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.

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

Maggot

Arcane
Patron
Joined
Mar 31, 2016
Messages
1,243
Codex 2016 - The Age of Grimoire
Map editor and random generator like HoMM3 would be amazing for this game.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
Problem is that enemies groups scale with your company so there is no save way to come back or level up.
Contracts do not give exp, can't train newbs for some early levels or can not even buy exp at Veteran Hall.
Before you could farm bandits for relativity easy loot and exp.
Now the marksmen can inflict losses if you do not have armor/levels and your own archers.
Main problem with ironman is that game by design fuck you over by ambushes, first turn fire from high ground, no scouting(so if you visit crypt with necro dancers your bad) and losing high leveled brothers is heavy loss because leveling them take A LOT OF TIME. Or little less time but a lot of money.
I would not mind if military backgrounds start with 7-9 levels and advanced ones with 4-6 and basic ones with 1-3.
At last you could easily patch losses in later stage of game.
Now losing veterans is often 10 hours loss and its not fan with all that grind.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
Problem is that enemies groups scale with your company so there is no save way to come back or level up.
Contracts do not give exp, can't train newbs for some early levels or can not even buy exp at Veteran Hall.
Before you could farm bandits for relativity easy loot and exp.
Now the marksmen can inflict losses if you do not have armor/levels and your own archers.
Main problem with ironman is that game by design fuck you over by ambushes, first turn fire from high ground, no scouting(so if you visit crypt with necro dancers your bad) and losing high leveled brothers is heavy loss because leveling them take A LOT OF TIME. Or little less time but a lot of money.
I would not mind if military backgrounds start with 7-9 levels and advanced ones with 4-6 and basic ones with 1-3.
At last you could easily patch losses in later stage of game.
Now losing veterans is often 10 hours loss and its not fan with all that grind.

How does this scaling work exactly?

How do you deal with enemy marksmen, when there are 5-6 of them? I have 2 archers and a crossbowman, couldn't find any more - I try to find elevation/hide behind shields, but they can still kill me. I can't block/kill them before they act twice, and in that time I'm gonna lose bros. Even if they are in the open I get maybe 80% to hit at max range, they are probably doing 15% ish shots but that leads to losses for me.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
Dunno. It not scale with renown - but who really know.
With time and I suspect with your company level enemy get stronger. So mass use of student can lead to situations where you have higher level group but with no gear. Or not.
Late game I fought group 25+ with 3 Master Archer , 2 Bandit leaders and Hedge Knight plus rabble of marksmen and raiders.
How to reduce losses?
Melee good armors and helmets with perks(Steel Brow, Colossus, Battle Forged) and shields and ranged get Dodge, Steel Brow and Anticipation(you can also grab Nimble instead of anti).
Still losses can happen. But they are rare - and you just withdraw wounded. Usually you kill them with your archers so its less problem.
Worse time is middle game when brigands often field 4-6 ranged often marksmen and you lack things above.
 

Prime Junta

Guest
All riiighht... I'm finally getting somewhere with this here Ironman thing. Got my headcount up to 12 and saving up for the standard. But damn it's hard, I'm stretched really thin, one bad battle away from disaster, with no strategic reserve in coin to speak of.

Lessons learned about Ironman early game:
  • Don't take those cushy caravan guard jobs. They'll plonk you right in the middle of fights you can't win, which has only bad outcomes.
  • Do take any bandit-clearing jobs. Cheapest way to upgrade the gear.
  • Do take any courier jobs. You need to see places anyway so might as well be paid for it, even if it does no more than cover the costs
  • If you see a bunch of weaker bandits, mug them.
  • If you see a bunch of stronger bandits, draw them into a patrol, then collect what's left on the battlefield.
  • Do hire the cheapest, ugliest, most miserable beggars and cripples off the streets. Then give them a two-handed axe and a red bandanna. They will draw fire, and they will likely be able to do something useful like split a shield. Don't grow fond of them though.
  • If one of them unexpectedly happens to have 60+ melee, woo-hoo! Give them your spare armour and a spear or shortsword, put them between your two strongest bros, and help them grow.
  • Do retreat in good order when faced with odds you can't beat.
  • Sometimes the RNG will mug you no matter what.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
Had my first crash with the game. Or rather freeze.
I was fighting 2nd mercenary company that city hire to go after me.
I was greedy and slaughtered caravan who I suppose to protect.
I killed first mercenaries with no losses other than one wounded guy and get some nice armors from them.
Video or didn't happen... Well there is a problem. I need restart and well records not work.
Need to check saves.
 

JudasIscariot

Arcane
Patron
Joined
Aug 19, 2009
Messages
2,001
Location
IV Republic of Polandia
Serpent in the Staglands Codex USB, 2014
Problem is that enemies groups scale with your company so there is no save way to come back or level up.
Contracts do not give exp, can't train newbs for some early levels or can not even buy exp at Veteran Hall.
Before you could farm bandits for relativity easy loot and exp.
Now the marksmen can inflict losses if you do not have armor/levels and your own archers.
Main problem with ironman is that game by design fuck you over by ambushes, first turn fire from high ground, no scouting(so if you visit crypt with necro dancers your bad) and losing high leveled brothers is heavy loss because leveling them take A LOT OF TIME. Or little less time but a lot of money.
I would not mind if military backgrounds start with 7-9 levels and advanced ones with 4-6 and basic ones with 1-3.
At last you could easily patch losses in later stage of game.
Now losing veterans is often 10 hours loss and its not fan with all that grind.

How does this scaling work exactly?

