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Genghis Cohen
Jun 29, 2013
Does anyone have any good seed guides that are more recent than the last update (which I understand changes the seed generation)?

I am considering scrapping my Beginner Econ/ Expert Combat Poachers run. I have beaten the Holy War crisis (fought for the South, you couldn't pay me enough to face those gunners again) and am comfortably in top-end gear, but haven't got many or that great unique items, or any bros I would consider truly great.

Expert definitely generates more/harder enemies. I'm not sure that translates to more uniques from raiding camps? It may just be the rng but it's messing with my perception of what usually gives a unique (ie big difficult camps) It's heartbreaking taking out 15 Chosen (massive thanks to the people who advised Fearsome on here) or 24 Nomads including leaders, executioners and a blade dancer and not getting anything.

Also, how the gently caress do you fight 9 snow unholds!? Seems like the strategies which work on those monsters are predicated on there being 4 or less so you can base them up with high-MDef bros.

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Buller
Nov 6, 2010
I think for 9 unholds you hit the retreat button.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Genghis Cohen posted:

Does anyone have any good seed guides that are more recent than the last update (which I understand changes the seed generation)?

I am considering scrapping my Beginner Econ/ Expert Combat Poachers run. I have beaten the Holy War crisis (fought for the South, you couldn't pay me enough to face those gunners again) and am comfortably in top-end gear, but haven't got many or that great unique items, or any bros I would consider truly great.

Expert definitely generates more/harder enemies. I'm not sure that translates to more uniques from raiding camps? It may just be the rng but it's messing with my perception of what usually gives a unique (ie big difficult camps) It's heartbreaking taking out 15 Chosen (massive thanks to the people who advised Fearsome on here) or 24 Nomads including leaders, executioners and a blade dancer and not getting anything.

Also, how the gently caress do you fight 9 snow unholds!? Seems like the strategies which work on those monsters are predicated on there being 4 or less so you can base them up with high-MDef bros.

I’ve done more unholds than that before with no trouble; but only with a super late game company (I had cleared the monolith for eg).

The key for unholds is to use shieldbros with indom to hold them in one spot - they won’t be able to knock them around.

Seeds generally only change with new expansions; not new updates - so you can safely go back through the thread and use any that have been mentioned since then - I’ve mentioned several in past posts for eg.

dogstile
May 1, 2012

fucking clocks
how do they work?
Direwolves certainly are about (are they really called werewolves in other countries versions of the game or are we just rollin with it?) but typically i have to spend time in the middle of the map, which i never do. I'm either south or north.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

The Lord Bude posted:

I’ve done more unholds than that before with no trouble; but only with a super late game company (I had cleared the monolith for eg).

The key for unholds is to use shieldbros with indom to hold them in one spot - they won’t be able to knock them around.
Almost same. I did groups of 9 with a fully leveled group in plate/scale coats for the front but without serious famed gear or legendary locations under their belt. Early late-game if that makes sense? :v:

Aside from needing to lock a few of them with indom tanks you also need the damage output to kill the free ones in a reasonable amount of time. For me that means 2h swords and maces. Their attacks also aren't too much trouble if you're rocking 300 armor. Their push mostly saps your fatigue in that case and you get few broken bones from their hits. What helps is that you don't want to base them with a 2h without being able to attack. That just means they get to push you away and you have to approach again. Try to stay one tile away and then move+hit on your next turn

Tin Tim fucked around with this message at 16:37 on Nov 26, 2020

rideANDxORdie
Jun 11, 2010
This is the seed I've spent the most time on for the new DLC:

MUWIPMJCYG

Here's the map:
https://bb.frukso.se/seed/MUWIPMJCYG/

I've run this seed for Southern Company, A New Company, Northern Raiders and Peasants. The starting bros are usually ok, not stellar, but this map has the trade loop/arena placement to slingshot any run into viability. The green-flagged noble faction in the south has 2/3 cities and sits in a perfect circle with a bunch of towns with mines and lumber, as well as the southern cities and the arena. It's hard not to make a few hundred gold everytime you leave one town and head for another. IIRC, golden goose is somewhat northwest of the the furthest west green-flag town (Thal if you check the map link), but don't quote me as I haven't played these last few weeks.

Edit: I also try to quote people's good seeds in here you can check my post history for a few. Legolas (with a capital L) was a good one, but I can't remember if seeds have been reset since that one was posted

TheBeardyCleaver
Jan 9, 2019
There was one posted a few pages back with 2 southern ports and one up north, with quite a few good cities and decent roads. That's the one I'm using, but anything from a month after release should be good as far as I've seen.

