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Ivan Shitskin
Nov 29, 2002

This game is fun and neat.

I disagree that swords are terrible. They are in fact good. A sword specialist with a noble sword can gently caress poo poo up, especially when fighting shoulder to shoulder alongside a warhammer or other armor-piercing weapon. Hammers do loads of armor damage but poo poo for health damage. Military picks are not even much different from daggers when it comes to damaging health. And compared with a warhammer, swinging a noble sword does more health damage at nearly half the fatigue cost. Warhammer swings cost 14 fatigue, noble swords cost 8. Throw in the +10% chance to hit and you have a solid weapon.

They're good against the undead, since fatigue is your worst enemy there. A good sword specialist with the appropriate perks can cleave through zombies more efficiently than other guys. They're good against goblins, since they don't wear much armor and can be tough to hit. They're less good against brigands (except for the thugs and archers), because of their shields and mail armor. For them, flails and axes might be better. Axes are like a good middle-ground between swords and hammers.

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Ivan Shitskin
Nov 29, 2002

Tias posted:

Is it still worthwhile to buy lots of goods in villages and sell them all( along with your goblinite and other loot) in the biggest castle you can find?

Absolutely. If the route I'm taking happens to pass through villages with cheap goods, there's no reason not to stock up and sell them at the next castle. Trading is also good when recovering from injuries or if you can't find good contracts for the moment. You won't make that much money doing it but it can help cover wages and keep you afloat. Always be trading I say.

I think I was lucky with the current map I'm playing on though. All the cities are in a big circle and there are numerous trading villages right next to the castle cities for selling. So I can just wander the map in a big circle without going out of my way to find poo poo to sell.

Ivan Shitskin
Nov 29, 2002

RabidWeasel posted:

Yeah this works too but then you have rotation on your 2h guy, which is fine if you want to just have a couple, but I prefer to run with lots of 2handers tanking everything. There's no problem that can't be solved with a wall of big rear end swords.

How do you deal with ranged enemies like goblins? Seems like they would shred a 2hander-heavy group. Or the noble house armies with all of their crossbows?

Ivan Shitskin
Nov 29, 2002

GloomMouse posted:

Are there actually different damage types (blunt, pierce, slash), or is it just flavor text?

Yeah and the different types of weapons cause different types of injuries as well. So you can cut someone's arteries with a slashing weapon, break bones with blunt weapons and so on.

Ivan Shitskin
Nov 29, 2002

Do flails ignore the shield bonus even after the enemy uses shield wall? Or if multiple adjacent troops are all using it together to get that even larger shield bonus, do flails ignore all that as well?

Also I've never seen zombies get up without a head. Is that a new thing? IIRC, that one dev who does their Let's Plays said during one of his videos that they won't get up without a head.

Ivan Shitskin
Nov 29, 2002

Robutt posted:

Just got this game and I'm loving it so far. The newbie advice has really helped, so far a line of spears and shields with some archers in the back has worked really well and let me keep most of my guys alive (they are all around level 5). I'm curious though when would be a good time to switch out spears for something more fancy? Or do they retain their effectiveness throughout the game? I'd like to experiment with some different weapons but even after only 7 hours into the game I've already got rather attached to my brothers so experimentation would likely mean their deaths.

Also, goblins loving suck.

A lot of the posters here like to switch away from spears when melee skill hits around 60. Then you shouldn't need to rely on the hit chance bonus for spears so much. Spears do remain useful throughout the game though. Having a couple of high level guys using spear wall with the spear mastery perk can go a long way toward softening and breaking up the momentum of enemy attacks and it makes some fights a lot easier even very late in the game. It's good to have a variety of weapons.

Ivan Shitskin
Nov 29, 2002

Seems like if your group is good enough for everyone to have greatswords then you've already won the game pretty much. It's really hard for me to get to that point. It's day 118 for me on veteran ironman mode and I'm barely holding off the undead invasion. It's extremely hard for me to find guys with good melee defense. Seems like nearly every recruit I get ends up with ranged talents and bad melee skill, regardless of background. I only have a few high level melee guys. It's hard to keep the rookies alive, since the AI always prioritizes them over everyone else. My casualty list is growing, and I've lost 20 men so far in the campaign.

Surprisingly, archers are not as useless against the skeletons as I thought they would be. I went into the crisis having four good archers. They might not be able to kill skeletons, but they help whittle down their armor and debuff them with the Overwhelm effect, and they switch to longaxes for shield smashing now and then. The skeletons go down really easy without armor or shields. Those archers and my few good melee fighters are the core of my group. I'm terrified of facing necrosavants, since I know my good archers are gonna get butchered by them. I've been avoiding them like the plague. :ohdear:

Also the one town on the map with a dog kennel was overwhelmed and destroyed by the undead armies :cry:

Ivan Shitskin fucked around with this message at 01:38 on Mar 30, 2017

Ivan Shitskin
Nov 29, 2002

Are vampires still in the game? I haven't seen any yet. Or were they replaced by the new necrosavants? I don't like how they got rid of all the old skeletons, replacing them with ancient dead. The ancient dead are cool and all, but I want more variety in skeletons dammit. Skeletons are cool and there should always be more skeletons.


GlyphGryph posted:

I succeeded with a town defense once mostly because another merc company helped out.

Yeah I just had a town defense mission against waves of undead, and another merc company came by to help out. So it was me, the other mercs, and the town militia all fighting together. It was pretty neat. It was really helpful to have them there to absorb all the damage when the necrosavants showed up.

Ivan Shitskin
Nov 29, 2002

uber_stoat posted:

when you fire a guy you can choose to give him some money for the road. does this actually do anything or is it there so you can feel better about kicking mr. PTSD One Eye to the curb?

If you don't give them money it causes a big morale hit to your company I think.

TomViolence posted:

Does the game model the other companies pursuing contracts and stuff like that? If it does it could be good to take 'em out just to stop them beating you to the punch. I hope they do more with them down the road, 'cos it could be pretty cool to make the merc business even more (literally) cut-throat.

When you mouse over another merc company it might say something like "Hired by *insert town name here*" on it. I dunno if they are actually doing contracts but that would be pretty cool if they did.

Ivan Shitskin
Nov 29, 2002

I finally beat the undead invasion :woop:. I was almost ready to just give up. I was pissed that I bought a nice expensive sellsword with good stats, only to have him impaled by a skeleton pike in his very first battle. I lost 27 men in the whole campaign. I played for a little bit more and then retired the campaign. I was disappointed that I never found a single unique item though, despite looting tons of enemy camps.

Next time I guess I'll try something different. There are so many different tactics you can try that makes me keep coming back.

Ivan Shitskin
Nov 29, 2002

Hammerstein posted:

I have that happen a lot. The first week, until they find their spot in the squad lineup, is the most dangerous for rookies, even when they come with a few levels and strong potential. It's kinda scary how much this is in accordance with actual war reports.

Yeah it's neat that the game works like that. You'll end up with a small core of elite veterans surrounded by a bunch of rookies who get themselves killed. I guess that's why the game recommends veteran ironman mode as the best way to play. You're supposed to take a lot of casualties, and the game has events where your veterans try to train up the rookies. You're supposed to be a bunch of random dudes and thugs not much different from bandits instead of heroic supermen. And I like how you can't see what someone's stats are until after you hire them, otherwise it would defeat the whole theme the game has going if you can just always pick the best guys. I would try to give Student and then Gifted to most of my rookies for their first perks, to give them that little extra boost to help survive that crucial first week or so.

By the end of the undead invasion, I had four elite archers, three elite melee fighters (a pair of greatswords and a sword-and-board guy), my veteran standard bearer, and the rest were rookies. My level 11+ greatsword guys were super powerful. One of them was owning dudes so hard that he crashed the game at one point when he killed a bunch of them with an AoE attack. The rookies were just cannon fodder, their sole purpose to hold a shield and distract the enemy while the veterans ripped apart the enemy flanks and rolled up their line.



