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Dreylad posted:I think they might nerf the Barbarian start a bit, yeah it's map dependent but the amount of loot you can generate is crazy and you get 3 level 3 guys right off the bat with good equipment and a viking dog. yeah I'm suspecting they blow away even the deceptively powerful Merchant company for power ramp
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# ¿ May 12, 2019 03:11 |
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# ¿ May 15, 2024 18:03 |
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Turns out there's at least one new background! After crushing a barbarian camp, one of them might offer to join you. Mine came in at level 4 With pretty decent stats. In a peasant militia company! So he might wind up being here all the way to the endgame if he doesn't draw the baleful eye of Man With Crossbow.
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# ¿ May 12, 2019 05:13 |
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Broken Cog posted:Is enemy strength/numbers based on pure renown, or does number of characters in your party factor in? I've been doing the militia start, and it feels like there's way more raiders early game than the other starts. Fortunately it's actually possible to handle these raider groups with the militia numbers. Renown (allegedly) only affects payout and difficulty for contracts. Lairs do not scale with roster strength (sum of levels in your roster), roaming enemies do but also have a significant RNG element. Imo firing your worse militia brothers is a good idea. do note that you can't replace some of them though - this doesn't really matter for the mason but you might consider putting the minstrel in storage forever for his events
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# ¿ May 14, 2019 09:12 |
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Mazz posted:
Even asking once hurts your rep with the village/faction a bit, so I hardly ever do - rep is money, friends. Maybe on the biggest of the big cash-for-heads contracts.
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# ¿ May 14, 2019 19:20 |
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Dreylad posted:I had no idea asking hurt your rep. Whoops. Mouse over your relations with the city after negotiating and it'll tell you it's a small minus. but a couple percentage-point shift in buy and sell prices adds up - that's why I think the merchant start is surprisingly powerful (although no match for the militia or maybe even the raiders).
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# ¿ May 14, 2019 21:28 |
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vyelkin posted:I've been seeing tons of raiders this game, and no alps or unholds yet (except the barbarian unholds). That' was always in BnE actually!
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# ¿ May 15, 2019 04:46 |
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Hieronymous Alloy posted:Any tips on the Northern Raiders start? get a good map seed, flee for friendly territory, if contracts aren't feeding you enough cash go raid the gently caress out of lairs which are more profitable because of your ridiculous company trait!
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# ¿ May 15, 2019 05:14 |
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Nordick posted:I just fought the Ijirok, and hooooo boy that thing is loving badass. Yeah the Ijirok looks super cool and I'd have let my monk stay dead too.
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# ¿ May 16, 2019 23:22 |
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Bogarts posted:A few days ago they updated the cultist origin to be more likely to spawn cultist recruits. praise Davkul, that was the worst thing about cultist start
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# ¿ May 16, 2019 23:23 |
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Broken Cog posted:Is it just me or is the militia start deceptively difficult? Enemy spawns seems to partially scale around squad strength, so you can get some really nasty encounters early on. Fire the dudes who are definitely worthless morons, except maybe the minstrel. He's irreplaceable (edit unless minstrels were included in the new patch) and can live in the reserves forever, playing his dumb lute and getting events. Even then you're relatively low on cash and gear to start and you WILL lose dudes, but that's fine.
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# ¿ May 18, 2019 19:17 |
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I just got a 2-skull contract to kill a barbarian king on day 55-ish that offered 3500 crowns. (roughly double to triple the going rate for tough non-head-related contracts) I passed. edit: although in hindsight a huge chunk of that might have been travel time
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# ¿ May 19, 2019 06:33 |
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Hieronymous Alloy posted:out of all the DLC weapons, which are worth taking a mastery perk for? i mean i go for lategame All Twohanders All The Time (with some bagsnbelts quickhands dudes to absorb arrow fire on the advance), but I suspect the bardiche makes axes worthwhile now
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# ¿ May 20, 2019 20:35 |
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vyelkin posted:
also I'm pretty sure 18 would in fact have been a little too powerful so dialing it back to 16 was probably correct
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# ¿ May 24, 2019 07:12 |
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I'm balls-deep in an Orc-Warlord-Hunt contract and the warlord's coming at me with a 12-stack of entirely orc berserkers. I feel like this might be the (epic) end of my militia company if it's not my most epic victory in my BB playtime.
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# ¿ Jun 1, 2019 09:06 |
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RabidWeasel posted:Did anyone else realise that greatswords / longswords got nerfed last patch, because I just noticed that they only have 25% direct HP damage now instead of 35%. That's a big enough change that I'm more seriously considering getting as many bardiches as possible (which do more damage under most circumstances now in exchange for 5% lower hit chance and only one AoE attack). Gah! RIP my massive number of sword specialists, I was planning on leaning on greatswords a lot still. RabidWeasel posted:GS is still absolutely the best choice in a lot of fights now but they're more of a liability vs. heavily armoured targets such as orc warriors, barbarian chosen etc. Oh, okay. And tbf, bardiches get somewhat less bonus from axe mastery than greatswords do from sword mastery, so I could very plausibly just hand some of my sword dudes an axe in the fights where swords are suboptimal.
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# ¿ Jun 6, 2019 08:52 |
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Also Quick Hands no longer lets you switch from sword-and-board to 2h weapon for free
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# ¿ Jun 6, 2019 21:52 |
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stars are just about as relevant as starting stats I think each one is worth five-ish points if you up that stat every single level
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# ¿ Jun 15, 2019 00:33 |
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Peasant Horde is devastatingly powerful because 16 militia / brawlers are generally better than 12 sellswords, and until you reach that hideously endgame point you're going to largely be rolling with peasant-friendly-background dudes anyway.
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# ¿ Dec 20, 2019 02:47 |
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huh, i was sure someone would have beaten me to itquote:A PROPHECY FULFILLED i am so happy they decided to continue printing money / adding content
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# ¿ Jan 10, 2020 17:57 |
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i feel like the best seeds aren't the ones with amazing starter bros, they're the ones with good trade routes (and a conveniently lopsided noble war layout)
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# ¿ Jan 27, 2020 03:01 |
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vuk83 posted:I still dont get some of the design decisions. rarer foods double as minor trade goods, i'll frequently haul cheese and mead along on my circuit if i have enough invslots
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# ¿ Feb 1, 2020 23:52 |
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GlyphGryph posted:You can attack even friendly caravans and merc companies if you press some... button or something... first right? iirc it's ctrl-click
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# ¿ Feb 7, 2020 05:03 |
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dogstile posted:Decided to do a peasant run. I bet the kraken is 20x easier with four more brothers, lol haven't played since the expansion but militia and top-notch brawlers aren't that bad as endgame brothers (see: brawlers being part of my endgame squad in normal runs) and the extra dudes on the field are gamebreaking rideANDxORdie posted:I still stand by this event being the best one in the "get a free bro" category. I've never had this event pop and not give me at least a good brother and sometimes he's unreal also he can join peasant militias! Goatse James Bond fucked around with this message at 02:17 on Sep 5, 2020 |
# ¿ Sep 5, 2020 02:03 |
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For my throwers I actually like to give them a nomad sling in addition to their two stacks of throwing weapons. - Long-ranged enough to frequently snipe casters, or plink at approaching foes on turn one - Daze is actually super handy - Damage sucks less than you'd think - In early-midgame it being ammo-free isn't bad either - Saves a precious, precious perk point vs making thrower-bow hybrids
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# ¿ Jan 30, 2021 07:50 |
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To be clear, daze is -25% init (eh), -25% max fatigue (middling-handy against living foes but functionally an init debuff most of the time), and -25% melee damage (ooooowns). Admittedly you get the same effect in Serious Fights from flash pots, but bonking a couple pike skeletons or whatever in a routine battle goes a long way.
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# ¿ Feb 2, 2021 01:36 |
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The Lord Bude posted:In the time it took you to bonk them on the head so to speak you could have actually killed several of them with throwing axes. A 25% chance of inflicting a debuff is absolutely not worth the crippled accuracy and damage of using a sling. I think we're talking past each other just a bit: I am, mostly, advocating for slings as a first-round alternative to bows. Once the baddies are within regular throwing range I switch to axes or javelins.
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# ¿ Feb 3, 2021 06:27 |
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my strategy for the endgame boss fights is to wait as long as possible and give everybody a wardog if it's remotely sensible ideally a barbarian wardog but those are obviously in shorter supply
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# ¿ Jun 13, 2023 04:37 |
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Trillhouse posted:i will buy whatever these guys make yeah this, between battle brothers being just phenomenal out of the box and them providing way more post-launch stuff than i ever expected, they're one of the few studios that's a day one purchase sight unseen
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# ¿ Aug 21, 2023 19:41 |
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I come back every couple weeks to month and play a couple battles on my long game where I swear I will one day clear all the sites, and sometimes do another start until I'm tired of it / get the achievement I'm going for still need to get a Prophet of Dave the Cool
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# ¿ Feb 6, 2024 01:15 |
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# ¿ May 15, 2024 18:03 |
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About the only time I'll take a caravan is if the destination is on the next stop or two on my list. Even then, I'll glance at the map and see if there's some wilderness scouting that might be a better use of the trip.
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# ¿ Apr 28, 2024 08:15 |