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

Darth Canoli

Arcane
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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
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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

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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
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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.
 

Serus

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Are there any whips in Legends with 2 tile range like in vanilla?
 

Darth Canoli

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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

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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.
 
Joined
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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.
At least the tryout option tells you what perks they have.
 

Darth Canoli

Arcane
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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.

Many people were complaining about this and hoped for a way to add perk trees through the training hall or another building.
It was probably too hard to code so we got the breditor submod instead, just like BB edit but for Legends and submods and integrated in game.

At first, you don't use it but each subsequent Legends run makes it more appealing.
 

Serus

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How much initiative do one need in Legends on initiative builds? I have an estimate how many is needed to go faster than some common enemies in vanilla but in legends, i'm not sure. I'm levelling only one initiative bro so far because i don't want to kill promising bros going initiative and then discovering it is not enough.
I'm in my first "serious" game and didn't even reach level 11 so far with any bros.
 

Jrpgfan

Erudite
Joined
Feb 7, 2016
Messages
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Anyone who played or are playing oathtakers, did you find more than one oathtaker to recruit?

I've found one at the beginning of the game but haven't seen another one so far.
 

Darth Canoli

Arcane
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How much initiative do one need in Legends on initiative builds? I have an estimate how many is needed to go faster than some common enemies in vanilla but in legends, i'm not sure. I'm levelling only one initiative bro so far because i don't want to kill promising bros going initiative and then discovering it is not enough.
I'm in my first "serious" game and didn't even reach level 11 so far with any bros.

Keep in mind there is an initiative trinket made from hollenhunds. (+10 or +15 initiative and a potion for a temporary initiative buff)
200 is the maximum useful damage for fencers.

Around 15X you'll be faster than anything but some champions and white direwolves.
Don't bother having anyone faster than white direwolves except if you have a real plan behind it.
 

Ibbz

Augur
Joined
Jun 20, 2002
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Darth Canoli

Arcane
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Did you find the Ancient Wisdom perk to actually do anything? I've taken it on two of my savants and they still take damage as normal it seems.

Never played this one, just liked the idea and shared the mod here.
I might try it once the legends patch is out though.
It'll probably be updated once Legends is out as the author is an hyperactive Legend's team member.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
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Battle Brothers comic released with this freeDLC is excellent! Just excellent. Short, well drawn, dark, witty and makes you think about life. Both Anatomists and OathTakers appear. Main character is young gravedigger
 

Serus

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How much initiative do one need in Legends on initiative builds? I have an estimate how many is needed to go faster than some common enemies in vanilla but in legends, i'm not sure. I'm levelling only one initiative bro so far because i don't want to kill promising bros going initiative and then discovering it is not enough.
I'm in my first "serious" game and didn't even reach level 11 so far with any bros.

Keep in mind there is an initiative trinket made from hollenhunds. (+10 or +15 initiative and a potion for a temporary initiative buff)
200 is the maximum useful damage for fencers.

Around 15X you'll be faster than anything but some champions and white direwolves.
Don't bother having anyone faster than white direwolves except if you have a real plan behind it.
It doesn't seem that different from Vanilla then. Except those white direwolves thing. Also it seems to me that an initiative build can be made on medium armour, with good enough bro. You only lose like 10-15 initiative with the skill from medium armour tree that gives some initiative back.
In general i like that there is a third option other than battleforged and nimble.
 

Darth Canoli

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I think Master archers, Assassins and blade dancers might also have around 15X init, let's say 16X and you'll really be faster than anything but some champs and white direwolves.
Frenzied direwolves are also quite fast, i'm not sure how fast, they're faster than in vanilla, i stopped making init builds.
Legendary difficulty might add the initiative perk to some enemies as well.

Yes, the third option is interesting but the PTR submod makes it even better, way more complex too.
 
Last edited:

Serus

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I think Master archers, Assassins and blade dancers might also have around 15X init, let's say 16X and you'll really be faster than anything but some champs and white direwolves.
Frenzied direwolves are also quite fast, i'm not sure how fast, they're faster than in vanilla, i stopped making init builds.
Legendary difficulty might add the initiative perk to some enemies as well.

Yes, the third option is interesting but the PTR submod makes it even better, way more complex too.
Really? Stopped completely? There so many perks that work only with high initiative. Overwhelm from vanilla is obvious and always useful. Dodge is the same. Then there are Legends perk, for example one that compares initiative with the enemy and reduces damage depending on how much you are ahead. Seems a good perk. And then going first is sometimes useful too. Since the requirements are not much bigger than vanilla i don't really see reason to stop initiative builds. But i'm still relatively early in game and play expert not legendary. So far my one initiative bro is going first before almost anything (expect direwolfs i think). But i haven't met any "advanced" enemies except some southern bandit leaders but with ~130 ini at the start of battle i was always going first.

