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

AwesomeButton

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I'm looking for some advice on strategy. At what point would you say your company is ready to switch from fighting human enemies to fighting monsters and undead? Around what level? Around the time when you are equipped with what kind of armor? By what ingame day # do you recruit all 12 people?

I am at day 54 in my Vet/Vet campaign in the greddydevs seed. My company is made up of 9 men, one of which shoots an arbalet, one carries the standard and uses it from the second line. Everyone but two are equipped with some kind of mail shirts (two 'basic' - 115 armor, the others are 'worn' - 110 armor). Two have leather lamellar armor (95 armor). Everyone on the front line has a helmet or rusty mail coif. The standard-bearer and crossbowman wear full aketon caps. I have two people which are halway from level 5. Two are already level 5. The rest are one combat away from leveling up to level 5.

I've fought Nachzehrers twice, but the rest of the time, I fight brigands, thieves, etc, because I'm hunting for equipment, and because I'm afraid the overall levels of resolve are not high enough to go after Unholds for example.

I am moving between villages and cities, trading and looking for one-skull jobs. Whenever I take a two-skull job, it still seems to be very hard. Is there something I'm missing, that I should be doing?
 

Teut Busnet

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I heard BB scales with the number of Bros (up to 12). I would go to 12 Bros once you can afford to equip them with similar gear to what you already have, mail shirts and metal helmets at a minimum. (At day 54 that shouldn't be much of a problem.)

Once you have all mail at the front, you should be able to take the two skull 'Hunt down what terrorizes X' contracts, level five Bros seem perfectly fine for that also. Personally, I hate the one talking specifically about 'Webknechts in the forest' - it's always an ambush and gets a bit chaotic. Unholds can certainly be taken on before, but if you want to play it safe, wait until you have 150 or even 210 armor. Lindwurms - stay away until you really want to get their stuff for your lategame armor, it's not worth it otherwise.

When do you attack undead? I guess that depends on the kind of undead mostly. (Armored) Wiedergaengers from the start, Geists when you have a good sergeant (or two), Necros - when you are fighting on a relatively open field and you can snipe them, or when you feel ready to hack his minions down until the path is clear. Undead Legion I'd leave for later, lvl 8+ Bros, mostly two-handed weapons and 250 +armor.

What is your resolve? I aim for 40+ for the back, 55+ for the fronline. With necklaces and the Bannerbonus that seems to be fine.

You seem to be light on ranged options, will you hire more archers?
 

Tigranes

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Small groups of nachzehrers are honestly easier for me than bandit raiders, and I celebrate the easy XP when I see them as a fledgling party. Dire wolves & spiders become similar fodder around, I don't know, level 5.

I'd say generally that if you're comfortable with bandit raider-heavy parties (or other challenges like beating a bandit archer heavy party in unfavourable terrain / during the day), then you're ready to beat up on Orc Youngs and the like.

9 dudes at day 54 on level 5 seems pretty slow - and time matters in this game because it might mean that you're burning a lot of food/medicine/wages while not really getting a lot of profit/XP gain per day. The company needs to ride a higher power curve to beat the overhead. As Teut Busnet says you should be able to get 12 bros on decent armour - I'd say 100+ is enough to go up against skeleton-only parties, dire wolves, sometimes goblins (depends on terrain/composition/etc), even a few orc youngs.

Which monster types are easy to beat up on depends on your style & party. I like archers and light-ish armour and shields, so my party tends to struggle with stronger undead compositions but do fine with dire wolves or unholds, etc.
 

Vilain Joueur

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I just wanted to get back on a matter that was raised before, with contracts involving locations removing their loot.
Now that we can access the code, it's easy to double check.
If you take the destroy_orc_camp_contract for example, this piece of code can be found:

If you link this to this bit in contract (which is included in each contract script),

you can conclude that difficulty level 1 and 2 will clear the loot but not difficulty level 3. For more details, you can check said files.
As for, this.Contract.m.Destination.getTags().get("IsEventLocation") it should always be false (it may be code that was added first but ended up not being used).

Can other named items appear after the loot has been cleared? Apparently not because they spawn with locations and contracts involving locations use existing ones. From the location file:
 
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AwesomeButton

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9 dudes at day 54 on level 5 seems pretty slow - and time matters in this game because it might mean that you're burning a lot of food/medicine/wages while not really getting a lot of profit/XP gain per day. The company needs to ride a higher power curve to beat the overhead. As Teut Busnet says you should be able to get 12 bros on decent armour - I'd say 100+ is enough to go up against skeleton-only parties, dire wolves, sometimes goblins (depends on terrain/composition/etc), even a few orc youngs.
I agree day 54 at level 5 is slow, but I was having really bad luck finding one skull contracts, and still am actually. I don't know if greddydevs has changed due to patching, but it doesn't feel that balanced to me in terms of how settlements are positioned and what type they are.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
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I've actually would've preferred getting the loot.
 

Reinhardt

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YES! At last there is mod for inventory expansion on nexus! Now, with this and bigger world i can start proper trade empire run!:dance:
 

Sarissofoi

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I'm looking for some advice on strategy. At what point would you say your company is ready to switch from fighting human enemies to fighting monsters and undead? Around what level? Around the time when you are equipped with what kind of armor? By what ingame day # do you recruit all 12 people?

You can delay scaling or crisis as long as you go with 8 people or less. It quite interesting to be honest - especially if you don't keep level too low.
Anyway Undead(no Ancient Dead) as anything that have no ghosts or Necromancers you can try tackle from beggining - armored wiedergangers are good supply of both armors and helmets and even weapons. SIngle Fallen Hero shouldn't be a big problem - still he could be a source of heavy armor and weapon. Just finish quickly all trash zombies and stun/shieldblock all dangerous ones. Necromancer can be risky unless you kill him fast. GHosts can be deadly early even if you have rally the troops.
Ancient Dead don't really offer anything decent early. Their shields are fine and helmets look pretty cool but that is all. Armnors are worse and weapons are on par with what you can get from raide3rs(but even more fragile). Still they look pretty cool - too bad you cannot remake them into shiny ones - but wait for some mods.
Monsters can be tackled early - thing is tehy are not really that profitable - outside contracts. You can beat bigger ones if yoiu use heavy maces - as their debuff is really great to weaken targeted ones and shieldmans to tie the rest. If you have axes you can take Shrats rather easily(if it is like two). Poison helps greatly against Unholds. Thing is drops are not really great and you are just better fighting bandits.
Orcs - the young one and occasional warrior are kind of risky but bers can murder your guys with lucky hit. Goblins don't drop anything worthy really.
I mean its the old problem - bandits are the most economically vaible enemy - best drops taht are usuable by your company and easiest to kill(relativly) - you can also sell their weapons for good coin.

you can conclude that difficulty level 1 and 2 will clear the loot but not difficulty level 3. For more details, you can check said files.
Well that was know for some time but its nice to confirm.
 

Reinhardt

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With big world mod map is yuuuuge. Even with maximum zoom out wild lands area is completely gray. Fightingfinding ork invasion will be epic journey.
Installed almost everything - craft, bigger inventory, 18 sisters.
 

BrotherJayne

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So, the average level of your party members is part of the difficulty calculation... and the impact of party size caps at 12... so I think I'm going to go with 12 main dudes, and have 6 level 1's in reserve xD
 

Tigranes

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What's the point of sitting there gaming the algorithm when the whole point of the game is to have a challenge?
 

BrotherJayne

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No clue. I'd like to actually "finish" a game, myself. Currently I am running around living hand to mouth on day 30 or so, and unable to afford any spare mouths, so lets see if I even make it to that point (The difficulty for me seems to go wonky around 2 or 3 months in)
 

Tigranes

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I was responding to BrotherJayne.

Rolling with 8 to limit the scaling, I don't know if it's more challenging or interesting as I haven't tried it.
 

Thane Solus

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wow Alps are even more retarded now, spawn nighmaters, and if you dont have like 4-5 dogs, one mistake and you get people dead. Map generator is still the biggest POS ever, actually i think is worse than before. 20 tries for a fucking stupid map... I am starting to think that they should ve left the game alone, and move to the next, cause besides a few events and some unique, pretty shit things, that are not balanced or just too minor to care. (maybe they are only a few people working on thesee updates, which make sense, to get some extra income)

thanks god for mods ey? the simplest things that could've been fixed by just reading the feedback...
 
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AwesomeButton

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Yeah, the geopolitics of the RNG map is the biggest factor deciding how fun your game will be.
 

Thane Solus

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Yeah, the geopolitics of the RNG map is the biggest factor deciding how fun your game will be.

+ trade, how far are each city is, what type of cities and etc. Its like no proper algorithm in, like this X faction has 1 walled city/or citadel +1 stronghold/or woodhall + 3-5 villages(each of certain type), put this close to the main cities/stronghold, preferably the main cities in the middle of them, add 1-2 to add or substract, dont put the things too far from each other, but not to cloose, repeat for each faction... The luck then remains for only on rolls for generating resources spots at the villages.

Now the generator spawns half of the time 2 factions or 3 factions broken, like having 3 cities, and 1 useless village, or lots of villagers no citadel or stronghold etc, main city is like 200 miles from the villages etc, its just a random mess, and since the speed of travel is small, you waste days (which go in difficulty) just by getting some things on the other part of the map. Yes later you can use ships, until then you are fucked. Enjoy! Those 20 rolls of maps. Some, play random maps, and just move from settlement to settlement just for getting quest, and rarely to sell some.

Luckily we got some mods now, so yeah...
 

Thane Solus

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maybe they are only a few people working on thesee updates, which make sense, to get some extra income
Nigga, they are all like 3 people.

That i am starting understand. Poor guys, they only sold around 200k copies :)) (at 20 Euro average).

Getting a few good people part-time/third party working on DLCs, while they working on the second sci fi project, would be nice, but that would be too much i guess. Still, they deserve the credit for awesome combat and art direction, the rest... well they left it unfinished, but still a good game, compared to what we get these days, still that doesn't mean, i have be blind and dont notice some of his major flaws.
 
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AwesomeButton

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Sure, I would be glad if it could be a turn based 2D Mount and Blade, but for me it's fun even as it is, and I'm far from having explored everything. I discovered I can make a necklace out of Nachzerer teeth today. I put it on one of the wildmen in my group, really suits him.
 

Reinhardt

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Poor guys, they only sold around 200k copies :)) (at 20 Euro average).
For 5 years work. In Germany.
And where did you get those numbers?
It costs ~20$ here with beasts and exploration dlc included. Not everyone got supporter edition. And i don't think they sold that many copies.
I think BB was profitable enough for indie game but not even close to the levels of something like Darkest Dungeon which sold millions.
 
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AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I still feel like I'm missing something important when playing BB. It's day 103 and my guys are just stepping into lvl 6.

I can't easily find 1-skull contracts in the early game. If I take lvl 2 contracts too early, I'll suffer injuries and casualties which will take me out of the game for a few days until eveyrone is healed. My observation is that caravan and courier contracts don't pay well, in addition to not bringing in any XP. The best contracts seem to be two-skull ones for around 1000 crowns which involve beasts. Around lvl 5, two unholds seem to be almost easy, if I use throwing nets. Overall, I can't find a way to generate money and xp fast enough.
 

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