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Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
I was thinking
> DOUBT
You are too dumb to realize that I picked literally every offensive Perk there was, excpet Backstabber - and go ahead giving me tips on builds lol.
Also a cheater. Go larp with health regen somewhere else, noob. The audacity!


crippling strike really amazing if you utilize it right. Cut the sinews of two barbarian chosen
Except you cant really utilize it, because its random... You also need to be doing 22 HP dmg past 170 or 230 armor.

I wanted to know, where specific injuries come from. Turns out, its random, from a list, the bigger the list - the more randomness.
Of course not all injuries are created equal. I picked out some that I thought were strong.
One thing that stands out, is that Blunt Head trauma has the shortest list of 4 injuries. 2 of them super nasty.
But the injury threshold is 0.5 or 0.6.
So to headbang a Chosen with 130 hp you need to roll over 81 HP dmg past armor! With Crippling Strikes 130HP * 0.5_threshold * 0.66_cripplstrike * 1.25_head_malus == 54 HP dmg with Cripplign Strikes.
I was trying to stack mods to get as many Concussions as possible, that means Head Hunter and 1h blunt weapon to get more attacks in for more head hits to trigger.
Winged Mace with Duelist has up to 44 HP armor bypass. So we will never actually trigger a Concussion past armor with it, seems like... Need heavier shit.
///// INJURY EFFECTS /////
crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25
cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25
fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25
pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25
burnt_face.nut -- MeleeSkillMult *= 0.75;
burnt_hands.nut -- MeleeSkillMult *= 0.75;
deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50
pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25
deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50
smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50
fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60
severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50
broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50
split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50

injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25
cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25
broken_arm.nut -- DamageTotalMult *= 0.5; Cutti Body 50
split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50

burnt_face.nut -- MeleeDefenseMult *= 0.75;
deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50
fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25
pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25
cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25
fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60
severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50

crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50
broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25
split_nose.nut -- FatigueRecoveryRate -= 5;
pierced_cheek.nut -- FatigueRecoveryRate -= 3;

grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50

dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
inhaled_flames.nut -- ActionPoints -= 2;

///// INJURY SOURCE AND THRESHOLD /////
gt.Const.Injury.BluntBody <- [
fractured_hand", 0.25,
fractured_ribs", 0.25,
crushed_finger", 0.25,
fractured_elbow", 0.25,
sprained_ankle", 0.25,
bruised_leg", 0.25,
dislocated_shoulder", 0.5,
broken_arm", 0.5,
smashed_hand", 0.5,
broken_ribs", 0.5,
broken_leg", 0.5,
gt.Const.Injury.BluntHead <- [
broken_nose", 0.25,
severe_concussion", 0.5,
crushed_windpipe", 0.5,
fractured_skull", 0.6,
gt.Const.Injury.CuttingBody <- [
deep_abdominal_cut", 0.25,
cut_leg_muscles", 0.25,
cut_arm_sinew", 0.25,
cut_arm", 0.25,
cut_artery", 0.25,
exposed_ribs", 0.25,
split_shoulder", 0.5,
cut_achilles_tendon", 0.5,
split_hand", 0.5,
deep_chest_cut", 0.5,
gt.Const.Injury.CuttingHead <- [
ripped_ear", 0.25,
split_nose", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
deep_face_cut", 0.5,
cut_throat", 0.5,
gt.Const.Injury.PiercingBody <- [
pierced_leg_muscles", 0.25,
injured_shoulder", 0.25,
pierced_hand", 0.25,
pierced_chest", 0.25,
pierced_side", 0.25,
pierced_arm_muscles", 0.25,
grazed_kidney", 0.5,
pierced_lung", 0.5,
stabbed_guts", 0.5,
injured_knee_cap", 0.5,
gt.Const.Injury.PiercingHead <- [
ripped_ear", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
grazed_eye_socket", 0.5,
crushed_windpipe", 0.5,
gt.Const.Injury.BurningBody <- [
burnt_legs", 0.25,
burnt_hands", 0.5,
gt.Const.Injury.BurningHead <- [
burnt_face", 0.25,
inhaled_flames", 0.5,
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Fun is for plebs, it is not allowed.
Also, I was wrong about the winged mace, since we hunt for a head hit, max bypass is 44*1.5=66. Theoretically a concussion is possible but at that point the armor is probably stripped and bypass doesnt matter.

