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Nordick
Sep 3, 2011

Yes.
So, what do you do when a group of two Hexen and four Schrats are chasing you and you just really can't loving deal with that poo poo right now?

Why, you lead them into two groups of ~20 undead each, of course!





Of course, the Schrats absolutely loving demolished the undead, but not before getting some of their health chipped away so they were easier to deal with. MVP award goes to the last chonky Nachzehrer who kept facetanking them and taking like 20 hp chunks off them for several turns. Also in case you were wondering, yeah Hexen can actually charm the undead. Which turned out to be good because it kept them occupied so I managed to snipe them.

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Dreylad
Jun 19, 2001
Wanna see that Nachzeher eat the Schrat.

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
Wow, they really buffed named items heavily.

The "Sir Humbert's Ogreskin" that spawns on
OYTDZXDZSO

went from -15 fat, 150 durability to -10 fat, 180 durability.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
So I bought a unique bardiche around day 120 and I really like it.
I like it so much I really wish the bardiche was maybe integrated into the game a bit better, as in at all.
Because that unique I bought around day 120 was the first bardiche I could possibly get. Before that I saw two in the hands of enemy mercenaries during noble war battles. Where they got them from I do not know; certainly not from any weaponsmiths. And of course they didn't drop them.

Broken Cog
Dec 29, 2009

We're all friends here
Weaponsmiths. A lot of the new weapons added with both DLCs only come from weaponsmiths. (Or as famed versions)

Night10194
Feb 13, 2012

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

Bardiches totally rule if you get one, though. Split Man is a great single-target move and Split is a great thing to have in place of Round Swing.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Broken Cog posted:

Weaponsmiths. A lot of the new weapons added with both DLCs only come from weaponsmiths. (Or as famed versions)
Lies. :colbert:
The unique I bought was the only bardiche I ever saw for sale. It took me forever to get a whip as well.

Osci
Oct 11, 2016
I checked the code and one thing that is not apparent is that the bardiche has the same settlement restriction as the new helmets and warhounds.
As such you will only be able to find one in the northern part of the map (roughly the top third). It also doesn't have an additional chance to appear if the settlement have ore smelters.

Named bardiches can appear in any weaponsmith settlement, regardless of where on the map it is.

Osci fucked around with this message at 09:19 on Jun 1, 2019

vyelkin
Jan 2, 2011

Wizard Styles posted:

So I bought a unique bardiche around day 120 and I really like it.
I like it so much I really wish the bardiche was maybe integrated into the game a bit better, as in at all.
Because that unique I bought around day 120 was the first bardiche I could possibly get. Before that I saw two in the hands of enemy mercenaries during noble war battles. Where they got them from I do not know; certainly not from any weaponsmiths. And of course they didn't drop them.

Agreed. I bought a unique bardiche despite not having anyone to use it, because they were so scarce and it was so good, and now I finally got my two-hander axe guy trained up to use it and he's wrecking people. I used to put a bunch of greatswords in the middle of my line because they could split the enemy lines, but now I think bardiches would be clearly better for that role and greatswords can stay on the flanks with the hammers.

Bogarts
Mar 1, 2009

Osci posted:

I checked the code and one thing that is not apparent is that the bardiche has the same settlement restriction the new helmets and warhounds.
As such you will only be able to find one in the northern part of the map (roughly the top third). It also doesn't have an additional chance to appear if the settlement have ore smelters.

Named bardiches can appear in any weaponsmith settlement, regardless of where on the map it is.

I just played a really long game that only had two towns in the northern part of the map and I only got one job targeting barbarians in 250 days. Wish I had known that would happen a bit earlier.

Also with some experimenting I've found that mass chosen (15+) can be beaten if you throw lots of lindworm acid on them and use a ton of reinforced nets. Not really economical but satisfying.

RabidWeasel
Aug 4, 2007

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

Night10194 posted:

Bardiches totally rule if you get one, though. Split Man is a great single-target move and Split is a great thing to have in place of Round Swing.

I think they were over cautious on the damage of it, especially since the AoE attack has an effective reduced armour piercing modifier. It's slightly better vs. single targets than a greatsword in exchange for having weaker AoE damage and no to hit bonus. At the end of the day I feel like having access to two different AoE attacks is the clincher though I'd still totally build a bardiche guy if I got one as an early drop or found a decent famed one.

With that said one thing that they do definitely add is making your axe specialists more generally useful

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
I'm balls-deep in an Orc-Warlord-Hunt contract and the warlord's coming at me with a 12-stack of entirely orc berserkers.

I feel like this might be the (epic) end of my militia company if it's not my most epic victory in my BB playtime.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I’ve see a bunch of Bardiches in my shops but I’ve been almost entirely playing the top part of this map so that northern thing makes sense. Also I bought one yesterday after reading and this does indeed own, thanks thread.

EDIT: Also, the beauty that is morale damage

Mazz fucked around with this message at 13:23 on Jun 1, 2019

Wizard Styles
Aug 6, 2014

level 15 disillusionist


I will remember my time in the goldmine as one of mildly embarrassing deaths.

Big shoutout to Sigbold the Caravan Hand that ended up at 22 Melee Defense at level 11 despite having a star in it because he literally never rolled a 3. You might think a post-crisis Battle Forged bro would be unlikely to die to spiders. You would probably be right, too, but Sigbold was a very special bro.
I'm glad he's finally dead.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.


:getin:

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
How many spaces can orcs move on a turn and still attack or use specials?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Hieronymous Alloy posted:

How many spaces can orcs move on a turn and still attack or use specials?
Both the Charge and the Linebreaker skill Warriors use cost 4 AP. The Warlord's Warcry costs 3.
Berserkers are Pathfinders, the others aren't.

Osci
Oct 11, 2016
Also, warlords and warriors have 8 ap for some reason, so no shouting+attacking with a 2-hander.

Bogarts
Mar 1, 2009
I got a unique fencing sword and made an initiative fencer and now lunge does 96-136 damage and hes not even max level.

Also its weird how named item prices are determined. That sword cost only 11k and its stats were:
45-64 damage, 34% armor pen 75% armor damage
Compared to a normal one :
35-50 20%/75%
Meanwhile another weapon the store had was just a mace with slightly better fatigue and it cost a buttload.

Broken Cog
Dec 29, 2009

We're all friends here
Protip: Don't do large barbarian camps with lots of Reavers and Chosen during the undead crisis.

Broken Cog fucked around with this message at 01:53 on Jun 3, 2019

Kobal2
Apr 29, 2019

GreyjoyBastard posted:

I'm balls-deep in an Orc-Warlord-Hunt contract and the warlord's coming at me with a 12-stack of entirely orc berserkers.

I feel like this might be the (epic) end of my militia company if it's not my most epic victory in my BB playtime.

For me, it's losing an entire company to a fight with one (1) ghoul that turned out to be lvl3. Sure, they were noobs with tier 1 spears but still, there were 8 of them, I thought they could handle one fatty. Nawp. Whiff, whiff, snack one after the other. It was glorious.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
So anyone who struggles with multiple lindwurms I found a decent strat to avoid all the annoying acid and basically any damage at all.

The heads can only move 2 spaces a turn and the tails don’t impart ZoC.

This lets you stack polearms and archers and basically just kite them around forever. You have to be careful to keep that 3 tile distance between you and the head every turn because they have a two tile attack radius and hit like hammers. Polearm masters are exceptionally good here because they can move twice per turn while attacking; letting you step in, attack, and back out. Also whips start terrible but once you peel the armor off with archers/poles they can stack bleeds forever.

The optimal kiting situation is that the wurm uses its turn to put the head two tiles and tail one tile away from bro,then your turn you move one away, attack/shoot, and move one more. Any bro who’s not in immediate danger just positions to get damage in. So long as nobody is <3 tiles away from a head they cannot damage you next turn.

It’s slow and takes some practice but I took out 5 yesterday with only 9 guys like this so it does work. Worry more about where your guys are standing than damage though, as it can turn sour fast; the tails can daze and stun and a head that only moves one space can attack that same turn.

EDIT: I’ve pretty much taken out all shield bros in my lone wolf game now except for two who picked up high durability named shields so tanking them isn’t really an option for me anymore. Shields honestly just feel like a liability against orcs/chosen to me now. They’ll just get broken in the first or second turn unless you can luck into some of the ~70 durability named ones. Keeping more in your bags is a viable idea but feels wasteful. I’m at day ~400 and have tailored my group extensively though so YMMV.

Mazz fucked around with this message at 14:35 on Jun 3, 2019

dogstile
May 1, 2012

fucking clocks
how do they work?
I always bail shortly after the first crisis because the game just throws 24+ people at you per fight, props on getting so far.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

dogstile posted:

I always bail shortly after the first crisis because the game just throws 24+ people at you per fight, props on getting so far.

Thanks, this is only vet/vet though so not too crazy. This was honestly the first vet/vet game I got decently settled in and just kept it going to see all the event stuff. The seed was pretty good too, especially the starting lone wolf.

I mean to start a exp/exp game here but frankly Ive been playing so much the last couple weeks I’m not sure I can really get another game off the ground, Id rather just keep hunting named items in this one.

Some of the edge of map camps are like 30+ orcs or chosen too so I figure there’s still that challenge left for me.

vyelkin
Jan 2, 2011
Nothing more frustrating in this game than going on a long expedition all the way to edge of the map, clearing out like six medium-size camps along the way, and getting zero named items. :sigh:

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
What's the consensus here on two handed maces?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Hieronymous Alloy posted:

What's the consensus here on two handed maces?

Against the madman it owns but all other times it’s overshadowed by 2h hammers or greatswords over the long term. It has no AoE and the daze/stun just doesn’t make up for that comparatively.

I have a great bro who originally was mace/shield and I switched him to a 2h, I have no complaints and the daze does come in handy often. That being said, he’d do more with a warhammer or greatsword if he wasn’t already mastered.

EDIT: Or Bardiche, basically any of the directional AoE weapons own.

Mazz fucked around with this message at 19:04 on Jun 3, 2019

Wizard Styles
Aug 6, 2014

level 15 disillusionist

RabidWeasel posted:

I really think that recover should be something that every unit can do as a baseline
So as it turns out this requires a single line of code. In a file that's pretty likely to cause mod incompatibilities, though; the tryout mod would be an example.

Do you use any mods? If not I'll upload the modded file somewhere.

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
I wish the expanded obituary mod were compatible with the tryout bro stars mod.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Yeah unfortunately they all seem to use player.cnut, I can’t use tryout stars and the uncapped perk points together either. The perks one has a version where it compatible but it makes all things uncapped, not just perks, and that’s no bueno.

Apparently there’s a way to inject specific bits into the .nut files though so hopefully that catches on.

En Garde Motherfuckers
Apr 29, 2009

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

Hieronymous Alloy posted:

What's the consensus here on two handed maces?

I used one for a bit and wasn't that impressed, but they don't seem terrible. You're giving up AoE attacks for the still extremely useful (though less efficient with a 2hander) stun, and the daze+fatigue buildup on the primary attack is pretty useful for locking down a single dangerous enemy ASAP. I think they get the same guaranteed damage as hammers so there's that too

I don't know that I'd build for one unless I was able to field a full 2h frontline and had a few bros in spots on the line where AoE isn't as valuable. iirc the best 2h mace is a little cheaper than the other 2h options, so you can maybe get your hands on one earlier if you're strapped for cash. I'd take one over a greataxe, but not a bardiche.

Mazz posted:

I have a great bro who originally was mace/shield and I switched him to a 2h, I have no complaints and the daze does come in handy often. That being said, he’d do more with a warhammer or greatsword if he wasn’t already mastered.

This is a pretty good use for them as well imo

Broken Cog
Dec 29, 2009

We're all friends here
A 2H mace guy is really handy to have if you already have a couple others with Greatswords/Hammers, they can completely shut down a single dangerous enemy on their own.

You usually don't need more than one, though.

lenoon
Jan 7, 2010

The new starts have given me some BBEdit enabled ideas - cultist start where your OG cultists are given named davakul weapons but you can’t give equipment to your walking sacrifices other bros, lone wolf with a boost and a fantastic squire (but that’s all you can have), peasant militia but everyone has survivor so you’re essentially a zombie horde, etc

Really good fun and hilarious twists when you can thematically boost stats. Great program for fun runs.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
PSA: Turn permanent destruction off in new games. What sounds like an interesting thing is actually kind of poo poo because it can happen randomly during the events. I lost one of the better castles in this game to Orcs, and the first thing I heard about it was it getting blown up. If there was some sort of interaction at least like a siege notice or a mission to retake it I’d be down but as it stands it’s just one less place to restock stuff.

Mazz fucked around with this message at 20:19 on Jun 3, 2019

torsoboy
Sep 9, 2001

lesbian armada overlord
With bone platings, is there any (visual) indicator that the first blow has been absorbed? I get forgetful during long fights.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Mazz posted:

PSA: Turn permanent destruction off in new games. What sounds like an interesting thing is actually kind of poo poo because it can happen randomly during the events. I lost one of the better castles in this game to Orcs, and the first thing I heard about it was it getting blown up. If there was some sort of interaction at least like a siege notice or a mission to retake it I’d be down but as it stands it’s just one less place to restock stuff.
What, you don't pause the game every 10 minutes to scroll through the map looking for smoke and count destroyed attachments?

loving shameful.

V. Illych L.
Apr 11, 2008

ASK ME ABOUT LUMBER

are witch hunters ever worth it? i feel as though they ought to have some decent hybrid functionality, but i've never seen any with both melee and ranged attack at over 50 and they seem much too expensive for what they bring to the table

one could be a decent sergeant, i suppose

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Witch Hunters are decent but not great. As pure archers they aren't any better than Poachers, so you're paying a lot just for their Resolve.
Their main issue is that you often pay a lot for their T2 crossbow and/or them being 2nd level. And unlike someone like a Hedge Knight a Witch Hunter isn't guaranteed to be usable so that initial hiring cost might just be completely wasted. If you find a level 1 Witch Hunter with a light crossbow he's worth hiring, though, especially if you need both a banner bro and an archer or the map you're on doesn't give you too many Hunters and Poachers.

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
I love witch hunters as sergeant recruits.

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Broken Cog
Dec 29, 2009

We're all friends here
Witch hunters also have a +20 resolve bonus to any supernatural morale events, like mind control or geist fear.

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