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

Edija

Arcane
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Nov 17, 2017
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677
Location
The Dead City
Steve gets a Kidney but I don't even get a tag.
Post 'em

Day 81
Northern Raiders Start

zwXVS4d.jpg


Graphic representation of the game killing Roger

:mixedemotions:
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,162
Kek first time I have ever seen somebody killed by a caravan hand and a beheading to boot.
 

Teut Busnet

Cipher
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Dec 31, 2016
Messages
975
Codex Year of the Donut
I question the decision to make 'Indominable' pretty much mandatory for every Bro that regularly has direct contact with the enemy while simultaneously nerfing it, tbh.

Orcs, Unholds, hordes of Chosen, etc.

Do you just make more tanks? What about the dps then?
 

hivemind

Cipher
Patron
Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
i question my decision to get blinding migraine two days before my final

i know this is offtopic and nobody cares but i dontgive afuck
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
I question the decision to make 'Indominable' pretty much mandatory for every Bro that regularly has direct contact with the enemy while simultaneously nerfing it, tbh.

Orcs, Unholds, hordes of Chosen, etc.

Do you just make more tanks? What about the dps then?
It's the same problem any other game that relies on a certain mechanic has, you need to balance the whole thing around it. The bigguns aren't balanced for any build, they're balanced around a specific build. For unholds and orcs you NEED indom because of their displacement abilities. Barb damage was probably balanced against a bro with indom active, too. Indom is too strong, which makes it mandatory, which introduces a power creep into the game. The high damage attacks from late game enemies make the RNG even worse. There's no tactic, no gear that you can use to reduce the effect bad luck will eventually have on your bros. If you can't reliably beat barbarians without taking horrible losses even when you're into the ultra late game, people obviously won't bother with them. I mean even if goblins and brigands can be very annoying late game due to mass archers, at least you can out-archer them. Not a very interesting way to play, granted, but at least there's a counter to it. Barbarians not so much, because they don't have any real weaknesses. They have insane stats across the board, I'd argue they'd be more dangerous than orcs even without adrenaline and rotate.

Wouldn't be so bad if it wouldn't take so long to find a replacement (RNG in starting stats and stars) and to re-level the replacement. But losing a high level brother always feels like a chore instead of a punishment because you just see the grind you need to go through agian. Even with the try out mod the gold you spend until you find a suitable recruit is considerable if you're unlucky.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Apr 24, 2015
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
bz-5ceaa3931503e.png

I was somewhat worried about hostile merc or noble troops attack while preparing for natczherer alp mission.

edit.
senility
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Restarted yesterday with lone wolf and went solo until about level 8, after which I slowly started acquiring only elite bros (level 2+ hiresS). Somehow the seed was done in a way that all the contracts down south were human thugs, so great times decapitating three in a single stroke etc, and really wasn't too much trouble. Helps that dude had iron lung.

Now I'm guessing the first crisis is about to start, and I'm at ten people. I really enjoyed slowly building it up and having a smaller party - you have to be more detail oriented and careful.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,079
I rolled a new game using the Barbarian start and decided to spec my starting guys as berserkers. So far the perk progression is Student + Adrenaline + Crippling Strikes + Executioner and the results have been pretty impressive. My strategy has been to control distance and let the enemy close the gap to one space away, then use Adrenaline to get off three attacks in a row.

The main weakness to this is undead since they don't suffer from injury or morale effects, but it kicks ass against humans and I expect it will have success against greenskins as well, especially once I get better armor and can transition everyone to 2H weapons.
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
370
When you're limited to 12 bros, what are the best backgrounds to take in terms of the utility of their events versus how useful they'll be to you in fights?

For my part, I'd want to pick up a Caravan Hand, a Monk, a Squire, Bowyer, and a Bastard at the very least (the first four for their events and because the Monk makes a good Sergeant, the Bastard because I've never gotten an Assassin and I live in hope). That's half your slots, counting your Lone Wolf. Beyond that I guess I'd stick with traditional heavy hitters - Farmhands and Brawlers at the low end of the economic scale, Sellswords and Swordsmasters/Hedge Knights at the high end, a couple of Hunters for extra ranged ability. Maybe a Killer on the Run if I'm feeling lucky and I find a nice unique 1h axe or flail or something.
 