Also note that you can demoralise Unholds, so fearsome should also be good here. Get them fearsome polearmers, they are good for everything. Even though skellington does not care about scary, he does care about a swordlance in the head. Point is, game is easier with lots of fearsome. I smell a nerf coming? Hope not.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

I could use a bit of info about how random events in the world trigger. I haven't gotten the kingsguard event in my current run because I have a very small area with roads on snow. I tried to get it by traveling in that area a lot while doing contracts and such but it didn't happen. So now I wonder if I can sorta force it by sitting on a snowy road for a few days? :v:

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I was about to post my seed from my abandoned manhunters run (too hard) that had at least 3 ports in it, including one desert city port, but :( I overwrote the saves :(

Genghis Cohen
Jun 29, 2013

Tin Tim posted:

Almost same. I did groups of 9 with a fully leveled group in plate/scale coats for the front but without serious famed gear or legendary locations under their belt. Early late-game if that makes sense? :v:

Aside from needing to lock a few of them with indom tanks you also need the damage output to kill the free ones in a reasonable amount of time. For me that means 2h swords and maces. Their attacks also aren't too much trouble if you're rocking 300 armor. Their push mostly saps your fatigue in that case and you get few broken bones from their hits. What helps is that you don't want to base them with a 2h without being able to attack. That just means they get to push you away and you have to approach again. Try to stay one tile away and then move+hit on your next turn

Thank you for the detail. I found the sheer number of Unhold a bit hard to get past, but will give it a try next time. Currently only got 1x Fur Padding attachment, and even that visibly helps the guy wearing it more than his peers.

Thanks also for the map seeds everyone.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

did they up the spawn rate for lindworms for anyone else? I've encountered 4 groups of them in 100 days and one group was like 6 of them and I was like nah. Tbh lindworms are very similar to fighting unholds; dude popping indom while everyone hits or shoots from afar and overwhelms.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

rideANDxORdie posted:

This is the seed I've spent the most time on for the new DLC:

MUWIPMJCYG

Here's the map:
https://bb.frukso.se/seed/MUWIPMJCYG/

I've run this seed for Southern Company, A New Company, Northern Raiders and Peasants. The starting bros are usually ok, not stellar, but this map has the trade loop/arena placement to slingshot any run into viability. The green-flagged noble faction in the south has 2/3 cities and sits in a perfect circle with a bunch of towns with mines and lumber, as well as the southern cities and the arena. It's hard not to make a few hundred gold everytime you leave one town and head for another. IIRC, golden goose is somewhat northwest of the the furthest west green-flag town (Thal if you check the map link), but don't quote me as I haven't played these last few weeks.

Edit: I also try to quote people's good seeds in here you can check my post history for a few. Legolas (with a capital L) was a good one, but I can't remember if seeds have been reset since that one was posted

Legolas is still valid - it's a good map with an arena port IIRC that has particularly good starting bros in the Peasant Origin. MLVRigViiI is an amazing map, with 2 port city states including the arena and lots of useful ports - one in the north as well - but the starting brothers are kinda crap in most origins. LHHOGAOEFH is a pretty good map with unusually good starting cultists. TNZNYTDWNY is another decent map with good starting Peasants.

Legendary locations such as the golden goose actually vary by difficulty on a given seed.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

dogstile posted:

Direwolves certainly are about (are they really called werewolves in other countries versions of the game or are we just rollin with it?) but typically i have to spend time in the middle of the map, which i never do. I'm either south or north.

i think OP meant the bandits with the direwolf armour that the villagers call werewolves (not sure if that quest is still in game now that we have crafting to get the direwolf attachment?) and everyone else just got confused and thought they meant direwolves but i could be wrong

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Wafflecopper posted:

i think OP meant the bandits with the direwolf armour that the villagers call werewolves (not sure if that quest is still in game now that we have crafting to get the direwolf attachment?) and everyone else just got confused and thought they meant direwolves but i could be wrong

In that case the quest is still there; but now that direwolf armour as a specific thing is no longer in the game it’s just standard bandit raiders; except they all have direwolf attachments on their armour.

When you accept a generic ‘beasts attacking the town’ contract (as opposed to one where the text specifically states a particular type of beast) the game randomly spawns a party of beasts from whatever pool of beasts is relevant to the terrain.

