Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
Acid blood for that colonial marine feel. I hate lindwürms.
Is there any effective way to deal with stacks of 5+ wurms?
Besides hiding behind allied army/mercenary units.

What happens if you get them stuck on 2-3 dedicated tanks then kill with reach weapons and ranged?
Less reliable now when tails too seem to have attack with 2 hex range.
True but it's still doable.
 

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
It's still doable with only 5.

It gets harder in a non-linear way as the numbers go up, you have trouble locking down all of them with tanks and you have trouble relieving tanks that get into trouble. If they focus on a non tank he can die really quick.

4-5 isn't too bad with good gear and playing peasant militia, but once they scaled beyond that I started avoiding them as it seemed like the risk outweighed the reward.

I'd be curious to see someone who plays into the late game fight 8 of them.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
I agree with you, even with the numbers (4 is the most wurms that i want to see at the same time) but that's on ironman. However if you remove risk from the equation, you can probably do more. Maybe even 8 you mentioned. Without losing half of you bros. But i'm just theorising here. I don't intend to find out - unless at the end of a campaign maybe.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
bros...

legend is so much fun.......
At this moment i prefer playing vanilla with the new dlc. And when legends will be updated to include it - i'll play some more.
I didn't play enough to make my mind about legends. However i certainly welcome the changes in perk trees, make things fresh and more varied when it comes to builds. Only when you get a bro with stars + high initiative/health + low fatigue and the only defensive option is battleforged it becomes annoying. If only some perks didn't look so underwhelming.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,157
My impressions:

I'm nearing day 80 with the anatomist origin. Events and flavor are great. Had terrible luck with recruits so far and the few decent ones I had died... so believe it or not I'm just with the 3 starting bros, all 3 grinded to veteran levels by now. I did save scum to keep them in particular alive. Thankfully crisis hasn't triggered yet, it probably will once I hire some bros again.

Mutagens are indeed quite OP

Hexe mutagen for instance gives back all damage to the attacker. Necrosavant mutagen regenerates hp when you proc bleed on enemies(essentially making you a vampire?). Unhold gives you hp regeneration of 10 per round. Several of the mutagens lower fatigue cost for skills or increase damage output - alone they might not seem like much but in the right build they synergize immensely. Ditto for the ones that confer resistances.

Each of my anatomists has 3 to 4 mutagens as of now. Once you reach that point disease time starts becoming really crippling(10 days or even more with 25% penalty on every single stat), so I'm saving many potions for potentially good recruits.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
My impressions:

I'm nearing day 80 with the anatomist origin. Events and flavor are great. Had terrible luck with recruits so far and the few decent ones I had died... so believe it or not I'm just with the 3 starting bros, all 3 grinded to veteran levels by now. I did save scum to keep them in particular alive. Thankfully crisis hasn't triggered yet, it probably will once I hire some bros again.

Mutagens are indeed quite OP

Hexe mutagen for instance gives back all damage to the attacker. Necrosavant mutagen regenerates hp when you proc bleed on enemies(essentially making you a vampire?). Unhold gives you hp regeneration of 10 per round. Several of the mutagens lower fatigue cost for skills or increase damage output - alone they might not seem like much but in the right build they synergize immensely. Ditto for the ones that confer resistances.

Each of my anatomists has 3 to 4 mutagens as of now. Once you reach that point disease time starts becoming really crippling(10 days or even more with 25% penalty on every single stat), so I'm saving many potions for potentially good recruits.
10 days mid/late game doesn't seem that crippling to me when you have 16+ bros with reserves but if you have 3 bros then it sure is. Good luck with the crisis.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Magic Origins submod is already up to date to work with the free DLC.

But it requires the next Legends update...
I don't think it's going to take very long for them to update if the team has some time to spare right now, doesn't seem to have a lot of mod breaking mechanism.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
redpill me on the magic origins submod

Hexe Origin
You'll start with an elder hexe and charm your way through the game, you have a temporary charm but also a permanent one, with a lesser accuracy depending on your mind attribute, you target's and multiple other factors like morale, wounds, surrounded, etc.
Boss enemies from legends are extremely hard to charm.
Other than this, it's a pokemon for grown ups.

Magic Trio
3 magic skills per mage type (there is 5) from elemental damage to debuff with some aoe and summon skills, it really changes the gameplay the most and is extremely fun, can also recruit some hexe (less powerful than the origin one) through firstborn events.

He's now working on a undead origin which is fairly advanced and fully playable but i didn't.

All these origins add multiple features, runes, now named staffs with an attached skill, events, droppable pets like bears or cats, encounters, easter egg origins through special seeds*.

*Like a Kraken origin
*Or starting the Hexe origin with Jirok as a pet.

I didn't play any of these.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,157
Thots gonna thot bros

A5kJBcyr84SW.png
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,693
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/app/365360/view/5243884519637596010
Update 1.5.0.10
Some balance fine-tuning and fixes for things reported over the weekend.

  • Changed sickness times for imbibing anatomist potions to be slightly lower, as to make taking anatomist potions in the early parts of a campaign, when the Anatomist origin is at its weakest, less punishing.
  • Changed Orc Berserker anatomist potion to no longer trigger off of indirect damage, like from the Bleeding status effect.
  • Changed damage of Berserk Chain to 50-100, up from 40-100.
  • Fixed an issue where the Webknecht anatomist potion wasn't preventing an effect it should have.
  • Fixed the Oath of Distinction incorrectly granting experience for kills performed by wardogs.
  • Fixed several minor issues and typos with new events.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
https://store.steampowered.com/news/app/365360/view/5243884519637596010
Update 1.5.0.10
Some balance fine-tuning and fixes for things reported over the weekend.

  • Changed sickness times for imbibing anatomist potions to be slightly lower, as to make taking anatomist potions in the early parts of a campaign, when the Anatomist origin is at its weakest, less punishing.
  • Changed Orc Berserker anatomist potion to no longer trigger off of indirect damage, like from the Bleeding status effect.
  • Changed damage of Berserk Chain to 50-100, up from 40-100.
  • Fixed an issue where the Webknecht anatomist potion wasn't preventing an effect it should have.
  • Fixed the Oath of Distinction incorrectly granting experience for kills performed by wardogs.
  • Fixed several minor issues and typos with new events.
I like this one. I know, i know, it is almost negligible but i was thinking that this weapon could use a buff myself lately.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
Is there any effective way to deal with stacks of 5+ wurms?
Besides hiding behind allied army/mercenary units.

Depending on the terrain, it's possible.

I remember doing it with a "small" party of 12/14 once against 5/6 lindwurms in a forest map.
Well, my main character was a Berserker (nimble + nudist = Nimble²) and tanked 2 of them while the rest of the brutes were killing lindwurms one by one and the archers were playing hide and seek with the rest.

The Berserker almost died, finally killed one when the troop came to his rescue and i had to rotate extract him.
Good thing he survived since he was the main character.

nimble + nudist = Nimble² - I saw that in Legends but didn't have an occasion to play with it. I says something about "two stacks" of nimble. How does it work? The damage to health is multiplied by 0,4 and then again by 0,4 before being applied? In other words you take only 0,16 of health damage at a cost of not having any armour at all? Or is it something else? Sounds OP, is it OP?
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,113
Is there any effective way to deal with stacks of 5+ wurms?
Besides hiding behind allied army/mercenary units.

Depending on the terrain, it's possible.

I remember doing it with a "small" party of 12/14 once against 5/6 lindwurms in a forest map.
Well, my main character was a Berserker (nimble + nudist = Nimble²) and tanked 2 of them while the rest of the brutes were killing lindwurms one by one and the archers were playing hide and seek with the rest.

The Berserker almost died, finally killed one when the troop came to his rescue and i had to rotate extract him.
Good thing he survived since he was the main character.

nimble + nudist = Nimble² - I saw that in Legends but didn't have an occasion to play with it. I says something about "two stacks" of nimble. How does it work? The damage to health is multiplied by 0,4 and then again by 0,4 before being applied? In other words you take only 0,16 of health damage at a cost of not having any armour at all? Or is it something else? Sounds OP, is it OP?

Berserk used to be OP but I think they've nerfed it.

I remember steamrolling everything with a solo nudist berserker in an old version of the mod.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Berserk used to be OP but I think they've nerfed it.

I remember steamrolling everything with a solo nudist berserker in an old version of the mod.

The "improved fearsome" perk used to be overpowered, you could make 2/3 of the enemies flee in one AoE swing against low hp enemies like goblins, spiders, nachos or bandits.
It never worked significantly against bloated ones like lindwurms though.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
2,113
The "improved fearsome" perk used to be overpowered, you could make 2/3 of the enemies flee in one AoE swing against low hp enemies like goblins, spiders, nachos or bandits.
It never worked significantly against bloated ones like lindwurms though.
Wasn't rage that was nerfed? Last time I've tried it felt weaker.

I don't really remember my build besides picking nimble, nudist and rage.

Only enemy I recall having some trouble going against was necrosavant because of bleeding.

Enviado de meu SM-G780G usando o Tapatalk
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
The "improved fearsome" perk used to be overpowered, you could make 2/3 of the enemies flee in one AoE swing against low hp enemies like goblins, spiders, nachos or bandits.
It never worked significantly against bloated ones like lindwurms though.
Wasn't rage that was nerfed? Last time I've tried it felt weaker.

I don't really remember my build besides picking nimble, nudist and rage.

Enviado de meu SM-G780G usando o Tapatalk
I would run if an enraged barbarian berserker attacked me - naked. Even if i was a hardened mercenary.
The build being overpowered seems "realistic".
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Maybe rage was nerfed as well, i have no idea but there is multiple other ways to increase damage now, particularly if you play with PTR to get new perks.

Anyway, I like the berserker as much as the next guy but there is many other interesting starters and i've played my share of berserker so, until someone makes it fresh, i'm not playing berserk again.
I keep hoping for a mission (barbarian prisoner escort i think) where i can hire a berserk on every single run though but it never happens.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Are there any whips in Legends with 2 tile range like in vanilla?

I never use whips but vanilla weapons aren't modified, as far as I know, there's just more weapons, like pole flails (single target reach 2H flail with reduced AP cost)

I think I remember 3 tiles whips though from an old dawkul run.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
Damn, Legends is really great and greatly annoying at the same time.
I find a cheap bro with very good stats: decent health, amazing initiative, decent matt and mdef, bad fatigue. Yeah, this will be a great nimble overwhelm dagger. Or something nimble overwhelm anyway. Looking at perk tree: colossus = no, but i could do without, he will be more squishy that's all. Nimble = no, that's not good but maybe i could try with medium armour. Overwhelm = no, fuuuuuuck...
You definitely need to either hire even more people in Legends than in vanilla or just try to work with what you have. A bro with good stats will be decent even if not in the optimum role.
Overall, I like the fact that two bros are even less likely to be same than in vanilla but otoh vanilla is a bit less annoying when it comes to recruiting.
 

hivemind

Cipher
Patron
Pretty Princess
Joined
Feb 6, 2019
Messages
2,386
is it just me btw or is this game like literally eyestrain fuel
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom