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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Andnjord

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Joined
Aug 22, 2012
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The Eye of Terror
-Having one goal at a time limits design and leads to incredibly gamey and confusing moments such as: Get 3000 gold contract to clear Orcs, clear said orcs, find hostage, agree to help him, 3000 gold finished quest is replaced by 100 gold escort quest, massive rage.

Once you're done helping him the orc clearing contract will reactivate and you'll get your 3000 reward. I remember in the beta that it didn't update the reward text (it still said 100 gold reward) but I still got the 3000 after finishing the whole thing, don't know if they've fixed it.
 

Prime Junta

Guest
Throwing a net is much cheaper.

True but that takes up the quickslot and nets are consumables -- i.e., a hassle to manage even if you ignore the cost. They're great when used selectively but not as a standard tactic.

Fatigue is an issue, true. Still worth it though IMO.
 

Reinhardt

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Sep 4, 2015
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2rh62qv.jpg
 

RK47

collides like two planets pulled by gravity
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Not Here
Dead State Divinity: Original Sin
Flail is really a brigand killer. And a sound investment. I'm just not sure about picking up it's weapon mastery since two handed and warhammer is superior in end game damage
 

Prime Junta

Guest
Flail is really a brigand killer. And a sound investment. I'm just not sure about picking up it's weapon mastery since two handed and warhammer is superior in end game damage

Not worth for weapon mastery IMO. By the time you've got it you'll rarely encounter brigands that have armour you'd want to rob by binging them on the noggin, but you will be encountering enemies where you really really really want to peel off shields fast (or otherwise murder fast). Fabulous in the early to early-mid game though, I wouldn't leave home without one. I'd rather go with axes or swords. (Maces and hammers might be interesting too but eh.)
 

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
813
Steve gets a Kidney but I don't even get a tag.
Flail is really a brigand killer. And a sound investment. I'm just not sure about picking up it's weapon mastery since two handed and warhammer is superior in end game damage
Flail master with high melee skill can be deadly even in the late game, there are still enemies that don't wear proper helmets (some orc warriors and noble troops) plus sometimes helmets get destroyed by random billhook attacks and you can take advantage of that. The only issue is that a flail generally doesn't play as well with other weapons with regular attacks as something like axes. So high upside when you can utilize your mastery for the head attack that ignores shields thanks to mastery but you're less effective if you just swing with the regular attack as a part of a formation.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
Turn have two phases.
1st turn decided by Initiative affected by Fatigue spent and 2nd turn that is the same but if you use wait command.
There is also Adrenaline(move as first) and Stagger hammer effect(move to the last position).

That part's clear.

The game says "waiting this turn will also have you move later next round", so when the number on top changes, after the wait part of the round you waited in was done. That's what I was asking. It moves them back in next round, but with fatigue and all I can't get the number out of it myself.

Flail is really a brigand killer. And a sound investment. I'm just not sure about picking up it's weapon mastery since two handed and warhammer is superior in end game damage

I have a guy using the berserker chain against opponents with helmets and I'm pretty happy so far. It has a 50% to hit head with an additional 30% to stun, both of which are fatal.

True but that takes up the quickslot and nets are consumables -- i.e., a hassle to manage even if you ignore the cost. They're great when used selectively but not as a standard tactic.

Fatigue is an issue, true. Still worth it though IMO.

I don't think there is any need for such trickery - spears are pretty strong on their own. You lose a perk early, why not simply have dedicated spear wielders? It's not like they fall off at any point, they will always stunlock opponents with spearwall.
 
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Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
A long while back, I test ran some of the early, early stuff of Battle Brothers. The way it worked then (and presumably does now) is that each enemy 'settlement' has a set score of resources. It uses these resources to send out parties to go raid for even more resources. Ever been approaching a location and seen a party of enemies suddenly leave from it? That's what this is. When they raid -- say, a mine or a caravan -- they take resources and return them to the location. If the location gets a certain amount of resources, it can shoot out some 'settlers' which is basically a large party which settles itself in a new spot.

Amusingly, in the early builds the locations used to spawn literally right next to the roads. So I witnessed a crossroad of commerce getting pillaged every single second by a raider warcamp on the side of the road. And then two warcamps and then three. By like day two I'd try and fight the raiders and they already had a full army's worth of gear.

Nice. I remember talking to Jay about this, thought they changed it. I would love a cheat to remove the fog of war, just to witness how it all works.

I think it was changed for a time then reintroduced, but I'm not 100% on that.

The world was complete bedlam, though, with towns being completely 'wiped out' by like day ten (wiped out at the time being they were so without resources there was virtually nothing in the stores).

It was before global map update.
It was mostly because human settlements defense forces were extremely weak. Pathetic.
There was only one castle and two watchtowers with military units(Men at Arms) and rest 1 city and up to 5-6 villages all have only basic militia as defenders. Their regeneration was also low and they waste resources by forming and sending caravans(to their deaths).
On the other hands enemy has none of this problems.
Also there was plenty of neat twists like when you get a contract for enemy camp you could starve and siege it by killing patrols and hunters it spawn and it weaken defenders inside or wait until it spawn raiding force and invade half empty camp. All of it is gone.
Now enemy garrisons are static and even worse they are replaced by new forces if you take contracts on them .
AT last there is no spawning new enemy camps just for contracts from thin air and its the reason why sometimes you get missions far away.
There was also rivers who block enemy expanse and provide chock points.
Old builds was pretty neat and full of wonders.
Now we have bling and plenty of content and features but well sometimes is missing.
 

