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The longer I play this game, the more I think that this is not a low magic setting: Necromancers, teleporting vampires, spell-casting goblin shamans, insta-evolving Nachzehrers, ghosts....and so on... It's a shame the game is not moddable, since there should be less mundane ways to deal with all those supernatural threats. Holy water, burning oil, silver weapons, talismans of protection, blessings and so on... I certainly don't want fireball casting mages, but the company should have access to better tools against magic and super undead.
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# ¿ Mar 22, 2017 21:34 |
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# ¿ Apr 29, 2024 08:22 |
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Speaking of swords, I started a new campaign today after the last became too frustrating post day 200. One of my first recruits is this guy: Ratcatcher with Quick for a whopping 128 Initiative and talent stars in melee. He is perfect for the unarmored swordmaster build.
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# ¿ Mar 22, 2017 22:24 |
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The militia is equally worthless if you get them in a necrosavant wave. They serve as a free blood bank to them (they regen health from bites). My last campaign was day 200+ and I rage quit after I got 5 necrosavants and a mixed bag of ancient dead legionnaires and polearm undead during a village defense. I tried netting the necrosavants, but too often can they break out with their first attempt and then still have enough action points for another teleport out of my mercs reach. And the tier 2 ancient dead cannot be ignored as easily as the auxiliaries and require some effort to take down. Hammerstein fucked around with this message at 08:42 on Mar 25, 2017 |
# ¿ Mar 25, 2017 08:24 |
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Do you guys use a separate bannerman and sergeant or do you let your sergeant carry the banner ?
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# ¿ Mar 26, 2017 00:00 |
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Rats...
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# ¿ Mar 26, 2017 00:59 |
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Speaking of archers. Started a new game yesterday with the goal to build a strong ranged company this time and blew most of my starting funds on a hunter. Got lucky.... Started with 57 in ranged if I remember correctly....he will be monstrous, if he lives. And I'm only on day 14 now. Kinda funny that he would also have made a really good melee fighter. Hammerstein fucked around with this message at 03:05 on Mar 27, 2017 |
# ¿ Mar 27, 2017 03:01 |
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Bought a ridiculously expensive level 5 Hedge Knight for 14000 gold and then he only had 61 starting melee skill with 1 talent star. A lucky roll on a caravan guard can get you an equal merc for a fraction.
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# ¿ Mar 29, 2017 11:24 |
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Just a 240 scale mail, a 2h axe and a 170 helmet. Oh well, lesson learned....
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# ¿ Mar 29, 2017 12:40 |
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I started a new campaign on Beginner difficulty now. It's way more relaxing to play since the difficulty ramps up significantly later and you can spend more time fighting bandit thugs before seeing anything like your first orc warrior or even necrosavant.
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# ¿ Mar 29, 2017 22:02 |
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Starting a campaign on Beginner and picking War as your first crisis makes the game way more manageable though.
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# ¿ Mar 29, 2017 22:15 |
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TomViolence posted:It'd be pretty cool if you could go on a contract that other mercs were already on and have to directly compete or cooperate with them to get the job done then maybe double-cross them or get double-crossed trying to turn it in. Or, be big buds with them and stand in solidarity against a shady-rear end employer who tries to stiff one or both merc companies on payment, maybe threaten to burn down their podunk town or something. This. The game has so much potential for a paid DLC/Expansion. Hiring your own merc support to do stuff like orc cities or the black monolith would be awesome.
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# ¿ Mar 30, 2017 05:44 |
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Just had a village defense mission with 2 pre-battle events which allowed me to tell the militia where to go and what arms to use and then I could command them in battle. Never saw that before. Hammerstein fucked around with this message at 15:07 on Mar 30, 2017 |
# ¿ Mar 30, 2017 15:03 |
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marshmallow creep posted:I'm sorry, but what is on that crossbowman's head? Fangshire helmet which gives you night vision. It's a reward for buying the "support the devs" upgrade on Steam. Lets you have one useful archer at night. Hammerstein fucked around with this message at 08:35 on Mar 31, 2017 |
# ¿ Mar 31, 2017 08:30 |
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Kenzie posted: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 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.
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# ¿ Mar 31, 2017 09:58 |
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Dog Kisser posted:
Protip: Next time you get that event you better have a minstrel in your company.
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# ¿ Apr 5, 2017 19:50 |
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Hieronymous Alloy posted:drat, where's that come from Spoiler/ You own minstrel is so awesome that the artists do a jam session together all night. Company gets real happy for free.
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# ¿ Apr 5, 2017 20:17 |
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With the change to world destruction this game is gonna eat away days of my no-longer-so-young life.
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# ¿ Apr 6, 2017 10:11 |
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Farmhands can be stupidly good if you get lucky. But they always start out a bit on the less valorous side and need a few extra points. 33 isn't even that bad if you have a good bannerman and a rock-steady sergeant.
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# ¿ Apr 6, 2017 11:30 |
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I'm weird and like to separate the jobs of bannerman and sergeant. Bannerman usually stays behind the main line and does polearm attacks, while my sergeant is usually a defensive specialist and bolsters the line where it is weakest. Maybe less effective, but the Black Company books influenced me so much.
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# ¿ Apr 6, 2017 19:35 |
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Haven't played this in a while, guess with the Lindwurm DLC it's time for a new campaign. I rolled a map with 3 salt mines and a gem mine (no mushrooms though) as well as decent enough starting brothers. Do I remember correctly that salt and gems generates some nice extra income ? Spearman is Dexterous and Determined for a whopping 67 starting melee. Axeman has no traits. Archer has Superstitious and Iron Lungs, 52 ranged. In case anyone wants to take a look: 4afa01 Hammerstein fucked around with this message at 08:39 on Dec 10, 2017 |
# ¿ Dec 10, 2017 07:49 |
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235865 Strong economic map - good roads - average Bros Spearman - strong Axe - nothing Xbowman - brute (which is useless for ranged) 1x Copper 2x Trapper 4x Amber 2x Salt 1x Gems 1x Dye Maker 1x Mushrooms 2x Peat 1x Beekeeper 1x Winery some Goat and Pig farms Drawbacks: no lumber mill, no arrow maker, no hunting lodge.....
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# ¿ Dec 15, 2017 09:02 |
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I honestly have not checked for doggos and feel bad now Edit: Loaded the map and Adlerwacht has a Kennel.....endless doggos with that economy... Also a question, since I haven't played in a while. Did they change something concerning stat growth and backgrounds ? I hired a couple of hunters and they all came with zero stars in ranged, but I keep rolling +4s in ranged when they gain a level, which wasn't possible last time I played. (it's also not the Gifted perk). Hammerstein fucked around with this message at 14:03 on Dec 15, 2017 |
# ¿ Dec 15, 2017 11:52 |
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This is an unexpected, but welcome, surprise. I thought this would be another addon like the Lindwurm, just with a Yeti or Snow Troll, instead we get an actual DLC. Last year they said they were a bit unhappy with sales and that they want to focus on their new game. Maybe the game is a slow burner on Steam and kept selling and this changed their mind. Would be nice if the DLC gives the company access to some magic of their own, charms and potions sound good to me. The game starts out in a medieval setting, but in the mid- endgame you gotta deal with a lot of supernatural threats: Wiedergänger, undead, vampires, ghosts, necromancers, shamans and that drat Lindwurm. And then there's that tavern rumour, that some house has an actual court wizard...
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# ¿ Aug 4, 2018 19:01 |
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Latest dev blog is up: http://battlebrothersgame.com/ quote:The Hexe That's some heavy Hänsel und Gretel stuff....
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# ¿ Aug 13, 2018 01:03 |
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This didn't get enough love yet:quote:The Three-Headed Flail
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# ¿ Aug 28, 2018 07:34 |
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I'm gonna post on the BattleBros forum later, maybe I get a dev answer. What I'm wondering about, is if they will change the endgame crisis events with the DLC. Currently I play with perma destruction off, since there is no way to rebuild. And a lot of people asked for quests which allow to rebuild settlements once a crisis is over, that could actually be a nice quest line: clean out the monsters, escort a caravan of settlers, defend the new village for a week til it has it's own milita up. I think the devs even answered that request last year and how the game was finished and such a feature was no longer within the scope of the base game. Maybe the DLC changes that. At the moment it's not ideal: if you turn perma destruction on, the world will end sooner or later and if you keep it turned off there is relatively little risk involved. (too bad that horses will forever remain a dream, despite already having a working mount system) Hammerstein fucked around with this message at 18:49 on Aug 28, 2018 |
# ¿ Aug 28, 2018 18:02 |
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This part from the new devblog is important:quote:For a price, the taxidermist is able to create all kinds of new items that suitably reflect your achievements in big game hunting from the trophies that you bring him – charms, cloaks, armor plating, armor for your wardogs, shields, antidotes, drugs, and more. quote:armor for your wardogs quote:armor for your wardogs Doggos get to live longer. This is the best thing ever.
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# ¿ Sep 7, 2018 15:38 |
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From the devblog:quote:we’ve also added 13 new character traits to the game This did not get enough love. Hopefully some alternative to iron lungs.
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# ¿ Sep 25, 2018 02:26 |
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November 29th, 2018 - I'm super happy about this. I was already worried that we won't see the DLC before 2019 cause they were kinda coy about the release date initially.
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# ¿ Oct 19, 2018 16:24 |
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Wafflecopper posted:You can always run away if you get jumped by enemies you can't handle. There's a retreat button that immediately ends the fight, although anyone not on the map edge will get a potentially debilitating injury debug that will last for several days. However, if you book it for the map edge from turn one, there's no way the brigands will be able to catch you. Really looking forward to the new retreat mechanic: quote:The new mechanics work like this: If your men are already on the edges of the map, you’ll safely retreat as before. If they aren’t, they’ll now attempt to speedily move to the edges of the map automatically and by themselves until either they succeed or die. While this is going on, they’ll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level. They can still fail at getting away, get shot in the process and whatnot, but there’s a reasonable chance that they succeed, so that retreating always remains an option. Once they reach the edge of the map, they’ll instantly retreat to safety and don’t stick around to wait for the others, so things are also less congested than before.
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# ¿ Oct 29, 2018 08:03 |
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New dev blog is up, more cool stuff: * Beast Slayer background * Wage changes * Pretty pics of new named weapons * New armor, including - high tier light armor Hammerstein fucked around with this message at 15:46 on Nov 2, 2018 |
# ¿ Nov 2, 2018 15:39 |
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Even in the endgame I keep recruiting brawlers and farmhands, always looking for a diamond in the rough. So this change won't affect me much. But if you aim for an all-star team of mercs and hedge knights it will have an impact.
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# ¿ Nov 2, 2018 17:55 |
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I already see myself spending more time rolling maps than actually playing the DLC I was looking forward to so badly.
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# ¿ Nov 30, 2018 06:07 |
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This here is a decent map for starters: BHFOAGDIIH The North is rather poor unfortunately and you will only venture there to pick up an extra hunter maybe. But the South has copper, gems, salt, amber and dye - all not too far from a large harbor city. Also 2 fortresses relatively close to each other with a smelter, furnace and workshop. Bros are average: Spearguy has Night Owl and Irrational Axeman is Athletic Archer is gluttonous and a team player
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# ¿ Dec 1, 2018 19:22 |
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So I hired another hunter and instead of ranged talents I got this guy and wonder what to do with him. Frontliner with throwing spears?
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# ¿ Jan 14, 2019 14:01 |
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Tias posted:Caught in a loop of reloads against wolfriders in a dense forest. I can't retreat, and they eventually slaughter my entire lineup, no matter the component brothers. What to do? Same problem - my bros were on the way back from a bigger fight and got ambushed from all asides by a huge pack of brigands while on a forest road. In the end there were only 2 options: go back to an older save, or be prepared to lose some bros while attempting a fighting retreat to the map exits. The game is merciless at times. Hammerstein fucked around with this message at 14:40 on Jan 14, 2019 |
# ¿ Jan 14, 2019 14:17 |
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Thanks to Adam the 18 brothers mod is alive again.
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# ¿ Jan 22, 2019 01:36 |
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Well the game or the 18-man mod do not force you to always play at the limit. What I love about the mod is that I can do things like bring 14 or 15 brothers and that polearm wielders no longer need to compete with archers for a spot in the 2nd line.
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# ¿ Feb 9, 2019 08:24 |
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I hope that the new northern doggos will rip goblins to shreds.
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# ¿ Apr 16, 2019 13:32 |
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# ¿ Apr 29, 2024 08:22 |
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DLC will be live in about 14 hours or so. Can't wait to play as Hedge Knight.
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# ¿ May 9, 2019 02:58 |