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

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,347
They made the ifrit/efreet look like some random earth elemental instead of depicting him as an evil fiery spirit.

decline.png
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
975
Codex Year of the Donut
- Gets Barb King quest
- kk, it's the second one I get in this playthrough, they pay well and are amusing to do
- Hey it's just like 11 barbs and the King, this one is going to be easy
- Wait, why I get a choice
- "Are you willing to go with us to kill Ancient Undeads, then we're going to dump this place"
- "ok"
- and now it's me and a shitton of barbs against 30+ Ancient Undeads, a Priest, and several Honour Guards

I'll never complain again about all missions feeling samey
I had this happen once when the King only brought 18 thralls with him.

We wandered for days into the middle of the wilderness, far away from civilization. In the fight, all the thralls were quickly slaughtered, trying to block pikes and crypt cleavers with their bare chests. The king didn't do much either, so my company took a heavy beating, most suffered wounds and my armor was destroyed.

When we finally made it back to a settlement, all my Bros were angry because they didn't eat for two days and the whole mess cost me three times more than what the contract was worth. Yay!
 

trimethylsilyl

Educated
Joined
Jul 8, 2017
Messages
91
Location
xXx420xXx
I just met my first band of goblins (4 archers, 4 cavalry and 4 infantry) and holy fuck were they annoying. On the bright side I was finally able to kill off one of my filler bros.
 
Self-Ejected

RNGsus

Self-Ejected
Joined
Apr 29, 2011
Messages
8,106
They made the ifrit/efreet look like some random earth elemental instead of depicting him as an evil fiery spirit.

decline.png
Yeah, its uninspired. Here's what wikipedo says about them:

The word ifrit derives from the Quran, but only as an epithet and not to designate a specific type of demon.[2][4] The term itself is not found in pre-Islamic Arabic poetry, although variants such as ifriya and ifr are recorded prior to the Quran.[4] Traditionally, Arab philologists trace the derivation of the word to عفر (ʻafara, "to rub with dust" or "to roll into dust").[3][5] It is further used to describe sly, malicious, wicked and cunning characteristics.[6] Some Western philologists suggest a foreign origin of the word and attribute it to Middle Persian afritan which corresponds to Modern Persian آفريدن (to create), but this is regarded as unlikely by others.[4] In folklore, the term developed into a designation of a specific class of demon, though most Islamic scholarly traditions regard the term as an adjective.[5][4] These popular beliefs were elaborated in works such as in Al-Ibshihi's [ar] Mustatraf. They became identified either as a dangerous kind of demon (shayatin) preying on women, or as spirits of the dead.[4]

In Islamic folklore the afarit became a class of chthonic spirits, inhabiting the layers of the seven earths,[13][14] generally ruthless and wicked, formed out of smoke and fire. But despite their negative depictions and affiliation to the nether regions, afarit are not fundamentally evil on a moral plane; they might even carry out God's purpose. Such obligations can nevertheless be ruthless, such as obligation to blood vengeance and avenging murder.[3] An ifrit can further be bound to a sorcerer, if summoned.[8]
A desert spirit preying on women and avenging murders, this thing is boring. More like a merchant's golem.
 

Dayyālu

Arcane
Joined
Jul 1, 2012
Messages
4,646
Location
Shaper Crypt
I had this happen once when the King only brought 18 thralls with him.

I was lucky, the retinue here was all Reavers and Chosen. They pretty much blew a hole in the undead line while I was desperately trying to keep up and keep their flanks clear, while the King beelined for the Undead Priest. When a Ancient Undead formation collapses it's done for good.

PLnFBX7.jpg


How I am supposed to take barb contracts after this?
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Not that different from schrats and schrats are not hard if you are prepared. I don't know how difficult they are to kill, but at least it straight killing time and not some alp fuckery.

If you are prepared, not much is really hard.
I find new Alps quite easy to deal with, 2H bros and fencers 1 shot them almost all the time (the seer from legend too with his missile attack) but it might be just me barely (or not at all) using shieldbros.

Aside from the Kraken, here's my painful encounters list :

Lindwurms > Schrats > Orcs Warlords > Chosen/Orcs Warriors > Wieldergangers (it's endless, they bore me to death)

Legends Mod

By the way, the legends mod now add a lot of Boss monsters for each races, like a white wolf, a demon alp (summoning some kind of area napalm cloud and some shadows inside), a redback spider (didn't fight this one) and so on, even fought a bear which was a hexen familiar (unhold amount of health but with 2H sword attacks)

The mod is stable, didn't have any bug (events bug and ambitions fixed, perks too), they also "fixed" the random skill trees so there is one common part for each background and some random traits (agile, light armor, etc. ) adding their own perks.

It's still slightly annoying (i like to have berserk and pathfinder on every bro) but manageable.

The additional content makes the game fun even after hitting level 11 and you still gain perks (every 5 level and every 2 for your main character) which helps against the increased difficulty.
 
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Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
http://battlebrothersgame.com/dev-blog-126-alchemy/



DEV BLOG #126: ALCHEMY
After last week’s introduction of a new opponent to get crushed by, this week is about a new building found only in the southern city states, new alchemical contraptions coming with the ‘Blazing Deserts’ DLC, as well as changes to existing potions. There’s a lot to cover, so let’s start!

The Alchemist

Travel south as far as your feet can carry you and you’ll come upon a strange land where the sun reigns eternal. These lands are not ruled by houses of nobility, but dotted with magnificent cities that govern themselves. Here, the rulers are patrons of art and of science. And because alchemy is an important science of the medieval ages, it is here and nowhere else that you’ll find the new Alchemist building.


Naturally, the Alchemist feels right at home with decoctions, philters and elixirs, so if you own the ‘Beasts & Exploration’ DLC, he’ll have a varying selection of potions to sell you without you having to craft them. More importantly, however, the Alchemist has several things on offer that are entirely new to the game. One of them will be introduced with its very own dev blog in the coming weeks, while the others are what we’re taking a closer look at today. They’re essentially throwable bombs.

The Fire Pot

A fire pot is highly combustible liquid inside a ceramic pot, intended to be thrown, that will shatter on impact and set an area of seven tiles ablaze with searing flames for several turns. It works similarly to the ‘Miasma’ tile effect of Ancient Priests in that everyone ending their turn inside the burning area will take damage. Unlike ‘Miasma’, however, the fire doesn’t ignore armor but melts first armor and then flesh. It can also inflict entirely new injuries, such as burnt hands or legs.


Wood burns pretty well, so Schrats take double damage from fire, but Ifrits, being living rocks forged by the fire of the eternal sun, are unaffected by it. Not only are Fire Pots effective against tight formations of opponents, but they can also prove an effective way to deny access to tiles or funnel opponents towards a particular part of the map. That being said, some select opponents will make use of Fire Pots themselves!

The Smoke Pot

A smoke pot is throwable pottery as well, but instead of fire it quickly creates a dense cloud of thick smoke on impact. Inside this cloud of seven tiles, zones of control no longer work, and all characters can move freely without incurring attacks of opportunity. Useful for repositioning during battle, but also to cover retreat when you’re already engaged.


Additionally, the thick cloud of smoke also protects against ranged attacks. Anyone inside the area covered with smoke is harder to hit, but also has a harder time seeing clear and hitting any targets outside the area themselves with ranged weaponry. The Smoke Pot can thus provide valuable protection against ranged-heavy enemy compositions for a limited time, but at the cost of limiting the effectiveness of your own ranged characters as well.

The Flash Pot

The flash pot is filled with mysterious powders that react violently on impact to create a bright flash and loud bang, dazing anyone not immune within an area of seven tiles. Because the ‘Dazed’ status effect was already a bit too dominant even before the Flash Pot, it’s going to be slightly weaker with the 1.4 update, but applying it to a whole group of opponents at once can still make for a huge swing in how the battle goes. Careful, though, as all these alchemical marvels can affect both friend and foe alike!


Potions

Introduced with the ‘Beasts & Exploration’ DLC, the Taxidermist allows the player to craft various items from beast trophies, among them potions. With the upcoming 1.4 update, many potions are going to work a bit differently.

In their current incarnation, many potions tend to be somewhat hard to use because of their restrictions; they can only be used in combat, they can not be used while engaged in melee, they cost action points to use, and their effects only last a couple of turns. We’re changing them to be strategic tools that are used on the world map and no longer during combat, and their effects to last for the whole next battle. Imagine you’re about to engage an enemy at night – part of your preparations for battle could now be to have your archers drink a ‘Night Vision Elixir’ before battle starts in order for them to be deadly even under the pale light of the moon. If you’re about to engage Geists, you might want to have a key character drink a ‘Lionheart Potion’ instead in order to bolster their resolve. Preparation is key!


At the same time, antidote now not only removes any stacks of poison, but also grants immunity to poison for several turns. This means that you’ll no longer end up in situations where you spend your antidote to cure a character only to end up poisoned again the very next turn. You can choose to make preemptive use of it, or you can wait to use it until you’ve actually been poisoned, just as before. Unlike potions, however, it’s still usable in combat, because you can neither know beforehand who’s going to need it most, nor can you be expected to inoculate every single one of your characters. The full list of changes to potions and other consumables will be part of the changelog posted once the update is released.
 
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vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
I'm not sure about the Pots. They sound like not-magic - I hope they don't change the feel of the game.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
975
Codex Year of the Donut
That sounds as if existing 'Legendary' locations will get quite a bit easier.

Just firebomb everything.

Hm.
 

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