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Battle Brothers Pre-Release Thread

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,044
Location
Small but great planet of Potatohole
Good suggestions. I spent so much time beating the crap out of bandits that I am totally ill-equipped to deal with goblins.

How high do you lot like to raise your melee skill? Once I get a character into the 60s, I stop pumping it. Some of my characters get to the 70s if its important (two-handed weapon), but otherwise I'll focus on other stuff.


Also, why is the morningstar such an expensive weapon? Allegedly the regular attack ignores the shield, and you do get an option to target the head, but... it just seems like such a dog-shit weapon. I have never had much success with it; I prefer 2nd tier axes and maces, and I'll hand out swords depending on the circumstances.
Melee skill for (non-archers) - every level up. There is no such thing as too much melee attack (except for 2 pure archers). I only consider not taking melee if it rolls a +1 and the guy in question is already good at it. 60s is too low, 70s is ok, 80+ is preferable on dedicated 2-h weapon wielders.
It is possible that i am doing it wrong.
One criticism that i have towards this game is how stats seem poorly balanced: Melee and/or Ranged Attack = YES please; Melee Defense/Fatigue = YES please. Everything else = no more points to spare and not crucial anyway... Okay maybe 1~2 guys with high Resolve, perhaps a few additional hit points for every1 won't hurt either but everything else ? Initiative, Ranged Defense and Resolve on most characters are so low on priority list that they never get upgraded in my games... Maybe i'm doing it wrong again.
 
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Joined
Nov 29, 2016
Messages
1,832
Is there a reason for this? It's the same in Mordheim, so I start to assume that it's either become a topos or that there are real world statistics supporting this.

I am not an expert or anything, but I am pretty sure it is a well documented historical fact that spears were the one of the easiest weapons to use for untrained levies and various shit-peasants. You don't have to worry about edge-alignment or getting close to anyone, you just keep your distance and thrust. Also some of the best weapons to use in formation, because a hundred guys in a tight formation with long pointed sticks is a lot harder to approach than the same formation with, say, clubs - and not to mention very cheap. All these factors made spears some of the most (if not the most) common battlefield weapons, especially in the era that Battle Bros is inspired by.

(inb4 the three HEMA grandmasters in this thread correct my layman ass)
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,067
Location
NZ
Ignoring shields is quite massive a bonus if like me you don't usually waste turns (and make your opponent's attacks more damaging and less fatigued) breaking shields.

Headshot skill is quite nice with certain backgrounds and perks against foes who neglect to wear a helmet.
 

Agesilaus

Antiquity Studio
Patron
Developer
Joined
Aug 24, 2013
Messages
4,510
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
How do crits against the head work, anyway? Do you get no crit bonus if the helmet is intact? I don't really see the value in the perk that protects from head crits.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,203
I think crits can get your head lopped off.
Dependent on critical hits to the head with slashing weapons, I've decapitated Fallen Heroes only to have a necromancer revive them all the same. I am pretty sure all hits to the head are crit damage even with helmets intact.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,483
Still think the balance in this game are goofy like HP being for the most part useless. They should add a knockdown mechanic. Attacks have a 5-25% to knock a opponent down. with higher hp characters being able to knockdown lower ones at higher percent chance. So a 120 hp fighter has a good chance 25% to knock down a goblin. Goblin mounts add 5 percent something resistance to knockdown attacks while 2handed weapons like mauls give 5 percent chance.
 

AMG

Arbiter
Joined
Sep 15, 2012
Messages
374
^I don't think you're talking about BB, bro.

Hits to head do +50% HP damage, that's all there is to it, no additional armor damage. You roll second time after you hit to determine whether you hit head or body. Default head hit chance is 25%.
 

Eyestabber

Arcane
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Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Hey guys, anyone got tips on how to get better prices when selling loot? So far I noticed that relations have a large impact on value, but settlement specialization also matters a lot. If you try to sell say copper to a settlement with a copper mine, they will pay very little. I also noticed that fishing villages seem to pay a premium on salt. Anyone found a place to sell Direwolf pelts for more than 50g? They are supposed to be worth 200. Also, Ghoul teeth? Mine sell for very, very little. =/

Another thing: it's very much worth it to repair high tier weapons for selling, specially if you're allied with a powerful family with a big castle. :P
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,203
Hey guys, anyone got tips on how to get better prices when selling loot? So far I noticed that relations have a large impact on value, but settlement specialization also matters a lot. If you try to sell say copper to a settlement with a copper mine, they will pay very little. I also noticed that fishing villages seem to pay a premium on salt. Anyone found a place to sell Direwolf pelts for more than 50g? They are supposed to be worth 200. Also, Ghoul teeth? Mine sell for very, very little. =/

Another thing: it's very much worth it to repair high tier weapons for selling, specially if you're allied with a powerful family with a big castle. :P
Towns/Castles that sell higher tier weaponry tend to have inflated prices and thus buy higher in addition to selling higher I believe relations also improve deals but I could be mistaken. Other then that you basically just have to jot down what sells good wherever much like how you would in say Warband (granted guild masters could tell you what shortages were in that game).

There really isn't any place that will buy enemy parts for all that much so account for that 1/4 sale price when figuring out if you should haul it over other items back to town. However, there is a rare use for direwolf pelts if you have a bro with a tailor background he can make that into a good quality lightweight armor (great for archers) in an world event although I never got it to trigger with 2 of them over the course of a 100 days so don't put too much effort into. You can sometimes get these off those track down whatever is tormenting towns quests as sometimes that direwolf band your chasing is Bandits in disguise.
 

Andnjord

Arcane
Joined
Aug 22, 2012
Messages
3,572
Location
The Eye of Terror
Regarding my previous comment on archers efficiency, in my current day 115 band I have two archers with warbows, headhunter and berserker perks and oh my.... It's terryfing to watch them massacre everything that's not wearing a helmet (they oneshot raiders with every headshot) and regularly kill two guys per turn (even three in some occasions) at range to then quick hand into billhooks and continue the slaughter!
 

Eyestabber

Arcane
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Joined
Jan 15, 2015
Messages
4,733
Location
HUEland
PC RPG Website of the Year, 2015
Heh, I recently got a QUADRAKILL with my greatsword dude, Murderbro. I hope there are multikill achievements once the game is released! :P
 
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Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,670
Fuck. Now i'm playing it too...

Last Stand.:salute:
34f0gb4.jpg
 

Eyestabber

Arcane
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Joined
Jan 15, 2015
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HUEland
PC RPG Website of the Year, 2015
Fuck. Now i'm playing it too...

Last Stand.:salute:
34f0gb4.jpg
Notice that Bernhard's morale was still at "Confident", despite the entire company going FUBAR. The guy had BALLS. :salute:

Ah, Wiedergangers! I still remember the first time they REKT me. I killed one of them and thought "hey, these zombies are probably a trash mob". And then the zombie rose again, but I was like "meh, he goes down for good now. Easy". Several turns later I'm like "WTF, WHERE DID ALL MY STAMINA GO!?". Two more rounds and I'm like "ok, took some casualties, but...I think we can still win". And then my fallen bros started to rise...

:deadtroll::deadtroll::deadtroll:

:incline:
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,670
7 brothers+doggy+6 farmers+donkey vs 11 zombies. I mean - what could possibly go wrong?

Well, 5 farmers were dead even before i reached battlefield and last one deserted. You can still see him in the allied forces count. So did my crossbowman.

I want this retirement button. Crossbowman was last survivor and he got all company's treasure - more than 2000 gold. It would be fitting end for one lucky coward.
 
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rapsdjff

Overhype Studios
Developer
Joined
Jan 31, 2014
Messages
330
crisis_header.jpg

Dev Blog #92: Late Game Crises
Here we go with a dev blog many of you have been waiting for. After ambitions and retirement, late game crises, also known as the ‘Greater Evil’, are the third aspect of adding more purpose and challenge to the game that we’re going to introduce with the upcoming update. Let’s find out what it’s all about!

The Greater Evil
Older players may remember that when Battle Brothers first entered Early Access, enemy factions would keep on growing and eventually overpower the world of man, if not kept in check by the player. For all the many balancing issues this raised, it certainly had a cool thing about it: the world was changing around you, and what you did had a tangible impact on the world. As we’re nearing the point now where all of the game mechanics are done, we’re going to re-introduce the ability of enemy factions to start an invasion and overrun the world. Only this time, it will be part of one of three different late game crises, and it will be supported by unique contracts, events and gameplay mechanics.

So, where to start? A late game crisis happening is not optional, but you do have some options on customizing them for your campaign. As you start a new campaign, you’ll be able to choose between a random late game crisis (the default), a war between noble houses, a greenskin invasion or the undead arising. A random crisis is probably slightly harder, because you can’t prepare for a specific enemy right from the start, but if you prefer fighting any particular enemy, or just want to see them in action, you can determine the flavor of your future challenge here.

new_campaign.jpg


As the name implies, a late game crisis only really kicks in until after some time into your campaign, allowing you to build up your company to a respectable level first. Once the crisis starts, it occurs in two phases.

The first phase is the buildup where you’ll encounter warning signs – like events about more greenskin sightings, greenskin camps creeping up closer to settlements, and more contracts that deal with their presence – and can choose to prepare accordingly. Not that long after the first phase, the second phase will start, and this is where the crisis really begins. What happens exactly depends on the type of crisis;

In the event of a greenskin invasion, orcs and goblins will combine forces and no longer fight each other, even sometimes attack in mixed units, which will challenge even experienced companies. They will aggressively expand into human territory with new camps, send raiding parties to pillage any attached locations (e.g. wheat farms, mines, watchtowers) and ultimately burn settlements to the ground. Attached locations act as hitpoints for settlements – only after every single such location has been destroyed, can the settlement itself be destroyed. Burned-down locations will eventually be rebuilt, if you defend a settlement for long enough, but settlements destroyed entirely will remain so permanently. Contracts against greenskins will be more frequent, and there’ll be several new contracts in the game specifically for the greenskin invasion, as well as around a dozen new events.



In the event of the undead arising, the ancient dead will combine forces with necromancers and wiedergängers, which otherwise are independent factions. The air will be filled with dark magic, and there’s a chance that anyone, no matter how they died, will return as a wiedergänger. Like with the greenskin invasion, there’s several new contracts in the game specifically for dealing with the undead, as well as around a dozen new events that focus on them. The undead, too, seek to destroy the world of man and will burn down locations attached to settlements. Unlike greenskins, however, they won’t destroy settlements entirely but rather turn them into an undead necropolis – a heavily fortified base from which the walking dead pour down to sow dread and despair.



In the event of a war between noble houses, regiments will be sent forth from fortifications not to destroy settlements, but to capture them in the name of their lords. Contracts and events will allow you to partake in the assault on fortifications and large battles, but siding with one of the warring factions will make enemies of the other. You’ll more frequently have to face other mercenary companies on the battlefield, and bandits and deserters, too, will thrive. All three late game crises will introduce new mechanics and objectives with their contracts – such as the greenskin siege engine shown below.



The late game crises tie into both ambitions and retirement; you’ll be able to choose the ambition to repel a greenskin invasion, for example, and doing so will make sure that the name of your mercenary company will live on for a long time, unlocking a new step on the retirement ladder. Ending one of the crises is a ‘soft end’ to the game – you’ve basically won and will be asked if you want to retire from the company at this point, but you can also choose to keep on playing if you want. If you do choose to keep on playing with your company, a new and different late game crisis will eventually start, and you’ll be tested in a different way, and so on.

There’s a lot of work going into these late game crises, so we’ll be working for several weeks exclusively on those.

See You Next Year!
With the Christmas holidays rapidly approaching, this has been this year’s last dev blog. We’ll resume our schedule of weekly dev blogs starting with a new one on January 6th, 2017. Take care and see you next year!
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
Hmmm, very interesting!

But, you say that if you manage to overcome a crisis, that's regarded as a "soft ending".
Is there an even that triggers a REAL, final ending, besides retiring or getting all of your guys slaughtered?
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,998
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Any chance for mixed late game crises?
For example greenskin invasion happens while noble houses are at war.
 

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