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Has anyone identified any top tier map seeds other than the ones already on https://bb.frukso.se? I want to start a new run but I'm kinda bored of the good seeds already listed.
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# ? Mar 8, 2019 05:27 |
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# ? May 25, 2024 20:55 |
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The Lord Bude posted:Has anyone identified any top tier map seeds other than the ones already on https://bb.frukso.se? I want to start a new run but I'm kinda bored of the good seeds already listed. Do you think the new DLC will not mess up the seeds, or will you just do a short one? Been contemplating retiring my current band and try some epic seed, but figured I might wait for the DLC. Edit: gently caress that witch hut fight. I can take on a bunch of hexen with armored brawler punching them to death, but with all the rabble they have with them that wont fly. Seems like every bro with less than 100 resolve will get turned more often than not, and my good sergeant is not built to stand and trade up front. Does anyone beat this reliably? If so, how? Bunch of dogs here too? TheBeardyCleaver fucked around with this message at 13:21 on Mar 8, 2019 |
# ? Mar 8, 2019 11:59 |
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TheBeardyCleaver posted:Do you think the new DLC will not mess up the seeds, or will you just do a short one? Been contemplating retiring my current band and try some epic seed, but figured I might wait for the DLC. First of all; have decent bros in the resolve department to reduce the chances of them being turned often; and space them out a bit so that they don't tie each other up - in particular you want to avoid having your front line adjacent to your archers (obviously you can't avoid it on turn 1). For reference I typically have 60 resolve on front liners and 50 on back liners. Having the necklace you get from the undead camps Ambition on your lowest resolve guy helps of course, since that makes them immune to being turned. Witch Hunters have +15 resolve vs the enchantment; and there is an armor attachment you can craft that does the same. Swap out the dogs for +resolve necklaces on everyone else - you craft them at the taxidermist. Have your sarge keep the banner out; but give the sergeant's sash to someone else to spread the resolve around. There is also a potion you can craft which gives temporary +40 resolve to bros; but it aint cheap to craft. Aside from that; my major breakthrough came when I stopped trying to rush my way to the hexen to kill them as soon as possible. take a potshot at them when you can; but focus on killing all the other poo poo first. As for seeds; yes I expect every expansion to completely reset the seeds - I figure it has to since they need to add a bunch of extra stuff to maps to accommodate the new content. In a way I think it's healthy, since it stops people from using the same handful of stale maps forever. My understanding is the expansion is still months away - in the announcement post dated feb 2 they said they expected to be finished 'in the next few months'. For reference the run I'm contemplating retiring from is on day 505 and I've only been playing it for a couple of weeks.
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# ? Mar 8, 2019 13:32 |
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There's no release date on Warriors of the North yet, is there?
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# ? Mar 8, 2019 14:50 |
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Tias posted:There's no release date on Warriors of the North yet, is there? Nothing specific, other than 'we expect it to be finished in a few months'. I'd guess June-ish
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# ? Mar 8, 2019 14:58 |
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TheBeardyCleaver posted:Do you think the new DLC will not mess up the seeds, or will you just do a short one? Been contemplating retiring my current band and try some epic seed, but figured I might wait for the DLC. In addition to what The Lord Bude said, I am going to do another suggestion: give everyone with resolve under 60 spears and swords, plus don't bring any of your Nimble Bros, only give a two-hander or long-weapons to the dude with the undead trophy (as that gives immunity to mind control) or resolve above 80. I suggest those weapons because they're pretty poor against armor, but none of your enemies has serious armor either, so that greatly mitigates how much damage your charmed brothers can do to the rest of the party while keeping them effective against your enemies (and the bonus to hit from swords and spears will help against the rabid wolves). Unholds and the larger ghouls are the only thing here that demands any serious damage, but you've got someone with a big weapon and the undead trophy for those and the swords are actually pretty great against their unarmored asses.. Use maces to stun charmed brothers if you've got a good to hit chance, otherwise just do a shield bash to push them away from the rest of your bros so you can escape their attack of opportunity. As usual, nets can help you control the position of the Unholds so they don't do too much damage. Have your archers on the job, as they're not very dangerous against an armored line and if any of them get a chance to snipe a hag it will save you a lot of trouble.
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# ? Mar 8, 2019 21:02 |
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http://battlebrothersgame.com/dev-blog-117-named-equipment/ Named war scythes!
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# ? Mar 9, 2019 00:36 |
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Dreylad posted:http://battlebrothersgame.com/dev-blog-117-named-equipment/ Fukn finally. My favourite weapon.
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# ? Mar 9, 2019 03:51 |
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Dreylad posted:http://battlebrothersgame.com/dev-blog-117-named-equipment/ "new stats to modify" hmm
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# ? Mar 9, 2019 04:23 |
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Oh hell yeah, named equipment is the poo poo. I really hope their tweaks to placement means you find more of them, though, it's so frustrating when you're a super late-game company and all you really have left to do is see how overpowered you can get, but that just turns into endless grinding because you only find a named item once every 30 lairs.
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# ? Mar 9, 2019 05:59 |
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Named Khopeshs. Named Crypt Cleavers. Named one-handed barbarian cleavers. Named two-handed barbarian cleavers. And the named Head Choppers and regular cleavers that already exist. All cleavers all the time.
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# ? Mar 9, 2019 12:57 |
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420 cleave skulls erry day
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# ? Mar 9, 2019 13:41 |
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The Lord Bude posted:Advice ZearothK posted:More Advice And I did it! Paid drat good attention to my band of cowards, put the ones with a pair on them (pretty much my bannerman, and two spears on the flank) forwards, gave all but one cleavers swords and spears. Repair bill was ugly, but they all made it through. Dagger is mine!
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# ? Mar 9, 2019 19:06 |
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is it me, or is taking caravan contracts that offer pay for the heads of attackers bullshit? I can't remember the last time I had a caravan attacked, but it's rarer than 1 in 10
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# ? Mar 9, 2019 21:29 |
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Tias posted:is it me, or is taking caravan contracts that offer pay for the heads of attackers bullshit? I can't remember the last time I had a caravan attacked, but it's rarer than 1 in 10 This is not based on anything but my observations playing the game but: I'm pretty sure regular caravan contracts spawn an enemy group along the route that tracks the caravan down. They don't attack if your company is too strong but it's usually a pretty tough group. Could be that the contracts that pay you per head just don't do that and you only get the enemies that are randomly in the area and strong enough to come after you, no specific spawns.
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# ? Mar 9, 2019 21:38 |
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Tias posted:is it me, or is taking caravan contracts that offer pay for the heads of attackers bullshit? I can't remember the last time I had a caravan attacked, but it's rarer than 1 in 10 90% of the time I never get attacked, 10% of the time I get attacked multiple times.
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# ? Mar 9, 2019 21:42 |
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Per head contracts of any kind often seem to be not worth it to me. Sometimes you're offered contracts to patrol between a few cities and only get paid per head (no set minimum reward), and far too often I end up not getting attacked at all and having to detour into the nearby wilds in order to find something to kill. The worst contracts by far are the "travel for a day or two to this area and kill this specific kind of enemy/enemies, you get paid per head". More often than not it seems to take days to get the correct enemies to show up, if you even find any at all. I know one of the game tooltips says outright that not all contracts are worth it, but that shouldn't encompass an entire type of contract. Wizard Styles posted:It does seem like that. Often the bandits will spawn in the middle of a forest too, so your caravan will simply outrun them. Never take a job that doesn't guarantee payment.
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# ? Mar 9, 2019 22:14 |
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Caravan escort used to be far worse when they'd take you far across the map, but the devs readjusted it so trips can be shorter. I still only take them if they happen to be going to the settlement I was planning on heading to anyways, since it's free money and you don't use up food in a caravan.
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# ? Mar 9, 2019 22:16 |
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AG3 posted:Per head contracts of any kind often seem to be not worth it to me. Sometimes you're offered contracts to patrol between a few cities and only get paid per head (no set minimum reward), and far too often I end up not getting attacked at all and having to detour into the nearby wilds in order to find something to kill. You essentially get paid extra for attacking lairs, which you want to be doing at some point anyway just for the treasure and the chance to get some heavy armor from a Brigand Leader or Fallen Hero, or even a named item if you're lucky.
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# ? Mar 9, 2019 23:50 |
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Wizard Styles posted:Patrol contracts are great, just not for actually doing the patrol. Have to second this, I love patrol contracts because it's essentially a way to get paid to raid lairs. TheBeardyCleaver posted:And I did it! Paid drat good attention to my band of cowards, put the ones with a pair on them (pretty much my bannerman, and two spears on the flank) forwards, gave all but one cleavers swords and spears. Repair bill was ugly, but they all made it through. Congrats! I sort of wish it was possible to get it earlier while I was mostly fighting human opponents, though if you have a Noble House crisis on the horizon it will see plenty of use.
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# ? Mar 10, 2019 02:06 |
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Wizard Styles posted:Patrol contracts are great, just not for actually doing the patrol. This. You can wander about for 7 days and kill stuff you meant to anyway, getting paid for the heads you haul in a days work. I take them even if the pay is relatively poo poo and there's nothing better to do. Edit ZearothK posted:Have to second this, I love patrol contracts because it's essentially a way to get paid to raid lairs. Yea, I have the undead crisis coming up, so won't see much use. And here I was hoping it would turn wiedergangers for me. Tried that, and nop. Ah, well. Still better than my other unique dagger. TheBeardyCleaver fucked around with this message at 02:16 on Mar 10, 2019 |
# ? Mar 10, 2019 02:07 |
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AG3 posted:Per head contracts of any kind often seem to be not worth it to me. Sometimes you're offered contracts to patrol between a few cities and only get paid per head (no set minimum reward), and far too often I end up not getting attacked at all and having to detour into the nearby wilds in order to find something to kill. Patrol contracts are actually great - you take one; quickly run between the towns; then go and hit a couple of enemy fortifications. It’s free money to do something you were going to do anyway. The ‘kill a specific type of enemy’ contract is ok - some types of beasts are rare; and I’m not sure if the game spawns them just for the contract. Certainly I always go after lindworms. There’s no time limit so nothing stopping you from just carrying it around with you when you go exploring.
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# ? Mar 10, 2019 03:56 |
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Agreed that patrol contracts are great because you get paid extra for wiping out lairs after you're done the patrol itself. It will also sometimes proc the "safe roads" town condition, which makes stuff cheaper to buy. There's one benefit to caravans I don't think anyone has mentioned, which is that it gives the destination settlement the condition "well supplied" which will make all the shops full of goods for cheap, and will often mean there's a unique available in a weaponsmith or armourer. I'll take caravan contracts in the lategame if they're going to a big city where I might be able to buy a unique after, even if I lose money on the contract itself.
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# ? Mar 10, 2019 06:37 |
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Wizard Styles posted:Patrol contracts are great, just not for actually doing the patrol. Normally I'd agree, but when you get multiple contracts like that in the same region in a short span of time there sometimes isn't anything left to kill unless you take a massive detour, and if your luck is bad it involves crossing mountains and/or marshes. Of course, part of the problem is my own habit of lingering in one region for far too long before moving on... vyelkin posted:Agreed that patrol contracts are great because you get paid extra for wiping out lairs after you're done the patrol itself. It will also sometimes proc the "safe roads" town condition, which makes stuff cheaper to buy. Patrol contracts are good, I just don't like the ones that only pay per head and nothing at all for the wandering itself, because sometimes there's nothing left to kill in the surrounding area.
