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This game takes a weird hold of you. I want to keep playing, crushing my enemies, but because your dudes can be ruined if you make the wrong move or have a bit of bad luck, I get anxious that if I play a round I'll end up worse off than when I started. So I'm anxious to play, but the playing makes me anxious.
marshmallow creep fucked around with this message at 04:08 on Mar 23, 2017 |
# ¿ Mar 23, 2017 03:35 |
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# ¿ Apr 28, 2024 19:15 |
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Also where are the elves, dorfs and wizards? Is an army of goatmen going to stomp through a village in the next content patch?
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# ¿ Mar 23, 2017 18:21 |
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When you hear an axe land and see someone's armor disintegrate, you recoil.
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# ¿ Mar 23, 2017 18:26 |
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rope kid posted:I think there are a lot of Darklands elements. More people should hear about Darklands IMO.
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# ¿ Mar 23, 2017 23:45 |
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Jack2142 posted:Perk saving advice finding a guy with the always moves first trait (Quick or Impatient)is great on twohanders. It essentially gives you adrenaline rush perk without the fatigue hits Quick is better than Impatient, I think, because Impatient only works in the first round when I usually don't want to move first anyway.
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# ¿ Mar 24, 2017 21:33 |
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Hieronymous Alloy posted:Hrm. Facing orcs as endgame, which two of these three would you take on melee folks (shields, two-handers): underdog, weapon mastery, fearsome Depends a bit on your line up, but fearsome seems a given to me if you're facing orcs, because they are very vulnerable to morale loss. After that I'd prioritize Underdog on the two handers since they are more likely to be hit and you don't want to compound that with being surrounded, and weapon mastery on the shield users since they'll need to conserve their fatigue when wielding extra defensive gear. Spear mastery in particular would probably be good for holding off an orc offensive unless it's composed entirely of stuff like warriors. marshmallow creep fucked around with this message at 06:13 on Mar 25, 2017 |
# ¿ Mar 25, 2017 06:10 |
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dogstile posted:Themselves the breaks, i tried to camp outside a bandit camp to regain some health and some loving direwolves attacked me, then the bandits attacked in the same battle Sometimes when that happens you luck out and the wolves kill the bandits before they get to you. In fact, trying to kite one group into another before I fight is one of my favorite things to do if I can pull it off. "Is that...a pack of Nachzerers? Let me just stand next to this caravan full of guards."
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# ¿ Mar 25, 2017 17:34 |
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There is a certain momentum you have to get and if bad luck takes you out at the knees over and over it can be a dead run. But as the tooltips remind you, "Losing is fun."
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# ¿ Mar 25, 2017 18:45 |
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So I guess you can't get ancient legionnaire armor like you can their helmets? Because I let a man die so I could dagger a skeleton and it didn't drop.
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# ¿ Mar 25, 2017 21:07 |
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John Charity Spring posted:You can get it, but it's basically not worth it (unlike the helmets, which have some utility). Roughly equivalent to mail shirts (basic or otherwise, so between 100-130 armour) but with a higher fatigue cost. While I get that that's the way it is, it's still a little disappointing. I want to wear monster outfits. I can wear direwolf hides (never have managed to get the even to proc), and someone mentioned there's a special event to get a human suit and helmet set, but it would be kind of cool to wear the armor of more enemy types.
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# ¿ Mar 25, 2017 23:50 |
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How do you get the mail specifically? Is it just from drops or can you find a guy who can craft it in the right circumstances like you can the hide?
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# ¿ Mar 25, 2017 23:59 |
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GreyjoyBastard posted:Battleforged? Haven't taken it yet and probably wouldn't consciously notice the benefit if I did. Isn't that the one that gives better damage reduction for every X points of armor you wear? So heavier armor soaks more.
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# ¿ Mar 26, 2017 00:33 |
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GlyphGryph posted:I've noticed it. It seems pretty significant once you start getting past 400 combined armor value. In the previous build before this one, I had a guy who lucked into a coat of plate and a unique helmet with over 380 armor to itself and he took battleforged and was able to soak a charge of berserkers and orc warriors by himself.
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# ¿ Mar 26, 2017 00:46 |
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Nordick posted:Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive. I just found a war bow with +7% crit. A steal at 16,666 crowns!