Duelist with just a military pick has a similar problem.
Wihtout duelist: First hit is 10 hp damage, half of footman armor is gone. Second hit is 10 hp dmg, all armor gone. Now duelist doesnt matter. Sum of 20 hp dmg.
WITH duelist: First hit is 10 hp damage, half of footman armor is gone. Second hit is 20 hp dmg, all armor gone. Now duelist doesnt matter. Sum of 30 hp dmg.
You gained 10 hp dmg before a full stip, whooptie doo... If you took Head hunter, you would even fare worse with Duelist since the hammer's fixed 10 hp bypass are not multiplied by 1.5 on head hits. You are bound to spread damage.

Added chance for specific injury to list, eg cut_arm_sinew is 1/6 on low 0.25 threshold to cutting hits to the body (if you roll above 0.5 dmg threshold, the chance drops to 1/10 but includes nastier injuries).
///// INJURY EFFECTS /////
crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25 1/6
cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25 1/6
fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25 1/6
pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25 1/6
burnt_face.nut -- MeleeSkillMult *= 0.75;
burnt_hands.nut -- MeleeSkillMult *= 0.75;
deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50 1/6
pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25 1/6
deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50 1/10
smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50 1/11
fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60 1/4
severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50 1/4
broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50 1/11
split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50 1/10

injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25 1/6
cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25 1/6
broken_arm.nut -- DamageTotalMult *= 0.5; Blunt Body 50 1/11
split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50 1/10

burnt_face.nut -- MeleeDefenseMult *= 0.75;
deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50 1/6
fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25 1/6
pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25 1/6
cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25 1/6
fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60 1/4
severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50 1/4

crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50 1/4
broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25 1/1
split_nose.nut -- FatigueRecoveryRate -= 5;
pierced_cheek.nut -- FatigueRecoveryRate -= 3;

grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50

dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
inhaled_flames.nut -- ActionPoints -= 2;

///// INJURY SOURCE AND THRESHOLD /////
gt.Const.Injury.BluntBody <- [
fractured_hand", 0.25,
fractured_ribs", 0.25,
crushed_finger", 0.25,
fractured_elbow", 0.25,
sprained_ankle", 0.25,
bruised_leg", 0.25,
dislocated_shoulder", 0.5,
broken_arm", 0.5,
smashed_hand", 0.5,
broken_ribs", 0.5,
broken_leg", 0.5,
gt.Const.Injury.BluntHead <- [
broken_nose", 0.25,
severe_concussion", 0.5,
crushed_windpipe", 0.5,
fractured_skull", 0.6,
gt.Const.Injury.CuttingBody <- [
deep_abdominal_cut", 0.25,
cut_leg_muscles", 0.25,
cut_arm_sinew", 0.25,
cut_arm", 0.25,
cut_artery", 0.25,
exposed_ribs", 0.25,
split_shoulder", 0.5,
cut_achilles_tendon", 0.5,
split_hand", 0.5,
deep_chest_cut", 0.5,
gt.Const.Injury.CuttingHead <- [
ripped_ear", 0.25,
split_nose", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
deep_face_cut", 0.5,
cut_throat", 0.5,
gt.Const.Injury.PiercingBody <- [
pierced_leg_muscles", 0.25,
injured_shoulder", 0.25,
pierced_hand", 0.25,
pierced_chest", 0.25,
pierced_side", 0.25,
pierced_arm_muscles", 0.25,
grazed_kidney", 0.5,
pierced_lung", 0.5,
stabbed_guts", 0.5,
injured_knee_cap", 0.5,
gt.Const.Injury.PiercingHead <- [
ripped_ear", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
grazed_eye_socket", 0.5,
crushed_windpipe", 0.5,
gt.Const.Injury.BurningBody <- [
burnt_legs", 0.25,
burnt_hands", 0.5,
gt.Const.Injury.BurningHead <- [
burnt_face", 0.25,
inhaled_flames", 0.5,
 