As to PTR making it more complex. Will see that complexity in Legends soon, PTR is going in. With complexity always come tons of bugs. Will see.
 

Darth Canoli

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Really? Stopped completely? There so many perks that work only with high initiative. Overwhelm from vanilla is obvious and always useful. Dodge is the same. Then there are Legends perk, for example one that compares initiative with the enemy and reduces damage depending on how much you are ahead. Seems a good perk. And then going first is sometimes useful too. Since the requirements are not much bigger than vanilla i don't really see reason to stop initiative builds. But i'm still relatively early in game and play expert not legendary. So far my one initiative bro is going first before almost anything (expect direwolfs i think). But i haven't met any "advanced" enemies except some southern bandit leaders but with ~130 ini at the start of battle i was always going first.

As to PTR making it more complex. Will see that complexity in Legends soon, PTR is going in. With complexity always come tons of bugs. Will see.

No, I mean I stopped making real initiative builds (150+), I got bored with fencers and the extra initiative can be used elsewhere, light units with 100-120 init + eventually dodge are still a thing (or 130 for some archers).
As for the perk you mentioned, I thought it was a PTR perk, anyway, it's good but it's current ini so it's unreliable at best and requires the perk halving fatigue debuff to ini to make it work or a shitload or fatigue recovery on a moderately hungry fatigue build.

Regarding PTR bugs, is was always buggy but it gets way better, I think it's fine now, only the eventual new perks will generate bugs and I usually avoid these to be on the safe side.
 

Serus

Arcane
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Really? Stopped completely? There so many perks that work only with high initiative. Overwhelm from vanilla is obvious and always useful. Dodge is the same. Then there are Legends perk, for example one that compares initiative with the enemy and reduces damage depending on how much you are ahead. Seems a good perk. And then going first is sometimes useful too. Since the requirements are not much bigger than vanilla i don't really see reason to stop initiative builds. But i'm still relatively early in game and play expert not legendary. So far my one initiative bro is going first before almost anything (expect direwolfs i think). But i haven't met any "advanced" enemies except some southern bandit leaders but with ~130 ini at the start of battle i was always going first.

As to PTR making it more complex. Will see that complexity in Legends soon, PTR is going in. With complexity always come tons of bugs. Will see.

No, I mean I stopped making real initiative builds (150+), I got bored with fencers and the extra initiative can be used elsewhere, light units with 100-120 init + eventually dodge are still a thing (or 130 for some archers).
As for the perk you mentioned, I thought it was a PTR perk, anyway, it's good but it's current ini so it's unreliable at best and requires the perk halving fatigue debuff to ini to make it work or a shitload or fatigue recovery on a moderately hungry fatigue build.

Regarding PTR bugs, is was always buggy but it gets way better, I think it's fine now, only the eventual new perks will generate bugs and I usually avoid these to be on the safe side.
Strange that fatigue is such a problem. Even in vanilla weapon mastery + relentless + recovery is usually good enough for ini builds to keep most of the initiative. In legends you have additional options to manage fatigue: Rebound, Mind over Body, one of the medium armour perks (Perfect Fit?), possibly something i missed so far. Granted those requires specific builds but the possibilities are there.
Oh well, everyone who plays BB long enough has favourite and disliked builds and perks. I never liked hybrids - despite making a hybrid once or twice and finding that there are ok.
 

Darth Canoli

Arcane
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Perched on a tree
Strange that fatigue is such a problem. Even in vanilla weapon mastery + relentless + recovery is usually good enough for ini builds to keep most of the initiative. In legends you have additional options to manage fatigue: Rebound, Mind over Body, one of the medium armour perks (Perfect Fit?), possibly something i missed so far. Granted those requires specific builds but the possibilities are there.
Oh well, everyone who plays BB long enough has favourite and disliked builds and perks. I never liked hybrids - despite making a hybrid once or twice and finding that there are ok.

Yeah, I don't like hybrids either, anything that deserves to be done deserves to be done well, specialists are just better when you know what works. A throwing weapons specialist is still a piece of shit, unless you install PTR which adds a few perks making it a AP monster, still only good against low armor and HP enemies but it's better than nothing.

Rebound was always useless, by the time you need it, it's already too late.
Battle flow is the perk you want but it's not enough when you go with berserk builds.
Fencers can be out of breath in 2 full turns (6x lunge)
2H bros in 3 or 4 full turns.

PTR makes it worse for sword users, a 2H sword bro with kata + berserk and the fatalities gives back 3AP perk (unlimited) + more fatalities perk, you're close to an infinite source of AP in enemies swarms but not infinite fatigue.
 

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