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

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
yeah yeah eyah
pulling enemy out of the fort for 8 turns rrrrrreeeeeeeeealy spices the things up!

There is ONE easy way to get the enemies to CHARGE on TURN 1 every fucking time.
Just bring one/two (i always play with at least 2 so i have no idea if it works with only one) ranged units and put them on the FRONT ROW.

First, they get more range, which is nice and next, everyone charges at them.
Dogs aren't a problem, when they're faster, you just wait and other units will dispatch them before the end of the turn but you should put them behind when facing direwolves.
Aside from direwolves, just give them a decent ranged def + anticipation and nimble and they're perfectly fine.

And bonus, it makes the battles way faster.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
I dont think its 2 specifically, or the frontrow. The melee AI charges if its ranged-bros-count is lower than yours.
Otherwise you pull back and their ranged AI goes retard like in the screen above.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Yeha its not as simple as 2 archers in the front row.
6i2fcmW.png


And the Defend behaviour score is from a fairly whacky 500 lines ai_defend.nut script.
https://pastebin.com/3j3Nxgzy

It does have checks for ranged units, range, ammo, who alread moved, etc
I think even the devs barely know what the fuck is going on in there...
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
A little test: my frontline has no ammo and the raider get all defensive, AI goes full Defend(90). They think that I have no ranged units lul~! And the default AI behavioiur in that case is waiting you out.
EIFYdpu.png


EXXXCEPT that the crossbows have a single shot loaded! So you can have your full front row equip a crossbow without ammo and get a free shot basically, while the AI idles in defensive position lul
Did not know about such an exploit. Will use when I have enough crossbows.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
You know, since you can read that log.html file and it says what the AI is planning, who is it going for, *live* - I think the streamers all cheat with it... Just open it on the second screen...
In fact, I am terrible tempted...
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
What do you mean? Its already loaded and AI avoids you. Its free real estate! You cant do the same with javelins or throwing spears or bows.
A problem is enemy archers but that is obvious.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,251
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/365360/view/2881696314209036210
Update 1.4.0.41
Another round of smaller changes and fixes after the recent DLC release.

If you have a modded game and you encounter any issues, remove your mods. Seriously.

If you still encounter issues, please report them here.

Changelog for 1.4.0.41
  • Changed barbarians to no longer be able to rotate positions with Unholds.
  • Changed Conscripts to have slightly fewer hitpoints.
  • Changed 'Hook' and 'Repel' skills to apply the 'Overwhelmed' effect if the character using these skills has the corresponding perk.

  • Fixed issue with zones of control for characters on tiles that confer terrain status effects.
  • Fixed potential issue with 'Intercept Raiding Parties' contract.
  • Fixed enemy party labels potentially not showing at the northern edges of the world map.
  • Fixed opponents with the 'Head Hunter' perk always starting combat with their next attack a guaranteed hit to the head.
  • Fixed issue with unresponsive UI if attemping to end the round for all characters at the exact moment that victory is achieved.
  • Fixed exploit that allowed for infinite rerolls of arena matches.
  • Fixed AI not properly taking into account the range of slings.
  • Fixed AI not properly engaging if only units with polearms are left.
  • Fixed some other minor issues.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,778
Insert Title Here
Update 1.4.0.41
Another round of smaller changes and fixes after the recent DLC release.

If you have a modded game and you encounter any issues, remove your mods. Seriously.

If you still encounter issues, please report them here.

Changelog for 1.4.0.41
  • Changed barbarians to no longer be able to rotate positions with Unholds.
  • Changed Conscripts to have slightly fewer hitpoints.
  • Changed 'Hook' and 'Repel' skills to apply the 'Overwhelmed' effect if the character using these skills has the corresponding perk.

  • Fixed issue with zones of control for characters on tiles that confer terrain status effects.
  • Fixed potential issue with 'Intercept Raiding Parties' contract.
  • Fixed enemy party labels potentially not showing at the northern edges of the world map.
  • Fixed opponents with the 'Head Hunter' perk always starting combat with their next attack a guaranteed hit to the head.
  • Fixed issue with unresponsive UI if attemping to end the round for all characters at the exact moment that victory is achieved.
  • Fixed exploit that allowed for infinite rerolls of arena matches.
  • Fixed AI not properly taking into account the range of slings.
  • Fixed AI not properly engaging if only units with polearms are left.
  • Fixed some other minor issues.

:negative:
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Yeha its not as simple as 2 archers in the front row.

And the Defend behaviour score is from a fairly whacky 500 lines ai_defend.nut script.
https://pastebin.com/3j3Nxgzy

It does have checks for ranged units, range, ammo, who already moved, etc
I think even the devs barely know what the fuck is going on in there...

I know it's not that simple, i've noticed the AI sometimes not behaving that way in previous builds.
Mostly, with legends, when you get gangs of raiders with a legion of master archers, they'll keep enough units behind to protect them.
Also, when/if your ranged units have too many HP or close combat defense (or both) they don't charge that much anymore.

But on a normal run with fairly squishy archers around 80 hp and little to no close combat defense, it's not an issue and strong raiders with horde of master archers are mostly a Legends thing (i think, i don't play vanilla that much)
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Just ran past brigands fighting a company - perfect time to dagger me something.

Made a rule of thumb comparsion between a dagger going all-puncture and a boar spear.
The assumption is 80 acc vs 150 armor.
Spear hits all attacks and reaches 72 hp damage after 6 attacks, costing 60 fatigue.
Dagger punctures for 25 dmg and should kill a human in 6 attacks, 65% of them landing -> ~75+ hp dmg. But 120 fat cost.
(mistake in the table, spear dmg should be 30, ingame its 32.5 but 30 is a better rule of thumb)
NFkVBOB.png


So 3 people should on avr dagger a guy in a turn.
 

rado907

Savant
Joined
Apr 23, 2015
Messages
249
Cane back to this game for the first time since it came out, and it's very nice now. The DLC's nail it. Feels much more complete and steady with them. Big kudos to the devs.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
contract.nut
function getReputationToPaymentMult()
{
local r = this.Math.minf(2.5999999, this.Math.maxf(1.35, this.Math.pow(this.Math.maxf(0, 0.003 * this.World.Assets.getBusinessReputation()), 0.39)));
return r * this.Const.Difficulty.PaymentMult[this.World.Assets.getEconomicDifficulty()];
}
Reputation increase does nothing until you hit 800 rep... fugn bullshit
6XDPzqV.png
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
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.
Bardiche is my favorite new weapon so far. Having the best single target attack (split man), the best multi target attack (split) and a shield break makes it clearly the most versatile 2H weapon in the game.

I have been experimenting with going for a injury focused build on every offensive bro but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier. Crippling Strikes + Executioner is great on crossbows and back liners but taking it too early on your ace 2H bros is pointless.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
The Undead crisis is the only required argument to never take crippling strikes and executioner on anyone... Thats 2 perks of painful deadweight.

but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier
Why would it make it a lot easier? 20 hp dmg from a dagger is already an injury threshhold.
And 20% more damage from executioner is 24 vs 20 hp on an already dying raider...
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
586
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:
 

Rieser

Scholar
Joined
Oct 10, 2018
Messages
285
Bardiche is my favorite new weapon so far. Having the best single target attack (split man), the best multi target attack (split) and a shield break makes it clearly the most versatile 2H weapon in the game.

I have been experimenting with going for a injury focused build on every offensive bro but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier. Crippling Strikes + Executioner is great on crossbows and back liners but taking it too early on your ace 2H bros is pointless.

The bardiche has been in for over a year. It is nice, though. I'm not sure about Split being the best multi-target attack. Surely that'd be Reap for polearm and Round Swing for proper melee? I'd also argue that the greatsword is a more versatile weapon.

Crippling Strikes + Executioner doesn't give much value over other choices early on, no. Can be useful later. Throwers in particular become really damn deadly with it. They're already getting damage spikes with Duelist and Throwing Mastery, and adding the Crippling Strikes + Executioner combo on top of that hurts a fucking lot.

Overall I'd say Crippling Strikes is a solid pickup on 2h melee dudes, while Executioner is probably not worth.
 

AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
982
Rounds swing is often not usable, rarely hits close to it's full potential and has low hit chance. Split is the only attack that lets you reach the enemy backline. Split is also great against the front line from the flank.
 

Serious_Business

Best Poster on the Codex
Joined
Aug 21, 2007
Messages
3,911
Location
Frown Town
So. As good sense requires, you must barber every brother to the smiling one - and name your company "The Smiling Men". This is only appropriate.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:

What about a fencer and exceptional ranged support ?
That's how i annihilate regular noble troops, the fencer waits then flanks the enemy and often can attack on turn one and hits the halberdiers and crossbowmen on turn 2 while the ranged units wait and pick priority targets after the enemy shieldwall has charged, the main goal being the banner-man so half the remaining troops are demoralized by turn 2/3.


Rounds swing is often not usable, rarely hits close to it's full potential and has low hit chance. Split is the only attack that lets you reach the enemy backline. Split is also great against the front line from the flank.

I don't like round swing that much either, the only way to make it work is on one overpowered unit (Lonewolf or Berserker Legends start for example) because being completely surrounded by backstabbers sucks, even with underdog and you have to break formation so nobody's gets in the way.
Besides, the enemy is less inclined to surround you if you find yourself a rock where to make your stand.

On the other hand, split is often extremely useful and the other Bardiche attack is overpowered.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
586
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:

What about a fencer and exceptional ranged support ?
That's how i annihilate regular noble troops, the fencer waits then flanks the enemy and often can attack on turn one and hits the halberdiers and crossbowmen on turn 2 while the ranged units wait and pick priority targets after the enemy shieldwall has charged, the main goal being the banner-man so half the remaining troops are demoralized by turn 2/3.
Maybe if the fencer is a swordmaster with three starts in melee defense or something. Otherwise he'll get rekt after killing one gunner i imagine.

Having a bunch of long\cross bowmen and focusing down the gunners could work i guess, its just that they are not very effective against non-gunner eastern troops since they have some crazy ranged defense(possibly anticipation perk) and almost never get wounded due to nimble.

I've had like 4 bros with nimble or heavy armor and various two-handed weapons, one dude with a whip, my own gunner, a sergeant, swordlancer + 4 shield bros with flails mostly (nomads and eastern city troops constantly drop three-headed flails). Mostly level 6-7, level 9-11 for twohanders.
 
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Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
2 and a half grand, worth it?
a4uww1b.png


edit

Yeah, fakk it, all money gone but this is an endgame dudebro. And since arena is basically free fucking money (800 each for 3 snakes, 3 hyenas, 2 nomads lol).

I mean there is a gladiator for literally over 9000! 62 melee attack, no stars lol and 35 resolve wtf.
Gee, his 155 armor and 200 helmet are sooo worth it!
 
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thekdawg21

Augur
Joined
Mar 10, 2009
Messages
231
Location
Atlantic City, NJ
Project: Eternity
If you want to ensure that the enemy always comes to you, just put slings or bows in everyone's backpack. The AI will think you are massing archers on them and charge you.
 

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