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

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Whatever they do, I hope it has a well done evil path, because goddamnit I want to be the necromancer.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,037
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,301
I just want to go east. Byzantine, slavs, nomads, arabs. And some expansions later - samurai.
Not sure about going for particular "cultures" but I seriously do hope that if there is another DLC adding new enemies one day - it will be focused on adding more variety to human enemies.
Also what Jimmious said.

Slavs maaaybe, but all other things mentioned would be retarded and not fit the germanic setting. Specially samurai.

I too would vouch for better human factions. As usual, more enemies, more events, more contracts. The game needs more content(i.e: more of the same) and a few new things, reinventing the wheel is not needed.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Whatever they do, I hope it has a well done evil path, because goddamnit I want to be employed by the necromancer.
fixed that for you.

Their benefits package is to die for!
There could be also be also some reversed versions of standard missions.
Grave robbing and artifact stealing from towns for example.

Raid and Destroy trade caravans, plunder mines, etc.

There's definitely stuff there, just need a way to allow for it to happen. Could be that you have to get bandit trust first and sign up with a specific bandit faction instead of just "all bandits". they already have different standards, if they were set so the bandit factions are actually static it could be a thing.

I can see it now, Battle Brothers: Warlords and Pillaging DLC
 

Whiskeyjack

Learned
Joined
Jul 8, 2018
Messages
156
I still want more on Merc management. Maybe add more merc companies and merc rivalries. Have a Space Rangers 2-like Merc rating board. Be able to team up with/destroy merc companies. Maybe add Merc bases (not full fledged cities but a base and you can destroy them/have yours destroyed). Noble contracts may have competition with other bands, so if they complete it first you get no payout.

Just a thought.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
976
Codex Year of the Donut
Whatever they decide to do next, it's a day 1 purchase for me. That's just a law of nature at this point.
I'm with you, unless they go too far with the magic.

I love the legendary locations with their odd stories, the mysterious beasts straight out of fairytales, but I hope they leave it at that so it keeps feeling special.

+ 1 on an additional human enemy faction (Invaders landing on a far away coast, native tribes, etc.). I also hope for more battle locations.
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
I think there is enough enemy variety already. In my current run I'm 110 days in and have barely seen undead and goblins. Something else is needed to spice up battles in a different way than another faction.

Though a DLC focusing on the campaign map and factions might be better.

Whatever they do, I hope it has a well done evil path, because goddamnit I want to be employed by the necromancer.
fixed that for you.

Their benefits package is to die for!
There could be also be also some reversed versions of standard missions.
Grave robbing and artifact stealing from towns for example.

Raid and Destroy trade caravans, plunder mines, etc.

Noble houses can already contract you to do both of the above - destroy rival caravans and raid rival settlement buildings, so it's not too much of a stretch.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
21,037
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
I think there is enough enemy variety already. In my current run I'm 110 days in and have barely seen undead and goblins. Something else is needed to spice up battles in a different way than another faction.

Though a DLC focusing on the campaign map and factions might be better.

Whatever they do, I hope it has a well done evil path, because goddamnit I want to be employed by the necromancer.
fixed that for you.

Their benefits package is to die for!
There could be also be also some reversed versions of standard missions.
Grave robbing and artifact stealing from towns for example.

Raid and Destroy trade caravans, plunder mines, etc.

Noble houses can already contract you to do both of the above - destroy rival caravans and raid rival settlement buildings, so it's not too much of a stretch.
That's still only during Noble war crisis.
Ability to go brigand would be completely different step. There would be a need to be able to tap alternative markets for example.
Black market or whatever Raubritters, merry men of the woods and necromancers use.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,535
I think there is enough enemy variety already. In my current run I'm 110 days in and have barely seen undead and goblins. Something else is needed to spice up battles in a different way than another faction.

Though a DLC focusing on the campaign map and factions might be better.

Whatever they do, I hope it has a well done evil path, because goddamnit I want to be employed by the necromancer.
fixed that for you.

Their benefits package is to die for!
There could be also be also some reversed versions of standard missions.
Grave robbing and artifact stealing from towns for example.

Raid and Destroy trade caravans, plunder mines, etc.

Noble houses can already contract you to do both of the above - destroy rival caravans and raid rival settlement buildings, so it's not too much of a stretch.
That's still only during Noble war crisis.
Ability to go brigand would be completely different step. There would be a need to be able to tap alternative markets for example.
Black market or whatever Raubritters, merry men of the woods and necromancers use.

I got the "destroy rival caravan" both before and after orc invasion crisis, so it's not noble war only.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
So whats the point in fighting mid-lategame raider groups then? (the roaming ones)
xp, money
there are more entertaining ways for acquiring both. This seems like a bad design decision. They could have at lest left a miniscule chance of them having uniques. As things stand, I've got no quarrel with them as they offer close to zero worthwhile loot.
 

hivemind

Guest
I think enemy variety is pretty good now. Bandit/Evil dlc would be great. For brigandry the most needed bit I think is way to obtain food/supplies without buying them otherwise it's pretty much just expanding on the ability to attack "friendlies" that already exists and perhaps adding some events like being hunted by bounty hunters that like spawns a stack chasing u or something for extra flavor and content. Working for necromancers/hexens sounds cool but idk how they would implement it. Maybe add them as a faction and be able to interact with their lairs as with cities if you raise your rep enough(selling the stolen thingy, letting them kill the first born, some new ones maybe). They could also use it to expand on the whole Davkul thing the cultists are on about.

Other than that I honestly can't think of much that the game needs that wouldn't feel a bit bloated and unrelated to the core premise.
 

hivemind

Guest
byzantines would be jarring imo

some sort of proto-slavs living in the wilds in harmony with unholds and trees or migratory huns(turkic) would be the only other type of human "race" that would fit imo
 

Edija

Arcane
Patron
Joined
Nov 17, 2017
Messages
680
Location
The Dead City
Steve gets a Kidney but I don't even get a tag.
How are you supposed to deal with Alps, I just got totally destroyed by four of them on a 1 skull contract. And I was basically near midgame.

So, it's night, your archers won't hit. So scratch that. If you stay together most of your guys get afflicted by the sleep spell and you're fucked. If you spread out (and usually there are some alps in front of you and some behind you) your guys get the sleep too and there is no one near to wake them up. If you move as a group towards the alps they just run away. The only solution I can think of is dogs, but I had no dogs so fuck me.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,301
What can you do with poisoned apples and witch hair? I hoarded some of the stuff but have no crafting recipe with them unlocked.
 

Agame

Arcane
Patron
Joined
Mar 29, 2015
Messages
1,707
Location
I cum from a land down under
Insert Title Here
How are you supposed to deal with Alps, I just got totally destroyed by four of them on a 1 skull contract. And I was basically near midgame.

So, it's night, your archers won't hit. So scratch that. If you stay together most of your guys get afflicted by the sleep spell and you're fucked. If you spread out (and usually there are some alps in front of you and some behind you) your guys get the sleep too and there is no one near to wake them up. If you move as a group towards the alps they just run away. The only solution I can think of is dogs, but I had no dogs so fuck me.

Seems like bad design, from what has been said here dogs are the answer.
 

Edija

Arcane
Patron
Joined
Nov 17, 2017
Messages
680
Location
The Dead City
Steve gets a Kidney but I don't even get a tag.
How are you supposed to deal with Alps, I just got totally destroyed by four of them on a 1 skull contract. And I was basically near midgame.

So, it's night, your archers won't hit. So scratch that. If you stay together most of your guys get afflicted by the sleep spell and you're fucked. If you spread out (and usually there are some alps in front of you and some behind you) your guys get the sleep too and there is no one near to wake them up. If you move as a group towards the alps they just run away. The only solution I can think of is dogs, but I had no dogs so fuck me.

Seems like bad design, from what has been said here dogs are the answer.

How does the sleep shit even work, tied to resolve? Do high resolve characters resist it? Bad enough you won't have any for 90% of the game.
 
Unwanted

Soulstones

Unwanted
Joined
Dec 1, 2018
Messages
78
How are you supposed to deal with Alps
Walk them into the map wall.
Spread your 12 dudes 1 tile out, or just 2 front lines with 1 tile distance, wait out their sleep and wake up sequentially. Walk 2 tiles a turn, keeping formation so that you can always wake up everyone.
In my game everyone has Pathfinder so terrain is not a problem.
I fought 10 alps once, that was the limit that I could not control their sleep anymore without dogos.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,753
Do high resolve characters resist it?
My sarge was pretty much immune. Maybe if alp roll natural 20... But yes - in my first battle everyone died because i had no idea what i'm doing and he alone chased them around the map.
 

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