JudasIscariot

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IV Republic of Polandia
Serpent in the Staglands Codex USB, 2014
Is it just me or did the new patch change something about how often you get raided during a caravan run?

In 1.0.0.1, if I was on a long run, I'd maybe get raiders/brigands once MAYBE twice. Now, in 1.0.0.2, any caravan run can be attacked several times and by several times I mean you get finished with the dire wovles and 2 minutes later you're fighting bandits and then another 2 minutes later you're fighting more bandits. Hell, I actually had a run go completely bad where I managed to kill the raiders but they killed the entire caravan..

Please note that I am currently playing on Beginner (yeah, yeah it's not Expert, I know...)
 

Jimmious

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Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Afaik caravan runs are completely up to luck... You just were really unlucky and a lot of enemy groups were roaming around your route simultaneously. It could even be that they were chasing each other when your caravan passed by..
 

sebas

Scholar
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Dec 20, 2015
Messages
286
Strap Yourselves In Codex Year of the Donut
Tips for handling Direwolves? They are WRECKING me with their ambushes.
 

Jimmious

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May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Tips for handling Direwolves? They are WRECKING me with their ambushes.
First tip to avoid some ambushes: try to not go throught forests unless really necessary... Also spears, spearwalls and bows/crossbows.
Also they are really prone to morale drops so take advantage of that
 

MediantSamuel

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
My amazing luck run seems to have ended, my best bros got eaten by Bandit Raiders in a forest battle so I'm probably going to restart tonight. As soon as Skittles died I knew it was a lost cause. :negative:

I'm tempted to forgo ranged weapons this time. I swear mine either hit my own bros or just miss entirely. One crossbow guy who had 50ish in ranged missed every single shot in the last battle. :argh:

Any thoughts on avoiding using ranged weapons?
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Any thoughts on avoiding using ranged weapons?

You do not want to.
If you do not have range advantage you will be forced to charge everyone goblin/bandit raider that you decide to attack. Just level them up as hybrids(range/polearm). Believe me late game archers are worth weight in gold.
On the other hand you can just fight at night s with heavy armor and shields but do not come back and cry when you fight enemy with spellcaster that you can not hurt because you are tied by waves of zombies or wines.

Tips for handling Direwolves? They are WRECKING me with their ambushes.
They are getting buffed in late game - as they get upgrade as Frenzied Direwolfes who apply Overwhelm. Shields and heavy armor for everyone, pikes or bows in bakcrow.
Do not enter the forest at night and pay attention to map.

Anyway get contract for Roaming Orcs - high pay - and surprise(not really pay was too good) 5 Orc warriors and 6 orc young. And they rekt me lost two guys and I managed kill 5 orc young and then run. Tons of coins to fix all the wounded guys.
But ofcourse abandoning contract was below me so I lead orc into the location guarded by legionaries and let them fight.
They kill each other(6 orcs vs 14 ancient evil). And I just swipe the rest killing 2 orc warriors and 5 legionaries. Get nice rare light armor and some tools as loot.
 

MediantSamuel

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Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Any thoughts on avoiding using ranged weapons?

You do not want to.
If you do not have range advantage you will be forced to charge everyone goblin/bandit raider that you decide to attack. Just level them up as hybrids(range/polearm). Believe me late game archers are worth weight in gold.
On the other hand you can just fight at night s with heavy armor and shields but do not come back and cry when you fight enemy with spellcaster that you can not hurt because you are tied by waves of zombies or wines.

Fair enough. Thanks for the pointers.

If you don't mind:

Could you recommend using bows or crossbows (or both?)

How many archers should I have?
 

Prime Junta

Guest
Annd, another Ironman campaign bites the dust. Got a two-skull bandit-clearing op. Didn't look too bad, some raiders + a couple poachers. Trouble is, there was also a bandit leader. They didn't rush my lines but played defensively. That plus some bad luck in the first round kind of left me reeling. I really ought to have retreated at that point to fight another day, but, finances being what they are, I would have been really hurting for money to repair the damage and heal, so I thought I'd fight it.

Got defeated. Managed to beat down the bandit chief to within an inch of his life, but that wasn't enough. Gotta admire the guy, he whacked my standard-bearer in single combat, while heavily wounded and sporting a couple of debilitating injuries. Badass guy. :salute:
 
Joined
Jul 7, 2015
Messages
254
Location
Norfolk
Recommended Perk Progression for:

Bowman (I've been doing Student and Quick hands)
2 handers (I've been doing Student, 9 lives, Rotation)
Sword/mace/spear and shielders? (same as above)

Am I wrong to break them down by those rough classes?
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
Could you recommend using bows or crossbows (or both?)

How many archers should I have?
Xbows early as they have decent accuracy bonus.
Bows when you specialize. extra range and fire rate with berserk.
2-3 archers(snipers) is minimum to deal with enemy spellcaster but against some enemies 5-6 is work wonders(especially against humans/goblins)
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
Fair enough. Thanks for the pointers.

If you don't mind:

Could you recommend using bows or crossbows (or both?)

How many archers should I have?

The enemy AI will decide if it has range advantage, and either turtle around it's archers (=bad, losses on your side very likely) if them>you, or charge forward, leading to a much easier battle.

Bows are much better for killing enemy archers, they benefit more from the later damage perks too. Xbow does more damage mid range vs armor, so I like one for diversity. Before spec. you can swap.

You want as much ranged as you can get imo, finding recruits is the hard part. You'll be lucky to manage more than 3 decent guys.
 

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