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FeculentWizardTits
Aug 31, 2001

Count Mippipopolous posted:

What's the best way to find unique items? I've set that as my ambition, and I've been wandering around destroying any camp/ruins/necromancer's base I can find but so far no luck.

I've also had a tailor in my band and four wolf pelts for about a hundred years, but so far he hasn't stitched any together.

Go further and further away from civilization and fight whatever's out there. That's what the game will tell you, anyway. Easier way is to save up money and buy a legendary item when you find one in a shop.

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FeculentWizardTits
Aug 31, 2001

Does the +25% resolve perk only affect your current amount of resolve when you pick the perk, or does it apply to future investments in the resolve skill too?

FeculentWizardTits
Aug 31, 2001

If I'm going to be fighting orcs, is it worthwhile having my archers carry around crossbows in addition to their bows? I would think that crossbows would be better for the orc warriors and warlords, but I haven't been able to test how effective one shot from a crossbow is vs. two from a bow each turn.

FeculentWizardTits
Aug 31, 2001

I realize the update just dropped, but if anyone has a seed that isn't a snaky, mountainous, swampy mess, please share.

FeculentWizardTits
Aug 31, 2001

What's the trick to dealing with orc warriors? More hammers? Most of my dudes are armed with khopeshes, but even with their armor damage bonus it still takes forever to whittle down a warrior's plating. One or two warriors are fine, but this mission I'm on has four of them.

FeculentWizardTits
Aug 31, 2001

How do you tackle the goblin capital? It's the goblin equivalent of the black monolith in the sense that it's you versus 47 enemies. I attacked at night so their archers can't hit anything, but having to face down three shamans simultaneously makes it seem nigh-impossible. The vine spell they have is like a mass net that can hit five people at once (same mechanics as nets in terms of breaking free), meaning swathes of my line is eating huge fatigue penalties as they try to break out. Not breaking out doesn't appear to be an option, because their pikemen will happily hang back out of melee range and poke my guys to death.

FeculentWizardTits
Aug 31, 2001

Sloober posted:

Like orcs i've found bows to be one of the most effective ways of taking them down quicker. Maybe invest in ~5 bows? A warbow can kill an ambusher in one shot with a good roll. Two handers don't seem great vs them due to the whole poison arrow poo poo, so kite shields on everyone while the greatsword is bagged and 3 quivers on whoever's got a bow, and as soon as you start killing their morale starts to plunge, which will help drop their range skill. Fall back to high ground and unleash with impunity.

I do suggest your bow guys have dodge and/or anticipation

Since I'm attacking at night, the ambushers are a non-issue. They hit maybe 1 in 20 shots. In this case the goblin city is nestled in a forest, so there's little high ground and no clear line of sight to most targets, which makes the ambushers even more useless but also limits the effectiveness of my own archers.

The problem is really the three shamans, because their root spell has no cooldown and masses of my guys are getting rooted multiple times each turn. Since the shamans all move before most of my team, I can't even scatter my dudes before this happens. Add to it that I'm getting swarmed from all sides by the 47 goblin units and there's not a whole lot I can do aside from not fight the fight at all. Even if I could, the fact that it's in a forest means I have no clear path to the shamans that doesn't involve spending multiple turns trying to wade through a mass of goblins.

This is probably the only balance gripe I have about this game. The root spell needs to have either a huge fatigue penalty (it currently appears to not have one at all), a cooldown, or a 100% chance to break out of the roots. On that last point, I had a guy that was stuck in the same roots for three turns because he came up on the wrong side of the 50% escape chance every single time. When he finally did break free, he was too fatigued to be of any use. Repeat to varying degrees across my entire party and you have a rough idea of how every iteration of the fight went.

Alternately, maybe the game shouldn't throw three of them at you at once.

