Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
vyelkin
Jan 2, 2011

Lunchmeat Larry posted:

Just beat up caravans and peasants. Basically you get hidden points for each objective, 10 means you'll succeed the contract and 15 means double renown I think. Fights give 2 points and objectives give 5, so one objective and three unfortunate peasant caravans is a pretty safe way to win

Besides this, the contract is also worded in a confusing way. You have five days to wreck stuff and then infinite time to return to the contract giver, unlike the typical noble patrol contracts where you have to return within five days or fail. Once you know you don't have to factor in return time, I don't think I've ever had a privateering contract where the locations were actually too far away to reach.

Adbot
ADBOT LOVES YOU

Southpaugh
May 26, 2007

Smokey Bacon


A Strange Aeon posted:

What's a good start to do after the beginner one? I tried a hedge knight, but I think I misunderstood how enemies scale to company size because I hired one guy and took a small job chasing thieves and it ended up being 2 v 7 and we got killed after taking some of them out. I thought there would be 3 or 4 to scale with my company of 2.

I liked the idea of starting with decent armor, but I guess I needed to just buy more cheap guys.

Best hedge Knight start I think you can do is find a seed with a quality knight. Spend your early cash on training and an arming sword and shield. Then take on thugs targeting anyone with a stick or mace first. If you can take a height advantage on the battle map you should be able to slaughter them fairly easily. Riposte with the sword and shield will also allow you put out far more damage than thugs will fancy.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist

Southpaugh posted:

Best hedge Knight start I think you can do is find a seed with a quality knight. Spend your early cash on training and an arming sword and shield. Then take on thugs targeting anyone with a stick or mace first. If you can take a height advantage on the battle map you should be able to slaughter them fairly easily. Riposte with the sword and shield will also allow you put out far more damage than thugs will fancy.

What counts as a quality knight? Can you start with that background and end up with 3 stars in ranged defense or something? I figured that background would give you a decent one. Generating and aborting numerous campaigns to find a good seed seems sort of tedious, you know?

The tactics you describe are interesting; would it be possible to take on 7 thugs on your own that way? I hadn't thought about riposte giving you essentially way more attacks per round than your action points would allow.

Count Uvula
Dec 20, 2011

---

A Strange Aeon posted:

What counts as a quality knight? Can you start with that background and end up with 3 stars in ranged defense or something? I figured that background would give you a decent one. Generating and aborting numerous campaigns to find a good seed seems sort of tedious, you know?

The tactics you describe are interesting; would it be possible to take on 7 thugs on your own that way? I hadn't thought about riposte giving you essentially way more attacks per round than your action points would allow.

I think talents are set for all the backgrounds' starting bros, but the starting values and perks are in the random range their background provides. If you're doing a hedge knight run you definitely want a start with Iron Lungs, easily the best perk in the game.

A hedge knight should easily take out 7 thugs, the big risk is getting stunlocked (hence Southpaugh's 'kill macemen first' comment) so they can whittle down your armor with their weak baby attacks.

Southpaugh
May 26, 2007

Smokey Bacon


Yeah basically if you look up a seed with a superstar Knight the whole thing feels far more worthwhile. I can't remember the name right now but the trait that has you start with high morale in each fight is extraordinarily strong in this instance. The training gets you up to battleforged relatively early, high morale keeps you in fights when you get hit and adrenaline helps you manipulate attack order to your advantage.

punishedkissinger
Sep 20, 2017

After a few hundred hours i have finally realize that javelins are good.

Sjs00
Jun 29, 2013

Yeah Baby Yeah !

Southpaugh posted:

Yeah basically if you look up a seed with a superstar Knight the whole thing feels far more worthwhile. I can't remember the name right now but the trait that has you start with high morale in each fight is extraordinarily strong in this instance. The training gets you up to battleforged relatively early, high morale keeps you in fights when you get hit and adrenaline helps you manipulate attack order to your advantage.

determined iron lungs hedgeknights are good yeah

Night10194
Feb 13, 2012

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

punishedkissinger posted:

After a few hundred hours i have finally realize that javelins are good.

Javelins are extremely good, in fact.

punishedkissinger
Sep 20, 2017

I also just realized how sick Bags & Belts is. literally never took it before my most recent run.


How do people build up throwers? Should I be taking axes and stuff too?

Nordick
Sep 3, 2011

Yes.

punishedkissinger posted:

I also just realized how sick Bags & Belts is. literally never took it before my most recent run.