Joined
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Location
Milan, Italy
Restarted yesterday with lone wolf and went solo until about level 8, after which I slowly started acquiring only elite bros (level 2+ hiresS). Somehow the seed was done in a way that all the contracts down south were human thugs, so great times decapitating three in a single stroke etc, and really wasn't too much trouble. Helps that dude had iron lung.

Now I'm guessing the first crisis is about to start, and I'm at ten people. I really enjoyed slowly building it up and having a smaller party - you have to be more detail oriented and careful.
Sounds like the narration of my very current Lone Wolf playthrough.
I have it saved at something like 160 days and I'm attempting a Beast Slayers one.
Have to say Beast slayers are a bit underwhelming as a start. It seems to me that their malus (+10% prices) greatly outweights the weak benefits (50% more monster drops and tracking with a larger range).
They basically have just a cool Geraldo Riveira icon map going in their favor.
 
Joined
Jun 6, 2010
Messages
2,388
Location
Milan, Italy
When you're limited to 12 bros, what are the best backgrounds to take in terms of the utility of their events versus how useful they'll be to you in fights?
Good hunters for ranged units, a good adventurous noble as a bannerman and then hedge knights, swordmasters, assassins and sellswords as top guys.
In the end if you are lucky enough with stat rolls/stars/unique traits, basically anything from Squire/caravan Hand going up should work.
 

hivemind

Cipher
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Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
hunters = cuckoldry(ranged is gay)
recruiting chars for events = cuckoldry(events don't actually ever do anything and aren't worth it)
swordmasters = cukoldry(aging)
hedge knights = cuckoldry(mog you in front of the rest of your men, just lol if u think your special snowflake commander or autistic mary sue lone wolf don't get overshadowed by chad hedge knights)
trying out feature = cuckoldry(little baby afraid of negative traits?)
not sending anyone with less than 3 starts in at least 2 relevant categories to their instant death against the legions of the dead or the monstrous while wearing nothing but a juggler hat and a spear = cuckoldry (wasting wages on useless "people" - if they survive without an injury you can keep using them tho)

ultimately the only chad way to play is to recruit only brawlers, militia and melon fuckers(to style on nerds) and test them all by trials of blood and iron
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
I tend to favour high fatigue dudes with attack/def, sometimes to the detriment of resolve etc. Jugglers and Jesters & Thieves are nice cheap picks for people that can be useful very quickly (though not very sturdy), and then Sellswords and Hedge Knights with a couple of Bowyers for more expensive types.

In standard playthroughs I'd usually just fill up with Apprentices, Brawlers, too.
 

34scell

Augur
Joined
Apr 6, 2014
Messages
384
I'm thinking of dumping fatigue altogether and getting all miners. Just swarm the enemy in bad terrain with pathfinder and polearm.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
Apr 24, 2015
Messages
20,860
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/?appids=365360
Changelog for 1.3.0.19
  • Changed named item stat generation numbers slightly to create higher quality named items in general, and better light and medium armors in particular. Only applies to items generated after this update.
  • Changed value of most beast trophies to be higher.
  • Fixed potentially wrong starting XP of characters in 'Deserter' origin.
  • Fixed 'Gash' skill used for attacks of opportunity instead of 'Slash' skill.
  • Fixed visual glitch when a disarmed character's shield is hit.
  • Fixed world map generator failing on some rare map seeds that result in little water.
  • Fixed issue with 'Lone Wolf' origin when having two hedge knights in the roster and no other backgrounds.
  • Fixed various minor issues.
 

hivemind

Cipher
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Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
feel like maybe lone wolf or barbarians tbh

merchant start is too easy and the rest maybe too gimmicky
 

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