FeculentWizardTits
Aug 31, 2001

KyloWinter posted:

how do you beat goblins en masse

What size masse are you talking? Easiest thing to do is make sure you engage them at night, which effectively neutralizes their archers

FeculentWizardTits
Aug 31, 2001


14 should be manageable. Definitely try fighting at night. If that doesn't do the trick, bring more dogs.

FeculentWizardTits
Aug 31, 2001

You're doing the Lord's work, my son.

FeculentWizardTits
Aug 31, 2001

Does your rep with the noble houses you fought during the noble war reset once the war concludes, or did I just lock myself out of the top and bottom of my current map?

FeculentWizardTits
Aug 31, 2001

I'm a little unclear on how the retreat mechanic works. I attacked the Black Monolith, managed to kill a measly 3 undead before I got overwhelmed, then retreated. When I came back for round two, there were the same number of skeletons milling around. Based on reading the thread, I thought retreating essentially "saved" your progress on a given site, so that there should've been 44 skeletons faffing about instead of 47. Is that not the case?

FeculentWizardTits
Aug 31, 2001

Locke Dunnegan posted:

I'll try out those tactics. Not a huge fan of changing my perks to handle them specifically, but I've been pretty close to getting Backstab on some lower melee skill bros anyway so I may do that.

Speaking of maces, though, I just started using them and holy gently caress are they really good on high melee skill bros. I balked at the lack of damage and lack of 2hander versions so I didn't want to waste my good dudes on them, but being able to stun anyone, even undead for some reason, is ridiculous. I'll definitely use at least two mace bros from now on. Two Iron Lung Mace Masters can lock down two dudes for quite a while I bet. It's too bad I keep rolling the Hammer Mastery ambition because I don't see much use in them until maybe War, where the rest of them seem useful much sooner.

If you have a character with taunt, it works on necrosavants. Taunt one who's a few hexes away, and on his next turn he'll batblob over to whoever taunted him. Makes it somewhat easy to lure them into a murder circle, but that first turn where they flit across the field and slice up your archers is still frustrating. Also, if you know you're going to be fighting skeletons, leave your archers at home and bring more melee.

FeculentWizardTits
Aug 31, 2001

Jay Rust posted:

How many archers do you guys keep in your regular formation?

Three, unless I know I'm going to be facing skeletons, in which case none. Sometimes three feels like overkill (if there is such a thing in this game) because they become absolutely brutal at later levels and can take out significant chunks of the enemy force before the lines clash.

FeculentWizardTits
Aug 31, 2001

Unzip and Attack posted:

Anyone tried a heavily armored/shielded dagger bro with dagger mastery and overwhelm? Seems like that could be pretty rad with the 3 attacks mastery grants.

I tried making two guys like this in my current company. Ended up firing one, because they're both kind of meh. Being able to strike directly at an enemy's health pool is great, but they miss a lot, even at higher levels. They never kill a guy in one turn, and then everyone else who attacks the same enemy still has to contend with his armor (maybe the solution here is to give everyone daggers). I'd rather have another guy with a greatsword or a 2H hammer, to be honest. Easier to buy the armor I want rather than trying to swipe it off enemies.

FeculentWizardTits
Aug 31, 2001

Hieronymous Alloy posted:

Does anyone have a solid, reliable, consistent strategy against Orcs?

I have yet to find one I'm really happy with. You can't stun them, you can't push them, you can't use terrain because they push you. You can exploit their morale and warhammers/fearsome work but I hate strategies that are reliant on perks that aren't useful vs other enemies.

About the only thing you can do is kill them with sheer brute force (targeting the orc young first is supposed to ruin warriors' morale, but I've never seen them flee before their armor was wrecked and half their health was gone). Warhammers are, indeed, kind of meh. Their two-hander cousins, however, are pretty great. They shred armor and knock anyone they hit to the end of the initiative line, no special perks necessary. Once the enemy's armor is gone they still do respectable damage and can hit multiple targets. They're useful against most enemy types, especially all the possible enemies you'll face in any endgame crisis.

FeculentWizardTits
Aug 31, 2001

Jay Rust posted:

How does Taunt work? If you taunt an enemy currently engaged with some of your other brothers, will they attempt to disengage, earning you free attacks of opportunity?

Only necrosavants will disengage to respond to a taunt that's not from an adjacent brother. Unfortunately since they're teleporting it means they aren't susceptible to attacks of opportunity.

FeculentWizardTits
Aug 31, 2001

Devs announced they're halting further development on Battle Brothers and moving on to a new project. Can't fault them for it, but it's a real bummer.

FeculentWizardTits
Aug 31, 2001

Does the map seed/layout have any bearing on the types of missions offered? Feels like 75% of the missions I'm given are caravan escorts or package delivery

FeculentWizardTits
Aug 31, 2001

My peasant militia now contains a guy who was being tortured for loving a horse and another who was bring whipped for screwing a melon. Really wish I could rename it to the Perv Platoon

FeculentWizardTits
Aug 31, 2001

Is there a trick to fighting lindwurms, or is it mostly a DPS race? I can imagine a scenario where you bring nothing but archers and kite them around the map, but that sounds tedious as gently caress (and I don't have that many archers)

FeculentWizardTits
Aug 31, 2001

Nifty, thanks dudes

FeculentWizardTits
Aug 31, 2001

I really wish the noble house missions operated more like the townie missions when it comes to determining the location of your objective. Getting two skull missions with 2500 gold payouts is nice, but when I get sent halfway across the map to go ice some barbarian king it really eats into the profits

FeculentWizardTits
Aug 31, 2001

I wonder what the thinking was behind making most enemy armor have a lovely durability:fatigue ratio. I just want to dress up my front line like a bunch of centurion cosplayers and have it not be mechanically inferior.

FeculentWizardTits
Aug 31, 2001

Gyshall posted:

This game owns bones

FeculentWizardTits
Aug 31, 2001

Strumpie posted:

i still feel like not having proper mod support was a massive misstep but maybe i'm overestimating the player interest in Battle Brothers.

I think you might be underestimating it. When the game released the devs said that was it, no DLC, we're moving on to our next game. I can't imagine what else would've compelled them to reverse course if the player base didn't see a substantial uptick over time.

FeculentWizardTits
Aug 31, 2001

I didn't think alps could be made more irritating to fight, but here we are

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FeculentWizardTits
Aug 31, 2001

Mazz posted:

Not sure I like these odds :ohdear:



I hit the end all turn button 6 times and alt tabbed


On another note, I hit 10 of 12 bros in this gladiator game, currently playing 890g a day for 7 gladiators, 1 hunter, 1 swordmaster and one random rear end event vagabond that has no business being in this company but is essentially a mascot. (He has 2 stars in MDef and MAtk and 3 in fatigue which is why I kept him, but his resolve, HP and baseline stats means he'll need some max rolls all the way up to get in line with the rest, he'll probably make it as a polearm bro till he gets murdered by Ifrit rocks or something)

5 of the 7 gladiators are currently >95A/35D with the last two still under level 7, and the swordmaster has 84 MAtk at level 4 though his HP and Fatigue will both need regular skillups, especially if I roll the old event.

I think I can hit 1200g a day expense if I get everyone to 11+, cut the vagabond and get another glad or hedge knight eventually.

On a side note I'm building one of the glads as a polearm sarge who with the banner has something like 97 resolve and he's not even 11. With him in play the group has an average of ~79 resolve (I put mind on everyone to pair with fearsome). The last group of 6 geists I fought did not land a single horror in 5 rounds. I loved offensive morale bombing before the fearsome change now it's just crazy.

How the hell do you stay solvent with daily expenses like that? I've hit the point in my lone wolf run where contracts that require more than a day or two of travel are unprofitable, and I think my expenses are maybe a little over half of what you're talking about.

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