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

hivemind

Cipher
Patron
Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
nothing can be done beyond like releasing DLCs that bait people into playing for another 10-15 hours to explore the new content

the game is ultimately fundamentally flawed and nothing can be done to remedy that
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,233
nothing can be done beyond like releasing DLCs that bait people into playing for another 10-15 hours to explore the new content

the game is ultimately fundamentally flawed and nothing can be done to remedy that

It's a good, fun game. People expecting to throw away 500 hours at it without losing interest are simply being unrealistic. Sure it has flaws, but no game doesn't.

I'm clocking over 80 hours and will certainly play more once this and (hopefully) more dlcs come out. It was well worth the money. Don't remember the last game that managed to keep me hooked so long.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,914
I think the game could be made much better by lowering the consequences of losing guys in battle to encourage less conservative playstyles. It also desperately needs some basic qol stuff like faster time skips and not taking 40 seconds to end a round where nobody does anything.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
767
This thread
reeeeeeeeeeeeeeeeeeee.jpg

Autistic screeching x21
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
What does BB do that makes losing more interesting than any comparable game? The game actually rewards perfectionism more than most games, so it ends up like King's Bounty, where losing any troops at all ends up hurting you disproportionately (because of the huge bonus for no loss fights). Except King's Bounty is less grindy and more diverse.
BB doesn't directly reward you for losing party members, of course, but sometimes it's a price to pay for winning a very tough battle. In one fight one of my guys was struck down and lost an eye and I had to accept it because I fought it 6 or 7 times and that's the best I could do. In another fight I lost a bro (31 orcs, many berserkers and warriors, one leader) but gained a unique. I fought this fight many times but couldn't beat it without losing at least one guy.

Fortunately, it's relatively easy to level up a new recruit to level 10 as he can rely on his tougher bros. Plus, once you have more money, you can afford to be get a guy with much better stats (including defense, which new teams tend to neglect) so once he's level 10, he will be a much better replacement and the extra levels (past 10) don't mean that much and odds are his stats will still be higher.
 

Teut Busnet

Cipher
Patron
Joined
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Messages
975
Codex Year of the Donut
What does BB do that makes losing more interesting than any comparable game? The game actually rewards perfectionism more than most games, so it ends up like King's Bounty, where losing any troops at all ends up hurting you disproportionately (because of the huge bonus for no loss fights). Except King's Bounty is less grindy and more diverse.
BB doesn't directly reward you for losing party members, of course, but sometimes it's a price to pay for winning a very tough battle. In one fight one of my guys was struck down and lost an eye and I had to accept it because I fought it 6 or 7 times and that's the best I could do. In another fight I lost a bro (31 orcs, many berserkers and warriors, one leader) but gained a unique. I fought this fight many times but couldn't beat it without losing at least one guy.

Fortunately, it's relatively easy to level up a new recruit to level 10 as he can rely on his tougher bros. Plus, once you have more money, you can afford to be get a guy with much better stats (including defense, which new teams tend to neglect) so once he's level 10, he will be a much better replacement and the extra levels (past 10) don't mean that much and odds are his stats will still be higher.
Without Training for the XP boost it will take a Bro about 50 fights to get to lvl 11. About 40 with heavy use of the 'Veterans Hall'.

That still translates to double-digit hours of gameplay.

I'm not necessarily saying it should be quicker - because BB is by no means the 'Meatgrinder' some claim and a loss of a Veteran Bro should hurt - but I don't think you can call it 'relatively easy'.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Also, I would argue that if you are a seasoned party taking in a new bro, and you've got yourself a great background bro with good gear ready to go because you can afford it, you don't need to wait until level 11 for him to start pulling his weight - I've found that around level 5 he can take care of himself, and soon after he can come along to even the tougher fights. It's not like a later game party is always fighting 5 unholds and 20 necrosavants every time, after all.

Sure, maybe another tier of expensive high level recruits might be the way to go, but it's never been my experience where you lose one bro and you spend 20 hours just grinding.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Agree. With good starting stats and 2-3 stars in the weapon skill the new recruit will start kicking ass around level 5, especially if you give him a long reach weapon and let him hide behind the tougher bros. The gear isn't a huge factor by that time but good skills are worth the extra effort.
 

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
Yeah, bringing a bunch of nets is great and all, but it's not like I fucking chose to be in the fight. And since my guys that normally had 80% chance to hit had about 50%, daggers would have had about 10% hit chance. No way in hell that would have worked. Never mind trying to wear him down with one guy at a time when he's two shotting people and using a weapon he can swing twice in one turn. Realistically what I needed was about half a dozen stacks of overwhelm. Or in other words, like another 30 fucking days of levelling up, at which point I can only assume the game would throw at me 6 hedge knights and some necromancers instead.

Is this maybe a case of improper expectations? BB is very roguelike in its attitude toward progression. You're expected to deal with getting your nuts crushed by a steel vise that came from a direction you had no idea about multiple times. The result should theoretically be that you slowly build an inner library of institutional knowledge that you then use to grab the vise, reverse it, and (with immense pleasure) apply it to the game's nuts. In the Codex's case, you also have the immense privilege of having that library already built for you, so long as you're willing to do some minor trawling through the thread :D.

Played on its own terms I don't feel the argument "I didn't know what to do in X situation after 2-3 tries" is legitimate. To circle back to this specific example: yes, it sucks when you first start encountering the super-killers of the game; Hedge Knights, Orc Warlords, Necrosavants, Lindwurms and so on. But the idea is you figure out either (1) intuitively or (2) by ramming your head repeatedly against the brick wall, what each of their achilles heels are. And with the possible exception of Lindwurms (and the definite exception of Alps... I agree 100% with you here, they're fucking terrible post-rework), I assure you that each and every one of them have those heels.

Full disclosure: the latter method, above, is what I have done throughout this game. I just don't have the head for immediately grasping, say, powerful skill synergies, or for lateral thinking (it took me dozens of hours of playtime to learn how powerful nets and eagles are, for instance). But I love this type of game, so I ended up enjoying all that "wasted time" immensely. If you don't enjoy that kind of inching, incremental progress, keep at it for a bit longer. It seems like an acquired taste, maybe it'll grow on you (it grew on like new stuff or whatever? for example
love.png
). And if not (I hate to say this because it almost invariably comes off as patronising and sneering), maybe the game's just not for you.

Here is a walkthrough on dealing with Hedge Knights. Not because I don't think you can figure it out, but because I really enjoy spreading the Gospel of Shivving.
(1) Equip all of your frontline bros with daggers in their belts. Weapon tier doesn't matter.
(2) Equip all of your frontline bros with nets in their offhand, or their belt if they're 2h wielders. Reinforced Nets are a bonus, but not necessary.
(3) Make netting the Hedge Knight a priority throughout the fight. Start by having your 1h bros throw their nets and then pop their shields on. And I mean, every single 1h should be throwing if needed. And every 2h.
(4) Deal with everything else while you keep the Hedge Knight more or less locked down (this can of course sometimes go hilariously awry but whatever).
(5) Surround (and I mean literally, fill all 6 tiles with your bros) the Hedge Knight with bros and bring out the knives once you have dominance in the fight. Not everyone needs to be dead, but as long as you feel you can control the rest of the combatants you should be moving into this stage.
(6) Start shanking.
The beauty of dealing with HKs this way is that you don't need super high Melee Attack to make it work. Just the basic flanking bonus from that many bros ensures a 10% overall bonus to hit chance (-20% for pierce, +30% for five flankers). If you have a couple backstabbers it's even more ridiculous. And that's before counting in negative morale bonii! A surrounded NPC, even a HK, will start hemorrhaging morale once the HP starts dropping. And the net gives the AI paroxysms... half the time rather than trying to eliminate you, the HK will be using all actions to attempt to break free. If he breaks out, no problem... re-net and repeat.