Lios

Cipher
Joined
Jun 17, 2014
Messages
436
Anyone played through a campaign with Manhunters Origin? Is it worh it?
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Tried to find a metric for which damage type is best
at reducing enemy meleeskill via injuries
in0qTmq.png


I assume 1.0 cth; 0.25 head chance; then I multiply the row, using the reverse for the threshold and melee attack multiplier.
Eg for arm muscle pierce:
1 * 0.75 * (1/6) * (1-0.25) * (1-0.8) = 0.0234375, which is a technically dimensionless metric (but can be viewed as a 2.34% drop in enemy melee attack, kinda)

The problem is the threshold number. It should approximate how probable you are to do HP damage above the threshold, to compare different threshold against each other.
Right now I take 0.75 for 0.25 threshold and 0.5 for 0.5 threshold BUT ingame the relation between thresholds is bigger than 0.75 vs 0.5 because of armor.
Eg vs 75 HP raider, with crippling stirkes:
you need 75*0.25*0.66=
13 hp damage to score a low threshold body injury
and
25 hp damage to overcome the 0.5 threshold.
But your bypass HP dmg does not roll 0 to 50. It rolls 0 to 10 for a noble sword... Up to 18 on morning star, 13 on handaxe, 8 boar spear. And thats not counting dmg reduction from remaining armor.
So the aggregate numbers for the 0.5 threshold injuries should be much lower, since those injuries need 2h weaps or naked opponents.

But overall it still looks like blunt trauma is the best way to reduce enemy melee skill.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
I used to run with several bows prior to BD, but afterwards I ended up with 3x http://www.bbplanner.xyz/?name=gunner/thrower&perks=IgQAAKim.

Having throws on gunners is just too sweet since they are both short ranged. I never needed to use xbows, since handgonnes have surprisingly high range when shooting downhill (which goes up uphill, fucks over goblins really hard).

Rest I didn't miss too much since you can pot up for hard fights and handgonnes are low FAT.

I understand it's tempting to go that way but then, your gunners would get all the kills (if you wait for the enemy ) or none if you rush them, I prefer when 2H bros are the star players.
Also, with Legends, you have an AoE which works perfectly with a crossbow, shooting one target and the one behind, with berserk, you can even use it twice every other turn...

Guns AoE is both their greatest strength and their greatest weakness.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
play game, they said
have fun, they said

You know what of a horde of unholds does when you try to outsmart them,
and show a frontline full of INDOM shield incels?
THEY FUCKING WAIT!
vZkFy4N.png

instead of charging
what? can they smell hardcore defense?

What kind of bersekers are these fags?

But your dogs have NO PROBLEM running into fire...

Retarded bullshit whereever you dare to look.

PS
eessWtB.png

they killed 11 of my dogs, i got 1, niiiice...

In before vazha with the "use nets" protip...
Have you figured out the multiplier, dumbo?
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
^ Dont have it, wish I had more billhooks.

This made them at least charge some of the tanks.
But had to use 1 net to focus 1 down that bypassed the frontline.
Maces were replaced with 2 tile range weaps in another attempt. You just cant show a single merc to them or they will throw and then the whole gimmick fall apart.
Also actually lighter armor on the INDOMs to get to 85+ fat so that you can cast INDOM ~5 times.
ZJNIa32.png

...and I still had to go full dog, all 12 armored hounds dead. But no deaths on my side.
If my backliners were actual backliners wtih Overwhelm than this might have been easier, but they are actually frontliner apprentices...

Going full shields, as against 3 schrats, is technically better but 6 unholds is too much for 12 people.
 
Last edited:

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,319
play game, they said
have fun, they said

You know what of a horde of unholds does when you try to outsmart them,
and show a frontline full of INDOM shield incels?
THEY FUCKING WAIT!
vZkFy4N.png

instead of charging
what? can they smell hardcore defense?

What kind of bersekers are these fags?

But your dogs have NO PROBLEM running into fire...

Retarded bullshit whereever you dare to look.

PS
eessWtB.png

they killed 11 of my dogs, i got 1, niiiice...

In before vazha with the "use nets" protip...
Have you figured out the multiplier, dumbo?
Try to give them nachwhatever ai by modding, otherwise this sounds very immersion breaking.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
Nah, not gonna mod this bitch until I'm done.
Well, if I had a mod that disables all animation, that would be godsent. Browsing interwebs until 40 dumbasses move is super fun.

why am i fighting with allied morans?
vZIQUgh.png


why is the asshole in the top right corner shooting my fucking guy
carrying a shield
doing a shieldwall
in cover
WHYA???????????
EwKc3ms.png
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,069
Somebody tell the whiny retard above that you dont use dogs vs unholds, its a sure way to make them all confident.

Kindly also mention that two-handed cleavers exist explicitly for Unhold & big beast-slaying purposes. Retard has none. Neither does the retard have any swordlances & warscythes, and instead is attacking unarmored health blobs with vs armor weapons.

Also give him his pills for verbal diarrhea, it looks like he skipped them for a couple of days now.
 
Last edited:
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
oh yeah baby
here is a save, mong
they are coming for you

you are not allowed to use dogs, since unholds get all confident
no perks spending for you, you have 3 cleavers, have fun, SHOULD BE EEEEZ FOR YOU

if you manage this without loses
you wont go to the iggy bin
otherwise im not reading your worthless captain-obvious idiot-grade advice

https://gofile.io/d/TIDLqV

gofile.io/d/TIDLqV

its a zipped save file, you do know how to extract them into your save directory, yes? you know where it is?

post vidya/screens and save post-win
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
you are not allowed to use dogs, since unholds get all confident
no perks spending for you, you have 3 cleavers, have fun, SHOULD BE EEEEZ FOR YOU

if you manage this without loses
you wont go to the iggy bin
otherwise im not reading your worthless captain-obvious idiot-grade advice

If you hired/leveled your bros like a watcher, how would he make a perfect with your gimped company ?
It's not just about this fight but how you got there that's all wrong...

Just check the code to see the difference between a wavering unhold and a confident one, looks like that's your thing, then you'll understand why you don't use dogs, or maybe just one + rotation to save a bro if there isn't any other solution.

Also, when going for a hard fight, just recruit some cannon fodder beforehand so your regular guys will stay alive, some shielded recruits are better than dogs.
 
Unwanted

Horvatii

Unwanted
Joined
Dec 15, 2019
Messages
563
If you hired/leveled your bros like a watcher, how would he make a perfect with your gimped company ?
It's not just about this fight but how you got there that's all wrong...
Like a watcher? there is nothing on them but matt/mdef/fat.
Also, I didnt lose a guy, he should be able to without dogs. Or shut the fuck up.
10 min fight tops. Should be eez, as stated.

difference between a wavering unhold and a confident one
I know how the bonuses work... But how about you take the save and trigger fleeing frost unholds there. You can give every dude I have Ferasome too! Then maybe you'll understand how and why you have to use dogs.

Also, when going for a hard fight, just recruit some cannon fodder beforehand so your regular guys will stay alive, some shielded recruits are better than dogs.
So that the cannon fodder becomes the source of Confidence for Unholds without provdiging any damage? WAT
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
762
Its even worse when it drop some extra good equipment at the start of the game.
 

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