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# ? Mar 10, 2019 10:46 |
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What to do with a bro who's high in initiative and melee but not much else? I figure duelist, but there's been a lot of changes, so hit me with suggestions
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# ? Mar 14, 2019 00:39 |
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Tias posted:What to do with a bro who's high in initiative and melee but not much else? I figure duelist, but there's been a lot of changes, so hit me with suggestions It depends what the other stats are. If stamina, health, resolve etc are all low; the answer is probably going to be ‘fire him’. Initiative is only useful for using the fencing sword; and it needs to be exceptionally high. Even then after quite a bit of testing I don’t think they’re useful all that often. A nimble duelist needs to have excellent Defense stats and pretty good stamina; and also exceptional gear. A heavy armour duelist needs excellent stamina and melee attack; and at least adequate health and resolve - they don’t have the spare perks to be taking colossus or fortified mind. My suggestion for bros with excellent melee attack but mediocre other stats is to make them dedicated nimble polearm users - especially if you can get fatigue up to a decent value after you account for gear.
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# ? Mar 14, 2019 02:39 |
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The Lord Bude posted:It depends what the other stats are. If stamina, health, resolve etc are all low; the answer is probably going to be ‘fire him’. The Lord Bude posted:
Yes! Build can usually afford a quickhands as well, for switching to a offhand weapon for those last 4 AP. Wilderich the Poker is one of my most useful guys: Bags and belts, quickhands, polearm master, rotation AND footwork, in addition to nets, a sword and a mace makes him great for harassing Orcs and other bothersome units. Does decent damage too.
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# ? Mar 14, 2019 12:47 |
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TheBeardyCleaver posted:I like initiative on my sword/dagger duelists. I agree with the fencing sword, I usually prefer a regular noble sword. May be they see more use with uber gear, which I don't have much of in that company. Still, overwhelms for single target tanking can usually get hit chance down to 5% with decent defense, which is better than most regular linemen. You don’t need an offhand weapon any more; polearm mastery reduces the app of polearm attacks to 5 ap; so you can trigger berserk; then attack again. And because they’re on the back line and nimble makes them much tankier than before; you don’t need to take defensive perks other than nimble really. So I give my pole guys crippling strikes, executioner, berserk and killing frenzy. Each one has a warscythe, and a billhook to switch to when the durability of the scythe drops too low. In my main long run my pole dudes have more kills than anyone else in the company by a huge margin. I never give anyone overwhelm - because it requires you to act before the opponent, it ends up only being useful in the first couple of rounds; and you have to waste a ton of skill points on initiative.
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# ? Mar 14, 2019 12:56 |
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The Lord Bude posted:You don’t need an offhand weapon any more; polearm mastery reduces the app of polearm attacks to 5 ap; so you can trigger berserk; then attack again. And because they’re on the back line and nimble makes them much tankier than before; you don’t need to take defensive perks other than nimble really. So I give my pole guys crippling strikes, executioner, berserk and killing frenzy. Each one has a warscythe, and a billhook to switch to when the durability of the scythe drops too low. In my main long run my pole dudes have more kills than anyone else in the company by a huge margin. I tend to use the offhand when getting swamped. one polearm hit, and then a bash with the offhand. Defensive perks are for pulling guys out of trouble more than anything. Warscythe sounds interesting, never owned more than one, and they were a bit fiddly. Been avoiding undead crisis the last few runs because of boredom, but I should pick it up again. I like my overwhelms. Especially on archers. I'm sure you can run a more objectively destructive band without it, but I enjoy a bit of diversity.
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# ? Mar 14, 2019 23:25 |
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TheBeardyCleaver posted:I tend to use the offhand when getting swamped. one polearm hit, and then a bash with the offhand. Defensive perks are for pulling guys out of trouble more than anything. Warscythe sounds interesting, never owned more than one, and they were a bit fiddly. Been avoiding undead crisis the last few runs because of boredom, but I should pick it up again. Warscythes are the best. My polearm dude with a warscythe that has more kills than anyone else in the company joined on day 110. You just need a backup polearm since they don’t have enough durability to last out the fight.
