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Dreylad
Jun 19, 2001
That sounds pretty good to me, it'd be nice to make throwing weapons a bit more viable on melee bros.

Is it still hard to find good ranged bros? It always felt like a challenge unless you had a hunter village somewhere on the map, and even then a ranged background didn't necessarily make a good ranged bro.

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Dreylad
Jun 19, 2001
I didn't realize taking location missions started overwriting places that spawned at the beginning of the game. That makes so much sense and explains why I had so much trouble finding named items a while back.

Dreylad
Jun 19, 2001

The Lord Bude posted:

Another one I've seen but not played is JUSTONEPLZ - you start with one guy that's sergeant material; 2 great archers (capable of hitting >90 ratk) and 2 decent archers (one will hit 87 ratk, one will only get to 81; but has iron lungs)

I haven't played in a while so my math must be wrong, but in this start you get two 45 RA guys with *. I thought * in RA was good for a roughly 35 point increase at level 11 - but it's actually 45?

Dreylad
Jun 19, 2001
OK that makes sense. Thanks for checking!

Dreylad
Jun 19, 2001
edit: whoops shoulda finished reading the update. Love that you can upgrade the donkey.

Dreylad
Jun 19, 2001
http://battlebrothersgame.com/dev-blog-128-the-retinue-part-ii/

Part 2 of the retinue. Looks really good, love that different retinue members help you play the game the way you want to play it by rewarding certain activities.

Dreylad
Jun 19, 2001
I'm really hoping they add injuries for undead, that would make fighting them a lot more fun.

Dreylad
Jun 19, 2001
http://battlebrothersgame.com/dev-blog-129-city-states-part-i/

Arena fights and you can hire gladiators. And uh, slavery!

Dreylad
Jun 19, 2001
Polearms really come into their own in the militia start since you can have a hefty backline of guys who usually aren't good enough to be 2-handers/shield bros

Dreylad
Jun 19, 2001
All those changes are really good, especially the ambition tooltips.

Dreylad
Jun 19, 2001
http://battlebrothersgame.com/dev-blog-138-more-smaller-things/

These might be minor notes on the DLC but there's a bunch of stuff that I think will be great: new champions, more champions based on existing enemies, ways to fight more champions through the Bounty Hunter follower, more rewards for fighting and killing beasts through treasure items, and more modifiers for settlements that affect trade.

Dreylad
Jun 19, 2001

Veryslightlymad posted:

That seems like a really :yikes: concept in general, but at the single worst possible time in human history to run with it.

Yeah it's not great. IIRC the Mamluks were slave armies, and the Ottomans had the Janissaries, so it's not completely nuts. Just very much less than ideal timing.

Although glancing at the comments on steam everyone's asking for a Crusader band. Of course.

On the other hand, the diva gladiators sounds amazing.

Dreylad
Jun 19, 2001
The Iron Oath seems like it's trying to be a high fantasy Battle Brothers. There's a demo on Steam, although it doesn't really cover any of the mercenary company management or political system that are supposed to be part of the final game.

Dreylad
Jun 19, 2001

The Lord Bude posted:

I’m probably going to do a peasant run for my first post expansion game. I’ll be on the lookout for good seeds - in the current expansion there’s one where you get 4 endgame worthy ranged dudes in your starting company.

Same here. Should be fun to have lots of grunts head into the arena.

Dreylad
Jun 19, 2001
Fyrd Fighters

Barbarian Start:

The Woad Warriors

Dreylad
Jun 19, 2001
Really like that rally buff.

Dreylad
Jun 19, 2001
That slightly nerfs northmen too.

Dreylad
Jun 19, 2001
Looking at the free patch changes:

quote:

Added a new player banner as a thank you for your continued support.
Added combat environments reflecting locations where battles take place. Attacking a bandit camp will now have that camp appear in combat, and likewise will a graveyard or some ruins. Locations may have fortifications like walls and palisades, which you'll be informed about in a location's tooltip and the engage dialog.
Added exploration mode, allowing you to start with an entirely undiscovered map.
Added toggleable highlighting of any tiles blocked by environmental objects (such as trees) in combat via button and hotkey.
Added treasure items selling for full value as possible loot for all beasts, old and new, in order to make fighting them a more profitable endeavour.
Added tooltips explaining in more detail beforehand what is expected of the player, and what the expected rewards are, when choosing between ambitions.
Added tavern rumors about situations of nearby settlements, including some hinting at the presence of particular beasts, as well as rumors specific to each of the late game crises, and reduced chance of pure flavor rumors slightly.