How do people build up throwers? Should I be taking axes and stuff too?

Throwing axes have their place, if you have a dedicated thrower dude. Namely, they do full damage against skeletons. And maybe some other piercing-resistant enemies too? Not sure on that last part.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
I usually run either 2 sets of each, or two javelins, one axe, and a melee weapon, or two javelins, one axe, and one throwing spear.

As noted, superior damage against undead is definitely a thing, but I also find axes do a lot more to potentially causing bleeding, which has some fringe uses. And they do better damage vs armor---with the way scaling works between the two, the damage through armor is almost certainly going to be better on average, but there's something to be said about shredding a dude's armor so you can get at the goo inside, and axes do a really good job that way. Anecdotally, I seem to have a lot of better luck with axes vs unholds for those two reasons, but I haven't sat down and did the math. This is eyeball test poo poo.

Roobanguy
May 31, 2011

punishedkissinger posted:

After a few hundred hours i have finally realize that javelins are good.

Throwing weapons work with duelist

punishedkissinger
Sep 20, 2017

Roobanguy posted:

Throwing weapons work with duelist

this was so not clear in the tooltip for it. taking this immediately.

right now running

quick hands
bags and belts
dodge
throwing mastery
berserk
killing frenzy
fearsome
overwhelm


is crippling strikes or executioner worth it?

rideANDxORdie
Jun 11, 2010
Re: crippling strikes and executioner, they are very good on thrower specialists but I eventually started skipping them since a large chunk of enemy factions are either totally immune to injuries (undead/ancient undead) or have health pools so large they may as well be functionally immune (orc warriors/bosses and larger Beasts like unholds and lindwurms)

They do really ramp up your damage against humanoid and unarmored targets though. Can be an absolute godsend against barbarian chosen

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Especially early on when you first start fighting Orcs, I feel like causing Injuries to Orc Young is almost necessary in order to beat them.

rideANDxORdie
Jun 11, 2010
I can see that for sure. Something I messed around with was giving my less-than-stellar early games bros crippling strike and only getting the executioner on the thrower and it worked alright. I will say eventually you should consider skipping these two on your throwers as I would rank them as "nice to have" instead of "absolutely necessary" and unfortunately the thrower build is one of the most perk-starved builds in a game that is already pretty stingy with perk points. Packs of orc young can be pretty scary in the early game but just in my experience it's been either having a beserker or two slipped in or being massively outnumbered as the issue. The young still have access to the scary, high-base damage orc weapons but can roll some pretty poo poo head/body armor or none at all. This and their low morale are the key to handling them, and having more injury rolls and executioner procs will certain help force morale checks, but I wouldn't say it's necessary

punishedkissinger posted:

this was so not clear in the tooltip for it. taking this immediately.

right now running

quick hands
bags and belts
dodge
throwing mastery
berserk
killing frenzy
fearsome
overwhelm


is crippling strikes or executioner worth it?

You've got eight perks here, which means you have two more left in your budget (assuming no mods). I think the most notable thing missing in the build is the lack of a defensive perk (probably nimble for a thrower) and I can't remember the last time in hundreds of hours where I didn't max level a bro without getting either nimble or battle forged. The one remaining perk point should probably go to duelist, it really is key to really kicking up the damage from throwing weapons. It will let your thrower pierce through chosen armor and allow your thrower to shred the ancient undead with throwing axes. To me, it's hard to imagine giving up either of these for crippling strike or executioner.

If I had to drop perks from your list to fit in crippling strikes/executioner, I would probably consider replacing overwhelm (though I like overwhelm better since, unlike injuries, it affects every single enemy type in the game). Second one is tough to pick but would probably come to either dodge or fearsome

Genghis Cohen
Jun 29, 2013
Echoing that throwers are incredible and Nimble is a must-have. Without it you are one heavy crossbow bolt away from death, unless you're wearing very heavy armour, which is hard to come by and restricts Fatigue on that build. Remember that even with an accuracy penalty (which shouldn't matter with a decent bro throwing at 2-3 tiles) the 'Heavy' javelins and axes, ie the ones you get from Barbarians, are by far the best. Takes some hunting to go fight a few reavers and kill them while they're still holding the throwing weapons, but it's worth it.

I can't completely quit this game, even though I think I've played it out. It's like I don't find the gameplay so engaging since it's mostly repeating runs I've already done, but it is still super satisfying, and that dopamine hit when you find a great bro or a high-rolled unique item is just magic.

I have been rolling with the same few builds for a while now:

Frontline Men at Arms: classic Battleforged 2 handed weapons or duellists. I run the 2-handers with Quick Hands and a 2-tile version, or maybe a unique Goblin Pike or a polearm if I pick Polearm Mastery over their main weapon's Mastery. I give the 2 handers maces or axes if lower Fatigue, sword or hammer if higher. The duellists need high fatigue, with the apogee being an Orc Weapon duellist. I don't take any absolutely fatigue-neutral builds, I just like Berserk too much. This category are the best guys but also the hardest to find and generally most expensive backgrounds. I have as many as I can cram in my roster after covering the other types below.

Tanks: shield user with priority on MDef, Fatigue, Hit Points, MAttk is more a nice to have. I find it quite easy to get some top-notch candidates for this job from Farmers & Wildmen early on. I really do try to get them up around 80 MAttk so they can contribute meaningfully - in most fights you don't need a dedicated user of Shieldwall or Indomitable to hold up the enemy. I try to have 3 of these dudes in the roster and it's mostly so I can bring them out against Orcs, Unholds and (if I have to fight some) Lindwurms. Indomitable is just such a hard counter against some of those enemies' abilities.

Swordlancers/Sergeants: I find a dedicated polearm user to be easy to make, highly effective and relatively light on perks, so I synergise them with Bannerman duties. MAttk is the real determinant, Fatigue and Resolve are secondary, no real MDef requirements, which is where so many recruits fall short as 2-handers. So I end up with a fair few of these guys, but I limit to no more than 3 in the roster as they require babysitting. Basically I take offensive perks, Polearm mastery and the combo of Fortified Mind/Rally/Fearsome. Once I've got swordlances they break the enemy like no-one else. Reap is just the best AOE attack in the game due to how easy it is (especially with Polearm Mastery+Berserk) to get successive 3-target strikes. The really valuable guys here are the ones with high Fatigue as well (to keep Reaping) and/or Huge.

Archers/Throwers: I was a big fan of the specialised archer build. It's fun to snipe Necromancers and Hexen, or flay huge groups of bandits with arrows. I also liked the chance to Overwhelm key targets, even if they were armoured up against arrows. However for versatility I've taken to combining these with my throwers. I give up Fearsome, Overwhelm, Relentless, which is a shame, but I can keep the ability to have an archer in the opening volleys of each engagement, and I still take bullseye to snipe key targets, but the throwing weapons are far more effective at hammering hard targets up close.

On top of those common builds I have been looking for exceptional candidates to try out a Fencer and a Dagger specialist (to carry a 2 handed mace, bonk people and then Deathblow with a Qatal dagger).

So the one change I want to make to this setup in my next run is use more throwing weapons. Like a lot more. I'm on the lookout for throwing candidates with also good melee attack, to use as hybrids - basically let the enemy close in, then pull out the noble sword - but this might require truly outstanding stats to have any chance of working. They'd need melee and ranged stars or very high stats, some HP, some Fatigue, and MDef. Scarcely seems possible. More attainable may be just slapping throwing weapons on all my frontliners who have Quick Hands anyway. Makes enemies come to you, hit % can be quite high at short range throwing even with low RAttk, and every free hit is a hit at the end of the day.

vyelkin
Jan 2, 2011
Overwhelm is underwhelming on throwers just like on all max-damage dealers, because ideally your throwers shouldn't be leaving enemies alive to be overwhelmed. If you throw your two javelins and they kill an enemy, the overwhelm effect was wasted. In my experience, on throwers overwhelm ends up being a defensive perk that's only useful in edge cases like when an enemy flanks into melee range with a thrower and they use a melee weapon to get overwhelm stacks so that enemy doesn't land hits. 9 times out of 10 it's wasted points. So if you're looking for perks to drop to get room in your thrower build, I'd say it's a very low priority.

dogstile
May 1, 2012

fucking clocks
how do they work?
I thought the main point of overwhelm is getting something ranged into a group so it procs on 2/3 enemies.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Is it wise to play with ablative bros?

Roobanguy
May 31, 2011

Beefeater1980 posted:

Is it wise to play with ablative bros?

In the long run, no. The morale penalty for people getting injured and killed in battle can lead to mass routs. Having mediocre bros with rotation to take otherwise bad hits is still good though.

