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

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
What enemies carry the crypt cleaver? I beat an undead invasion and saw zip of that. Necrosavants only seem to carry khopesh.

Ancient Honour Guard. It's not very good.

Even if you two-hand it and use the +25(?)% ap duelist perk?

I guess fatigue would be a problem with 2-3 swings per turn in any event...


Edit: And never mind this either as I forgot they're 2-handed to begin with, gah.
 
Last edited:

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Wait, actually... Are you sure the aog guys aren't carrying something else? I'm almost positive I fought a huge horde of them before and they had a different khopesh-like thing that confused me at first.

Edit: nvm, you're right. Huh. I just never faced any that had the cleaver it seems.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,027
Location
The Eye of Terror
They're two handed and give you two attacks per turn. The guy I had using this (RIP Donbert :cry:) could reliably kill orc youngs in one turn by himself, then give a good hit to his next target with berserk. It's good, try it.
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Anyone tried to storm black obelisk? 40 legionnaires is kinda impossible right?

In an amusing twist of fate, I couldn't find it or the massive goblin city for a long time. Eventually, on the west coast of the map, deep in former goblin territory, I found a hidden peninsula, and beyond that, Fuck You Island. Fuck You Island contains exactly two structures: the optional goblin supercity with 47 gobbos (3 overseers, 5 shamans, 8 wolfriders, and the rest fairly evenly split between ambushers and skirmishers), and the optional undead superlair with 47 undead (6 necrosavants, 3 priests, rest roughly split between honor guard and legionaries).

I can provide pictures and a narrative if people care, but basically:

Goblin City: You will be surrounded and your entire band immobilized by the end of turn 1. They'll be free to maneuver around you as they like. What this meant in my case was that the band of lightly armored dickheads with shit morale and bad antiarmor weapons elected to attempt to swarm the veritable gods of the battlefield in 300/300 armor, most with either greatswords or warscythes. This meant that by the end of turn 3, a third of their army were doing a pretty good impression of an exploded watermelon, and half of the remaining army is shitting their pants at a frequency approaching the coveted 60 shits per second rate. Then began the dangerous phase: 5 shamans is still enough to immobilize most of your army every turn, so each guy gets to move two tiles at most. Also, when you close to melee with most of the archers or overseers, they whip out stupid little knives and attempt to stab you in the dick. These attacks completely ignore armor (and, unlike other attacks that "ignore armor," these ones actually ignore it), so you need to proceed with caution and take them down quickly, all while the remaining horde attempts to plink at you. It's a really fun fight.

Black Monolith: The composition's a lot harder here. The legionaries are gadflies. The honor guard warscythers can beat you by attrition but are unlikely to beat you quickly, assuming you have the expected overpowered band. (My flank guards were a disowned noble midget with an enormous shield to compensate for . . . everything, and a cowardly deserter who was so afraid of getting hit that his melee defense was in the low 90s.) The real problems are the necrosavants and the priests. The necrosavants' khopeshes aren't antiarmor weapons, but they hit hard enough that it doesn't really matter; they chop through it pretty quickly. They're also probably the hardest enemy to kill in the game, so having 6 of them trying to insert themselves into your rear as the honor guards are hitting your front line is bad. Lastly, the 3 priests' miasma spam is hard to avoid, because you'll be swarmed. In other fights, it's a nuisance and can be safely ignored for the 2-3 turns necessary to crack the frontline, but in a battle as long as this one will be, it's a huge threat.

I waited at the end of turn 1, so the enemy saw me, then I started running backward. I found a couple trees that made for a good defensive position; otherwise, I'd have kept running until my back was to the edge of the map. (Hence, necrosavants could not teleport behind me.) I realized I was going to have to do this in two phases.

In phase 1, kill as many necrosavants as possible. If you can get them all, phase 2 is a lot easier. I managed to get them all + 10 legionaries / honor guards before my poor midget facing 7 polearm attacks per turn's armor got dangerously low. Then you retreat, go back to a town with a temple, treat your wounds, resupply, repair your armor, etc. This isn't cheap; it ran me at least 10k.

In phase 2, it's a pretty straightforward battle against the honor guards; the priests are still a real threat, though. The main thing is to get your AoE attackers (two handers / warscythers) in position to hit mulitple honor guard polearm users ASAP, which will probably mean making a hole in their frontline which you fill with a few zweihanders.
 
Last edited:

Skittles

He ruins the fun.
Joined
Apr 20, 2011
Messages
983
can anyone quickly explain me what's the point of the stars?

If you normally get 1-3, 1-4 or 1-5 skills depending on the skill per normal (not "gifted" or veteran levels over 11) level-up, stars guarantee a minimum number above 1 I think. Something like, 2 stars = minimum 3 points.
So if you have someone with melee 50 pts at lvl 1, you get 10 total normal level ups. With no stars you get 10-30 points added if you always take the melee skill upgrade.
With 1 star it's 20-30. 2 30. 3... 40?.

I may have that somewhat wrong, but you get the idea.

Having 2 stars in your primary fighting skill is really useful, with no stars upgrades may often end up being +1's... So even with a good starting skill of 65 or whatnot, you may only end up in the mid 70's.
1 star is maybe ok if starting skill is high enough and you take gifted, or plan on like 10 veteran levels :D

3 stars is obv. best, but you should do the math. If your guy has shit starting skill and 3 stars, he *may* end up worse than someone with high starting skill and 2 stars for example.

The lvlups seem to have changed at some point, I *think* I remember people getting +5 or +4 on normal level ups to melee and defense on "gifted" and maybe even normal level ups in past versions... Maybe I'm misremembering?
This is correct. The actual numbers if anyone's interested seem to be (normal range/*/**/***)

Health, Fatigue, Resolve, Ranged Skill: 2-4/3-4/4/4-5
Melee Skill, Melee Defense, Ranged Defense: 1-3/2-3/3/3-4
Initiative: 3-5/4-5/5/5-6 (this is the one I'm least sure of)

Also, Gifted used to give you the max possible value taking into account some or all talents. Now, it disregards talents, giving you the maximum value possible with no stars.
 
Unwanted

lili

Unwanted
Joined
Feb 26, 2017
Messages
193
Re Monolith: Does the population regenerate? Cant you leave and come back to kill the rest?
 

Skittles

He ruins the fun.
Joined
Apr 20, 2011
Messages
983
Re Monolith: Does the population regenerate? Cant you leave and come back to kill the rest?
RK47 Have you tried this?

At other locations, retreating after dropping a few seems to reduce their numbers, although they'll heal up and sometimes composition will change slightly. You should also see a new map, lili .
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,420
the honor guards carry crypt cleavers. You also can get one right at the start of the game like I did if you lucky with your undead missions. I put it on my axe wielding companion and he longest lasting member of my company over 100+ days probably 200-300 confirmed kills. It is a very good weapon that better then most uniques.
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Re Monolith: Does the population regenerate? Cant you leave and come back to kill the rest?

That was my approach, yeah. Lairs regenerate, but they take some time to do so. Hence going to the temple to treat your wounds after eliminating some critical component of the enemy composition and returning before they can regenerate.

Re: crypt cleavers, they were amazing when first added and they had 170% armor effectiveness. Now they seem strictly worse than greatswords, which do ~30% more direct damage, have AoE attacks, can slice through the frontline, aren't useless versus the undead or armored targets, etc.

But the honor guards also carry warscythes, which are probably the best polearm in the game.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Re Monolith: Does the population regenerate? Cant you leave and come back to kill the rest?
RK47 Have you tried this?

That was how I cleared a necro lair with 20 undead and 1 necro in early game.
Since there was no ranged user in the stack, all I had to do is move everyone to the retreat zone, wait till the lumbering undead get close, unload arrows over n over. Switch to melee, kill whatever we can and retreat. The necro stack will be reduced for next encounter. We did this until the undead are whittled to just 10.

Also, if 2H axes regular attacks strikes both the head and body at the same time, does that mean they gain the bonus off Fast Adaptation if they miss on either one of the hits?
 
Last edited:

a cut of domestic sheep prime

Guest
I bought this.

I like it, but I feel it could use more complexity. Certainly it could use fortifications - both to defend and attack.

The limit of 12 bros seems a bit low too, but I guess it could get micromanagement heavy with more.

Also, I hope it will become mod friendly. Someone suggested a Berserk mod and, yeah, that'd be perfect.

I haven't followed the game at all and know virtually nothing about it''s development and I haven't finished it either. Look at these first impression as the reaction of a complete normie who likes RPGs and strategy games.

but yeah, p kewl gaem regardless :M
 
Last edited by a moderator:

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Re Monolith: Does the population regenerate? Cant you leave and come back to kill the rest?
RK47 Have you tried this?

That was how I cleared a necro lair with 20 undead and 1 necro in early game.
Since there was no ranged user in the stack, all I had to do is move everyone to the retreat zone, wait till the lumbering undead get close, unload arrows over n over. Switch to melee, kill whatever we can and retreat. The necro stack will be reduced for next encounter. We did this until the undead are whittled to just 10.

Also, if 2H axes regular attacks strikes both the head and body at the same time, does that mean they gain the bonus off Fast Adaption if they miss on either one of the hits?

