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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

Hammerstein posted:

Is the goldmine seed spelled like this "goldmine", all in lower letters?

Cause the citadels have no smelter/furnace, which is usually a no-no for me.

Try this one then:

https://bb.frukso.se/seed/OYTDZXDZSO/

Starting bros aren't as good as goldmine but the trade is bonkers good -- multiple dye villages and a village with gem AND salt, all on loops in the South.

I've been doing a poachers run through two crises on it (noble war and orcs) and think I'll try another as Barbarians just for kicks.

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Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !

TheBeardyCleaver posted:

What weapon for that build? Axe?

Axe because Mansplitter - and if you roll Huge+Brute you can later hopefully get Drunk per event.

Hieronymous Alloy posted:

Try this one then:

https://bb.frukso.se/seed/OYTDZXDZSO/

Starting bros aren't as good as goldmine but the trade is bonkers good -- multiple dye villages and a village with gem AND salt, all on loops in the South.

I've been doing a poachers run through two crises on it (noble war and orcs) and think I'll try another as Barbarians just for kicks.

Thanks, this is pretty good. Also mushrooms. Just too bad the HK start has cocky and mediocre rolls.

Hammerstein fucked around with this message at 20:10 on May 26, 2019

Genghis Cohen
Jun 29, 2013
I am playing as Northern Raiders (taken a Lone Wolf game through one crisis already) and I'd really like to get a barbarian theme going, recruiting wildmen, barbarians etc and farming for unique barbarian gear.

Is there any way to recruit more barbarians, or do I just take out their camps/locations and hope to get events that give me a new recruit? Is there a particular clue to look out for? Unfortunately the maps (having no towns open to you in the north of the map) kind of make it harder to actually operate in the north at full effect.

RabidWeasel
Aug 4, 2007

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

Genghis Cohen posted:

I am playing as Northern Raiders (taken a Lone Wolf game through one crisis already) and I'd really like to get a barbarian theme going, recruiting wildmen, barbarians etc and farming for unique barbarian gear.

Is there any way to recruit more barbarians, or do I just take out their camps/locations and hope to get events that give me a new recruit? Is there a particular clue to look out for? Unfortunately the maps (having no towns open to you in the north of the map) kind of make it harder to actually operate in the north at full effect.

Camps and I think there's a random event which can happen, based on the event text it probably only fires if you're on a road in snowy terrain, which just straight up gives you a barbarian recruit.

I'm sad that you can't hire them at all, I was expecting to rarely see them as possible recruits in northern towns.

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

Hammerstein posted:


Thanks, this is pretty good. Also mushrooms. Just too bad the HK start has cocky and mediocre rolls.

Yeah but BB edit fixes that issue easily.

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !
Here's a fun trade route:

Salt+Gems in Hammererden, Salt+Gems in Erzheim, Salt+Copper in Kaltenhof. The HK on this map is bad with quick and optimist, but maybe the other backgrounds are good (I haven't checked yet). This map should generate a ton of gold once you are in good standing with the mining towns.

The map has no mushrooms and no swamp towns, so it's bad for cultists. But there are 2 big trading harbors in the South, as well as most of the usual: wine, beer, bees (mead?), amber, lumber camp, hunter's lodge (only 1 though), 2 citadels - one with smelter/weaponsmith, the other has a furnace/armorer. And various other stuff.

Seed: EDKVYTWENP

Bogarts
Mar 1, 2009
Raiders have 4x the chance to have the barbarian recruit events occur but you have to get a mission to kill a camp to get the camp recruitment event and the other just randomly happens in the north so it's unlikely that you will be able to get them until you get your rep up with the northern faction.

Broken Cog
Dec 29, 2009

We're all friends here
Oh, day 10 Hunt down terrors quest, probably just another 6-stack of nachs, nothing big.


:stare:

dogstile
May 1, 2012

fucking clocks
how do they work?
That is incredibly under armoured for day 10.

Broken Cog
Dec 29, 2009

We're all friends here

dogstile posted:

That is incredibly under armoured for day 10.

Slayer start with low funds, spent too much on recruits and nets.


Not anymore though!

Edit: Also I was using 2 days to move to an area that wasn't just 4 keeps huddled together

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
Has anyone found a good northern raiders seed that has either some forest towns or hunter's cabins for finding ranged recruits?

I'd like to try a raiders run but the lack of ranged recruits is painful.

En Garde Motherfuckers
Apr 29, 2009

Hey. Is it just me, or do my balls itch?

Hieronymous Alloy posted:

Has anyone found a good northern raiders seed that has either some forest towns or hunter's cabins for finding ranged recruits?

I'd like to try a raiders run but the lack of ranged recruits is painful.

I've been using LKXIEIBGKB for the raider game I stuck with and haven't had any trouble finding Hunters/Poachers to grab as needed- at least two of the towns on the southern third have cabins, and there's a ton of dyes to do a trading loop as well. Fair warning, there are no Taxidermists or Weaponsmiths in any of the towns you have immediate access to; the only Weaponsmith I've been able to use has been in a town held by the center noble house, so don't piss them off! You'll be set for Armorers and Fletchers, though. There's two of each in the south iirc

The starting bros are pretty solid: one of them has Iron Lungs and the worst trait any of them have is Fear of Undead. Lastly, the Golden Goose is tucked away in some mountains southwest of Hohenstein- consider making a detour for it as you strike south at the start.

Bogarts
Mar 1, 2009
Just had a monster contract and the enemy was 29 spiders. First turn they went up to 34 before I had gotten to move. RIP 8 dogs I probably would have died if you hadnt been such good boys. Fight ended with no losses and 44 kills. 14 of them fled. I probably just broke even on the reward because of the dogs.

terrorist ambulance
Nov 5, 2009

dogstile posted:

That is incredibly under armoured for day 10.

Is it? I'm just starting out around day 10 and that's more or less what my guys look like. Even doing julius caesar where possible on guys to take their poo poo

vyelkin
Jan 2, 2011
I found a unique fencing sword with -3 fatigue per action, so I guess I'm building a fencing bro. Luckily on my very next town visit I found a ratcatcher with stars in both matk and mdef.

RabidWeasel
Aug 4, 2007

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

terrorist ambulance posted:

Is it? I'm just starting out around day 10 and that's more or less what my guys look like. Even doing julius caesar where possible on guys to take their poo poo

The difference between like a 20 armour tunic and an 80 armour padded is pretty huge, also the game scales contract difficulty partially in line with how many guys you have so you don't exactly have to rush to get to 12 men

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves

Hammerstein posted:

Is the goldmine seed spelled like this "goldmine", all in lower letters?

Cause the citadels have no smelter/furnace, which is usually a no-no for me.

Yes it is just "goldmine" in lower letters.

There are only 2 citadels but it doesn't matter because every stone castle has smelters and furnaces.

Nordick
Sep 3, 2011

Yes.

terrorist ambulance posted:

Is it? I'm just starting out around day 10 and that's more or less what my guys look like. Even doing julius caesar where possible on guys to take their poo poo

Yeah I haven't ever played a run where I didn't grab a bunch of gambesons during the first few days. I would really rather have 7-8 decently clad dudes instead of 10 mooks in rags and tunics.

Glad it worked out for him though, those billhooks are a real good prize for day 10.

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah early days I tend to buy the 80 armour stuff, even if it's damaged and repair it up. Being able to take two hits is massive

Broken Cog
Dec 29, 2009

We're all friends here
Small complaint, I wish your world map piece didn't change to the generic "Mercenary Band" piece when you do the ambition to open Noble contracts. I kinda enjoy having the different pieces based on which start you chose.

Night10194
Feb 13, 2012

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

Broken Cog posted:

Small complaint, I wish your world map piece didn't change to the generic "Mercenary Band" piece when you do the ambition to open Noble contracts. I kinda enjoy having the different pieces based on which start you chose.