Genghis Cohen
Jun 29, 2013

vyelkin posted:

Overwhelm is underwhelming on throwers just like on all max-damage dealers, because ideally your throwers shouldn't be leaving enemies alive to be overwhelmed. If you throw your two javelins and they kill an enemy, the overwhelm effect was wasted. In my experience, on throwers overwhelm ends up being a defensive perk that's only useful in edge cases like when an enemy flanks into melee range with a thrower and they use a melee weapon to get overwhelm stacks so that enemy doesn't land hits. 9 times out of 10 it's wasted points. So if you're looking for perks to drop to get room in your thrower build, I'd say it's a very low priority.

I fully agree, my point was more that dedicated archers get good use from Overwhelm. I had no problems cutting it from them when I switched to archer/throwers.

rideANDxORdie
Jun 11, 2010
Overwhelm should probably not be on your throwers unless they are hybrids capable of proccing it via warscythe/swordlance reaps. Overwhelm works best on lancers with scythes and handgonners but also goes great on certain archer builds or on a dagger specialist. Throwers you probably want to focus more on raw damage output and throwing weapons can get fatigue intensive which will push throwers further down the turn order over time in the battle, limiting overwhelm's utility

Genghis Cohen
Jun 29, 2013

rideANDxORdie posted:

Overwhelm should probably not be on your throwers unless they are hybrids capable of proccing it via warscythe/swordlance reaps. Overwhelm works best on lancers with scythes and handgonners but also goes great on certain archer builds or on a dagger specialist. Throwers you probably want to focus more on raw damage output and throwing weapons can get fatigue intensive which will push throwers further down the turn order over time in the battle, limiting overwhelm's utility

Exactly. I found Overwhelm to be useful only in the opening rounds of a fight because your own men stam out so much faster than the cheating enemy (they regenerate faster). Also, while you can do OK with the right background and especially with a hyena-fur armour attachment, Initiative is just one more stat to build up when almost every build can use another 3 stats as much or more. I've used it on archers and nimble swordlancers. Using it on a nimble frontliner (even with dagger specialist) I found underwhelming. You can apply multiple Overwhelms to someone, great, but that's when you're locked into contact with them, they are a valid target to just kill!

Trip report on using massed throwing weapons - it does certainly make the enemy come to you, but you need to be prepared to buy a lot of ammo. Probably won't keep doing it just because it's a lot of inventory management. A frontliner with a 1-tile and 2-tile 2-handed weapon only has one hand/bag slot left, and I like to keep daggers on everyone. To pull the massed throwing weapons thing, I need to constantly go to the inventory and switch it all around. I could avoid this by putting throwing weapons on my duellists, but they don't get Quick Hands! Basically it's something I'd only try for a specific fight where I wanted to get the enemy to come to me, and they weren't already. And as far as I can tell that's only Bandits who have some archers but don't have mass throwing weapons of their own. A narrow use case.

vyelkin
Jan 2, 2011
The most absurd company I ever built that still worked really well was a Lone Wolf company composed of ten swordlancers and two javelin throwers.

Sjs00
Jun 29, 2013

Yeah Baby Yeah !
Battle Brothers has been a game in the making for so long now that its just amazing that its a testament its played today as much as it is.
Game is a masterpiece up there with Darkest Dungeon, Slay the Spire, Binding of Isaac.
I don't see many ways Battle Brothers 2 could eclipse the original.

Fabricated
Apr 9, 2007

Living the Dream

Sjs00 posted:

Battle Brothers has been a game in the making for so long now that its just amazing that its a testament its played today as much as it is.
Game is a masterpiece up there with Darkest Dungeon, Slay the Spire, Binding of Isaac.
I don't see many ways Battle Brothers 2 could eclipse the original.
Basically the way you could make a better Battle Brothers sequel is to just make "Battle Brothers, but more!" without cluttering it up with too much poo poo systems-wise. It's hardly impossible, but it'd be difficult to do well I think because the base game really works well.

The way I'd do it:
+Most of the quality-of-life mods are integrated now
+Just more stuff: more brother backgrounds, more fleshed out backgrounds, more special locations
+update the perk system to make a larger % of the perks viable/usable. I dunno on how exactly you'd do it- I'd maybe have the big-ticket stuff (battleforged, nimble, weapon specializations, etc) in their own group, and a secondary tree or group of "personal" perks where some of the stuff you'd never sacrifice a perk slot for can go and maybe get used. Like, imagine if Nine Lives or Fearsome or whatever were in a separate tree where you didn't have to give up a strong, "class" defining perk for- and if there were background-related perks in there.
+Maybe having a big map made up of BB-sized maps you can travel between? It'd be kinda cool since that'd let you do stuff like say- decide to go a mountainous area, or to a plains area, or a northern area where the entire map is snow/ice, or an area with lots of rivers/fjords where boat travel is required, or an entire southern kingdom map.