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# ? Mar 15, 2019 02:25 |
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The Lord Bude posted:Warscythes are the best. My polearm dude with a warscythe that has more kills than anyone else in the company joined on day 110. Well, undead crisis is coming up my main campaign, so I guess I have a job to do Maybe a pike as backup for that repel has some use Edit: Any advice for where to look for scythes? I imagine it's ancient legionaries/honor guards. Maybe just the honor guards? Guess I'll go look for them bone heap locations. TheBeardyCleaver fucked around with this message at 13:46 on Mar 15, 2019 |
# ? Mar 15, 2019 13:43 |
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TheBeardyCleaver posted:Well, undead crisis is coming up my main campaign, so I guess I have a job to do Honor Guards can carry them. Legionaries might be able to spawn with them as well but I'm less certain of that one. Make sure you kill whoever is holding it quickly, they have gently caress all durability and won't last a battle. As a rule, you should assume your warscythe isn't going to last through a combat encounter, so you need a second polearm to switch to when you get the low durability warning. Pikes have the repel certainly; but Billhooks do the most damage. I go with billhooks because once you get through the first few rounds it becomes harder to line up enemies for AOE anyhow and maximum damage becomes the priority. Of course also in some fights you want the billhooks from the start - unholds; lindworms for eg. I build my warscythe users very aggressively: Student Iron Brow Backstabber (polearms get better use out of this than front liners, plus they don't need as many defensive perks) Polearm Mastery Footwork Nimble Beserk Killing Frenzy Recover (you'll need this; even with ~100 fatigue after gear) Crippling Strikes Executioner
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# ? Mar 15, 2019 13:58 |
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http://battlebrothersgame.com/dev-blog-118-the-barbarians-part-ii/ Just look at these motherfuckers
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# ? Mar 15, 2019 15:51 |
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Those dudes own and I am really looking forward to fighting them.
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# ? Mar 15, 2019 16:45 |
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as a viking reenactor irl I am looking forwards to being these dudes
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# ? Mar 16, 2019 17:21 |
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The Lord Bude posted:Honor Guards can carry them. Legionaries might be able to spawn with them as well but I'm less certain of that one. Make sure you kill whoever is holding it quickly, they have gently caress all durability and won't last a battle. Went and fought some undeads. Mean priest, 15 honor guards. Barely scrape out of it alive, but with 4 schytes and some silverware. Happy lads. Then I seem to have managed to get the auto loot turned off, and hit leave without clicking the damned arrow...
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# ? Mar 19, 2019 21:38 |
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TheBeardyCleaver posted:Went and fought some undeads. Mean priest, 15 honor guards. Barely scrape out of it alive, but with 4 schytes and some silverware. Happy lads. Then I seem to have managed to get the auto loot turned off, and hit leave without clicking the damned arrow... I assume that's when you reloaded your autosave. Meanwhile I'm on day 130 and I can't for the life of me find ancient dead on this map other than some useless necrosavants
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# ? Mar 20, 2019 02:53 |
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The Lord Bude posted:I assume that's when you reloaded your autosave. Meanwhile I'm on day 130 and I can't for the life of me find ancient dead on this map other than some useless necrosavants It was not, because I had also hooked off Ironman in my infinite wisdom. Luckily, unlike you I have shittons of undead locations I've ignored. Just need to find some more tools...
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# ? Mar 20, 2019 08:32 |
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Nordick posted:http://battlebrothersgame.com/dev-blog-118-the-barbarians-part-ii/ They look amazing, I'll be very tempted to dress a company up in their armor even if the stats are poo poo. That said I would have liked it better they wouldn't follow the same progression from light to heavy armor as everything else in the game. I was hoping for the highest tier barbarians to be mostly going without armor and relying on protective runes (as it was mentioned some of them do that in an earlier blog post). As it is these guys kinda feel like "What if orcs, but human?".
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# ? Mar 21, 2019 03:29 |
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# ? May 25, 2024 20:55 |
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Is it me, or will the crisises generally gently caress you out of tools? I'm in a noble war, and even towns that haven't been raided by the enemy or have other debuffs seem to regenerate tools very slowly if at all.
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# ? Mar 22, 2019 13:16 |