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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
love the rp value of building up an alliance with one town for the entire game and then when they start getting ambushed roads I intentionally avoid helping them so I get like 10-20% better prices
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,356
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 got to kill the barbarian king, but I think I was incredible lucky. It was a two skull contract and his party consisted of himself, 2 drummers and 20 thralls(sex slaves?). My lone wolf cut through the thralls like he was harvesting wheat, and of course the 11 man entourage did their job too :) The king was a mean mother though, almost two shotted my lone wolf, but with some more luck he managed to dodge a fatal blow and eventually killed the king. Didn't get any cool loot though, but was a fun battle nonetheless.

giphy.gif
 
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Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,604
Strap Yourselves In Pathfinder: Wrath
My problem so far is that I am constantly thinking of subsequent playthroughs before I have even "finished" the current one. I just keep seeing aspects that I could have improved upon or made more efficient, such as trading, bro builds, recruit strategy, etc.

I recruited a monk, so that I could prevent my Hedge Knights from killing one another in a scripted event. Now I can safely field multiple Hedge Knights. Given the Lone Wolf Roster restriction, Hedge Knights and Squires appear to be good investments, albeit expensive. I do not know if it was bad luck or bad stats, but every frontline bro that was not a Hedge Knight or Squire died.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,079
Well my first impressions after not having played since release are quite positive. The new DLC have added some interesting content and make the game feel more fleshed out.

The issues that the game has always had are still there, but overall it feels freshened up and I am having fun. Looking forward to trying out some of the alternate starts, especially Lone Wolf and Cultists.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Is it just me or do armored unholds have less resolve than regular ones?
bz-5ce2bdf70be09.png

I think while they are allied to the barbarians, that they are more at risk for resolve breaks because killing the barbarians affects them too (tho if you feed a ton of dogs to the enemy, for example, they'll be more likely to morale-up as well since their teammates are doing the killing). Then, if you break them free, they're basically alone versus 2 hostile enemy groups.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Another little patch today:
Changelog for 1.3.0.17
  • Changed barbarian named armor and helmet base stats to be based on regular items, and no longer the heavier barbarian items, as to make for named loot of higher quality. Only applies to items generated after this update.
  • Fixed named Khopesh not working with Double Grip.
  • Fixed main menu components getting in the way of buttons with very low resolutions.
  • Fixed tooltip of opponents sometimes incorrectly displaying "Turn done" when in fact that opponent is merely waiting to act again later this turn.
  • Fixed issue with barbarian AI getting stuck under specific circumstances.
  • Fixed potentially incorrect button labels with 'Cultists' origin sacrifice event.
  • Fixed Antidote item not curing all stacks of poison.
  • Fixed various minor issues.
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
Finished my peasant militia campaign, day 140 or so after beating the greenskin invasion as the first crisis. I kinda wanted to keep playing after the first crisis, but the seed was shit and leveling people when you have 16 of them is a slog. Didn't fight the barbarians that much, but a reaver with a 2h mace almost oneshottet a lvl 9 bro. Didn't have the heaviest armor, so I think that was okay. Still, they do on average more damage than an orc warrior, probably on par with orc zerkers. Most cities where in the south, which made travelling to the north quite a hassle, because there were only 3 castles there and two villages which where located so far away from everything else I just went there once for the ambition to visit every location. 3 harbors all in the south, but one wasn't connected to any other location because the map cut off directly below it.

I have to say, I don't like how the maps are generated. You can have a good one, an easy one even, but sometimes the maps just suck major ass. I don't necessarily want a map that throws everything your way, but it would be nice if the distribution of villages/towns/castles/citadels was a bit more even. Some maps are even outright unplayable with certain starts, if you play the barbarian start for example but the southern most faction only has one castle, you can reroll your map as soon as you start. I also don't like how recruiting works, too many people with nonsensical talent stars. I think I might use the try out mod for the next run. It makes things easier, yes, but the hassle of hiring and firing 10 guys to find a decent one is just annoying tbh. Not to mention they leave their shitty gear in your inventory, cluttering everything up. And if it's an expensive recruit that has shit stars, well, enjoy your several thousand crowns down the drain. It really doesn't add anything besides the need to gather more money so you can pull the lever on the slot machine again. I'd also like if poisons and other consumables would be purchasable, that would allow for some more builds I think. Crafting spider poison isn't that viable, because they didn't drop that shit for me, spider silk all day every day. This makes the poison so rare you don't actually use it at all. I think the devs need to sit down and understand that RNG isn't the solution for every single aspect of the game.
 
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Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,542
Location
The Eye of Terror
Is there any purpose in killing donkeys when you're raiding caravans, since the game lists them as enemies?
No there isn't
Yes there is. I once failed a 'go kill that caravan from a rival noble house and leave no one alive' mission because I hadn't killed the donkey and the noble quest giver concluded that this donkey was going to tell everyone what happened.:negative:

It was a while ago though, so it might not be the case anymore.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Is there any purpose in killing donkeys when you're raiding caravans, since the game lists them as enemies?
No there isn't
Yes there is. I once failed a 'go kill that caravan from a rival noble house and leave no one alive' mission because I hadn't killed the donkey and the noble quest giver concluded that this donkey was going to tell everyone what happened.:negative:

It was a while ago though, so it might not be the case anymore.
Sorry as I added later, if you elect to kill all "runners" you gotta kill the donkeys too indeed
 

Wintermute

Augur
Patron
Joined
Jul 29, 2008
Messages
300
Location
Cyberspace
A Beautifully Desolate Campaign
Actually, if you elect to kill runners, you can hit the white flag at any point afterward and it won't retreat, it will just end the encounter.

If the quest says no survivors, donkeys gotta die.
 

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