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# ¿ Mar 26, 2017 03:33 |
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Now that the game has launched I hope someone can put together an editor or modding tool. I remember reading that an editor existed for version .7 or something but nothing since. Do strongholds count towards patrols yet? I know they didn't use to, but I just found one basically right off a major highway and man would those heads be nice to have.
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# ¿ Mar 26, 2017 18:15 |
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ZoninSilver posted:I fought a rival mercenary band with a Hedge Knight leading them, who proceeded to one shot one of my brothers before I took him down. It turns out that he was wielding a legendary 2 handed Axe, with a minimum damage one below the MAXIMUM of a regular greataxe loving hell. Now that's something I need in my life.
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# ¿ Mar 26, 2017 23:36 |
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Okay, hadn't had this one: I'm sad I had to retire Reinhold, but at least he gave me this moment.
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# ¿ Mar 27, 2017 01:29 |
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Okay, I've got the tailor, I've got ten stacks of direwolf hides, what does it take for this direwolf hide armor event to proc? I suppose what I'm really asking is: Does the game only check for events randomly day to day, and if your roll says "no event" it doesn't matter that you have all the possibles in place? Or does it constantly scan for events and when it sees the right triggers it procs the event?
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# ¿ Mar 27, 2017 13:27 |
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Hieronymous Alloy posted:Best way to get wolf armor is reroll the town terrorized event till you get raiders, then go full dagger / flail party. Yeah I got two hide and two mail direwolf sets from that event once. I suppose I might try rerolling. Does the "reroll" apply when you take the contract or when you start the fight? It's starting to look like my end-game crisis is going to be greenskins. Most of my guys are still averaging 4 or 5, but I've got some strong guys now and my best are level 9. I can handle the greenskin contracts I've been getting, but I'm worried the crisis is going to be too much. edit: I hired on the tailor to try and get the direwolf set, but in the time I've been waiting to get this event he went into the field and got brain damage. This wouldn't be so darkly comic except his backstory explicitly calls out his mathematical genius. I guess it wasn't so smart to join a merc outfit, was it! marshmallow creep fucked around with this message at 14:22 on Mar 27, 2017 |
# ¿ Mar 27, 2017 14:19 |
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Speaking of lessons learned: If someone has a maimed foot, that injury applies its effect after Pathfinder. So moving over grass still costs 3. Pathfinder means that moving the maimed foot guy on snow or forest will also cost three ap, but it won't go down to 2. Also, if you take a job to escort a caravan from a port town, and buy a boatride to another town after you take the contract, it will teleport you back across the country to the escort instead of launching the escort from your new location. I was hoping to cut some travel time but nope!
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# ¿ Mar 27, 2017 18:30 |
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Hieronymous Alloy posted:I almost feel like an all dagger army is the most appropriate approach. That's my armor they're wearing, I don't want to mess it up. Combined with the morale penalties for being surrounded and taking health damage I have found that encircling the last guy on the map is actually incredibly safe. Bandit Leaders frequently have good armor, and it's often easier to distract him with a few shieldbangers and pick off all the rest, then Footwork or Rotation them out if needed as the rest of the team descends, daggers at the ready. One or two successful punctures and they are usually in full flight mode with nowhere to go.
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# ¿ Mar 27, 2017 22:21 |
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GlyphGryph posted:You can essentially go twice in a row the first turn of engagement (by waiting on the previous turn) Yeah, you let them advance, waiting with spacebar until they are in striking distance, then pounce. So you can get the last act of turn X and then your initiative puts you at the top of turn X+1 and you essentially get to go twice in a row. Well after what seemed like a huge greenskin build up, my crisis is actually noble war. This is actually my first crisis since getting the game, so is there anything I should be aware of and prepare for? I've basically got a strategy of giving the front line kite shields to absorb Bandit Marksman fire until my two handers can chop through the enemy front line, backed up with crossbow/longaxe/pikemen, a sergeant, and a medley of high initiative archers with Overwhelm. It's been working pretty well so far.
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# ¿ Mar 28, 2017 03:56 |
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Roobanguy posted:The non beta build before release actually showed you this. For example, if you hovered over the monk icon, it would show +Renown -Fatigue. Because they weren't consistent and I think they wanted people to use more backgrounds. Some backgrounds, like militia, never told you what they were like, and so I know I tended to pick the backgrounds that had a list of bonuses; even farmer seemed more promising because the implication was that the militia was more expensive but had no boosts. With the effect of background obfuscated, I'm more likely to try a minstrel over a daytaler if I need to fill a slot because I don't know how good or bad he may be until I try him out. I know some backgrounds will tell you their bonuses now if they're somehow nonstandard--like a historian, once hired, will have a line talking about his XP boost, and a witchhunter will have one about his resolve bonus against fear/etc. It would be nice to have a reference compiled for when I want to get groggy about backgrounds, but I can see why they would hide them. It's the same reason you don't get to see someone's stats until you put money down--they want you to have the chance to be surprised.
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# ¿ Mar 28, 2017 18:39 |
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I had an encounter with 6 pike wielding ancient legionnaires yesterday standing behind six with shields and holy moly was that a pain to deal with. I had to drag them to the edge of the map, kill about half of them, then retreat, swap out the gruesomely injured front liners, then try again and finish off the remainders. Once you can get weapons to bear on the pike-letons they go down quick, but until you do they can do a lot of damage.
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# ¿ Mar 28, 2017 23:13 |
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LolitaSama posted:Whats a higher number going to get you though? If initiative was a very high number, you'd be the first every round? It feels like a strange stat that always has a high roll to it as well You'll be first more often longer. As you gain fatigue, your initiative goes down, so if you have a high init you still have more to spare.
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# ¿ Mar 28, 2017 23:20 |
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RabidWeasel posted:Unless you're running into them early I can't see them putting up much of a fight, unless you don't use greatswords or longaxes / billhooks for some reason. The only time I had losses to them was right at the start of the beta when I ran into a midgame encounter with shield legionnaries and pikes on day 8. They're also extremely easy to flank since they stick to their ranks so tightly, just make sure that the flanking guy can take some hits. My problem probably is armor, yes. I like to run medium on most of the crew to have the initiative and not run into fatigue issues. Most of my guys are in mail shirts. My best are in reinforced hauberks, but I still need the guys in mail shirts to swing the axes, and if they whiff, then they are exposed to two or three pikes (depending on the line up), which do, what, 125% damage to armor? So an ancient legionnaire's pike can do something like 100+ damage to a mail shirt, basically destroying it in one stroke. It hadn't occurred to me to try splitting the team and drawing them into a hammer/anvil move, though. If they like to stick together, then opening the middle and going around the flanks to take out the pikemen would probably be a good idea. I don't have much experience fighting the new undead. They go down in almost one hit if you can land with a two-hander, but you need to land, and luck was not with me during my first encounter.
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# ¿ Mar 29, 2017 04:38 |
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One of the starting careers for Warhammer Fantasy Battles that caught my attention is Servant because it's a picture of your standard fantasy barmaid, and in combination with the description you can imagine a woman like her just saying "gently caress it!" and joining the mercs for a chance to be something else. "I'm done serving these drunken louts; I'm ready to be a drunken lout!" Maybe something like an inverted Shang-Hai--she knocks a drunk out and takes their place in the company. You could have some fun little stories in their bios explaining how they got there (or some stuff that's as horrible as Eunuch descriptions. ) marshmallow creep fucked around with this message at 13:40 on Mar 29, 2017 |
# ¿ Mar 29, 2017 13:36 |
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dogstile posted:Seriously, necrosavants are a pain in the arse. Even going up against my dude, who has shieldwall+riposte on, who is level 8 and his melee def skill has been boosted through the roof can't dodge them. I have yet to meet necroservants but they sound awful.
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# ¿ Mar 29, 2017 13:55 |
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ditty bout my clitty posted:Trying to keep archers alive is exhausting with every enemy zerging them without regard for their own safety. I found that folding my two lines into three works well to give archers a buffer if we are up against ranged enemies and guys who can shield bash or otherwise barrel through the front. Then, of course, you probably want footwork and rotation as soon as you can.
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# ¿ Mar 29, 2017 18:26 |
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Yeah, orc warriors can be a learning experience.
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# ¿ Mar 29, 2017 18:50 |
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TV dog Wishbone of PBS posted:Most of my 1-handed weapons are maces and warhammers as soon as i can afford them. Causing injuries through armour is crazy effective, and the time you get Fearsome on a dedicated hammerman you can make an Orc Warrior poo poo himself 1-on-1. I'm a fan of the greataxe because I really love round swing. Nothing like killing as many as six men at stroke. But it requires a special kind of guy, while greatswords are something you can put on virtually anyone you trust to go without a shield.
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# ¿ Mar 29, 2017 22:37 |
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Roobanguy posted:maces are probably my favorite weapon to put on a duelist. my dude was killing zweihanders in reinforced hauberks and scale in like 2-3 hits while not even hitting their heads. anyone who survived the first 2 hits were so hosed up on wounds that they were basically useless in the fight. I was using fighting axes and warhammers for my duelists in an earlier build of the game. I have never really gone out of my way to use maces but when I've had them in stock they've never let me down.
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# ¿ Mar 29, 2017 22:51 |
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I have to say I'm enjoying this game much, much more in its completed form than I did Darkest Dungeon, which I felt started in a good place and slowly drifted into miserable.
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# ¿ Mar 29, 2017 23:01 |
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Hieronymous Alloy posted:What stats for that build, though? What sort of Bro would make a better duelist than two-hander user? This is just me and I've only really built one or two in an older build of the game, but it's basically like you're building for a two handed dodge tank but you forego Reach Advantage. Since your duelist is probably lighter you can probably think about fitting Overwhelm and Nimble on them (Nimble is proving to be really, really good on some of my guys so I'm really liking it even though it's very different from what I'm used to). But I like to give them a shield and quick hands so they can weather any kind of ranged bombardment until melee closes, then ditch the shield (or let the enemy wear themselves out tearing the shield down, as they are sometimes wont to do) and then my guy gets the double handed damage bonus and extra armor penetration from Duelist. I'm not actually very sure about which weapons are best in terms of raw DPS with Duelist, personally. I got good use out of weapons that started with high armor penetration, like Fighting Axes, which also have nice base damage, because I understood that meant more of the natural damage would get through, but maybe something that's got a real good base damage but a poor base armor penetration, like a noble sword (which would be a really consistent damage range) would end up better.
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# ¿ Mar 30, 2017 00:14 |
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ShootaBoy posted:Speaking of shields, do people use kite shields? I use heaters since I don't find the extra ranged defense is worth losing the melee defense, since I try to close fairly quickly. I prioritize recruits with melee defense talents and hate enemy archers so I give everyone kites. They are really good!
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# ¿ Mar 30, 2017 00:53 |
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Sounds like the Lessons Learned achievement may be in your future. Good luck!
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# ¿ Mar 30, 2017 02:35 |
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Party Plane Jones posted:What's the deal with the random merc companies just roaming the map? I took one out just for curiosity's sake and the only thing I got was an achievement out of it. I know you can get an ambition to prove your worth by murdering some of your contemporaries.
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# ¿ Mar 30, 2017 02:45 |
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Hammerstein posted:Just had a village defense mission with 2 pre-battle events which allowed me to tell the militia where to go and what arms to use and then I could command them in battle. Never saw that before. I'm sorry, but what is on that crossbowman's head?
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# ¿ Mar 30, 2017 18:20 |
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Soup du Journey posted:Should I be repairing both weapons and armor before selling them? It depends, I think, on what you're selling, and whether the expense in tools is paid for in the sales price of the final item. But weapons and armor you sell never go for anything approaching full price, and I don't know how many tools it takes to repair a reinforced mail hauberk compared to a dagger, or if there is even a difference at all! Generally, though, I'm doubtful unless it's a higher end piece of equipment.
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# ¿ Mar 30, 2017 19:28 |
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# ¿ Apr 28, 2024 19:15 |
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Why don't sieges let you swap out armor or men between waves? I have plenty of men and equipment to do this, but being forced to immediately take guys who got hurt into the very next battle when I could swap them out any other time during the game is awful.
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# ¿ Mar 30, 2017 21:15 |