IIRC direwolf bandits can only spawn on 3 skull contracts though.

Overall they’re less common now because there’s a larger pool of beasts to choose from.

FYI if you ever need to farm a certain beast ingredient and you’re getting frustrated that you can’t find the relevant beast; those generic beast contracts can be savescummed - ask for more time to think the contract over; save, then accept it. If you don’t get the beast type you wanted you can reload.

Buller
Nov 6, 2010
Cant savescum when you only ever play ironman

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Buller posted:

Cant savescum when you only ever play ironman

You can still with Alt-F4, you just have to fight or retreat from every battle regardless of if you want to. The save state is still at the “engage” screen on the map. Might even work with that quest situation if you don’t accept.

Mazz fucked around with this message at 10:12 on Nov 27, 2020

dogstile
May 1, 2012

fucking clocks
how do they work?
At the point you can't really say you're playing ironman, though.

Buller
Nov 6, 2010
You have defiled my pure mind with this knowledge.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

dogstile posted:

At the point you can't really say you're playing ironman, though.

Mostly true, except is does force you to live with every decision in a way a regular saves do not. Run into 8 Schrats in the woods on day 65? Better find a retreat path or your campaign is still over.

But yeah in the long run just don’t play Ironman if you’re still F4ing all the time.

TheBeardyCleaver
Jan 9, 2019

Mazz posted:

Mostly true, except is does force you to live with every decision in a way a regular saves do not. Run into 8 Schrats in the woods on day 65? Better find a retreat path or your campaign is still over.

But yeah in the long run just don’t play Ironman if you’re still F4ing all the time.

This is what I liked about Mordheim. No easy way to savescum if you messed up. Then again, it wasn't game over if all your men died.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I'm not sure I like the cultist origin. The sacrifice events are way too far apart, so it takes too long to get the ball rolling on the buffs.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
It seems that caravan /deliver cargo are over 50% of all missions in this game. Sometimes they're great, if you're going to that exact town already, but normally I don't take them.

Buller
Nov 6, 2010
I like them, new village new me.

Genghis Cohen
Jun 29, 2013

redreader posted:

It seems that caravan /deliver cargo are over 50% of all missions in this game. Sometimes they're great, if you're going to that exact town already, but normally I don't take them.

I only take the deliver cargo if its the next town over and I wanted to go there anyway. Caravan escorts I'm very leery of taking in the early and mid game. You can't control who you fight, so I usually end up cruising past a group I'd like to jump and take their stuff, then being forced into a losing battle with opponents who out match me. I do take them a lot post-crisis. Build up money sacking locations and taking more interesting quests, then do the caravan quests (or better yet the road patrols from noble houses) to generate unique items to buy in shops.

8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.
Are famed item spawn locations tied to the seed?

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

8 Ball posted:

Are famed item spawn locations tied to the seed?

The ones in camps that spawn at the beginning of the game are. But be mindful that taking a 1 or 2 skull contract to clear a location will overwrite whatever was there causing you to loose the item.

Genghis Cohen
Jun 29, 2013
I think the only factor in spawning famed items in camps is how far the location is from settlements - is that right, or does difficulty of enemies play a role? I don't know if there's some rule that piddly weak enemy camps just can't spawn a named item, although it certainly feels that way.

Does anyone know if the Northern Raiders' "loot more" origin bonus affects the chance to loot famed items?

dogstile
May 1, 2012

fucking clocks
how do they work?

Genghis Cohen posted:

I only take the deliver cargo if its the next town over and I wanted to go there anyway. Caravan escorts I'm very leery of taking in the early and mid game. You can't control who you fight, so I usually end up cruising past a group I'd like to jump and take their stuff, then being forced into a losing battle with opponents who out match me.

At this point i just bail on the caravan tbh, town will get over it.

vyelkin
Jan 2, 2011

Genghis Cohen posted:

I think the only factor in spawning famed items in camps is how far the location is from settlements - is that right, or does difficulty of enemies play a role? I don't know if there's some rule that piddly weak enemy camps just can't spawn a named item, although it certainly feels that way.

Does anyone know if the Northern Raiders' "loot more" origin bonus affects the chance to loot famed items?

Camp type does also affect the chance for uniques. Big camps are more likely and small ones less likely. That, in combination with the fact that small camps are found closer to settlements and big camps are found farther away, means that small camps like huts will almost always have a 0% chance of spawning a unique. In the game formulas, most of the small camps actually start with a negative chance to find a unique, so they would have to get really far away from a town to spawn one, and usually by the time you get that far away you'll be finding bigger camps instead.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I’m on day 89 of my current campaign and things have gone well. I’ve changed my strategy again. I want to know if I’m playing smart or not with my current plan.

