Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Battle Brothers Pre-Release Thread

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
My 'Greenskin Invasion' was:

- save prisoners
- destroy greenskin armys and hideouts to lure out the orc warlord (fought about 5 groups / hideouts)
- defeat said warlord when he comes to hunt you down with his (quite small, about 20) army

x2

After the second time it said the Invasion was over, never even had a siege... .
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,026
Location
The Eye of Terror
Playing on Veteran here and I just finished my first greenskin invasion. The ending for me was suitably epic:

-Three skulls siege relief of a keep near the border of the badlands. We're accompanied by 24 soldiers of the house that paid us.
-Once arrived there we charged the first group of siege engines with 20 something defenders and made short work of it.
-We then had to turn back and help the house soldiers fighting off two marauding bands, 40 something greenskins perished at the cost of half of the human soldiers.
-A random band of 14 raiding greeskins shows up and attacks us, we make short work of them
-One last 24 marauding greenskins band (part of the quest ones) arrives on the scene. Our brothers are starting to get injuries and our armours are getting damaged but the interlopers were massacred at the cost of a few more house soldiers
-Finally we can assault the last remaining siege engines, at night on top of a mountain. 22 more xenos are waiting for us and we have to swap out some of our weapons as they are too damaged. The assault is a success and it's a blessing there were no more enemies remaining, most of our brothers are low on hit points and our armours are close to breaking point.
-Upon informing our employer of our success we receive the news that the greenskins have broken up and the world of man is saved!

Sure goblin bows couldn't do anything to my armour, but after 100 or something baddies in a day all those 15 damage to armour do add up.

This was after 20 odd days since the start of the crisis, in the meantime I had been killing two warbosses with their posse of warriors during three skulls contracts plus another in his crib somewhere in the wilds plus a slew of random raiding parties, many of which included orc warriors.

:5/5: out of :5/5:, would ignore Torment Tides of Numenera release again :salute:

On that note I would be very happy if you didn't have to manually destroy the siege engines, it's a real PITA and doesn;t add anything.
 
Last edited:

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Ah, managed to do a city-stop during caravan route.
You just have to quickly click on the city when the caravan is passing by (or maybe just pause to be safe).
Not ideal but it works.
Also, how about pausing the game when enemy is spotted in world map? I really hate those late clicks turning into a long-chase into swamps/hills.
I love the new stealth changes you introduced:
- Mason and Thief will have a conversation about building a secure tower and breaking into it - improving both mercenaries' mood.
- Package that we're supposed to be delivering can sometime be stolen, triggering a mandatory track and destroy mission.
- Fisherman and Farmer both have a physical contest to determine the strongest peasant profession. Both gaining stat and improve their mood.
- Gambler can sometime temp you with a dice game, at 25 gold a roll - I earned around 150 gold before stopping.
- Peddlers can request a kickstarter fund and make or lose money. His mood is affected as well.
- A Minstrel can start a song in camp, improving everyone's mood.
- Beggars will beg around in camp. :lol:

Can someone clarify the requirement of Tailor making Dire Wolf armor out of wolf pelts? I've never had it trigger before.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,661
Can someone clarify the requirement of Tailor making Dire Wolf armor out of wolf pelts? I've never had it trigger before.

Need some Direwolf Pelts and the Tailor needs to be at least around mid-level if I remember right. Similar spoiler below,
Same for Bowyer and wood slats.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Wah, did they stealth buff the money reward?
I just collected 2930 from caravan run.
And 2300 in bribe money to hand over a quest object.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
I'm around day 110, beaten the Undead Crisis and overall decently geared. I keep getting Orc Cleaver uniques that are too fatiguing too use (sad!) and now I've found a Goblin city with ~45 Goblins in it, Overseers and Shamans included.

Any tips on how to beat it? I can kill about 10 Goblins thanks to my two amazing archers, but that's about it before I get overrun by Plague of Insects and/or nets.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
I'm around day 110, beaten the Undead Crisis and overall decently geared. I keep getting Orc Cleaver uniques that are too fatiguing too use (sad!) and now I've found a Goblin city with ~45 Goblins in it, Overseers and Shamans included.

Any tips on how to beat it? I can kill about 10 Goblins thanks to my two amazing archers, but that's about it before I get overrun by Plague of Insects and/or nets.

Hit n run?
I guess it's impossible since they have better initiative and those wolfriders?
But after first turn , you can make your way to the retreat zone and usually pick off the ones that are chasing you.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Wah, did they stealth buff the money reward?
I just collected 2930 from caravan run.
And 2300 in bribe money to hand over a quest object.

i believe so because i think they increased the frequency of encounters. in my main save i can cross the continent without a single encounter, but in my beta, i get tons of encounters.

not sure if it's the same for everyone.


If this game ever gets an expansion pack, I hope it's crusade themed. Would be super cool to invade pagan lands to the north or arab lands in the south, protecting or robbing pilgrims, get approval to raid excommunicated factions, get yourself excommunicated, and fight (fantasy versions) of lithuanian pagans, teutonic knights, arabic soldiers, and varangian guards. A game set in 12th century europe doesn't feel complete without crusades.

:whiteknight:
 
Last edited:

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Expansion pack for a fantasy game will be some real world stuff? Come on man.

The best suggestion so far was a pirate based game with this engine.

Also where is our release date?:argh:
 
Last edited:

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
I prefer if we have some fantasy race wars going on with each race holding territories instead of noble houses.
Humans, greenskins, and undead would be a decent start.

Also, pick up poacher expecting at least 1-star on Ranged - instead he got higher melee rating and no stars on both combat skills.

14.jpg


And this Eunuch loves to menstruate.

16.jpg


:negative:

Oh, there's an issue with goblin wolf riders IMO.
There'd be situation where a goblin rider is fleeing and the last thing you wanna do is kill him - why?
When the fucker is dismounted - either the rider or the wolf will spawn with a restored morale, ready to attack.
This is a bad deal for the player since it's better to let the little shit flee and have one less active combatant on the field.
Nothing is worse than facing 11 wolf riders and you just knew how the odds are stacked against a low level party - there's no bloodless escape since they're on your face on turn 1 - and killing them yield crap loot.

What's worse, the riders can use footwork while mounted - making focus firing really hard. You either spam net but that meant blowing one guy's turn or having a quick hand perk handy JUST FOR ONE DAMN WOLF.
In other words: FUCK YOU GOBLINS. YOU MOTHERLESS BASTARDS

Also, thanks for making the package courier mission even more dick. My level 4 band just encountered a rival merc wanting the package. Naturally, we fought it out. 12 v 11. We did well. We took them all out, except for one Nimble Swordmaster with Quick Adaptation.

Mother of god. I'm staring at 5% hit chance here. And surrounding him only makes my people die over n over. Another case of letting this fucker go would've been better deal than losing more men. IF ONLY I COULD TELL HIM THAT. Instead 3 shield bro had to give their lives just trying to shield bump him away from melee. CHAO CIBAI.
 
Last edited:

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,232
Wolfriders are blessing for 2h fighter with berserk. He can kill them twice and don't even need to move.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
909
Actually, wolfriders are the only goblins I don't hate - they offer a straightforward, in-your-face fight, no goddamn poisons, nets and chasing archers around for an hour.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,026
Location
The Eye of Terror
I love their AI actually, pinning down your flanks while the others circle around your back, always second guessing when they're gonna charge in for the kill... love them!
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,043
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Haha, man they should keep that! Give it a 20% chance or something, and give them a debuff.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,473
Location
California
Question from a buyer who's holding out for maximum release: how long does a campaign run? What's the replay value?
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,456
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
Is it viable to make a living raiding caravans? I pissed off a faction for some unknown reason, and when God gives you lemons...

Anyway, the caravans don't appear to carry too much stuff. I am enjoying the unlimited heater shields.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
Question from a buyer who's holding out for maximum release: how long does a campaign run? What's the replay value?

The replay value is basically infinite. Since a lot of the game is randomly generated, you are going to have a pretty difference experience every time you start a new game, from a different map layout, to different starting brothers and a shifted balance between the three noble houses (a thing that needs to be looked into, IMO, as seeing a house with seven cities and one with three kinda baffles me.)

On how long a campaign runs, I can tell you that the first Endgame Crisis (a major world-shattering event, such as a Greenskins invasion) happens around in-game day 70. If you manage to beat it you will be given the option to retire from mercenary work, with annexed cute ending slides. Otherwise you can keep playing and eventually a new crisis will start.

I've sunk 50 hours in the past two weeks.
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Raiding caravans gives you low to moderate rewards but compares badly to the reliable income from doing contracts, so it probably wouldn't be a good use of time even without the cost of alienating the caravan's faction. Raiding supply caravans can actually be sort of good, since they typically have a few noble troops with them, and you can get their gear. Still probably not worth it in general, but it's decent if you hit a Noble Crisis and you want to try prying armor off a few guards with your daggers before engaging larger noble groups.


I had a pretty cool culmination to a greenskin invasion:

I ran some standard defense, rescue, and destroy missions, and then I was told to Hunt The Warboss. I cleared a bunch of the shitty, early game greenskin dwellings I had left standing, so eventually the horde showed up to discuss their differences. It's quite possible that I could've killed them solo, but the warboss was rolling with 30 of da boyz. So I lured them toward one of the noble house's first company. Those dudes took one look at the horde, said, "Mercs'll murk 'em," and fled, so I had to awkwardly maneuver the fleeing nobles and the pursuing orcs together. The result was a fun 34-on-30 battle royale:

20170309134120_1.jpg


Most of the enemy horde were either goblins or orc young, neither of which are likely to do much versus heavy armor. I let the nobles move first, which as usual led to them separating into two squads, one on the north, one on the south. The northern wing was mostly melee, with two zweihanders and a knight leading the footmen. It ran into the warriors and warlord. The southern wing was mostly arbalesters and billmen led by a few sergeants versus goblins, led by two shamans and an overseer. This is a pretty shitty matchup for the nobles, since the enemies are mostly-better versions of the army wings they're engaging. The boyz took out a lot of the footmen and a zweihander pretty quickly, though the remaining zweihander and knight made a good showing and stood up to them pretty well. The gobbos ate up a sergeant, shot down some billmen, and sent wolfriders against the arbalesters.

Fortunately, their center was my bros. We took out the berserkers first and easily. With the only enemies with realistic kill potential taken care of, our frontliners walked in like a slow, unbreakable wave of death. They got rooted and netted plenty of times, but they also two-shot the goblins, who couldn't really capitalize on their immobilization. By the time I snuck in a bro to engage one of the shamans, the goblin half of the horde was basically reduced to trying to hit and run. Hit-and-run doesn't work when your frontline has already crumbled; then it's just run-or-die. Meanwhile, the orcs in the north were starting to push the nobles back, so I shifted my billmen to reinforce them with multiple, simultaneous, defensive deep strikes. Five minutes later, I am cashing in a warboss's head for 10k, and I hear rumors that my mercenaries are no longer necessary.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,420
Game still has one huge glaring flaw. Those quests that send you to other side of the map. With no boats there to make fast travel easier. Making you spend a minutes walking your band through safe roads and towns till you get to your destination.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Game still has one huge glaring flaw. Those quests that send you to other side of the map. With no boats there to make fast travel easier. Making you spend a minutes walking your band through safe roads and towns till you get to your destination.

Yeah, do not take quests near island settlement that involves traveling to a point of interest.
They're can be very bad at generating objectives within reachable distance.

If you bring a fisherman along and keep walking along the coast - he might catch some fish for the party.
Found out while making that long ass contract trip.
 
Last edited:

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
811
Steve gets a Kidney but I don't even get a tag.
I had a pretty cool culmination to a greenskin invasion:
Warriors, warboss, overseer and shaman in one fight? Where was that during my invasion? I guess for my company it was an easy job before retirement, making tens of thousands on killing some poor goblins with pointy sticks but I wanted an epic fight goddammit.:negative:


- Peddlers can request a kickstarter fund and make or lose money. His mood is affected as well.
This was a thing since the early versions, when it was still on the old map with rivers. Some of these events just very rarely activate, I only saw the "bowyer makes a bow" one in my last campaign and he made a wonky one.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom