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

Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Just ran past brigands fighting a company - perfect time to dagger me something.

Made a rule of thumb comparsion between a dagger going all-puncture and a boar spear.
The assumption is 80 acc vs 150 armor.
Spear hits all attacks and reaches 72 hp damage after 6 attacks, costing 60 fatigue.
Dagger punctures for 25 dmg and should kill a human in 6 attacks, 65% of them landing -> ~75+ hp dmg. But 120 fat cost.
(mistake in the table, spear dmg should be 30, ingame its 32.5 but 30 is a better rule of thumb)
NFkVBOB.png


So 3 people should on avr dagger a guy in a turn.
 

rado907

Savant
Joined
Apr 23, 2015
Messages
249
Cane back to this game for the first time since it came out, and it's very nice now. The DLC's nail it. Feels much more complete and steady with them. Big kudos to the devs.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
contract.nut
function getReputationToPaymentMult()
{
local r = this.Math.minf(2.5999999, this.Math.maxf(1.35, this.Math.pow(this.Math.maxf(0, 0.003 * this.World.Assets.getBusinessReputation()), 0.39)));
return r * this.Const.Difficulty.PaymentMult[this.World.Assets.getEconomicDifficulty()];
}
Reputation increase does nothing until you hit 800 rep... fugn bullshit
6XDPzqV.png
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,048
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Bardiche is my favorite new weapon so far. Having the best single target attack (split man), the best multi target attack (split) and a shield break makes it clearly the most versatile 2H weapon in the game.

I have been experimenting with going for a injury focused build on every offensive bro but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier. Crippling Strikes + Executioner is great on crossbows and back liners but taking it too early on your ace 2H bros is pointless.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
The Undead crisis is the only required argument to never take crippling strikes and executioner on anyone... Thats 2 perks of painful deadweight.

but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier
Why would it make it a lot easier? 20 hp dmg from a dagger is already an injury threshhold.
And 20% more damage from executioner is 24 vs 20 hp on an already dying raider...
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:
 

Rieser

Scholar
Joined
Oct 10, 2018
Messages
322
Bardiche is my favorite new weapon so far. Having the best single target attack (split man), the best multi target attack (split) and a shield break makes it clearly the most versatile 2H weapon in the game.

I have been experimenting with going for a injury focused build on every offensive bro but I haven't noticed much benefit from it besides making daggering nomads and bandits a lot easier. Crippling Strikes + Executioner is great on crossbows and back liners but taking it too early on your ace 2H bros is pointless.

The bardiche has been in for over a year. It is nice, though. I'm not sure about Split being the best multi-target attack. Surely that'd be Reap for polearm and Round Swing for proper melee? I'd also argue that the greatsword is a more versatile weapon.

Crippling Strikes + Executioner doesn't give much value over other choices early on, no. Can be useful later. Throwers in particular become really damn deadly with it. They're already getting damage spikes with Duelist and Throwing Mastery, and adding the Crippling Strikes + Executioner combo on top of that hurts a fucking lot.

Overall I'd say Crippling Strikes is a solid pickup on 2h melee dudes, while Executioner is probably not worth.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
Rounds swing is often not usable, rarely hits close to it's full potential and has low hit chance. Split is the only attack that lets you reach the enemy backline. Split is also great against the front line from the flank.
 

Serious_Business

Best Poster on the Codex
Joined
Aug 21, 2007
Messages
3,957
Location
Frown Town
So. As good sense requires, you must barber every brother to the smiling one - and name your company "The Smiling Men". This is only appropriate.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:

What about a fencer and exceptional ranged support ?
That's how i annihilate regular noble troops, the fencer waits then flanks the enemy and often can attack on turn one and hits the halberdiers and crossbowmen on turn 2 while the ranged units wait and pick priority targets after the enemy shieldwall has charged, the main goal being the banner-man so half the remaining troops are demoralized by turn 2/3.


Rounds swing is often not usable, rarely hits close to it's full potential and has low hit chance. Split is the only attack that lets you reach the enemy backline. Split is also great against the front line from the flank.

I don't like round swing that much either, the only way to make it work is on one overpowered unit (Lonewolf or Berserker Legends start for example) because being completely surrounded by backstabbers sucks, even with underdog and you have to break formation so nobody's gets in the way.
Besides, the enemy is less inclined to surround you if you find yourself a rock where to make your stand.

On the other hand, split is often extremely useful and the other Bardiche attack is overpowered.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
The new eastern cities armies are :negative:. If they don't have gunners, its like fighting anicent legionaries but with nimble and a ton of hp.

And if they have gunners i found it impossible to win with non-devastating losses unless i don't let them land like any shots (one gunner shooting one bro is fine, one gunner shooting my closely packed shieldwall + backline = gg, and they usualy have 3 gunners if at all). I've managed to win sometimes (on 20th reload :negative:) by having one or two bros with twohanders and high melee def flank from the each side and try to catch the gunners while they are catching up to the enemy frontline, which is chasing my retreating frontline. Having a dog and rotation is mandatory for additional manuverability. :shittydog:

What about a fencer and exceptional ranged support ?
That's how i annihilate regular noble troops, the fencer waits then flanks the enemy and often can attack on turn one and hits the halberdiers and crossbowmen on turn 2 while the ranged units wait and pick priority targets after the enemy shieldwall has charged, the main goal being the banner-man so half the remaining troops are demoralized by turn 2/3.
Maybe if the fencer is a swordmaster with three starts in melee defense or something. Otherwise he'll get rekt after killing one gunner i imagine.

Having a bunch of long\cross bowmen and focusing down the gunners could work i guess, its just that they are not very effective against non-gunner eastern troops since they have some crazy ranged defense(possibly anticipation perk) and almost never get wounded due to nimble.

I've had like 4 bros with nimble or heavy armor and various two-handed weapons, one dude with a whip, my own gunner, a sergeant, swordlancer + 4 shield bros with flails mostly (nomads and eastern city troops constantly drop three-headed flails). Mostly level 6-7, level 9-11 for twohanders.
 
Last edited:
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
2 and a half grand, worth it?
a4uww1b.png


edit

Yeah, fakk it, all money gone but this is an endgame dudebro. And since arena is basically free fucking money (800 each for 3 snakes, 3 hyenas, 2 nomads lol).

I mean there is a gladiator for literally over 9000! 62 melee attack, no stars lol and 35 resolve wtf.
Gee, his 155 armor and 200 helmet are sooo worth it!
 
Last edited:

thekdawg21

Augur
Joined
Mar 10, 2009
Messages
231
Location
Atlantic City, NJ
Project: Eternity
2 and a half grand, worth it?


edit

Yeah, fakk it, all money gone but this is an endgame dudebro. And since arena is basically free fucking money (800 each for 3 snakes, 3 hyenas, 2 nomads lol).

I mean there is a gladiator for literally over 9000! 62 melee attack, no stars lol and 35 resolve wtf.
Gee, his 155 armor and 200 helmet are sooo worth it!

If he gets good mdef rolls, use him as a dodge/nimble duelist. He'll have great melee attack
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Rounds swing is often not usable, rarely hits close to it's full potential and has low hit chance. Split is the only attack that lets you reach the enemy backline. Split is also great against the front line from the flank.

Reap is great for taking out backlines if you're willing to put yourself on the front line (rotate helps).
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
Yeah, fakk it, all money gone but this is an endgame dudebro. And since arena is basically free fucking money (800 each for 3 snakes, 3 hyenas, 2 nomads lol).
Arena fights get harder later on. Also took part in some kind of tournament once, it was 3 fights in a row vs the same 3(or 4, dont remember) bros with no possiblility of healing or repairing armor between the fights. The first one was some sepents or hyenas, then some iffrits and the last one: 3 brigand raiders, a hedge knight and a swordmaster. And i didn't bring any nets. :rage:
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
If you want to ensure that the enemy always comes to you, just put slings or bows in everyone's backpack. The AI will think you are massing archers on them and charge you.
Proofs. Its not in the script, that I see. Wont work for bows without ammo.

Arena fights get harder later on.
First 5 fights are free moneyz though. After 15 you'll see champs.
Every 5th fight you can win a piece of gladiator gear.

Random notes:
SurviveWithInjuryChance = 33 // actually super high
InitiativeAfterWaitMult = 0.75 // bullshit
MinDamageToApplyBleeding = 6 // tooltips on cleavers are lying, maybe
MoodChange <- {
BrotherDied = 0.25, // better to die in combat
BrotherDismissed = 0.5, // than dismiss without pay
VeteranDismissed = 1.0,
BattleWon = 0.35, // die in combat and win? -> profit!
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Also, the ambition to win a fight vs 12 enemies gives you an extra 150 rep for no reason lel.
Kill 16 slaves in uprising contract: 100 rep for ambition and 150 for the vs12 fight and 25 for the contract and 5 for won fight -> turbo profit!1
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
The Scavenger seems to be recovering about 1% of armor destroyed. So, 10 raiders in 100 mail will get you back 10 tools, or about 100 bucks... Need to fight 30 fights like that to get 3000 gold back.
rWIf6oC.png

EDIT
no, actually between 0.5 and 1 percent. So 7.5 tools for 1000 armor.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Why would anyone figiht ifrits? Those fuckers dont drop anything, except injuries for everyone...
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Maybe if the fencer is a swordmaster with three starts in melee defense or something. Otherwise he'll get rekt after killing one gunner i imagine.

Having a bunch of long\cross bowmen and focusing down the gunners could work i guess, its just that they are not very effective against non-gunner eastern troops since they have some crazy ranged defense(possibly anticipation perk) and almost never get wounded due to nimble.

I've had like 4 bros with nimble or heavy armor and various two-handed weapons, one dude with a whip, my own gunner, a sergeant, swordlancer + 4 shield bros with flails mostly (nomads and eastern city troops constantly drop three-headed flails). Mostly level 6-7, level 9-11 for twohanders.

With dodge, fencers have a very good defense on turn 1/2, i don't remember any ranged enemy ever attacking them as long as they're not wounded.
Of course, their third most important stat if mdef, after attack/ini and with a decent amount of HP.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
Arena tournaments made me lose to the will to play. They're just objectively unfair.
 

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