You keep the Hedge Knight piece in Lone Wolf, at least.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

vyelkin posted:

The AP changes mean that berserk works better with crossbows now.
This is something I've been wondering about.
I made a crossbow specialist now because my Band of Poachers picked up a 41*** Ranged Skill, Eagle Eyes Gravedigger so I have 4 good ranged bros now. And the ability to move around a bit while still putting out shots alone makes crossbows better. Plus you can always find a Spiked Impaler, while T3 bows are usually one of the big pre-crisis purchases.
But how much use do you actually get out of Berserk? A crossbow bro is still limited to one single target attack per turn at most (unless he berserks) so I'm not sure I'm seeing the value of spending a perk point on it.

Gridlocked posted:

Yes it is just "goldmine" in lower letters.

There are only 2 citadels but it doesn't matter because every stone castle has smelters and furnaces.
There are also a couple of stores along or close to the main southern trade area.
I had all my melee bros in Footman Armor or better when they were like level 4.

e: That actually made me overestimate them a bit. They looked like they were badasses, but ultimately they were just low level Brawlers and Messengers and far away from Battle Forged. I lost a really good Brawler to a small group of Raiders just because everyone kept missing their 40-50% attacks. Luckily he only got a permanent injury so I got to keep his armor that made me overestimate him in the first place.

Wizard Styles fucked around with this message at 18:38 on May 27, 2019

Genghis Cohen
Jun 29, 2013
So I had a contract I’d be ever seen before come up - go kill a Barbarian King and his army. 3 skulls, about 3k gold, I’m at day 60 or so, my top guys are level 8 and a pretty decent bunch. After a week of looking around the northern half of the map, I come across “The King in the North” and 11 other barbarians. Now I’m not that high level but the group doesn’t sound so bad. After maybe 6 tries, the best result I’ve managed is to have 4 brothers killed, and eventually the king moved away without taking any damage himself. I repeat, that’s the best result. I just tried to better it, and that skull mace waving motherfucker one-shot literally 10 brothers with 10 swings

vyelkin
Jan 2, 2011

Wizard Styles posted:

This is something I've been wondering about.
I made a crossbow specialist now because my Band of Poachers picked up a 41*** Ranged Skill, Eagle Eyes Gravedigger so I have 4 good ranged bros now. And the ability to move around a bit while still putting out shots alone makes crossbows better. Plus you can always find a Spiked Impaler, while T3 bows are usually one of the big pre-crisis purchases.
But how much use do you actually get out of Berserk? A crossbow bro is still limited to one single target attack per turn at most (unless he berserks) so I'm not sure I'm seeing the value of spending a perk point on it.

I find berserk really handy on the crossbow because the spiked impaler with crossbow mastery just does so much damage that it's often a killing blow.

Just loaded up my save to check, and my crossbow guy has significantly more kills than either of my bow archers. 88 versus 61 and 47 for my two bowmen, and without being in that many more battles. Now a bunch of those were before he got berserk, but that's still a lot of times he either got to shoot twice in a turn or reload twice to make up for the last time he berserked. Killing frenzy also helps him get more than one berserk per combat because as soon as he's getting a single kill, he's likely going to get more.

Broken Cog
Dec 29, 2009

We're all friends here


4 skulls and bones from 3 unholds :thunk:

Playing Slayers is actually pretty fun, I see myself taking a lot more beast hunting contracts naturally, I've made sure some of my dudes have quick hands, nets and dogs, and I also made sure my entire team has 50+ resolve so I can more easily take on Hexen.

It feels like one of the more RP-y scenarios.

Edit: The 10% increased buy cost really hurts your margins on running trade goods though. I kinda wish slayers had increased sell price for trophies or something to make up for it, but the additional trophies you find is a really nice as it is.

Broken Cog fucked around with this message at 19:47 on May 27, 2019

Reign Of Pain
May 1, 2005

Nap Ghost
New update

Changelog for 1.3.0.19
Changed named item stat generation numbers slightly to create higher quality named items in general, and better light and medium armors in particular. Only applies to items generated after this update.
Changed value of most beast trophies to be higher.
Fixed potentially wrong starting XP of characters in 'Deserter' origin.
Fixed 'Gash' skill used for attacks of opportunity instead of 'Slash' skill.
Fixed visual glitch when a disarmed character's shield is hit.
Fixed world map generator failing on some rare map seeds that result in little water.
Fixed issue with 'Lone Wolf' origin when having two hedge knights in the roster and no other backgrounds.
Fixed various minor issues.