Yes, fast adaptation works with both two-handed axes and AoE attacks in general.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I don't agree that the game needs more complexity. There are already a lot of factors in play. A lot of resource management, plenty of stats and traits etc per character, injuries, morale checks during combat, all the different weapon abilities and effects...
I think if they made the game more complex it would start to become tedious. The balance is good in my opinion
:littlemissfun:

Also 12 mercs so far seem fine by me but I guess if I ever reach the late game I might change my opinion..

The best part about this game for me is the moment to moment decisions you make. They have managed to create a really dynamic world and you constantly feel like you have to decide about something. Be it something simple like "which armor does this guy wear" or something more important like "do I actually engage this band of 12 raiders", you constantly think about your company and their next move.
And there is so much potential... So many things that could be added to lift the game even higher. Different friendly races, unique large enemies (dragons, giants, whatever), dungeons, epic quests in evil territories.
MAN THIS GAME IS AWESOME
 
Last edited:

Krivol

Magister
Joined
Apr 21, 2012
Messages
1,952
Location
Potatoland aka Prussia
For some reason BB reminds me Sid Meyer's Pirates but on a land (you have open world and can go anywhere, you meet other travelers during your trip, you can attack them or help when they are attacked, you can rob them if you wish, you can even search for treasures but in a bit different way).

It would be great if this game has sieges and conquering settlements and deciding who owns them now. Also rumors saying that there is a transport of rich transport going from city to city so you can try to rob those caravans (with better bodyguards ofc) would be nice.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Maybe it's time to add dancing with the village chief's daughter mini game.

hqdefault.jpg
 

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.

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Also rumors saying that there is a transport of rich transport going from city to city so you can try to rob those caravans (with better bodyguards ofc) would be nice.
I've seen porn that started like this.

Princess Volournia is going to visit Windhelm soon, the royal guard will be escorting her.

6a00d8341c68f553ef013488e341be970c-pi
The Princess you say?


Nu patch
Changed tiles at the very map border in combat, which allow for a safe retreat without incurring any injury, to set the morale of characters to breaking, as to make things less exploitable.

:lol: FUUUU
 
Last edited:
Joined
Dec 1, 2015
Messages
246
Codex 2016 - The Age of Grimoire Bubbles In Memoria A Beautifully Desolate Campaign
Is it a normal thing that battles take forever once everyone gets more armor? I'm around day 60 and my well-armoured squad meets well-armoured opponents really frequently, and... battles are a grind. Is that because I made a shitty move in specializing half of my men in one-handed spears? Basically, I don't deal enough damage to finish fights in less than 20 minutes. Is that the same for everyone?
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
Is it a normal thing that battles take forever once everyone gets more armor? I'm around day 60 and my well-armoured squad meets well-armoured opponents really frequently, and... battles are a grind. Is that because I made a shitty move in specializing half of my men in one-handed spears? Basically, I don't deal enough damage to finish fights in less than 20 minutes. Is that the same for everyone?
Yeah, use some hammers bro.
 
Joined
Dec 1, 2015
Messages
246
Codex 2016 - The Age of Grimoire Bubbles In Memoria A Beautifully Desolate Campaign
Is it a normal thing that battles take forever once everyone gets more armor? I'm around day 60 and my well-armoured squad meets well-armoured opponents really frequently, and... battles are a grind. Is that because I made a shitty move in specializing half of my men in one-handed spears? Basically, I don't deal enough damage to finish fights in less than 20 minutes. Is that the same for everyone?
Yeah, use some hammers bro.

To remove a few opponent's armor every turn I need at least 3-4 hammers, though, right? That doesn't leave really much room for anything else once you have the mandatory 2 archers and 1 battle standard.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,027
Location
The Eye of Terror
Is it a normal thing that battles take forever once everyone gets more armor? I'm around day 60 and my well-armoured squad meets well-armoured opponents really frequently, and... battles are a grind. Is that because I made a shitty move in specializing half of my men in one-handed spears? Basically, I don't deal enough damage to finish fights in less than 20 minutes. Is that the same for everyone?
Yeah, use some hammers bro.

To remove a few opponent's armor every turn I need at least 3-4 hammers, though, right? That doesn't leave really much room for anything else once you have the mandatory 2 archers and 1 battle standard.
Nah, warhammers will melt something like 200 armor a turn, so two should suffice. Additionally axes have pretty good effectiveness against armor and do a lot of damage to health. They're good too, more versatile than hammers.

Spears are only good on low melee skill bros and later on for holding down flanks, either by forcing the enemy to go around or by poking him away.
 

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