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Friendly advice: If you come across a man offering good times with some ladies for a good amount of money, decline his offer. But if you agree, accept to pay up the double amount for what happens next. The alternative is painful.
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# ¿ Mar 24, 2017 22:52 |
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# ¿ Apr 28, 2024 18:30 |
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Who should I kill to end the greenskin invasion and how do I find him? I already killed an orc warlord.
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# ¿ Apr 26, 2017 00:33 |
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John Charity Spring posted:Just keep doing contracts related to it and killing greenskin bands as you run into them. There isn't a 'final boss' of any kind. Ah drat, I was expecting a final showdown of some kind. I guess finding the goblin town will be an acceptable substitute then.
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# ¿ Apr 26, 2017 23:45 |
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ilmucche posted:I get kind of frustrated when rookies die and it depresses my veterans or turns them into alcoholics. Like you knew the guy for two days, he could barely handle a sword. Two of those guys go down and now you're an alcoholic. But drunkard is the best perk? I don't understand why you are complaining.
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# ¿ Sep 9, 2018 13:48 |
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The Skeleton King posted:
They often have loot in the form of treasures (rings, books, chalices etc.) or trade goods. Also yeah never take caravan contacts, unless you were already going there.
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# ¿ Sep 14, 2018 18:33 |
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immortal flow posted:Perhaps this is a problem of the game itself though? There's no clear in-game motivation to specialize until you've hit the late game and failed a few playthroughs, and losing a high-level specialist is (or at least feels like) such an enormous setback it's almost too tempting to avoid that by just making everyone similar builds to avoid the frustration. Not really, because the game incentivizes to specialize your bros by giving them varying starting stats and aptitudes. You are not realizing the full potential of a bro with high melee skill & defense by not making him a two-hander for example.
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# ¿ Sep 16, 2018 19:12 |
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I've noticed many players get fixated on a single perk and pick it for all their bros. I myself do it with pathfinder, but there also people who always pick student, bags & belts, recover etc. I'm wondering if that's really the best way to go, because for instance I rarely pick Steel Brow or any of those other perks and can't say I've had difficulties because of that. Pathfinder is also really situational and now I feel like I can do without it.
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# ¿ Sep 17, 2018 20:41 |
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I'm 99.99% sure that the game lies about probabilities when fighting necrosavants, especially when they are down to their last hp after their Nine Lives perk is triggered
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# ¿ Sep 19, 2018 09:51 |
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Pro-tip about goblins: Your two-hander guy who wades into the crowd with his ridiculously high armor, hp and melee defense and the underdog trait? Yeah, check the weapons when you are sending him against goblin skirmishers. Don't send him against 3+ skirmishers with notched blades. They will kill him dead in a single turn. Goblins give no fucks. The Skeleton King posted:Orks are chumps. Looks like somebody hasn't fought a plethora of warriors with a warlord yet. fspades fucked around with this message at 06:46 on Sep 26, 2018 |
# ¿ Sep 26, 2018 06:44 |
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Tias posted:
Everyone gets a small share of the xp from each enemy you kill, but the one who makes the kill gets the rest of it as well. You don't get the xp (or loot) from enemies you leave alive, I think. You also don't get the xp from the kills your allies made.
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# ¿ Oct 2, 2018 14:34 |
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New blog about a spooky new enemy.
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# ¿ Oct 5, 2018 13:02 |
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xthetenth posted:Yeah, I've seen the distributions, but I don't really have a good feel for the decisions on who's good, what needs some fixing, what's acceptable as part of a minmax and so on. I couldn't figure that out for a long time too but now I can confidently say how a recruit will turn out. So here's a mini guide to attributes: First you must understand how much attribute points a bro will get on average if you increase that attribute at every level-up. For melee skill, melee & ranged defense you can expect a bro to add +20 points, for initiative +40 points, and for everything else +30 points. Stars complicate things, but as a rule of thumb add +5 to that number for each star. So for instance if you have a bro with 50 melee skill but three stars on it, he has the potential to end up with ~85 melee skill, which is quite respectable (two stars guarantee a max roll at every level up, so that one is pretty predictable). From this you can derive the mininum starting attribute for the "ideal" number you are aiming for at level 11. Of course the ideal number is subjective but here is what works for me: Hitpoints: I try to have a minimum of 80 hp for all frontliners. Higher than 100 is a bit of waste in my opinion; you'd have more survivability with more fatigue (for heavier armor) or melee defense instead. A starting hp of 60 is good and pretty common. Colossus perk really helps with this stat, though you can go without it if your bro has really high hp and stars (so you have an extra perk slot) Fatigue: I try to have somewhere around 75 fatigue for each bro after equipment, more is better, and 65 fatigue should be bare mininum. This means, combined with the brawny perk, you need somewhere between 125-135 fatigue to be able to wear the heaviest armors and still move around. Shieldbros can get by with slightly lighter armor, but either way a starting fatigue of 100 is decent and common. There is an argument to go even higher if you want to use orcish weapons but that only becomes feasible with bros from backgrounds such as wildmen or hedge knights with ridiculously high fatigue. Always take the brawny perk for heavy armor users (ie most of your company) Obviously crossbowmen and polearm users need much less fatigue bu archers still need 90+ fatigue after equipment if they want to be berserking machine guns who fire 3 times a turn. Resolve: This is a bit tricky since resolve rolls are a bit obscure in this game, but I find you need a minimum 40 resolve (for backliners), 50 is good, 60 is great, and sergeants with the banner should have around 100 resolve (which is quite doable with the sash). Like colossus, fortified mind is a major help for this stat. Initiative: This is considered a dump stat by many, except for ranged users and nimble overwhelm duelists, in which case you want ~130 or ~140 initiative. 110+ starting initiative is good. Melee Skill: The primary stat for every frontliner and you should always raise this at level up for them. I try to have at least 80 at level 11, so 60 melee skill at the start is good, though sky is the limit for this one honestly. Ranged Skill: Like melee skill but for ranged users. Same rules apply, though aim to have more than 80 at level 11 to offset the distance penalty, so 55 ranged skill at the start is great. Melee defense: A primary stat for two-handed users and duelists. I aim to have 25 defense for them before I let go of their shields, so you need a minimum of 5 melee defense (or some stars) at the start before you can even consider a bro for the role. Otherwise they end up specializing in shields. Ranged defense: Like above but for backliners. 25 defense is achievable so do that if you can. Nimble duelists also need this some of this. fspades fucked around with this message at 15:52 on Oct 9, 2018 |
# ¿ Oct 9, 2018 15:50 |
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Pathfinder is still massively useful for swamp fights because it lets you to capture the advantageous ground before the enemy does. I find swamps useful actually. Just make sure to bring a lot of archers and nets.