This time I’ve gone with mostly lower cost background recruits. I’ve found butchers, caravan hands, man catchers and thieves to be consistently good and capable of not dying for a while. Farmers keep dying on me and brawlers keep coming with lovely quirks like peacock or asthmatic. I’ve found that Beast Slayers are insanely good and I get them once I have a few thousand gold.

I usually don’t have enough equipment and perks to fight anything outside of thugs, small groups of raiders, and zombies for the first 25 or so days. It’s hard getting the company up and running where I can fight things with any degree of confidence, and I lose about half my new recruits before they can hit level 3. In the meantime I only have trash equipment and low funds due to crap contract pay and having to replace recruits. Usually 90% of the deaths in every campaign happen in the first 30 days. The only time I don’t struggle in the early game is when I pick the northern raider origin because I will already have excellent bros and decent equipment at the start with them.

I’ve found that once i have 3 or 4 guys with shield expert or decent mdef I can finally start fighting raiders and larger groups of zombies. This usually happens around day 25-30 and this is when my campaigns finally kick into gear. At this time I start looking for forts and graveyards in hopes of finding fallen heroes, brigand leaders, and whatever treasure I can get. I tend to find a named item around this time. Fallen Heroes are what I hope to find most, but nothing is more disappointing than finding one only for it to have the lovely 170 armor. Either way I just fight everything I can and take only contracts that have me fight things or otherwise pay over 1100.

By day 55 I usually am able to get noble contracts unlocked and then take whatever pays over 1600. I tend to avoid patrol contracts unless I know of some good places ahead of time to get the quota filled very fast. It’s around this time that I start investing in higher end recruits such as hunters, squires, beast slayers, and sometimes sellswords. I also tend to start buying the 210 armors whenever I have enough cash and they are selling for less than 3k. I will usually have enough 110 or higher armors for the whole company and at least 2 archers. If I’m lucky I will have found a fallen hero with good armor to loot by now as well as some brigand leaders for armor and weapons. I will often seek out orcs at this time because their poo poo sells for really good money.

By day 80 of this current campaign I had 4 sets of armor of 200+ value (one of which was a coat of scales), 2 named items (one of them being a 308 helmet), and a handgonne. I had 4 shield bros who could get 40+ mdef, 3 archers, 2 hybrids, a decent bannerbro, and 2 2hand bros. The holy war started and I sided with the city states because gently caress fighting that bullshit.

Now on day 98 I have 2 handgonnes, 7 armors of 200+ value, tons of 200+ helmets (generously donated by the noble armies), lots of nice weapons, a blacksmith and wagon, and about 6k in my pocket for now.

I will add a screenshot in a bit if I remember to. How am I doing? How can I improve more?

vyelkin
Jan 2, 2011

The Skeleton King posted:

I will add a screenshot in a bit if I remember to. How am I doing? How can I improve more?

It sounds like you're really getting your head around the feedback loops in this game. This game is full of positive feedback loops and doesn't have a ton of negative ones. By this I mean that it snowballs in either good or bad directions, and doesn't have a lot of rubberbanding to help you if you take a bad hit or hurt you if you get a huge win. Losing guys early on is a big blow because you have to pay to replace them and you lose all the XP invested in them. Getting a few good items or bros early on is a huge win that helps you snowball into a better company, faster.

The real trick to getting good at the game is getting into the good positive feedback loops early on and avoiding the bad ones that will hold back your progression. From the sound of things, my biggest piece of advice would be to do what you can to 1) avoid losses early on, especially of bros you want to keep for the long term, and 2) start fighting higher-tier enemies earlier. If you can start fighting bandit raiders sooner than day 25-30 that will make your snowball happen earlier, because they'll be your main source of midgame equipment (i.e. 100+ armour and tier 2 or 3 one-hand weapons). And they do start appearing pretty early on, in ones or twos accompanying bandit thugs.

Also it sucks that brawlers aren't serving you well, but imo they and militia are probably the two best lowborn backgrounds and brawlers reliably come with no equipment and so are dirt cheap to hire, so keep trying them. Farmers can be good but ever since their resolve got nerfed they haven't been reliable lategame bros like they used to be.

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
Are you playing on expert or beginner difficulty? I'm on beginner and can't imagine having that high level equipment at that time. Maybe I need to just bite the bullet and try expert.

On the other hand, I (9 bros, all around level 7-8) was ambushed by 5 chosen in a forest around day 90? and managed to get 2 helmets, 1 armour, and 2 each of 2-handed clubs and hammers. That was nice! I thought they'd be a lot tougher, but I think I was lucky with their attack rolls. I'm currently on day 118 and ate poo poo with my first war contract, only worth 2300 gold, and had my 9 vs 18 southerners with 3 assassins and 1 handgonne. I let the contract lapse and saw the groups (10 with 1 handgonne, and 8 with 3 asssassins) split up. Another company of 10 men went against the 8, and I decided to go in and 'mop up'. I tried twice, and both times an assassin murdered one of my guys, so I decided to wait and attack once the numbers had gone down. Once the mercenary company was at 3, vs 7 of them I attacked and killed them.

edit: if I get a mission 'drive off <enemy> in <location> <in direction from town>' and don't accept it, is the camp overwritten, or not? Is it safe to take 'drive off bandits in a fort' missions or could forts contain unique items? On my last run I didn't get a single unique item, lol. I did pillage some places without getting missions to pillage them. It's just, the ones that had fallen chosen or whatever, were way too hard so I didn't do those :)

redreader fucked around with this message at 22:11 on Nov 28, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Genghis Cohen posted:

I think the only factor in spawning famed items in camps is how far the location is from settlements - is that right, or does difficulty of enemies play a role? I don't know if there's some rule that piddly weak enemy camps just can't spawn a named item, although it certainly feels that way.

Does anyone know if the Northern Raiders' "loot more" origin bonus affects the chance to loot famed items?

Each type of camp (eg small bandit camp, small goblin camp, large goblin fortress, etc) has a base chance which is then modified by distance. So there is also a rough correlation with enemy type and difficulty.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

What are your thoughts on weapon mastery for 2h users? I usually end up with mace mastery because that's like the general 2h weapon I use when I don't switch in hammers or swords. But it feels kinda wrong to handle it like that even if I can't really explain why. I mean when you find a famed 2h weapon you mostly want to use it and getting the mastery for it then makes sense but that seldomly happens early enough for me. I mean I could just sit on the last perk point unitl I find a famed weapon but that also isn't a real solution :v:

vyelkin
Jan 2, 2011

Tin Tim posted:

What are your thoughts on weapon mastery for 2h users? I usually end up with mace mastery because that's like the general 2h weapon I use when I don't switch in hammers or swords. But it feels kinda wrong to handle it like that even if I can't really explain why. I mean when you find a famed 2h weapon you mostly want to use it and getting the mastery for it then makes sense but that seldomly happens early enough for me. I mean I could just sit on the last perk point unitl I find a famed weapon but that also isn't a real solution :v:

Mastery is pretty essential, and 2-handers are good enough as non-uniques that I specialize bros in them anyway. Somebody with a bardiche or a big hammer will do just fine even if you never find a unique for them to use, and they should definitely have the mastery to match.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

my most recent 2h I used a bardiche and really liked it. the damage is insane and any double attacks are really good and he can be a center liner and still get multi-attacks off which is a major boon. It'd be great to find a 45-50 mdef 2h hammerer every run to put on a corner but I feel like keeping them in the center where it's easier to focus overwhelms and not get them surrounded is a good place for 2-handers atm, and the bardiche works very well for that.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Everyone should have a weapon mastery in something but 2h maces are a bad weapon - the only role they serve is in giving bad bros a job to do and I’d rather just not hire bad bros. Hammers/swords/bardiches are better because of the AOE and a mace duelist is going to be better at single target damage.

Genghis Cohen
Jun 29, 2013

The Lord Bude posted:

Everyone should have a weapon mastery in something but 2h maces are a bad weapon - the only role they serve is in giving bad bros a job to do and I’d rather just not hire bad bros. Hammers/swords/bardiches are better because of the AOE and a mace duelist is going to be better at single target damage.

So, I can't dispute that if I had a super-high-quality bro I would use him as a bardiche/greatsword/heavy hammer guy, or a duellist (hammer or mace). I have got a 'low-fatigue' 2h mace guy, who has some of the same perks but is designed to allow for his low Fatigue (MAttack, MDef, Health were all up there). Took Pathfinder, Quick Hands, Gifted, Executioner instead of Berserk, Indomitable, Brawny. The idea is he's got a 2h mace and a polemace. He can move 1 tile and strike (swapping into the polemace to strike 2 tiles away if he has no valid targets otherwise, or to reach a higher-priority target. This makes him surprisingly flexible. While he does have very low fatigue (about 40 after his heavy armour), he can use stun 2-3 times and he can always move+swing normally, even when maxed Fatigue he will regenerate enough to do so. I don't find him as fun or exciting as a classic 2hander as he can't carve a swathe like a berserker with AOE options. But he's good and reliable. [note - build idea not mine, I'm not that clever, got it off youtube]

Even outside that use case, I quite like the 2H mace. I admit the duellist 1H mace option kind of eats its lunch, but the through-armour damage is still incredible. I found a unique 2h mace in a previous northern raiders run which had an obscene extra damage roll, around 95-115? Thing just one-shotted people.

TheBeardyCleaver
Jan 9, 2019

Genghis Cohen posted:

So, I can't dispute that if I had a super-high-quality bro I would use him as a bardiche/greatsword/heavy hammer guy, or a duellist (hammer or mace). I have got a 'low-fatigue' 2h mace guy, who has some of the same perks but is designed to allow for his low Fatigue (MAttack, MDef, Health were all up there). Took Pathfinder, Quick Hands, Gifted, Executioner instead of Berserk, Indomitable, Brawny. The idea is he's got a 2h mace and a polemace. He can move 1 tile and strike (swapping into the polemace to strike 2 tiles away if he has no valid targets otherwise, or to reach a higher-priority target. This makes him surprisingly flexible. While he does have very low fatigue (about 40 after his heavy armour), he can use stun 2-3 times and he can always move+swing normally, even when maxed Fatigue he will regenerate enough to do so. I don't find him as fun or exciting as a classic 2hander as he can't carve a swathe like a berserker with AOE options. But he's good and reliable. [note - build idea not mine, I'm not that clever, got it off youtube]

Even outside that use case, I quite like the 2H mace. I admit the duellist 1H mace option kind of eats its lunch, but the through-armour damage is still incredible. I found a unique 2h mace in a previous northern raiders run which had an obscene extra damage roll, around 95-115? Thing just one-shotted people.
I like this build.

The Lord Bude posted:

Everyone should have a weapon mastery in something but 2h maces are a bad weapon - the only role they serve is in giving bad bros a job to do and I’d rather just not hire bad bros. Hammers/swords/bardiches are better because of the AOE and a mace duelist is going to be better at single target damage.

I'm using 2h maces for my ~high MAtk indebted. I can whip a pretty poo poo bro up to 80+ MAtk, have him bonk someone with the mace for Daze, and use whips to disarm the rest of the dangerous ones. This pulls the teeth of the main charge, and my real killers can get to work. Maces don't need mastery for daze or hit%, and they are fatigue neutral, so the bro can wear heavy armour, not care much for defense and just stand there bonking things as they come. Works well with shrooms too.

Since noone asked, other fun indebted builds are:
Dodge tanks: High initiative and MDef indebted with dodge and a good shield. Can get them to 60+ MDef with a bit of whipping, and they just stand there with a 3 headed flail or spear and block tiles, occasionally shieldbashing to position for murder.

Skirmishers: RAtk + MDef. Nimble, Dodge, Throwing, Shield Mastery, Quickhands. Whipped they can get to 80+ hit and if someone gets close they can stand there and tank. Pretty much a Dodge tank with tossing.

Berserker: Dodge and ligthest armour. For when you actually get a good indebted. Standard 2H build. Usually hammer or axe since less fatigue intensive. Want to be able to whip them to at least 85 MAtk.

Don't know how these will hold up at legendary locations, but I'm thinking there will be much for the Blood God to enjoy :v:

TheBeardyCleaver fucked around with this message at 11:40 on Nov 29, 2020

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The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I find you can get indebted that will make good gunners. (Hiring them in a regular campaign I mean; not playing manhunters).

Edit: now that I think about it I could see two handed maces being a way of making indebted useful in a manhunters run as Beardy says. You need lots of them and you can't take them past level 7 so you only have 6 perks to work with.

As Beardy said you don't really need the mace mastery for a 2h maceman; arguably you don't even need brawny, so you could go Colossus, Gifted, Fast adaptation, Rotation, Underdog, Battleforged. You'll lose some in each fight but that's kinda the point.

The Lord Bude fucked around with this message at 12:05 on Nov 29, 2020

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