How do you deal with enemy marksmen, when there are 5-6 of them? I have 2 archers and a crossbowman, couldn't find any more - I try to find elevation/hide behind shields, but they can still kill me. I can't block/kill them before they act twice, and in that time I'm gonna lose bros. Even if they are in the open I get maybe 80% to hit at max range, they are probably doing 15% ish shots but that leads to losses for me.

One way to deal with them is to try and attack at night, if you can choose the time of day.
 
Self-Ejected

Ludo Lense

Self-Ejected
Joined
Nov 28, 2014
Messages
936
Game is pretty good but there are some annoying things that really drag it down:

-General Obtuseness. There is a massive difference between "I wonder what X does, let us try it out" and "What the hell do I have to press to achieve Y?!"
-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. Another category beyond Ambitions and Contracts for more minor stuff would have been better.
-Some confirmation tool tips such as: YOU ARE ABOUT TO CANCEL YOUR QUEST. ARE YOU SURE?".
-The way your allies obstruct line of fire is kind illogical but I guess you are supposed to always trade with backline. Also bushes never worked for me. In fact the entire LoS system is kinda wonky and I think the A.I. some times cheats. I tried to get cute and divide my forces when facing bandits on an open field and they somehow divide their forces with omniscience when I removed the FoW.
-This is more of personal complaint but I would have like some more town interactions ala Darklands. You get to see the leaders of each town in the reputation tab but do you really care? Would have been cool for more interactions to get buddy-buddy but I understand it is a pure combat/management game at heart.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
I find them still hitting me and my own archers on other way are completely useless.
Also nights are ugly and hard on my eyes.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,501
With time and I suspect with your company level enemy get stronger. So mass use of student can lead to situations where you have higher level group but with no gear. Or not.

I have student on everyone :negative:.

Worse time is middle game when brigands often field 4-6 ranged often marksmen and you lack things above.

That's exactly where I'm at, mostly have the same mail as the bandits with better weapons.

I find them still hitting me and my own archers on other way are completely useless.
Also nights are ugly and hard on my eyes.

I'm pretty sure the bandits are shooting with sub 10% hit chances, but they can hit anybody in the 6 neighboring cells, while you have to be more precise. I found night to be detrimental unless the vision malus means you can close the gap on the second round before they shoot twice.

Hmmm I haven't tried night time combat in 1.0.0.2 yet so maybe it's changed?

It's a bit nicer to look at, good improvement.

How does wait impact next turn order? Flat - initative? Couldn't find anything on the wiki.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
How does wait impact next turn order? Flat - initiative? Couldn't find anything on the wiki.
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).
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Yeah latest patch is very unlikable.

2017-03-29%2009_53_54-Battle%20Brothers%201.0.0.2.jpg
 

Eyestabber

Arcane
Patron
Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
After messing around with shadowplay and enabling and disabling everything, I finally managed to record some footage. The desktop alt-tab trick works now. Thx Alienman!
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
How does this scaling work exactly?

I dug around Steam and the official site forums; here's what I found.

In 2016, it was believed that renown controlled enemy group scaling, and perhaps this was accurate then. It still says that it doeson the wiki.

At some point, Rap clarified that while renown governed what sort of contracts you could be offered (i.e., you might be locked out of some if it was too low), it did not affect actual difficulty scaling; he expressly said renown can only help you. There's also this, which I've only seen quoted (original post is missing):

Overhype Studios on Steam said:
Btw. the difficulty of contracts does not scale with renown at all, just the rewards do ;) Difficulty is affected by a lot of factors such as your average level, group size and so on. It is pretty tricky but of course we can fickle a bit with it to align it better.

Speculated additional factors include wealth or gear (probable), number of days (probable), and number of kills (questionable).

The devs seem to be not answering this question, despite it being asked many times; maybe they're just busy, maybe they're still tuning the formula, or maybe they don't want to encourage degenerate gameplay. ("Hello, mercenaries! You are the most amazingly well-armored band of level 1 bros I have ever seen! What would you like to buy with your 50,000g?")

e: Also of possible interest to Whisper , Doma
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,878
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.
 

Prime Junta

Guest
^
Sounds like a cool mechanic. It would just have needed a counterbalancing one where the barons send out a force to wipe them out once they've become an annoyance.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,187
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.
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 because the simulation was hard as hell to do. I would love a cheat to remove the fog of war, just to witness how it all works.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,878
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).
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,187
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.
I do remember that too now that you are mentioning it.

Basically evil won every time. The true Tyranny game :P
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
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).

Isn't town militia supposed to counter-act this?
Also a 4-man goblin squad just assaulted my Day 3 12-man company in broad daylight.
Not a single Ambusher.
Suicidal punks.
Have some Goblin slayer Manga in mean time

goblin-slayer-8127541.jpg


Stay safe, brothers.
 
Last edited:

Prime Junta

Guest
I gotta put in another word to defend that Quick Hands perk.

I'm using it all the time. I've given everybody either spears or axes as secondary weapons. Spears to quickly form a spearwall, and axes to wreck enemy shields.

The impact is ... really big, because it's mostly in the first round or two, which have a massive impact on what follows. If the enemy has shields, they go into the second round without them. If they hit a spearwall, their lines will be broken up and I'll be able to mob and whack the ones that got through using my proper weapons, as jabbing them with spears afterwards is really ineffectual.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Options are great.
They're all valid.
But 30 fatigue for a spearwall seems much.
And then 20 fatigue to hack shield
Throwing a net is much cheaper.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
One thing is for sure, this game is the first after a long time that makes me "afraid" of certain enemies.
Early-mid game if I see necrosavants I literally feel dread. These motherfuckers are infuriating! :argh::argh:

I anyway dont like fighting skellies what with their endless fatigue and armors and shields and stuff... But when you also have a couple of teleporting assholes to deal with... Fuuuuuuuuuuuuu :dealwithit:
 

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