Again, the problem is not cluttering the game up with TOO much poo poo and ruining the more simple parts of it.

rideANDxORdie
Jun 11, 2010
Similar to my thoughts on Darkest Dungeon, I think the battle/tactical side of BBros is the real draw. I think they could make significant changes to the strategic overmap layer of the game and I wouldn't mind. My short list of improvements I would most like to see are:

- Autopause on encountering enemy parties, Mount and Blade style. You can do this with mods, thankfully.
- Separate perk tables for your bros versus enemies. The changes to Nine Lives did not make it more attractive to get for your bros, but it sure did give Necrosavants a buff I didn't really think they needed. The buff to Fearsome was great, but again, I didn't think the Ancient Undead necessarily needed to automatically reduce all your bros' resolve by a minimum of 12.
- A second look at what perks should do. They've done a decent job updating perks but the meta builds are a little stale. Relentless should not be a standalone perk and could probably be baked into dodge. Nine Lives is useless. Gifted should not be one of the most valuable perks in the game, and perks should be more exciting and impactful then a simple level-up with max rolls.
- A little more contract/objective variety.

Tbh, they could make significant changes to the strategic layer (like Darkest Dungeon appears to be doing with DD2) and I wouldn't mind. I find that half of the game serviceable, but it's not groundbreaking the way I think the tactical, combat half is

vyelkin
Jan 2, 2011
I think there's room for more strategic depth, maybe even full-on Mount and Blade ability to start your own faction. Other strategic depth things include making transportation a bit more complex. Adding animals like horses would give something new to the tactical combat but could also change strategic movement. I love the idea of being able to hire a ship and explore sea terrain and islands (including fighting pirates and sea beasts) instead of just having ships be fast travel only. There's lots of ways they could take the strategic layer that would add some variety and depth to the tactical layer without changing too much about what currently works.

Southpaugh
May 26, 2007

Smokey Bacon


I just want cavalry charges in BB. Lemme charge an Orc warlord!

Lunchmeat Larry
Nov 3, 2012

They should let you capture enemies in pokeballs

vyelkin
Jan 2, 2011

Lunchmeat Larry posted:

They should let you capture enemies in pokeballs

I would love to throw an orc warlord into the middle of a southern company.

dogstile
May 1, 2012

fucking clocks
how do they work?
I'd also like to have the ability to make a small merc camp somewhere, or hell, let me set up in a town that I kind of like an invest into it. I'd be happy enough with that. A simple "pay money to get better stuff from here" or "you can leave mercs here if you don't want them anymore, they might make their own party and you can encounter them in other places, or they might level up alone, etc".

You don't have to go too in depth, just add more things to do.

Fabricated
Apr 9, 2007

Living the Dream
I think having a small, separate perk tree based on your bro's background would be cool. Have some generic set of background perks that are shared across some backgrounds (nine lives, etc), then have some background specific ones- that provide combat and/or strategic layer advantages you can pick from to differentiate them.

Like, beast hunters getting bonuses against beasts would be good. Or letting you track/see beasts like your scout retinue. Caravan Hands just providing a flat inventory size bonus for being in the company, maybe one where they get a small bonus with "hold out" weapons like daggers. Shepards let you bring livestock along you can slaughter in the field for more food, or getting a notable bonus to slings to make them a distinct early-game ranged unit. Brawlers being able to take a skill that lets them literally bodyslam human-size units like how Unholds do. You already tend to leave behind commoner backgrounds for frontline units in BB already so I think giving the rarer/expensive/highborn backgrounds really unique stuff would be fine- assassins can take a perk to inherently have poison weapons (of the right type), etc.

Fabricated fucked around with this message at 23:09 on Jun 22, 2021

Panzeh
Nov 27, 2006

"..The high ground"

Fabricated posted:

I think having a small, separate perk tree based on your bro's background would be cool. Have some generic set of background perks that are shared across some backgrounds (nine lives, etc), then have some background specific ones- that provide combat and/or strategic layer advantages you can pick from to differentiate them.

Like, beast hunters getting bonuses against beasts would be good. Or letting you track/see beasts like your scout retinue. Caravan Hands just providing a flat inventory size bonus for being in the company, maybe one where they get a small bonus with "hold out" weapons like daggers. Shepards let you bring livestock along you can slaughter in the field for more food, or getting a notable bonus to slings to make them a distinct early-game ranged unit. Brawlers being able to take a skill that lets them literally bodyslam human-size units like how Unholds do. You already tend to leave behind commoner backgrounds for frontline units in BB already so I think giving the rarer/expensive/highborn backgrounds really unique stuff would be fine- assassins can take a perk to inherently have poison weapons (of the right type), etc.

That's how Legends does it- backgrounds give weighted chances for certain kinds of perks to show up for a character, and there's some special ones for certain backgrounds(poachers have some shortbow-related perks, peasants have pitchfork perks, militia have militia spear perks, etc., nobles will tend to have buffs and such). However, legends is significantly more difficult than the normal game.

Joey Steel
Jul 24, 2019

Panzeh posted:

That's how Legends does it- backgrounds give weighted chances for certain kinds of perks to show up for a character, and there's some special ones for certain backgrounds(poachers have some shortbow-related perks, peasants have pitchfork perks, militia have militia spear perks, etc., nobles will tend to have buffs and such). However, legends is significantly more difficult than the normal game.

I'm getting to really like this mod. So far so fun.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
this game has got me good. I started the tutorial and somehow several hours instantly disappeared. I got over zealous and tried to fight a Lich and got stomped

I had one of my boys tell me about some gems in the caravan we were guarding. I thought we would just skim off the top not murder the whole caravan :shrug:

I've had 2 quests that felt like they didn't spawn tracks. I'm on day 2 of a 2 skull serpent contract and I can't find them. Any tips on what I could be doing wrong on this one?

Also is there a decent way to raise reputation with someone after you get to threatening with a faction? I basically can't visit several places atm

Donkringel
Apr 22, 2008

I R SMART LIKE ROCK posted:

I've had 2 quests that felt like they didn't spawn tracks. I'm on day 2 of a 2 skull serpent contract and I can't find them. Any tips on what I could be doing wrong on this one?

Also is there a decent way to raise reputation with someone after you get to threatening with a faction? I basically can't visit several places atm

For some quests (Hunt Quests if I remember correctly) they wont spawn tracks, they'll just tell you to go to an area on the world map and wander around like an idiot and hope the baddies are there. Don't do those, they suck and are not worth it cash wise. If it's a regular bounty quest sometimes you will need to range further than what the cardinal directions says, so start from the initial hint and keep going further and further.

For the last question, it's mostly time in order for them to cool off. Ending a Noble War or Holy War will reset the faction to cold though. If you have a monk then sometimes there is an event where you give money to the monk and they use their influence to bribe the faction leaders for a reputation reset.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Donkringel posted:

For some quests (Hunt Quests if I remember correctly) they wont spawn tracks, they'll just tell you to go to an area on the world map and wander around like an idiot and hope the baddies are there. Don't do those, they suck and are not worth it cash wise. If it's a regular bounty quest sometimes you will need to range further than what the cardinal directions says, so start from the initial hint and keep going further and further.

For the last question, it's mostly time in order for them to cool off. Ending a Noble War or Holy War will reset the faction to cold though. If you have a monk then sometimes there is an event where you give money to the monk and they use their influence to bribe the faction leaders for a reputation reset.

I figured this might be the case, but I needed the money. I'm trying to play mostly blind, at first, because there is a wealth of information and I'll waste too much time reading over playing

Adbot
ADBOT LOVES YOU

Giggle Goose
Oct 18, 2009

I R SMART LIKE ROCK posted:

this game has got me good. I started the tutorial and somehow several hours instantly disappeared. I got over zealous and tried to fight a Lich and got stomped

I had one of my boys tell me about some gems in the caravan we were guarding. I thought we would just skim off the top not murder the whole caravan :shrug:

I've had 2 quests that felt like they didn't spawn tracks. I'm on day 2 of a 2 skull serpent contract and I can't find them. Any tips on what I could be doing wrong on this one?

Also is there a decent way to raise reputation with someone after you get to threatening with a faction? I basically can't visit several places atm

Sometimes the tracking quests don't spawn the tracks for whatever reason. Just reloading the save should cause them to show up.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply