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

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
1,008
Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
- I kind of agree that not much changes in the game, start to start. Rogues and BB may have the same... metagame loop is maybe the word?... but they're definitely not the same games. I didn't mean to give that impression. A great deal changes as you progress, however. New maps give different towns with different bro propensities, forcing new playstyles game to game. Etc.
- Agree about missions being somewhat samey. I don't mind it; there's variety in random events that pop up, and I like smashing through hordes of enemies repeatedly with a barebones story. Some of the lategame exploration events (and the entire Undead Invasion event line) are fucking fantastic though, props to sser .
- Fighting different enemy types is fantastically different, especially late game. You will have very different approaches to taking on a pack of frenzied direwolves vs a horde of armored corpses + 2-3 hedge knights + a necromancer for example. If you're not adapting your tactics between them it maaaaay be the reason TPKs are so prevalent and frustrating to you ;p
- It's both. You need a little of a couple different things (2-3 meatshields, 2-3 wreckers, 1-2 well-developed archers) to enjoy overall success, but each bro should be pretty highly specialized, at least the way I play. And beyond those "requirements" there's plenty of room for either specialization (say, adding another 4 wreckers, and making each of the 8 wreckers use the same weapon type) or further experimentation.
- Mostly agree on char differences at very early levels. Although once you can start hiring higher quality backgrounds consistently that changes drastically. You'll never complain that a Bastard looks the same as a Farmer, for instance :D.
- You are wildly wrong on weapons. Different types have completely different playstyles and uses, you sort of started to make my point for me talking about flails. Nothing else can sail you through the end of the early game (raiders + leaders) more efficiently. OTOH, nothing manages a murdergrinder like a HK quite like a pack of shivs. OTOH, nothing pimp slaps small groups of Unholds better than a couple 2h maces. OTOH, nothing trivializes trees more then a bunch of 1h/2h axes. OTOH, nothing makes hexen more manageable then a horde of bros with tree sticks (!!). And so on.
- Well. The game doesn't really give you stories and make your characters unique, that much I agree on. The endless grinder of battles starts to differentiate them for me... I have a Miner in my current playthrough that I should really get rid of (he's lvl 17 with 89 MATK and less then 100 FAT...), but I just can't bring myself to do it. I think of all the times his event gave me 2-3 uncut gems, the time he literally saved the entire party by standing in a 1 hex choke point and bricking an Orc Warlord while everyone else was desperately trying to finish up the Warlord's party, the time he landed that clutch dizzy on a Lindwurm that turned what should have been a killing strike on my best 2h sword user into leaving him with 3 hp and 2 injuries... not to mention the fact it would cost me like 3k gold to retire him properly (like he deserves!) instead of just giving him the boot for those massive party mood penalties :D. I can see the point you're making if you never make it that far in an individual playthrough though. You need the time taken to get a good core of bros up to veteran levels for those kinds of stories to form themselves in your head.

Game never advertised itself as a rogue like.

I'm pretty sure he was responding to my likening of the metagame loop (I'm copyrighting this) to a roguelike.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,006
I can agree with most of that, my gripes basically centre around the early game (where most of that doesn't apply, including weapons because like hell can I get a set of weapons for each threat in the first 40 days or so) and the fact that the game incentivizes starting over with mechanics like towns being permanently destroyed and never replaced, party wipes leaving you basically too fucked to continue, and the random world generation/unique playthrough thing. It's all at odds with a terrible early game where you fight the same shitty battle to start off, then have no real control over your party for a good long while. I especially hate how the game incentivizes doing really tedious shit to be optimal, like surrounding a fleeing enemy and shiving him to death, or hiring and firing guys to get decent rolls, or carrying around like 4 weapons on everyone and dropping them at the start of the fight to improve their FAT.

It's like playing a roguelike where you don't get to pick your race and class or find any gear until 2 hours in and then you have 50/50 odds of dying in the next 2 hours. But if you turn off hardcore mode the game is just a really easy tactics game.
 

Geckabor

Savant
Joined
Mar 6, 2016
Messages
173
http://battlebrothersgame.com/dev-blog-122-the-ijirok/



DEV BLOG #122: THE IJIROK

Aside from new contracts and events, the upcoming ‘Warriors of the North’ DLC will also introduce two new legendary locations linked in a single quest leading up to a legendary reward. Today we’ll look at one of the two bosses that you’ll have to face along the way – if you don’t like to be spoiled about any of that, you may want to skip this dev blog. All others, let’s go!

THE IJIROK
The Ijirok is a mythical creature of the north, folklore of the barbarian folk. It’s called the Beast of Winter, for it is said that it first carried the cold into this world on its back. Legend claims the creature to be a shapeshifter and deceiver, appearing in many forms. It abducts children solely to enjoy the pain of the parents. It leads men astray in the white wastes just to watch them go in circles and freeze to death. Some regard it a spirit, some a god, and others a force of nature, like the sun or wind, but with found divinity within the aspect of a cruel creature. Whatever its true nature, in the north they all can feel the presence of the Ijirok, and they count themselves fortunate that the horrors it brings are scant and passing.



When your mercenary company finally faces the Ijirok in battle, it will appear as a great horned beast with four legs and hooves. It’s a boss fight, and it will challenge you like fighting the Kraken or the Rachegeist does. Leading up to the battle, you’ll have the opportunity to learn more about the true nature of your opponent by reading events and visiting locations in the game.

The Ijirok charges you from afar to gore and trample anything in its path. Unlike the charge of other opponents in the game, the great horned beast charging you will inflict damage, but you can defend against it with melee defense like against any other melee attack. Even if your shields prove sturdy and your men are not impaled outright, however, the force of impact may still throw them back and stagger them.



Then, at the beginning of each turn, the Ijirok will shift into a different world, one where cold and ice reign supreme, only to emerge at a different place and charge you anew. While the great beast enters into and emerges from this other world, cold seeps into ours, turning the ground frozen and changing the battlefield permanently. Anyone near the Ijirok will get the new ‘Chilled’ status effect, which will freeze your men’s limbs stiff, and lowers their initiative and action points for one round.

The Ijirok is as elusive in combat as it is outside of it, but each round you’ll have the chance to wail on it before it charges you from a different angle. Like with fighting Necrosavants, your formation is key in defeating the beast of winter while the world around you slowly turns into a frozen hell.
 
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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,424
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It’s called the Beast of Winter

ijirok-300x300.jpg


Homage to a certain famous Battle Brothers fan?
 
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k0syak

Cipher
Joined
Sep 24, 2013
Messages
408
The Ijirok is as elusive in combat as it is outside of it, but each round you’ll have the chance to wail on it before it charges you from a different angle. Like with fighting Necrosavants, your formation is key in defeating the beast of winter while the world around you slowly turns into a frozen hell.
Polearm mastery intensifies!
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
Finally killed 39 orcs (one of those home to the whole tribe camps: a warlord, 10+ warriors, 10+ berserkers, plus a bunch of young bucks) by luring them to a perfect spot between two trees and commencing wholesale slaughter. A couple of badly wounded bros but nobody was killed or struck down. Got a nice unique armor for my trouble, so now my warband has a sizable collection of uniques: 2 helmets, 4 armors, 1 shield, 1 warhammer, 1 two-handed sword, 1 polearm (edit: 2 polearms now), 1 set of throwing spears that get fully restocked after each fight, and 1 dagger. Got most of it by followng tavern' rumors and pillaging remote locations.
 