Back Hack posted:

So I just annihilated an enemy group of Orc berserkers and young ones except for a single chain bearer, who I had completely surrounded by guys with shields back-upped by guys with pikes and billhooks. All of them had hit chance between 80-90 percent, all of them missed, and then the Orc used it 360 chain whip skill and one shot headshot all my guys. This game actively hates me. :negative:

lol

I fought a group of like 7-8 berserkers and a couple of young a ways back, and felt like I dodged a bullet on that one by throwing lots of nets over them. I accidentally ordered one of my guys to move while adjacent to a berserker, and it took out 99% of his health instantly. Those nets saved my rear end.

Ivan Shitskin
Nov 29, 2002

RabidWeasel posted:

I'm considering taking colossus and steel brow on my 2hand tanks and dropping some utility perks, I haven't had many nasty incidents yet but I am looking at my dudes' lovely ranged defense and looking at the stats for heavy crossbows and making frowny faces a lot. I have had a dude almost killed in a single headshot from just a regular crossbow before but somehow I've managed to convince myself that it was just a freak accident. I have this dumb urge to try and take gifted instead because my brain is screaming at me that 3% reduced chance to be hit is really meaningful, but I also have this ominous feeling that direct HP damage is going to give me some serious bad times even when I'm running with 300/300 armour everywhere, and the colossus / steel brow combo is the best way to avoid that. Anyone got some useful input on this?
I was thinking of trying the same thing next game. I never really used Steel Brow and I was neglecting HP on some guys. There's the enemy crossbows to worry about, and also those drat goblins and their drat little puncturing knives. They don't hit that often with puncture attacks, but when they do, ouch.

Also I never played the noble war but I imagine they have a lot of warhammers and picks and stuff right? So armor might not be that good there and you want a good HP cushion. I had some trouble with some high level bandit groups that carry a lot of hammers.

quote:

I usually run with almost a whole army of greatsword tanks

I don't even know how you get to that point TBH. Maybe I was unlucky or just suck at it but it seems like you would need to play a million hours for everyone in the whole unit to be fully kitted out greatsword tanks, and it's like you've already won the game at that point. The late game crises hit at like day 80, and that wasn't enough time for me to get more than a couple good 2hand guys with heavy armor. You just have to babysit them so much before they can survive without a shield, and it's drat hard to find people with good melee defense.

Ivan Shitskin fucked around with this message at 21:38 on Mar 31, 2017

Ivan Shitskin
Nov 29, 2002

Dogs are awesome. Also nets. Using lots of dogs and nets together can really boost your combat power but is obviously expensive. Still worth it if you're in a really tough fight.


theDOWmustflow posted:

Um how do you deal with the ghost units in undead mobs? I have like a 9% chance to hit whereas they only need to do that AoE scream 2-3 times to route my lines, and effectively allow the zombies to resurrect infinitely (I miss too many times or my guys run away).

Also how the hell do you deal with the undead generally? They keep coming back to life faster then I can kill everything.

I think they changed the ghost AI in one of the recent updates. I remember ghosts used to just fly straight at you, leaving their accompanying zombies far behind, making them easy to counter-charge and kill. Now the ghosts will hang back behind the zombies and wait. Once the zombies are engaged, the ghosts will creep up behind the zombie mob where you can't reach them and then scream over and over. It makes it much harder to deal with, and that caught me off guard the first time that happened to me. You can't flank them, because anyone isolated from your group will get panicked by the screams and rout. So the only solution I could see was to have everyone huddle around the banner dude (within 4 hexes for the Rally ability to work) and hope he can keep morale up long enough to cut a hole through the zombies.

Greatswords are probably the best weapon in the game against zombies. Being able to cut down multiple zombies in one swing + cut the occasional head off is super useful. No other weapon comes close. A good greatsword guy with the berserk ability is just hilariously powerful, and you can kill them faster than they can get back up. If you don't have greatswords, you can try to divide them up (as long as there aren't any ghosts). Have one or two guys split off from your group and try to distract and lead some of the zombies on a chase around the map. The zombies are slower than you and won't catch up (this may or may not work if they have a necromancer). Then your main group can sweep down the map, killing them in piecemeal groups. You can kill a lot of zombies this way even early in the game.

I found greatswords less useful against the ancient dead, because of the shields. Flails are ok but it can still be tough to hit them through the shields when they're constantly shieldwalling. I didn't have enough good melee fighters to make it work. And flails are really tiring to use. Having just fought the undead invasion, the tactic that worked best for me was lots and lots of axes. A backline of archers w/ longaxes, frontline of handaxes or fighting axes. My 2handers carried greataxes or hammers.

With so many axes you can instantly tear a huge gap in their shieldwall upon contact. The skeletons won't last long after that. I would always try to flank with 2handers while smashing shields in the front. Then you can just roll up the enemy line.

Ivan Shitskin
Nov 29, 2002

There is someone out there with far, far too much time of his hands:

https://www.youtube.com/watch?v=UutZ7qCtSdo


ZoninSilver posted:

I actually found the opposite, in that greatswords felt REALLY good against the ancient dead, primarily because split allows you to hit through the shield wall into the inevitable pikeman behind him. Rarely takes more than 2 hits to down one that way I found, and that faction feels a LOT less threatening once the pikes are down. At least my performance against them with 2 greatswords mixed in felt significantly stronger than in a previous game where I didnt really use any other 2 handers.

This makes me think it might be worthwhile to have greatsword guys with Rotation perk for fighting ancient dead. If you don't have a lot of greatswords, you can have them stand in the front line, use split to kill their corresponding pikeman, then rotate them one spot over to kill the next one and so on. I hadn't thought of that before. I only had 2 greatswordsmen too but I felt that they couldn't kill the pikemen fast enough when there were 6+ of them, and then there are still the shield guys to deal with. So I gave everyone axes to destroy the shield wall ASAP, and it worked pretty well.

Ivan Shitskin
Nov 29, 2002

I think the game bugged out for me. I got the ambition to get up to 12 men, and when I had 11, I cleared out a bandit camp. An event fired at the end of the battle where a prisoner of the bandits asked to join the company. I accepted, bringing the men up to 12, but the ambition thingy didn't fire. It just went away without giving me the 'end ambition' dialogue with the morale boosts and everything. And now a new ambition won't show up. It's like the ambition only works if I buy the men myself.

Goddammit game, you had always been so bug free for me ever since early access, apart from a few crashes. Why do you have to do this now? My new game was going so well too. :sigh:

Ivan Shitskin
Nov 29, 2002

Iceshade posted:

Do you guys have your favored builds for specific roles, or are there skills you hand out to everyone?

Like, does everyone in your party get Student, or Pathfinder? Does every archer get that perk that inflicts more injuries, or more damage to enemies with existing injuries?

Or do you just hand out perks that you think is appropriate for that character, screw minmax cheeseballing?

I tend to go for that last option and just do different things with different characters.

I only give Student to new recruits later in the game though, so they can catch up quickly. I don't think it's as useful in the beginning compared to some other perks. Student + Gifted + training hall can make a new recruit catch up very fast.

Ivan Shitskin
Nov 29, 2002

KyloWinter posted:

how do you beat goblins en masse

Spears and swords + shields are good weapons against them. Goblins don't have a lot of HP or armor so you don't need big huge weapons to fight them, and goblins can be tricky to hit so you want the hit chance bonus of swords and spears. Goblins also love using those puncture attacks with their swords to hit through armor, so I'm always terrified of losing my armored 2-handed guys to them. 2-handed guys are really vulnerable without a shield, both to goblin arrows and in melee against their puncture attacks. My sword + shield fighters tend to do best against them.

Ivan Shitskin
Nov 29, 2002

Captain Gordon posted:

I just had 11 bros in chain with 70+ in melee/ranged skill murdered by 3 Necrosavants.

Whoever thought Necrosavants are a fun game mechanic should be repeatedly punched in the genitals, then face, then genitals, then face again and then they should be loving QUARTERED AND FED TO THE loving DOGS.

Um excuse me there's a little loading screen tooltip that says "losing is fun" don't you know.

What weapons were you using? I think necrosavants are one of those few enemies that are really worth spamming dogs and nets over and over. I always like to keep a big reserve of those things, and whenever I swing by fishing villages they usually have more nets for me to pick up. And perhaps maces would work too? Try stunning them while they're stuck in the net. Nets lower defensive skill, making enemies easier to hit and therefore easier to stun. You can keep enemies incapacitated for several turns that way.

Ivan Shitskin
Nov 29, 2002

Locke Dunnegan posted:

Should I just start bringing 2+ axemen and pickmen at all times when facing armored enemies? Having to chew through 150+ durability chain on higher level brigands is annoying, and orc warriors even more so with their solid steel shields. I can only imagine it gets worse from there. I guess that's a weakness of relying on ~3 spearmen and 5 bow/xbow dudes, that's over half my team that's ineffective vs. shields right there.

Yeah you will definitely want armor piercing guys at some point. And make sure not to destroy the orc warrior shields. It makes them more aggressive and dangerous since they will swing twice a turn instead of hiding behind their shield. It seems the best way to fight orc warriors is to ignore them or try to delay them (like with nets maybe) while you focus on killing the young ASAP. Once the young are down, the morale of the warriors should be low and you can surround them and beat them down with picks and hammers.


Locke Dunnegan posted:

What do people put in their bros' bag slots?

I always put a dagger and a net on everyone by default. Nets are just so useful. I don't throw them around all over the place because it can be expensive, but they really make a difference in the tougher fights. And then daggers just in case I want to gank someone for their armor. I might give archers a second quiver along with their net, but only if they have Footwork so they can get away without a sidearm. And the melee guys with the highest ranged skill might get throwing weapons instead of a net.

Ivan Shitskin
Nov 29, 2002

I've had the best luck against goblins with spear and sword + shield guys. 2handers are too vulnerable unless they're high level. Goblins don't have much HP or armor so you want the hit chance bonus of the swords and spears. They're tricky fuckers but a strong advancing shieldwall can beat up goblins real good. They will try to disrupt the formation with their nets and so on but they shouldn't be able to stop everyone.

Ivan Shitskin
Nov 29, 2002

Hieronymous Alloy posted:

Ok, I've put the first few chunks of the draft guide up on Steam here: http://steamcommunity.com/profiles/76561198024054503/myworkshopfiles/?section=guides&appid=365360

Still very much a work in progress, as you can see from all the blank sections, but enough of it's there to start generating some feedback. Please take a look if/when y'all get a chance and let me know what you think.

Target audience is new players not playing Ironman.

Very nice guide. One question though:

Is it really worth it to pick Student as everyone's first level-up right when you're first starting a new game? It makes them level faster, but wouldn't that also make tougher enemies appear more quickly, as a result of the faster leveling? I forget how the difficulty scaling works in this game. Is it based on renown or is it based on the current day or experience level of your guys? In the past, I've only given Student to new recruits later in the game, in a band already full of veterans, just so they will catch up to the rest of the men more quickly. Upon hiring a lvl 1 guy, I'll give him Student and a training hall boost and he'll lvl up really fast that way.

Ivan Shitskin
Nov 29, 2002

Broken Cog posted:

I'd love to see goblin/Orc/Undead campaigns tbh, although it probably wouldn't fit with the nature of the game.

It would be pretty sweet to play as a necromancer dude with his own undead-raising perk tree and go around the campaign map raising an undead army to destroy the world


Daktari posted:

I've seen a youtube of that. Guy had the cultist Dahvkul armor and riptosed a huge rear end bandit group

https://www.youtube.com/watch?v=UutZ7qCtSdo

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Ivan Shitskin
Nov 29, 2002

Goddammit. That's a huge disappointment.

I guess I can't fault them too much since they're just a few guys making their first game and all. And I certainly got my money's worth out of the game.

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