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Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction

MiddleOne posted:

Characters are only guaranteed dead if they get eaten or decapitated.


I thought disemboweled and head-popped characters were also dead. Basically, if their sprite changes, they are dead.

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Lunchmeat Larry
Nov 3, 2012

MiddleOne posted:

Characters are only guaranteed dead if they get eaten or decapitated.

this is also the case in real life

Count Uvula
Dec 20, 2011

---
Most definitive way to tell: The battle log shows '[bro] was struck down' instead of '[bro] has died' in the battle log, if they've survived being KO'd. Presumably being eaten by a nachzehrer or hosed up by a necromancer kills them.

Veryslightlymad posted:

I thought disemboweled and head-popped characters were also dead. Basically, if their sprite changes, they are dead.

Yeah the exploded head effect is the blunt damage equivalent to decapitation. I dunno what disembowelment is in B Bros context but I guess I wouldn't be surprised if there's a sprite change for piercing damage fatalities as well but I've never noticed it.


Tin Tim posted:

I feel like I'm not getting how you should play cultists to make them good. I'm a few sac events deep and while the extra morale and fatigue recovery is neat it doesn't really make up for the weak base stats of cultists even when they have a few stars in the right places :shrug:

A little cheaty but the cultist origin is hard enough to start out as is: I used the online seed finder to find one with a high MATK starting cultist with Iron Lungs, and then just kept pushing forward keeping that fucker alive at all costs until he was good enough to help the rest of the company build up to his level. You can convert bros that have the 'dumb' trait, the 'brain-damaged' injury, or a lowborn background (anything the peasant militia origin can hire), so you wanna hire a lot of brawlers, lumberjacks, militia, thieves, and manhunters. If you have any non-converted bros that you want to keep you have to keep track of whether you're due for another sacrifice (21+ days since your last sacrifice) and hang out close to a settlement with a tavern so you can feed your boys like 3-10 rounds of beer to keep them from leaving.

Major Isoor
Mar 23, 2011

I R SMART LIKE ROCK posted:

you can tell what happened to them if you check the combat log. it'll be struck down vs killed

Wait, where's the combat log? I haven't played since a little before Blazing Deserts came out, but I've been itching to get back into it. I don't recall ever seeing a log, though. Is that only available on the post-battle screen, or something?

rideANDxORdie
Jun 11, 2010
top left corner of the screen during combat, it only shows two lines at once by default and so is almost useless like this given how fast enemies can chain their turns or do multiple actions per character, but there is an arrow you can click to expand the combat log to show much more and allow you to scrub through

Major Isoor
Mar 23, 2011

rideANDxORdie posted:

top left corner of the screen during combat, it only shows two lines at once by default and so is almost useless like this given how fast enemies can chain their turns or do multiple actions per character, but there is an arrow you can click to expand the combat log to show much more and allow you to scrub through

Wait wait wait, and that tells you if your guy's been killed or struck down?! drat, and here I was sweating bullets until the end of the battle each time, wondering if my top fighter would live or die! I always figured it must do a 'survive/die' roll at the end and that's that.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
the combat log tells you everything about what's happening in the battle. I keep it open, on pc, so I can check how good enemy archer's chance of hitting me is

it also helps with the tension when you know someone who went down was only permanently maimed. how bad could it be if you lived :shrug:

Broken Cog
Dec 29, 2009

We're all friends here
Not sure if it's been changed, but I seem to remember that bleeding out was guaranteed death at some point as well.

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
I feel like I have a ok grasp on what to do on days 1-30 but less so on days 31-80. Right now I am trying to do contracts to earn enough to buy 200+ armors. I’ve also done a few holds, or whatever you want to call them, with one of them giving me a great unique armor. Is this what you are supposed to do? Am I missing something?

rideANDxORdie
Jun 11, 2010
Sounds like you are on the right track for what I consider the mid-game: your company no longer has their back against the wall. You should be stocking up on 200+ armor, hunting for uniques in holds and other locations, and farming for really good recruits that you can hopefully get to level 7 (where battleforged/nimble come online) before the crisis starts. As a part of this, you should be stocking up on Tier 3, military-grade weapons from your fallen foes as well. You can also start shilling out for some specialized equipment - maybe a handgonne, a swordlance for your polearm bro, or start stocking up on flash pots, smoke pots and fire bombs

dogstile
May 1, 2012

fucking clocks
how do they work?
Yep, as soon as you're able to do locations, i'd do them. I actually have a habit of doing a hard location out of the way and travel to it while i'm healing/repairing. Usually by the time I get there my guy's are fresh and ready, then when i come back i'm at the very least repaired up.

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
Cheers, I’ll keep on with that then. I am however lacking funds to both buy armor and recruit the more expensive guys. I can probably do one or the other but not both.

How do I know what tier the weapons are? Most weapons I find in fights are equal to or worse than the ones I am currently using yet I haven’t upgraded many of them in a while.

dogstile
May 1, 2012

fucking clocks
how do they work?
Experience, mostly. You get things like "militia spear, boar spear, fighting spear" and each one just does a little bit more damage and looks a bit more polished. The value will also be way higher. Feel free to just wiki if you're unsure.

In terms of armour, I mostly don't buy armour and dagger party my way to better armour. I do occasionally when a bro clearly needs an upgrade and I don't have a spare hauberk about, but later on its easier to just throw a net on a knight and take his.

rideANDxORdie
Jun 11, 2010
You're probably still too early to be spending money on the "true" high-class recruits like sellswords, raiders and hedge knights. What you should be doing is turning through lots of lowborn recruits that have better-than-average chances of being good - brawlers, thieves, militiamen, lumberjacks, wildmen and squires. In the south, Nomads are a great pick and have two stat profiles (the ones holding bows will be more likely to have good stat profiles for ranged combat while standard nomads are roughly comparable to militiamen)

Dropbear
Jul 26, 2007
Bombs away!
Blah, made it some ~110 days into a veteran ironman run. Got just one level 7, so powerwise wasn't really up there but managing - in the end I figured I'd give a 26 zombie ruin a go, which was a terrible idea. Ah well, learned a lot, gonna do better next time!

Started a new poachers-run. Anyone tried replacing all their archers with slingers? Seems like you'd end up saving a hefty amount by just ignoring arrows, but I wonder how that'll work out with the damage.

Count Uvula
Dec 20, 2011

---

rideANDxORdie posted:

In the south, Nomads are a great pick and have two stat profiles (the ones holding bows will be more likely to have good stat profiles for ranged combat while standard nomads are roughly comparable to militiamen)

Melee nomads are identical to raiders, they're just cheaper on average to initially hire because they're usually wearing cheaper armor.

e: Guessing you're thinking of manhunters since they have the same cost and matk/fatigue as militia men.

Count Uvula fucked around with this message at 21:09 on Oct 18, 2021

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib

rideANDxORdie posted:

You're probably still too early to be spending money on the "true" high-class recruits like sellswords, raiders and hedge knights. What you should be doing is turning through lots of lowborn recruits that have better-than-average chances of being good - brawlers, thieves, militiamen, lumberjacks, wildmen and squires. In the south, Nomads are a great pick and have two stat profiles (the ones holding bows will be more likely to have good stat profiles for ranged combat while standard nomads are roughly comparable to militiamen)

That sounds reasonable. I had an event where I hid a deserter and he joined me, and I also picked up a rather cheap recruit with what I think are decent stats so I’ll just keep doing that I guess.

Southpaugh
May 26, 2007

Smokey Bacon


Also worth paying for training for your dudes, can make a big difference.

rideANDxORdie
Jun 11, 2010

Count Uvula posted:

e: Guessing you're thinking of manhunters since they have the same cost and matk/fatigue as militia men.

I am, thanks for catching that!

dogstile
May 1, 2012

fucking clocks
how do they work?
I've got a HP tank with triple digit health right now and he's on track to get to about hauberk+ status in health by the time he's fully levelled.

It's not the most effective of builds but its funny as hell every time he catches an axe to the jaw and it does nothing.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
when you say HP tank you mean nimble+colossus ya? going up to reinforced hauberk has too high of a fatigue requirement

what I've seen online is either brawny+battleforged or nimble+colossus. I've seen some people talk about nimble+battleforged but it seems like taking other skills would be more useful

oh and for hp tanks; resolve is super important. if they break and start taking attacks they'll pop quick. dodge would be good too if their initiative is decent

dogstile
May 1, 2012

fucking clocks
how do they work?
He's got Brawny, battle forged, colossus, 3 stars in hp, steel brow, gifted to give him more health, a ton of resolve.