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Shadowfang

Arcane
Joined
Aug 27, 2009
Messages
2,006
Location
Road to Arnika
Shadorwun: Hong Kong BattleTech
Finally killed 39 orcs (one of those home to the whole tribe camps: a warlord, 10+ warriors, 10+ berserkers, plus a bunch of young bucks) by luring them to a perfect spot between two trees and commencing wholesale slaughter. A couple of badly wounded bros but nobody was killed or struck down. Got a nice unique armor for my trouble, so now my warband has a sizable collection of uniques: 2 helmets, 4 armors, 1 shield, 1 warhammer, 1 two-handed sword, 1 polearm, 1 set of throwing spears that get fully restocked after each fight, and 1 dagger. Got most of it by followng tavern' rumors and pillaging remote locations.
What does your company look like?
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,373
Location
Itaca
So I finally got this game in a GOG sale:

Pros:
The graphics while very basic work much better than I feared, I don't miss animations.
The combat system is well thought and interesting
There is a sense of progression
It's a challenging game
Cons:
RNG can be very punishing in the early game
Very lacking in the strategic layer.

RNG: I admit I am not the fastest learner out there, but this game is really giving me a hard time learning the ropes. I have finally reached what I'd say is mid game with raider equivalent equipment and a 20 men strong company of decent warriors, some of them level 5, and some of those guys are slowly becoming a force to be reckoned with, so there's that sense of accomplishment, that said I am very aware I am not playing in IRON MODE and if it weren't because of this my company would have been wiped out several times along the way, I am sure a few of those were on my lack of experience but some were clearly more than my company could hope to deal with, also some of my best men are alive only because GOD intervened in the last second to save them (reloading :P ) because they died to a random head shot or similar, so I can't stop thinking this game must be brutal in IRON MODE. So for the moment being I will stick to UNPRESTIGIOUS MODE and pretend nothing of that happened.

Strategy: When a battle starts the combat just begins in a random map, I can't stop thinking there is a lot of room for skills sucks tactics, strategy, spotting, hiding etc in order to chose battle terrain, starting position, possibility to ambush (or be ambushed)... just a huge deal of wasted opportunities here.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
I see Sarissofoi decided to embrace his inner modder too.
Well its only natural.
I usually keep my mods to myself but this time I decide to share.
For anyone interested.

Also my full nimble company.
hpQ4Ryt.jpg

5 Shieldmans(1 sgt) +1 Duelist
6 Archers
5 2handers users + 1 Polearms user(sgt)
1 in traiining
Swapping to counter any enemy
Also I had escort contract that lead me to Castle with seasonal fair. - 7 named items in 2 shops.
 
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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
LWzeVi2.png

Has anyone managed to clear it? If yes, any tips? 47 goblins: lots of ambushers, a plethora of skirmishers, lots of wolfriders, a few overseers, and some shamans, which means endless arrows, poison, nets, and waves of entangle.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,588
It's always easier than ancient dead for me. After you fight 30+ gobbo bands for some time, 47 is not that big increase in difficulty.
Now if you manage to spawn patrol right when you try to attack... 70+ gobboz is another story.
 

k0syak

Cipher
Joined
Sep 24, 2013
Messages
408
Has anyone managed to clear it? If yes, any tips? 47 goblins: lots of ambushers, a plethora of skirmishers, lots of wolfriders, a few overseers, and some shamans, which means endless arrows, poison, nets, and waves of entangle.
Fight at night, so the shamen cast night vision instead of vines/flies;
Alt+F4 if the gobbos spawn uphill from you;
Have a doggo on everyone but the bannerman, they buy you half a round for closing distance;
Adrenaline + scythes (but your builds are probably finalized by this point);
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
Has anyone managed to clear it? If yes, any tips? 47 goblins: lots of ambushers, a plethora of skirmishers, lots of wolfriders, a few overseers, and some shamans, which means endless arrows, poison, nets, and waves of entangle.
Fight at night, so the shamen cast night vision instead of vines/flies;
Alt+F4 if the gobbos spawn uphill from you;
Have a doggo on everyone but the bannerman, they buy you half a round for closing distance;
Adrenaline + scythes (but your builds are probably finalized by this point);

If you have 4+ archers it's probably better to attack during the day, you can win the ranged fight that way and it becomes much easier.

Hoping you start uphill is really the best strategy.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
After 12 failed attempts, the goblin city is no more. I got this nice helmet for my effort:

ATrL2sv.png


Next stop - the kraken. Any tips?
 

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