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

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,026
Location
The Eye of Terror
Huum, I love the smell of fresh mercenary band in the morning. Doing really well with my new company, they started in the snowy north (a first for me) and rolled one wildman with 2 stars in both melee attack and defence and one with 3 stars in fatigue and defence, looking good... Day 15 and got a three skull village defence for 1750 crowns (!). Of course three necromancer bands turned up, but we prevailed with only one dead (a freshly recruited brawler that broke through to a necromancer only to be hacked down by an axe wielding possessed wiederganger) and one brain injury. Onward!

My favourite part of the early game is how rag-tag and messy your band looks like. You've got a colorful mix of refugee, beggars, cripples, eunuch, millers, and various creeps of varied backgrounds, compared to late game where you only see a relatively bland mix of sellswords, nobles and raiders.
 
Self-Ejected

Lurker King

Self-Ejected
The Real Fanboy
Joined
Jan 21, 2015
Messages
1,865,419
Some suggestions

- The game doesn’t allow me to take the loot from the dead mercenaries in the intro.

- I don’t know if you guys did this to make the game faster, but right now the text-adventure screens are a wasted potential that breaks the immersion. The text-adventure screen should fill the whole screen. The art in the text-adventure screen should fill the whole screen, and the writing should appear on top of it.
 

Kuattro

Augur
Joined
Jun 4, 2015
Messages
401
Location
La Font del Gat
Eh, I cannot buy supporter edition! SAD!
(there might be some steam issue. I click add to cart but my cart stays empty. App version and web)

There is some issue, yes. Now it's giving me the option to upgrade to supporter edition, even though I already have it.

On the plus side, they fixed the problem with the OST not downloading.

Some suggestions

- The game doesn’t allow me to take the loot from the dead mercenaries in the intro.

It's a random chance to get loot from kills, but the chance is 0 if you destroy (reduce it's endurance to 15% or lower) the equipment. You may be unlucky.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
So I started a new campaign with the final version. My last beta band was great, 3* guys left and right - nearly no flaws or injuries. Now the release band has it tougher. If the recruits get a single or even 2* it's either not in any combat skill, or in the skill their starting value sucks (50 melee, 30* ranged). The close combat genius is craven and why not add a crippling permanent injury which destroys his skills to it?

The music is really great.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
29,226
:desu:

66ywqe.jpg
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,026
Location
The Eye of Terror
So I started a new campaign with the final version. My last beta band was great, 3* guys left and right - nearly no flaws or injuries. Now the release band has it tougher. If the recruits get a single or even 2* it's either not in any combat skill, or in the skill their starting value sucks (50 melee, 30* ranged). The close combat genius is craven and why not add a crippling permanent injury which destroys his skills to it?

The music is really great.
Yeah, sometimes the game just won't hand you good recruits. You just have to keep trudging on and eventually the crappy ones will die off leaving only the strong ones alive. Truly a :monocle Darwinian game.

In my game I have the opposite problem, lots of good melee recruits, but the poachers and bowyer (not enough money for hunters) are just plain terrible at shooting stuff. I do have two good javelin throwers at least, never really tried those in the betas before.
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
Anyone managed to lose a city to any invasion? Orcs or undead?
In my beta playthrough undead scourge was kinda week. I fetched 1 artifact, destroyed 2 lairs and defended same village 2 times and it resolved. (veteran)
Does difficulty have any effect on brutality of end game crisis?
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,026
Location
The Eye of Terror
Anyone managed to lose a city to any invasion? Orcs or undead?
In my beta playthrough undead scourge was kinda week. I fetched 1 artifact, destroyed 2 lairs and defended same village 2 times and it resolved. (veteran)
Does difficulty have any effect on brutality of end game crisis?
Yeah, in my last beta playtrough the first crisis, an orc invasion, was pretty damn brutal, two settlements destroyed and one citadel was down to its last hit point before I swooped in and saved them with three skulls siege contract. The Undead scourge that followed was kinda weak though, probably because I methodically destroyed their lairs preventing them from gaining any momentum.

Edit: It was on veteran, I'm guessing that because difficulty ups the difficulty of the encounters expert might be harder for the human armies to handle.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
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.
So I started a new campaign with the final version. My last beta band was great, 3* guys left and right - nearly no flaws or injuries. Now the release band has it tougher. If the recruits get a single or even 2* it's either not in any combat skill, or in the skill their starting value sucks (50 melee, 30* ranged). The close combat genius is craven and why not add a crippling permanent injury which destroys his skills to it?

The music is really great.
Yeah, sometimes the game just won't hand you good recruits. You just have to keep trudging on and eventually the crappy ones will die off leaving only the strong ones alive. Truly a :monocle Darwinian game.

In my game I have the opposite problem, lots of good melee recruits, but the poachers and bowyer (not enough money for hunters) are just plain terrible at shooting stuff. I do have two good javelin throwers at least, never really tried those in the betas before.

I'm having the same problem too. I've hired 5 different hunters and none of them have stars in ranged attack. my only archer is my companion, who has a maimed foot and low fatigue.
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,097
I've probably lost like 6 companies in a little over 5 hours, but I can't stop playing.

EDIT: BTW, is there any reason not to take the Student perk everytime? Seems like the best option at level 1.
 

cannondwarf

Scholar
Joined
Apr 11, 2015
Messages
100
Location
Sørvesten
Are unique throwing weapons lost forever if they're used 4 times? If they are, it seems like a waste to even bother.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
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.
I've probably lost like 6 companies in a little over 5 hours, but I can't stop playing.

EDIT: BTW, is there any reason not to take the Student perk everytime? Seems like the best option at level 1.
if you take colossus, your bro will be injured a lot less often, allowing him to fight more battles without having to heal, gaining more exp than if your bro had taken student.

pathfinder is the other good choice.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Are unique throwing weapons lost forever if they're used 4 times? If they are, it seems like a waste to even bother.
I think they're like quivers. Once empty, it takes ranged supplies to refill them (post-battle). Unfortunately the cost in ranged supplies to refill throwing weapons is huge relative to arrows... Something to consider if you play on expert and can't carry much in the way of supplies etc.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
So I started a new campaign with the final version. My last beta band was great, 3* guys left and right - nearly no flaws or injuries. Now the release band has it tougher. If the recruits get a single or even 2* it's either not in any combat skill, or in the skill their starting value sucks (50 melee, 30* ranged). The close combat genius is craven and why not add a crippling permanent injury which destroys his skills to it?

The music is really great.
Yeah, sometimes the game just won't hand you good recruits. You just have to keep trudging on and eventually the crappy ones will die off leaving only the strong ones alive. Truly a :monocle Darwinian game.

In my game I have the opposite problem, lots of good melee recruits, but the poachers and bowyer (not enough money for hunters) are just plain terrible at shooting stuff. I do have two good javelin throwers at least, never really tried those in the betas before.

I'm having the same problem too. I've hired 5 different hunters and none of them have stars in ranged attack. my only archer is my companion, who has a maimed foot and low fatigue.
IIRC at some point during the beta they changed the way stats are awarded... It's random now. A daytaler can have the same stats as any hedge knight (lvl 1 stats obv). Just lacks the unique background stuff (hedge knight may train the company or fight another hedge knight or whatever, and of course starting equipment).
Daytalers and other such backgrounds having lower ranged is just an rng thing, you can get them with 60 ranged skill and 3 stars in ranged if you're lucky...

I personally think that this has kind of made expensive backgrounds a lot less useful... You have to play them a lot more per day, and with veteran levels, you may end up with a huge daily cost for basically little real advantage. Only good thing is in ironman you don't have to worry as much about expensive backgrounds getting killed off after just getting hired because they have better gear.

Usually I'll buy a really good hedge knight if I find him... And just the one. Everybody else is usually cheap guys...
Swordmasters and retired soldiers also eventually get the old age debuff thing, useless... Relying too much on melee/ranged def plus perks with light armor is unrealiable compared to heavy armor anyway. Nice to have, but not a really solid way to play esp. early and late -game imo, except with armor/skull of davkhul.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Anyone managed to lose a city to any invasion? Orcs or undead?
In my beta playthrough undead scourge was kinda week. I fetched 1 artifact, destroyed 2 lairs and defended same village 2 times and it resolved. (veteran)
Does difficulty have any effect on brutality of end game crisis?

I've lost a town to the undead, really sucked. Many settlements had already lost hitpoints because I can't be everywhere... That one was on the other end of the map with no fast travel (harbor) nearby, I saw the flames on the map but couldn't get there in time.

I wish at least those settlements with nothing in them could grow or add shops or something... Often see little forts that are basically useless.


By the way, devs responded to the steam thread about permanently destroyed settlements. Apparently, not likely to be changed due to programming it being a gigantic hassle with the way settlements are connected to the world or smth, but they didn't rule it out completely.

Hopefully they'll add some difficulty options that you can tick on game start, like "invulnerable settlements" or to make the destruction a debuff like "raided" but worse and lasting longer? Settlement could have zero recruits or just refugees, sell little to nothing and at huge prices...

Right now the "all crises or no crisis at all" choice just isn't as fun as it could be. End game crises really spice things up and let you earn some nice money... Just not the same without.