Two major takeaways: a dagger horde, even an ad-hoc one without full dagger talent kits or high melee attack, can be absolutely vicious against a high priority human target (HK, Bandit Leaders, Blademasters). So every melee bro should have a dagger, even a shitty one, without exception. More importantly, nets are game changers on almost every type of enemy. Whenever possible you should have a net for each and every one of your melee bros, and if you can fit it, 1-2 for your archers as well. If you go on the roads with nets and daggers, I guarantee you'll start seeing 60+ day runs with no problem at all. The combo is that powerful.

Do a couple more runs with that in mind and see if your attitude about the game changes.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,233
Should be a few weeks away then I guess.

Weird, I thought this was a much smaller dlc in comparison to b&e. Maybe they decided to add more than originally planned and it got bigger. I'm sure all agree that is a good thing.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
767
Should be a few weeks away then I guess.

Weird, I thought this was a much smaller dlc in comparison to b&e. Maybe they decided to add more than originally planned and it got bigger. I'm sure all agree that is a good thing.

Another fall to OVERHYPE secret tactics. Nobody expect that. Its not like it happen before or they put any leads anywhere like in company name.
all_i_got_was_this_lopusy_pile_of_coin.jpg
Also my loot from defeating 21 screaming Codexian autists. I expect nothing and still were disappointed.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,914
The thing is, while playing roguelike games, the draw is that the earlygame is new and interesting each time. That isn't the case in this- you're not going to find some game changing equipment or party member. At best you might find a town that gives you a good trade route or easy access to cheap tools or dogs or something, but that's really just a straight up benefit, because you want all those things in every party anyways. The only thing that really changes is which missions you get, but there's really no change in gameplay between fighting some thugs you had to chase vs fighting some thugs that jumped a caravan vs fighting some thugs in a shitty hideout. Fighting zombies might be somewhat different from spiders or direwolves, but it's not like I have any real option to find those missions anyways and probably half the missions don't even give you a hint as to what you're going to fight until combat starts, so you have to be super generalized instead of making some quirky specialty party that is great vs spiders and wolves or whatever, not that you can even afford to try with such poor availability of characters and gear. The differences between characters are laughably small, especially at low levels before their growth kicks in and they have some perks. Equipment is the same every time too. Whats the difference between a mace and a flail and a sword? Basically nothing. The flail can cheapshot hatless dudes and the mace is especially crap because it has no accuracy bonuses. Woo. It feels like I'm just grinding up money and the individual items and characters are meaningless. None of my parties felt like they had any identity to them, no story to tell. They all had basically the same spread of weapons, maybe one had a couple more flails and another had a couple more swords or pikes. Did finding an early tier 4 axe mean I was able to go on a bandit hunting spree and kill dudes with shields especially well? No. I still took whatever random ass missions I got fed at the few towns that were worth gaining rep with because waiting around for better missions is a terrible idea.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
767
Yea. I agree. The most memorable and to be honest only character is Hoggart and that is all. Lore suck ass nothing really interesting - its based on generic themes plus krauts so it destined to fail anyway.
Power creep is real and to even use some setups you need perks and stats even more than costly equipment - FAT and Accuracy is the king. Early game is mostly the same and twists that happen drown in grinding anyway. And still early game is most fun.
If you turn off settlement destruction nothing you do really matter.
To be honest if not recently hacked in modding possibilities I would ditch this game long time ago.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,471
There basically one way to make early game different. Raid settlements and stay hostile to two the entire campaign. Bandits are easiest group in game so everything should just about work. gear setup does matter...Having 2 orc greataxes is like having 2 guys with rocket launchers. Its great against stuff like orcs early but extremely risky against goblins wolf riders and falls off tiny bit late game. Game never advertised itself as a rogue like.
 

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
15,914
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.
 

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