Changed 'Nine Lives' perk to also clear any damage over time effects (e.g. bleeding, poisoned) upon triggering, and to give improved defensive stats until the character's next turn.
Changed 'Relentless' perk to also remove the penalty to initiative when waiting with a character.
Changed 'Head Hunter' perk to guarantee a hit to the head for your next attack after hitting the head of your target once. Resets after your hit connects or if you miss your attack.
Changed 'Fearsome' perk to also carry a penalty equal to 20% of the attacker's resolve for each morale check triggered by inflicting damage.
Changed 'Sword Mastery' perk to lower the threshold to inflict injuries with the 'Gash' skill to 50%.
Changed 'Rally' skill to cost 5 action points to use, down from 6.
Changed 'Indomitable' AP cost to 5, up from 3. The previous cost erased too much the choice between going offensive or defensive and allowed you to have the best of both.
Changed 'Adrenaline' skill to cost 1 AP, up from 0.
Changed 'Fast Adaptation' perk to give +10% chance to hit with each miss, up from +8%.
Changed 'Brawny' perk to reduce the fatigue penalty from armor and helmet by 30%, up from 25%.
Changed 'Anticipation' perk to always give a minimum of +10 to Ranged Defense.
Changed 'Knock Back' skill to have a fatigue cost of 20, down from 25.
Changed 'Repel' and 'Hook' skills to have a fatigue cost of 25, down from 30.
Changed 'Split Shield' skill to trigger the 'Overwhelm' effect.
Changed 'Exposed Ribs', 'Stabbed Guts', 'Grazed Kidney', 'Deep Chest Cut' and 'Deep Abdominal Cut' injuries to have more of an effect, including reducing hitpoints of the victim to certain thresholds if currently above. In essence, those injuries are now a bit more useful for the player to inflict upon enemies, and both the 'Crippling Strikes' perk and the 'Gash' skill were indirectly buffed this way.
Changed Ranged Defense levelups to range from 2-4, up from 1-3. Only affects characters generated after this update.
Changed damage of Scimitar to 40-45, up from 35-45, and increased efficiency vs. armor to 70%.
Changed damage of Three-Headed Flail to 30-75, up from 21-66.
Changed damage of Billhook to 55-85, down from 60-90, and efficiency vs. armor of 140%, down from 150%.
Changed efficiency vs. armor of Polehammer to 185%, up from 175%.
Changed damage of Reinforced Boondock Bow to 30-50, up from 25-40.
Changed damage of Heavy Javelin to 35-50, down from 40-55.
Changed damage of Heavy Throwing Axe to 30-50, down from 35-55.
Changed Living Tree Shield to regenerate by 10% of maximum durability each turn.
Changed Undead Trophy to double the wearer's resolve when defending against fear and mind control skills, and no longer grant complete immunity.
Changed surrounding mechanics to no longer count stunned characters, or characters armed with ranged weapons, towards the surround bonus.
Changed zone of control mechanics for actors that are stunned or without skills to actually perform attacks of opportunity (like if armed with a ranged weapon) to no longer exert zones of control.
Changed 'Dazed' status effect to -25% damage, -25% initiative and -25% max fatigue, down from -35% of each.
Changed 'Charmed' status effect to make the afflicted immune to some morale effects, as to avoid odd situations of characters fleeing after the charm has worn off.
Changed 'Sleeping' status effect to last for 3 turns, up from 2. It still can be removed at any time using the 'Wake Up' skill.
Changed 'Cat Potion' to be used on the worldmap and give a +20 bonus to Initiative for the duration of the next battle.
Changed 'Lionheart Potion' to be used on the worldmap and give a +20 bonus to Resolve for the duration of the next battle.
Changed 'Iron Will Potion' to be used on the worldmap and give the same effect as before for the duration of the next battle.
Changed 'Night Vision Elixir' to be used on the worldmap and give the same effect as before for the duration of the next battle.
Changed 'Second Wind Potion' to be used on the worldmap and give +4 to Fatigue recovery for the duration of the next battle.
Changed 'Berserker Mushrooms' to be used on the worldmap and give a +25% bonus to damage in melee, and reduce both melee and ranged defense by -15 for the duration of the next battle. Using these no longer carries an additional risk of getting sick, but characters still risk getting sick/addicted from taking too many potions of any kind at once.
Changed 'Antidote' to also give immunity to poison for the duration of 3 turns after use.
Changed Geists to no longer have the 'Anticipation' perk, but instead have a perk of their own that increases both their Melee and Ranged Defense by small amounts the further away an attacker is.
Changed the tails of Lindwurms to also exert a zone of control.
Changed 'Trade Caravan' origin to only receive 66% of all renown, up from 50%.
Changed starting renown of some other existing origins to better work with the new Retinue feature.
Changed targeting icons for AoE skills to also show up on empty tiles as to give a better idea of the area those skills can cover.
Changed hotkey for showing/hiding footprints on the worldmap to the 'F' key, as to avoid players accidentally hiding footprints by pressing the 'Tab' key while switching between applications.

I know some of the perks have been discussed already, but there's some nice QoL stuff and some balance changes to a few weapons that are interesting. Also beast trophies being worth more money is a welcome change.

Dreylad
Jun 19, 2001
And so it begins again, the hunt for good map seeds.

Dreylad
Jun 19, 2001
There's definitely still some bugs to work out. My archer couldn't shoot because he was "in combat" despite being a tile away from an enemy. Something to do with how it interacted with the caravan guards who were my allies or something? Or the fight being in the swamp? Not sure.

Speaking of caravan escorts, this one has proven eventful. Two packs of bandits smashed into me, thankfully nothing I couldn't handle. And then some desert nomads. I'm in the tundra! Where the hell did they come from? How do they have so much sand??

Upside is the caravan guards distracted the big guy with the mace who caved in about 3 of their heads while my guys took out the rest. I think that's the strategy to defeating nomads. Have stupid AI allies.

Dreylad fucked around with this message at 03:39 on Aug 15, 2020

Dreylad
Jun 19, 2001

Beefeater1980 posted:

I usually hit a wall around day 30 when most of my troops are in padded leather. I can take simple missions to kill bandits but anything beyond that kills half my team.

Everything was going great until we hit a mission to kill giants. Two unholds, and between the they just wrecked us.

What’s a sensible progression to look for around then?

What I do is try to take note of any long stretches of road where a bunch of battle sites pop up, that means there's probably brigands raiding caravans there. Go there and start hunting small packs of brigand raiders or mix of raider/thugs if you can find them, and start throwing dagger parties for their mail.

Dreylad
Jun 19, 2001
Found a hell of a Gladiator seed: IWGYQCXAUH

All three are Bright, two have Iron Lungs, and the map is pretty good.

Dreylad
Jun 19, 2001

V. Illych L. posted:

hello i'm still doing peasant things, who shoots things as a peasant

all i find are poachers and i try not to hire them cos their starting attack is so bad

Best you can hope for is a poacher with 48-49 rattack with 2-3 stars. I find 2 stars and 47-49 attack "good enough." You can't really expect much better having access to only peasant backgrounds.

Jay Rust posted:

I think poachers are the best you can get. I’m Day 50 in my peasant run and haven’t found a hunter. Witchhunters might be available, maybe?

Nope, just poachers and shepherds who seem to be even more of a gamble than poachers.

Dreylad
Jun 19, 2001

vyelkin posted:

For everybody talking about not knowing stats, what the experienced players are talking about in here tend to be max level stats, so what the bro will be at by level 11. Here's how you calculate that.

Each stat gets either 1-3 or 2-4 points every level. MAtk and MDef get 1-3, RAtk, RDef, Health, Fatigue, Resolve, and Initiative get 2-4.
If a stat gets a one star talent, it gets +1 to the minimum roll. A 1-3 stat becomes 2-3 and a 2-4 stat becomes 3-4.
If a stat gets a two star talent, it always rolls the maximum. A 1-3 stat is always 3 and a 2-4 stat is always 4.
If a stat gets a three star talent, it gets +2 to the minimum and +1 to the maximum roll. A 1-3 stat becomes 3-4 and a 2-4 stat becomes 4-5.

Knowing that, you can calculate how many points, on average, a stat will get over ten levelups, if you took that stat every single time no matter what it was. A 1-3 stat, on average, tops out at +20. With one star, on average it tops out at +25. With two stars, it will always get +30. With three stars, on average it will get +35. A 2-4 stat, on average, gets +30. With one star, on average it gets +35. With two stars, it always gets +40. With three stars, on average it gets +45.

If someone says "I want my 2-handers to end up with 85 MAtk and 30MDef and 120 Fatigue", you can use these formulas to see whether a new bro will end up there. A 60 MAtk level 1 bro, but with no stars, will probably end up around 80 MAtk. A 50 MAtk level 1 bro with three stars will probably end up around 85 MAtk. That bro will be less useful straight off the bat but would likely overtake the other one over time.

I tend to be pretty selective with my bros but I use these formulas to see who's going to hit 80+ attack skills and so on. They won't stop you from getting screwed by a bunch of +1 MAtk and +2 Fatigue rolls in a row, but they'll let you know who's likely to end up good or bad.

Of course this all only matters if your bros are surviving more than a couple levels :v:

This website is really helpful for seeing stats, although the forumla is pretty easy, I like being able to map out perks and stats for my bros:

http://www.bbplanner.xyz/

Dreylad
Jun 19, 2001

The Lord Bude posted:

You can't hire hunters or witchhunters as peasants. Your ranged bros will be poachers, shepherds and the occasional militiaman. Poachers appear to have been changed at some point, according to the wiki they now always spawn with 47-49 ratk (can someone verify?). My rule of thumb is 90+ ratk for archers, 80+ for throwers and gunners.

This matches my experience. Never seen a poacher above 49 ratk, or below 46.

Dreylad
Jun 19, 2001
Gotta say, with all the new money sinks added to the game, I really appreciate that monsters drops are worth more and that they drop more of them. Also swordlances are great when you can't find warscythes.

I'm not having as much luck as everyone else finding uniques, although I do see them in the shops more often. Maybe just an issue with my seed.

Also handgonnes live up to the hype. A handgonner with fearsome just wrecks goblins. It's great.

Dreylad fucked around with this message at 15:17 on Aug 22, 2020

Dreylad
Jun 19, 2001
On my peasant run I got the event where you recruit a Barbarian after raiding a barbarian camp, and at least the one guy I got was pretty drat great and ended up being a great 2Hander Hammer bro.

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Dreylad
Jun 19, 2001
It's been so long since I've played I don't know what the implications of some of these changes are:

quote:

  • Changed the 'Crack the Whip' skill of the 'Manhunters' origin to cost 10 Fatigue, down from 15.
  • Changed the 'Whipped' status effect to have a different sprite as it is about to run out.
  • Changed Indebted in the 'Manhunters' origin to get +10% XP gain, up from -25%, and Non-Indebted instead to get -10% XP gain. The origin didn't quite play out as intended, and this change should help to have the Indebted be more easily replacable.
  • Changed 'Manhunters' origin to have a Company Ledger item that helps keep track of the number of Indebted and Non-Indebted in the company.
  • Changed 'Head Hunter' perk to no longer lose stacks on misses.
  • Changed the bonus damage from the 'Throwing Mastery' perk against targets 2 tiles away to 30%, down from 40%.
  • Changed the 'Nine Lives' perk to grant between 11-15 hitpoints, up from 5-10, when saving a character.
  • Changed the fatigue cost of the 'Footwork' skill to 20, down from 25.
  • Changed the 'Pound' skill to ignore an additional 10% of armor on hits to the head, and an additional 10% with the 'Flail Mastery' perk.
  • Changed the 'Cascade' skill to cost 13 fatigue, down from 15.
  • Changed the 'Split' and 'Swing' skills to gain an additional +5% to hit from the 'Sword Mastery' perk.
  • Changed the 'Aimed Shot' skill to cost 20 fatigue, down from 25, and to cost 7 action points, down from 8.
  • Changed Two-Handed Wooden Flail to inflict 30-60 damage, up from 25-60.
  • Changed Two-Handed Flail to inflict 45-90 damage, up from 40-80, and the effectiveness against armor to 115%, up from 110%.
  • Changed the effectiveness against armor of the Handgonne to 90%, down from 100%.

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