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# ¿ Oct 11, 2018 15:06 |
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I tried taking student for everyone in current playthrough, and I'm kind of underwhelmed to be honest. xp is not a bottleneck in this game, something I should have figured out by realizing how amazing wildmen are despite their xp gain malus. What matters is survivability during early and mid game, and if your bros are better in early levels that means picking more fights = more xp. That said I'd still consider it for an amazing bro I just picked during late game to get him up to others level quicker, or perhaps a bro with +xp gain trait.
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# ¿ Oct 11, 2018 17:30 |
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Flanking tactics against the ancient dead really makes them a lot easier in my experience. Just commit to these really wide flanks with two handers in groups of two or three and that will always mess their formation, giving you easy hits against their polearm users(who are the only real threat imo)
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# ¿ Oct 18, 2018 19:48 |
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Affi posted:How do you build duellists? I want to try it but i just don’t have an idea They must have high melee attack and defense. Just take duelist on a character you would make a two-hander and you are good to go basically (don't take reach advantage obviously). Axes, flails, daggers and swords are good weapons for them. Some people make nimble duelists, who wear light armor and use their high initiative and the overwhelm perk to the full. They can take almost any enemy one on one but they are a bit finicky. One very unlucky hit from a orc warlord's mansplitter axe and they are done. In my current game I have a squire with around 90 MA, 40 MD and the brute perk (which gives bonus damage to hits on head). I gave him a unique orc axe + the duelist & headhunter perk and he's a very scary dude basically. He does not get the most kills, but he puts reliable damage to everyone and regularly one shots raiders. fspades fucked around with this message at 17:07 on Oct 25, 2018 |
# ¿ Oct 25, 2018 16:59 |
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dogstile posted:Yeah the trick to those is you need to only really send them to 1v1 the dudes without the mansplitters. Fortune favours the bold.
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# ¿ Oct 25, 2018 17:12 |
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REMEMBER SPONGE MONKEYS posted:Houndmasters and dogs worth messing with? I wouldn’t know what to do with them. Houndmasters, no. Dogs, very much yes. Use them to run down fleeing enemies, tie-up archers, and occasional Geist slaying.
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# ¿ Oct 30, 2018 03:36 |
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Taear posted:I have, and yea I'm in the midgame. Everyone has mail halberks and kite shields and stuff. People rarely die randomly in this game. Either you are putting them against an enemy way above their gear & level, or you are doing tactical mistakes that make them vulnerable. For every situation between you have perks such as rotation, rally or footwork that let you get out of hairy situations. I guess there are also cases of bandit marksmen headshotting your low-hp dudes at the back, or an orc warrior hitting 3 low hit-chance attacks in a row, but those are freak accidents. If you are regularly bleeding out troops you are either behind in strategy layer or your tactics are bad. Learn more, or watch someone good playing the game.
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# ¿ Nov 14, 2018 20:14 |
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I'd be wary going against mercenaries even during late game. That aforementioned crisis mission that pits you against them is a huge middle finger to the player for example. Really this game is similar to FTL or nuXcom in the way that novice players may think it is too random and unfair, but then there are people who can beat them consistently on highest difficulties.
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# ¿ Nov 16, 2018 21:26 |
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# ¿ Apr 28, 2024 18:30 |
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RabidWeasel posted:To be fair the fact that the difficulty level can vary so much between different enemy types without really giving the player any way of knowing beforehand without just knowing how the game works is probably one of my major criticisms of BB and if they improved this somehow it would be a great addition. Something like a threat level rating would work well, so that a new player would know goblins are NOT pushovers like in every other game. fspades fucked around with this message at 16:39 on Nov 18, 2018 |
# ¿ Nov 18, 2018 13:33 |