none of it Broken Cog fucked around with this message at 12:07 on Dec 14, 2018 |
# ? Dec 14, 2018 07:01 |
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Dogs: more than just ablative armor.
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# ? Dec 14, 2018 16:27 |
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As enemies get more armored and have stronger weapons, I’m finding my dog less useful. Is there any way to improve them beyond the dog armor? Or are they destined to be low damage distractions in late-game?
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# ? Dec 14, 2018 16:35 |
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Late game they are honestly sometimes worse than low damage distractions because when they die easily they give the enemy a morale boost and make the fight harder. Unless there are options to ameliorate that in the expansion, I guess.
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# ? Dec 14, 2018 16:38 |
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Dogs can actually do some serious damage against unarmored enemies. If you pair them up with a hammer bro or two, you can beat down some surprisingly strong enemies. Give the hammer bro backstab as well for extra effectiveness, roleplay as houndmaster.
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# ? Dec 14, 2018 16:38 |
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# ? May 11, 2024 12:57 |
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Can you put armor on the wolf?
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# ? Dec 14, 2018 16:43 |