Glad they made those changes mentioned in the 1st 2.

vyelkin
Jan 2, 2011
Those changes to uniques are good, I've found some garbage uniques, like unique light armour that's just the same as regular armour. I guess it looks cool though, so I wear it anyway, but yeah.

ccubed
Jul 14, 2016

How's it hanging, brah?

Gridlocked posted:

Yes it is just "goldmine" in lower letters.

There are only 2 citadels but it doesn't matter because every stone castle has smelters and furnaces.

https://old.reddit.com/r/BattleBrothers/comments/btpl42/datamined_how_do_shops_determine_their_inventories/

quote:

One of the things I was interested in was exactly how shop inventories are determined, in particular what affects named items chance. With this in mind, I dug into the code and here are my results:

Each shop starts with a "shopping list". This is a list of items that can appear in its inventory, together with a rarity score (a number from 1 to 99). Each shop type has its own base list, and additional items can be added to this list if the settlement the shop is in is a certain type or has certain attached locations.

The three "specialist shops" (armourer, fletcher and weaponsmith) all have an independent 33% chance of having each of the relevant named items in their shopping list (armours and helmets for armourer, bows and crossbows for fletcher and melee weapons for weaponsmith). These items always have a rarity of 99%.
Next the shop creates its inventory. The way it does this is it rolls a d100 for each item in its shopping list, multiplies the result by its rarity multiplier (more on that later) and if the result is higher than the rarity score of the item then that item is added to the shop's inventory.
And that's the basic method. Now, onto some observations:

First, not that for each famed item you have a 33% chance of it appearing in the shopping list, and then a 1% chance (without modifiers) of it appearing in the shop. This should explain why, without modifiers like "well supplied", famed items appear rarely in shops.

More surprising (to me at least) was the fact that a settlement's rarity multiplier is independent of its size. Both a tiny village and a huge citadel have a rarity multiplier of 1. What this means is that a village with a weaponsmith has the same chance of spawning a named item as citadel with a weaponsmith (assuming they have the same modifiers). Of course villages tend to suffer from things like "raided" and "ambushed trade routes" more often, both of which lower rarity multiplier, but there isn't an inherent bonus for being a larger settlement.

Also surprising was that attachments like Ore Smelters and Blast Furnaces don't do anything for the chance of named items spawning in a shop. They'll increase the non-named inventory, since they increase the shopping list, but they add no instances of named items to the shopping list, nor do they increase the rarity multiplier, and hence named items will be no more or less rare in shops with these locations attached.


Specialist shops (armourers, fletchers and weaponsmiths) in citadels don't, inherently, have larger inventories. It's more likely that these settlements will have attached locations which increase the shopping list of these shops, resulting in larger inventories, but nothing about the settlement size contributes to this.

This was really interesting to me, in particular the fact that Ore Smelters and Blast Furnaces don't increase named item chance. For the longest time the first thing I've done when spawning a new seed is check the citadels to see if they have those attachments because I thought it increased the named item chance. Knowing that it doesn't changes my view on their importance a lot. In fact I think I'd rate Barracks and Workshops higher now. I'm also valuing specialist shops found in smaller settlements a lot more now that I know they are not inherently less likely to spawn named items. Certainly this has affected what I am going to search for in a map seed with my seed searching tool.

Anyway, I thought I'd share this in case anyone else is interested. I considered creating a spreadsheet like cleverfool's, but honestly the information is hard to parse and I think the important take away points are the ones I mention above.

EDIT: forgot to mention, the three settlement situations which improve the rarity multiplier are:

High Spirits: multiplies it by 1.1
Safe Roads: multiplies it by 1.1
Well Supplied: multiplies it by 1.15
As for those that reduce it, there are too many to list, but take it for granted that almost every negative situation will reduce it, some by a lot (0.5 multipliers aren't uncommon).

In case you're thinking that the 1.15 modifier from Well Supplied doesn't sound much, think of it this way. For the armourer there are twelve possible named items (six armours, six helms) each of which has a 0.33% chance of appearing in stock with base rarity multiplier. That means there's a 3.9% chance of there being one or more named item.

With the 1.15 modifier the chance for each named item being present goes up to 5.3%, resulting in a 47.8% chance of there being one or more named item. I think most would agree that 3.9% and 47.8% are quite different :)

RabidWeasel
Aug 4, 2007

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

Broken Cog posted:



4 skulls and bones from 3 unholds :thunk:

Playing Slayers is actually pretty fun, I see myself taking a lot more beast hunting contracts naturally, I've made sure some of my dudes have quick hands, nets and dogs, and I also made sure my entire team has 50+ resolve so I can more easily take on Hexen.

It feels like one of the more RP-y scenarios.

Edit: The 10% increased buy cost really hurts your margins on running trade goods though. I kinda wish slayers had increased sell price for trophies or something to make up for it, but the additional trophies you find is a really nice as it is.

It's not just 10% increased buy cost but also 10% reduced sell cost, if it was just the former then beast hunters would be pretty interesting but both of them together make it extremely hard to make any reasonable amount of money from trading

jerman999
Apr 26, 2006

This is a lex imperfecta
I wish this game could be ported to Mac. Whenever I play on PC my computer randomly shuts off entirely.

Broken Cog
Dec 29, 2009

We're all friends here

RabidWeasel posted:

It's not just 10% increased buy cost but also 10% reduced sell cost, if it was just the former then beast hunters would be pretty interesting but both of them together make it extremely hard to make any reasonable amount of money from trading

Yeah I think the scenario bonus is supposed to dissuade you from doing much trading and all, and instead make up the difference by selling trophies, but unfortunately, even with the added trophies you find, it's far less lucrative.

Maybe if that event where a merchant wants to buy one of your trophies popped more often for Slayers, or if they had their own unique one, it could be more balanced.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Part of the problem is that so much of your income (if you're playing efficiently) comes from looted gear so it's also a passive nerf to your economy, not just trading

ShootaBoy
Jan 6, 2010

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

Just got a geist kill with a sling staff. It was the monk from the raider start that did it too :v:

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm a little sad my +5% to hit axes still only give me 5% on giests. Plus side having everyone at 50 resolve with nach necklaces means i get to just go hit them in person anyway.

Broken Cog
Dec 29, 2009

We're all friends here

Got one of the post patch Barbarian helmets, seems to be pretty decent now.

Night10194
Feb 13, 2012

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

How do you run into Champion fights? Is it just something that can happen on 'destroy location' quests?

Hunt11
Jul 24, 2013

Grimey Drawer

Night10194 posted:

How do you run into Champion fights? Is it just something that can happen on 'destroy location' quests?

It can happen anywhere. I ran into a Champion Fallen Hero at a fallen castle (or whatever you call that location) that had nothing to do with a quest and I ran into a champion chosen out in the wilderness.

Broken Cog
Dec 29, 2009

We're all friends here

Night10194 posted:

How do you run into Champion fights? Is it just something that can happen on 'destroy location' quests?

They seem to randomly start showing up in high tier location post-crisis, but that particular helmet was just loot from a medium barbarian encampment, despite what the name might imply.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I think they can replace leaders in groups occasionally, Ive seen a named mercenary leader who died to a defensive patrol before I could get there :(

I’ve definitely seen them in random ruins as well, in fact I had two in the same ruins and got a ridiculous named shield from one and a named 2 handed flail from the other. The shield was of course broken soon after.

Also the undead event sent me to a ruin way out on the map edge with a named honor guard, so do those quests from factions during the events if you can.

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vyelkin
Jan 2, 2011
So far I've mostly seen them in lairs. What's good though is they've always been identified in my scouting reports, so I've known that there was a champion there to fight. It's also led me to attack some lairs I otherwise wouldn't have, because I know there's a unique to get. I've seen them be random goblins in an overseer camp, I've seen the bandit leader in a bandit camp be a champion.

The one I've seen that wasn't in a lair was in a recent Noble War big battle, one of the enemy knights was a champion with a unique sword. Predictably tough as nails, and the last man to fall from the other side, but one benefit of basically all your noble allies dying is that they can't steal your kills anymore and risk you not getting the unique.

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