Devs also seem to have different ideas re how long you stay in a game vs. the players. Players were always about building up the company long-term, staying for 100's of days if they could. So I hope the devs will maybe make added content (or let us mod the game) for more tiers of weapons etc to prolong the fun. Goes along with not letting the world get smaller and smaller hopefully.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Oh and people complaining about RNG on steam already... Don't nerf it devs, please :D
I always thought the RNG is super-fair tbh. Moreso than in most other rng games.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
[/QUOTE]
IIRC at some point during the beta they changed the way stats are awarded... It's random now. A daytaler can have the same stats as any hedge knight (lvl 1 stats obv). Just lacks the unique background stuff (hedge knight may train the company or fight another hedge knight or whatever, and of course starting equipment).
Daytalers and other such backgrounds having lower ranged is just an rng thing, you can get them with 60 ranged skill and 3 stars in ranged if you're lucky...
[/QUOTE]

I think a Hedgeknight will still have higher starting stats (melee attack, defense etc.), but the stars are random - and always have been, afaik.
 

Sarissofoi

Arbiter
Joined
Mar 24, 2017
Messages
761
All backgrounds have their specific ranges from with the attributes are rolled. They also have their own pool of possible Traits that they can get. For example:
Daytaler:
HP 50-60
FAT. 90-100
RES. 30-40
INI. 100-110
MSKill 45-55
MDef 0-5
RSKill 30-40
RDef 0-5
Hedge Knight:
HP 60-70
FAT. 105-110
RES. 35-45
INI. 90-100
MSKill 61-70
MDef. 5-10
RSKill 35-40
RDef. 1-5
The base attributes can be further modified by Traits(like Brave increasing Resolve) outside the base range. For example range for Resolve for Daytalers is 30-40 but it can be higher/lower because of traits(Fearless Drunk could get 55 Resolve with max base attribute roll). More costly backgrounds usually have better chance for better traits where cheaper bigger pools with both abd and good traits.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
Are unique throwing weapons lost forever if they're used 4 times? If they are, it seems like a waste to even bother.

They are not. Just like arrows, throwing weapons are replenished at the end of battle if you have enough ammunitions. The ratio is 1:1 for arrows and 3:1 for throwing weapons. Which means that refilling a completely used up bundle of throwing axes will cost you 12.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
All backgrounds have their specific ranges from with the attributes are rolled. They also have their own pool of possible Traits that they can get. For example:
Daytaler:
HP 50-60
FAT. 90-100
RES. 30-40
INI. 100-110
MSKill 45-55
MDef 0-5
RSKill 30-40
RDef 0-5
Hedge Knight:
HP 60-70
FAT. 105-110
RES. 35-45
INI. 90-100
MSKill 61-70
MDef. 5-10
RSKill 35-40
RDef. 1-5
The base attributes can be further modified by Traits(like Brave increasing Resolve) outside the base range. For example range for Resolve for Daytalers is 30-40 but it can be higher/lower because of traits(Fearless Drunk could get 55 Resolve with max base attribute roll). More costly backgrounds usually have better chance for better traits where cheaper bigger pools with both abd and good traits.

Thanks!

Last time I checked the wiki it still had the old info so I wasn't sure, and I misremembered what the devs said about it when they changed it.

Here's part of the old news post:


"
To address these points, we’ve changed how character stats are determined. Instead of rolling stats in the same range for all characters and then having the background add a flat amount on top, backgrounds now have their very own min and max values when rolling for each stat. What does that mean? Well, you can find characters skilled in ranged combat with all kinds of backgrounds, some even more skilled than the Hunter you’ve just hired – but the Hunter is guaranteed to know how to use a bow and will always come with a good level of ranged skill now. And while with a Hedge Knight you know you’ll be getting a beast of man, there’s always the chance that you’ll find that random exceptional Farmhand that is even stronger and more physically fit – the Hedge Knight is just guaranteed to be at a good level.
"

So I was wrong about them all having the same stat ranges.

Now if the game would please give me a hedge knight with better stats than those of a butcher or something...


Edit: wiki still doesn't have the stat ranges. Just the old flat bonuses, though they mention that.
 
Last edited:

cannondwarf

Scholar
Joined
Apr 11, 2015
Messages
100
Location
Sørvesten
Sellswords tend to have the best stats out of those I've hired, they consistantly grow into monsters lategame if built correctly.
 

Ezeekiel

Liturgist
Joined
Dec 19, 2016
Messages
1,783
Sellswords tend to have the best stats out of those I've hired, they consistantly grow into monsters lategame if built correctly.
I've always gone with the cheap guys and just rushed 150 and/or 210 pt armor, then 300 or more and uniques... Felt like the money you save from not hiring expensive guys plus not having to pay so much upkeep really helps, but maybe I'll try the other way.
Still, I never seem to lose as many guys as most others here... Just gotta watch the early game and those battles where the entire enemy backline is crossbow faggots.
 

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