He's a complete meme brother, i wasn't expecting him to survive, but he keeps getting to the end of battles with 10hp left. Almost tempted to give him nine lives. Dude tanked a berserker with just health last time i played.

E: Oh and he's got survivor but he just never goes down, so it never gets used.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
https://tumult.cc/bb-calc.html?1-3&1-8&2-3&5-4&6-3&7-4&3-7.&1-9&2-8&3-3&4-9&1-6

this is what my hp tank looks like. you could drop gifted or weapon mastery for something else. rotation probably. once you get enough melee defense they become stalwart defenders of the company

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Yeah weapon spec on a tank is not really worth the point imo. Rotate is still a key perk for me even if there are alternative rescue measures like smoke bombs in the game now. Also very iffy on taking dodge because it falls off so hard during the fight but I'm not using nimble tanks so maybe it's better on those than I would think. Fortified mind is another perk that I use on some tanks because morale is real key if you have to tank several enemies at once. Especially when you're taking hits. It depends on the starting stats of course and you can boost a bit with necklaces or arena perks but sometimes it's a perk that frees up a lot of stat points into other areas

dogstile
May 1, 2012

fucking clocks
how do they work?
I'd definitely have rotation in over weapon spec. Guy's there as a "i got chu bro", not as a killer.

punishedkissinger
Sep 20, 2017

Rotation goes on nearly all of my bros. It's just so useful.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
I got rotation on my damage dealers. lead with my tanks then send in the hammers. what I like most about this game is that there is some flexibility on skill choice based on stat distribution

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.

Dodge is really good on anyone not wearing super heavy armor.

Don't spam out the crazy aoes, use fatigue efficient weapons and enjoy lots of extra mdef, the one stat where each point is exponentially better than the last.

Also yes, it goes down over the fight, but even at it's worst it's still around 5 mdef. And the earliest part of the fight, when the lines clash is by far the most dangerous, which is exactly when you really need that extra mdef.

Dodge is basically mandatory on any nimble bro I run, which is most because nimble is loving great.

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.

Also mid game guy.

You're at the point I start hitting the north hard for barbarian weapons, reavers have the best throwing weapons and arguably the best none famed maces in the game.

I'd also keep a look out for small mercenary companies and if they are aligned with a small house you don't mind pissing off ganking them for gear, same for supply caravans for noble stuff, though if you want to be cautious wait till you have guys at 7 for that.

Count Uvula
Dec 20, 2011

---

I R SMART LIKE ROCK posted:

I got rotation on my damage dealers. lead with my tanks then send in the hammers. what I like most about this game is that there is some flexibility on skill choice based on stat distribution

You should try rotation on your tanks :v: It costs a lot of stamina and a perk slot, which could both be going towards killing things more/better. You can also use a tank with rotation to deal with one of the AI's main strategies of trying to deal with your 2-hander bros: if the enemy parks a dude 2 tiles away so he's out of range of a 2-hander (usually to throw javelins or some poo poo at you), you just move your tank in front of your 2-hander and rotate him forward so he's only 1 tile away and can move+attack.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
fair points. I was thinking of using rotation on the fatigue neutral bros so they could do it more often. I tend to use my fatigue on shield wall for the tanks

Cast_No_Shadow
Jun 8, 2010

The Republic of Luna Equestria is a huge, socially progressive nation, notable for its punitive income tax rates. Its compassionate, cynical population of 714m are ruled with an iron fist by the dictatorship government, which ensures that no-one outside the party gets too rich.

Count Uvula posted:

You should try rotation on your tanks :v: It costs a lot of stamina and a perk slot, which could both be going towards killing things more/better. You can also use a tank with rotation to deal with one of the AI's main strategies of trying to deal with your 2-hander bros: if the enemy parks a dude 2 tiles away so he's out of range of a 2-hander (usually to throw javelins or some poo poo at you), you just move your tank in front of your 2-hander and rotate him forward so he's only 1 tile away and can move+attack.

I'm a big fan of reach weapon in the pocket and quick hands on my two handers for this reason.

Ai lands 2 tiles away.
Quick hands out long axe and swing
1 step back
Your move AI

It's also very handy for noble armies and legion style undead, even if their shield wall ties up your guys you can still hit their actual damage coming out the backline and hit it hard.

Similarly, it let's you concentrate the damage of 4 front liners (and whatever backline) on a priority target in a straight line on straight line clash situation.

The tactical flexibility is so good, try it and never look back.

This flexibility is also why I'm way less of a fan of rotation than I used to be.

My own candidates for rotation are:
Tanks, since the only real worthwhile use for it is to save a bro who can't take another hit and tanks are the guys built to take hits. If I need to rotate the fight is likely hard and on a knife edge so the bro coming in likely needs to take a beating and come out the other side.

The downside to rotate on tanks is often it's better to give them lone wolf and use them to tie up as many enemies as they can a little away from the lines for a while, which makes it hard for them to rotate someone. As an aside tanks are also great to chase down archers since you don't need to kill them quick just stand next to them so they stop firing.

Hybrid backliners/banner If it's a backline. I don't do this but can see it working as an extra bit of safety, more like an emergency rotate, they can pull out a two hander and take maybe 1 or 2 hits in an emergency where a front liner got focused. Not the same level of safety as a tank and will need their own rescue shortly most of the time. This could work because backliners are usually free to move around at will and can actually get there, especially if you take pathfinder too.

Though it does compete with bags and belts which gives them extra stam (throwers always stam out in longer fights) some more ammo and they can slot a smoke pot for the same effect in an emergency.

Cast_No_Shadow fucked around with this message at 22:29 on Oct 19, 2021

dogstile
May 1, 2012

fucking clocks
how do they work?
There was a dude who did a company of basically just polearms with the free get out of melee range card who had a lot of fun.

vyelkin
Jan 2, 2011

dogstile posted:

There was a dude who did a company of basically just polearms with the free get out of melee range card who had a lot of fun.

I did this, it was a Lone Wolf run where my company was 10 polearm specialists and 2 throwers. It ruled but got kinda boring because every fight was the same.

rideANDxORdie
Jun 11, 2010

Cast_No_Shadow posted:

The downside to rotate on tanks is often it's better to give them lone wolf and use them to tie up as many enemies as they can a little away from the lines for a while, which makes it hard for them to rotate someone.

I can be on board with not getting rotation or footwork on everyone. I used to get it on everybody but found my main damage dealers are too starved for perk points so now I try to have just over half my bros with rotate. I'm even on board with the quick hands + reach weapon on damage dealers.

What I can't see is lone wolf being good. I think it's a huge trap perk and playing to trigger it is asking for a brother to get massacred. Even if you want your tanks fully surrounded (I don't) being four tiles away from any of your other bros is way too risky and the bonuses from lone wolf do not come anywhere near mitigating the risks

dogstile
May 1, 2012

fucking clocks
how do they work?
I don't think i've ever used lone wolf. That perk screams "we made this enemies" to me, same thing with nine lives.

rideANDxORdie
Jun 11, 2010
I tried lone wolf on a witch hunter bro to make a brother who specialized in getting to geists: footwork, lone wolf, dagger master, and iron will. It was okay but not worth a full slot and was rendered completely unnecessary when whips were added to the game. Agreed that it feels designed for enemies. I've said it before but bears repeating, I really hope if there's a sequel they build separate perk tables for bros and enemies

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
The noble crisis kicked off but like I can’t seem to join up anywhere and nothing appears to have changes in any of the cities? Is it because I haven’t done the noble ambition?

Clark Nova
Jul 18, 2004

you'll just start getting missions from nobles to gently caress up other nobles. pick the side with the best towns

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Washin Tong
Feb 16, 2011

dogstile posted:

I don't think i've ever used lone wolf. That perk screams "we made this enemies" to me, same thing with nine lives.

It's a blast for the gimmick (and aptly named) Lone Wolf start a long time ago. You basically jumpstart your company by putting lone wolf on your hedge knight, get a poo poo ton of resolve (because you WILL be surrounded) and run a one man company for the entirety of the early-midgame, brutalizing hordes of brigand thugs and raiders all by yourself until you can outfit a decently geared band of new recruits and start running a standard company.

It was fun, not sure how viable it is these days, haven't played in ages.

You do end up with a super weirdo hedge knight bannerman build and the lone wolf perk goes to waste eventually because you need to protect the guy otherwise your campaign is over but eh. Still fun.

Washin Tong fucked around with this message at 18:07 on Oct 20, 2021

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