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Orv
May 4, 2011
To be fair, it's perfectly in keeping with the brutality of the game to allow human enemies perk access. It's just beyond evil.

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Mightypeon
Oct 10, 2013

Putin apologist- assume all uncited claims are from Russia Today or directly from FSB.

key phrases: Poor plucky little Russia, Spheres of influence, The West is Worse, they was asking for it.
Well, Orcs pretty often have split shield, Goblins can have perks such as quick hands or bags and belts as well.

Nordick
Sep 3, 2011

Yes.
Fallen heroes have Deflection, which is a double gently caress-you combined with them not getting fatigued, so they can just shieldwall forever while you chip away at their shield.

Dervyn
Feb 16, 2014

Victor Vermis posted:

I like the new Escort Caravan contracts. They are now what they should have been all along: jump in the caravan and watch it fly around the map until it gets attacked.

It would be nice if if the caravan would stop at settlements on the way to restock supply so one could buy items and hire men along the way. Also would be nice if one could actually see the drat route before taking it. Last campaign, early on I took a one skull escort for 240g that was halfway accross the map and was jumped by 12 well-armed bandits.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Really you should just stop consuming food/money while lumped in with the caravan.

Victor Vermis
Dec 21, 2004


WOKE UP IN THE DESERT AGAIN

Dervyn posted:

It would be nice if if the caravan would stop at settlements on the way to restock supply so one could buy items and hire men along the way. Also would be nice if one could actually see the drat route before taking it. Last campaign, early on I took a one skull escort for 240g that was halfway accross the map and was jumped by 12 well-armed bandits.

Click on the settlement as you go by. It may be a bit tricky but I've definitely done it. The escort resumes once you leave.

Either way I agree, it would be nice to know how long the escort will take.

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

Saros posted:

Really you should just stop consuming food/money while lumped in with the caravan.

contract negotiation should be a game mechanic

MuffiTuffiWuffi
Jul 25, 2013

Saros posted:

Really you should just stop consuming food/money while lumped in with the caravan.

Good news! There's a new update out which does exactly that. It also adds auto-loot which is super handy. Note that the quick movement actually appears to be instant movement. When I turned it on the enemies basically teleported around the map and I had trouble figuring out who was moving where, so I turned it back off again.

http://steamcommunity.com/games/365360/announcements/detail/887580451710492231 posted:

Changelog

Added optional 'Faster Player Movement' and 'Faster AI Movement' settings for combat.
Added optional 'Auto-End Turns' setting (enabled by default). Disabling this will result in turns no longer ending automatically as your guys run out of Action Points.
Added optional 'Auto-Loot' setting. Enabling this will result in automatically taking everything you didn't already take on leaving the loot screen. Note that this may fail if you run out of space.
Added additional information to tooltip of warning about weapons that are about to break.
Added automatic configuration of laptops to use their Nvidia cards instead of integrated Intel HD Graphics when running Battle Brothers. Requires starting the game two times to take effect. You can override this in the Nvidia Control Panel.
Added two new twists to 'Escort Caravan' contract.

Changed combat environment for grassland plains to an updated and more detailed look.
Changed 'Escort Caravan' contract to have the caravan provide provisions for the duration of the journey. The player's own provisions won't be consumed while on the road but may still turn bad with time.
Changed relation mechanics slightly. Losing relations with a noble house due to player actions now also has a minor effect on the relation to all settlements owned by that noble house, and vice versa.
Changed name of 'Even Difficulty' to 'Normal Difficulty'.

Fixed potential crash after combat ends.
Fixed several issues with how faction relations work when more than one faction is present at a single settlement.
Fixed wrong hitpoints in combination with certain traits and status effects after loading.
Fixed camping button being greyed out still after reloading an earlier save during an active 'Escort Caravan' contract.
Fixed issue with 'Secure Cemetery' contract.
Fixed issue with 'Raze Location' contract.
Fixed issue with AI use of Rotation skill.
Fixed issue with AI potentially switching between weapons unnecessarily.
Fixed armorer and blast furnace missing three helmets.
Fixed display of some attributes changed by events not updating immediately.
Fixed game not ending gracefully when quitting via Alt+F4.
Fixed potential exploit when killing allied troops with AoE attacks.
Fixed caravan donkey being a valid target for the 'Rotation' skill.
Fixed various text errors.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Normal Adult Human posted:

contract negotiation should be a game mechanic

You sparked a memory.

Theme Park, of all things, did this. It....wasn't much of a mechanic. Two hands on the screen, 10 seconds(?) time limit. You want to get as minimal an increase in wages as possible. You need to lure the AI hand as far back to your end as possible(Or at least to the middle, which is no change) without wasting all your time(If you don't get an agreement, you fail and problems start).

It'd get old. Fast.

Bloodly fucked around with this message at 05:10 on Mar 25, 2016

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

http://steamcommunity.com/games/365360/announcements/detail/88758045171049223 posted:

Added optional 'Auto-End Turns' setting (enabled by default). Disabling this will result in turns no longer ending automatically as your guys run out of Action Points

Finally! Now I can run the full two hexes and fire my crossbow and still do a quick hands swap at the end of it.

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


Bloodly posted:

You sparked a memory.

Theme Park, of all things, did this. It....wasn't much of a mechanic. Two hands on the screen, 10 seconds(?) time limit. You want to get as minimal an increase in wages as possible. You need to lure the AI hand as far back to your end as possible(Or at least to the middle, which is no change) without wasting all your time(If you don't get an agreement, you fail and problems start).

It'd get old. Fast.

Wow, I forgot about that. Negotiating, buying/selling shares, and stocking your stores was pretty kick rear end. Even if some of it was just tedium in-between hurling your race-cars across your landscaped grass and onto a pedestrian walkway.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
So what builds should I be going with? I generally advance:

Stats, in rough order of priority:

Max Fatigue
Relevant Combat Skill
HP / Relevant Defense (Melee for shield wall guys, ranged for back line guys)

Not sure that is the value play though.

With perks I grab bags and belts -> Quick hands on literally everyone, and then mix it up from there. I typically designate one guy, preferably a witch hunter, as the leader guy who grabs those perks, and resolve.

I'm never really sure what to do with everyone else. Brawny seems critical as you get to heavier armor, so I get a lot of pathfinder -> Brawny, and I think shield expert is good(?) but I'm very open to help about what else to do.

babypolis
Nov 4, 2009

Is there any good way to deal with Orc Warrior? everything else falls easily before my band of hardened mercenaries but loving Orc Warriors just destroy everything in their path and they are so hard to kill even with anti armor weaponry. It seems like a total crapshoot whether I get lucky and manage to kill a few so their morale goes down or if they murder 3 of my guys almost instantly and everything goes to poo poo

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


This game is extremely brutal and alot of bullshit can be attributed to bad rolls. There aren't any counters other than the same for everyone: Stay on high ground, attack en masse and overwhelm the enemy, focus fire.

S w a y z e
Mar 19, 2007

f l a p

Basically have your frontline guys focus on nothing but shield walling and use dedicated backliners to focus-fire them down. I wish I could say archers help but I'd take more second-line polearm guys for their ability to strip armor. Also, if the lines don't fully clash, move your men forward to envelop the warriors as much as you can. Unless you have well-kitted, high-skilled brothers (the only time you should ever consider an even fight with orcs), you are guaranteed to take heavy losses.

E: I think the huge difficulty ramp-up for orcs is partially the result of them needing to redo the game balance, implement new systems, and add more contracts. I'm guessing fighting huge hordes of orc warriors will be gated a bit better in 1.0.

S w a y z e fucked around with this message at 20:08 on Apr 30, 2016

The Easy Rider
Sep 21, 2006

Corn Dogs- Deep Fried Proof Of A Loving God

Cthulhu Dreams posted:

So what builds should I be going with? I generally advance:

Stats, in rough order of priority:

Max Fatigue
Relevant Combat Skill
HP / Relevant Defense (Melee for shield wall guys, ranged for back line guys)

Not sure that is the value play though.

With perks I grab bags and belts -> Quick hands on literally everyone, and then mix it up from there. I typically designate one guy, preferably a witch hunter, as the leader guy who grabs those perks, and resolve.

I'm never really sure what to do with everyone else. Brawny seems critical as you get to heavier armor, so I get a lot of pathfinder -> Brawny, and I think shield expert is good(?) but I'm very open to help about what else to do.

While I am not particularly good at min/max-ing in games like this, this was what I ended up doing naturally after putting time into the game. If it's at the very least a strategy that is being developed independently across multiple players' games, I'd imagine that there's something to it. That being said, I did flip max fatigue and combat skills in my mental prioritization, but given the random stat progression, this is more-or-less a moot point.

Nullkigan
Jul 3, 2009
How do I get off the goblin-ville plateaux at levels 3-5? 30-70 xp per person per mission is kinda poo poo.

All 12 of my guys are now in that range, so in addition to getting almost no xp, my wages / food / medicine / munitions / tool costs are leaving little profit once you factor in the time spent travelling between towns looking for work. Admittedly I do have two sellswords eating up a good chunk of coin every day, but as they're quite good at their jobs I'm disinclined to replace them with fresh farmhands who will inevitably have asthma, myopia and club-feet. Even if I should stop relying on that 'survive on 1hp' defensive perk.

I've not gotten everyone secondary weapons yet (or even ideal primaries), and I've only just managed to get a decent amount of rudimentary chainmail together, so I'd rather like some well-rewarded missions to help kit me out before I start looting the graveyards / fighting real orcs.

Coolguye
Jul 6, 2011

Required by his programming!

The Easy Rider posted:

While I am not particularly good at min/max-ing in games like this, this was what I ended up doing naturally after putting time into the game. If it's at the very least a strategy that is being developed independently across multiple players' games, I'd imagine that there's something to it. That being said, I did flip max fatigue and combat skills in my mental prioritization, but given the random stat progression, this is more-or-less a moot point.

At current the game rewards flexibility more than specialization, so while you're waiting to see what level up bonuses will stack up to be on a character, Bags & Belts -> Fast Hands -> Pathfinder -> Brawny will go wrong approximately 0 times out of 10. The value of a back-line person being able to start with a crossbow out, switch to a pike when the main enemy force smashes against your shield wall, and then again switch to a 2 handed sword when some sneaky fucker slides around the wall cannot be overstated. Similarly, the value of a front-liner being able to start with a spear out, switch to a sword or axe after wasting a ton of the enemy's time, and then pulling a second shield out because some rear end in a top hat got cheeky cannot be overstated.

A bunch of stuff like battle forged and sunderer is obviously very useful, but nothing will save more lives than flexibility.

As for what soldiers go where, it depends on where their specialties lie. Fatigue is useful for everyone but will be more in demand from back-liners and damage dealers, since front liners can hold a shield wall steady with high fatigue and that's all they really, really need to do. So if someone started with decent fatigue and then scores +4 or more on their first 3 level ups, they are getting a crossbow, a big sword, and a pike. +defense of both flavors is big for front liners because even beyond archers and crap, higher end human enemies are gonna throw a lot of poo poo at them. +melee accuracy is also basically a requirement because it helps Spearwall and other special utility abilities hit.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


So, the next patch coming out looks like it'll finally pull me back in. UI overhaul, customisable formations, more than 12 mercs (But still only 12 in battle) and a new injury system that should be more detailed. I hope they make progression through the early-game quicker though, but these changes are enough for me.

radintorov
Feb 18, 2011

HerpicleOmnicron5 posted:

So, the next patch coming out looks like it'll finally pull me back in. UI overhaul, customisable formations, more than 12 mercs (But still only 12 in battle) and a new injury system that should be more detailed. I hope they make progression through the early-game quicker though, but these changes are enough for me.
Those are some nice addition, especially the one you bolded.

radintorov
Feb 18, 2011
The new Perks and Injuries system is out on the beta branch: http://battlebrothersgame.com/update-released-beta-branch/

Patch Notes posted:

-A new contract
-25 new illustrated events
-18 new and detailed mercenary banners to pick from for your company
-3 new character traits
-2 new character backgrounds
-An ironman mode
-A reworked perk system, less constricted and with more perks to choose from
-New injury mechanics with different types of injuries and usable temple buildings
-A talent system whereby more talented characters regardless of their background can reliably reach high skill
-More powerful but also more rare named weapons, armor, helmets and shields of every type hidden across the world
-More tools to use in combat, like bandages and poison
-Changed shield mechanics in combat
-Changes to weapon progression and balance
-New sounds for humans; every character uses one of six different voices now to shout and scream. More sounds for all voices incoming.
-Various bugfixes and smaller improvements, such as to AI

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The devs are good for the game. They keep pushing it towards where it needs to go and making it less punishing but in a realistic fashion. Really hope they put out Workshop support so that even more contracts can be added and custom banners can be picked.

Nordick
Sep 3, 2011

Yes.
Yup, this update sounds really drat good, just the kind of polish and fleshing out the game needs. I mean ultimately it needs some kind of vague overaching narrative and grand end goal, but in the meanwhile I'm content just starting a new game with every major update and whacking some bandits for a time. Steam says I have 109 hours in the game at this point, so I've certainly gotten my money's worth out of it.

EDIT: First I was gonna wait until the update is out of beta, but gently caress it. It's time for another iteration of The Griffins Grim to strike out into the world! Or maybe I'll come up with a new company now with the new banners and all.

Nordick fucked around with this message at 19:26 on Aug 25, 2016

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Nordick posted:

Yup, this update sounds really drat good, just the kind of polish and fleshing out the game needs. I mean ultimately it needs some kind of vague overaching narrative and grand end goal, but in the meanwhile I'm content just starting a new game with every major update and whacking some bandits for a time. Steam says I have 109 hours in the game at this point, so I've certainly gotten my money's worth out of it.

I'm happy without an overarching narrative so long as there is plenty to do along with the option to retire peacefully when you think a campaign is done. Think Sid Meier's Pirates but without trying to save the family.

Nordick
Sep 3, 2011

Yes.
To be clear, by "narrative" I don't mean any kind of fixed plotline that needs to be followed. Just something to work on every once in a while if I feel like it, like "investigate these sites to find out more about the undead plague, or not" or something. Just some kind of tangible goal beyond "Get everyone decked in the best gear, retire".

The weapon rebalancing in the beta patch is nice btw. Scramasaxes are loving brutal now.

EDIT: I just had a battle with bandits, and cursed when my best new recruit went down. But it turns out he survived, he just doesn't have a nose anymore. This update is awesome. :black101: :allears:

Nordick fucked around with this message at 21:18 on Aug 25, 2016

Koorisch
Mar 29, 2009
So what do you guys put on your guys now in terms of perks?

I don't know if I should take Student or not, 20% extra XP is pretty huge and the fact that it gives a extra perk once you get to level 11 seems like it's sort of a investment.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I always take Student. Not played on the new beta though so I don't know how the new perks work out, but Student should be even more effective now since it's A: No longer just a Utility perk and B: Your guys should die less now.

Nordick
Sep 3, 2011

Yes.
I've been taking whatever random poo poo, mostly for testing purposes. Pathfinder is one of my favourites though, and I tend to give Colossus to my main frontline dudes.

Never taken Student, but if it gives an extra perk down the line now I might actually consider it.

I also really like that there are weapon type specialist perks now, that's one thing I was really missing from the old system. It's nice having a reason other than just flavour to make someone a dedicated swordsman or spearman.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Agreed. Every change they've made to the game has been for the better, even if it has been slow going for some things to change. It's taken the new injuries system to make me truly appreciate the graphical style of the game and how modular their unit graphics seem to be. If only every game could have that level of detail...

CuddleCryptid
Jan 11, 2013

Things could be going better

This is a pretty Cool and Good game. I started playing last night, built a decent army, and lost it all to three god damned orcs

It does seem like there is some disconnect between the difficulty of the mission and the rewards. I can fight a tribe of orcs on a two-skull mission for 1500 gold, or I can auto-path deliver a message to another town for 1000g in a one-skull. It's just not worth the risk for the former.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

DreamShipWrecked posted:

This is a pretty Cool and Good game. I started playing last night, built a decent army, and lost it all to three god damned orcs

It does seem like there is some disconnect between the difficulty of the mission and the rewards. I can fight a tribe of orcs on a two-skull mission for 1500 gold, or I can auto-path deliver a message to another town for 1000g in a one-skull. It's just not worth the risk for the former.

Depends on what kind of orcs. Orc young shouldn't be too hard, arrows and blades should do the trick. Warriors you need armor piercing and decent armor yourselves. Don't be afraid to flee fights you can't win.

Nordick
Sep 3, 2011

Yes.
Yeah, I used to get wasted by even just orc youngs, but nowadays I can deal with them pretty well. Managed to beat a horde of 15 of them the other day, with only a couple injuries sustained.
One trick is to prioritise taking down the ones wielding orc axes and other orcish weapons first, because those hit like a truck. Also orc young have pretty bad resolve, so taking down the first couple will seriously eat into their morale and easily lead into a fleeing cascade.

If you think orcs are bad though, stay the gently caress away from goblins. They might be scrawny little pushovers in other fantasy games, but in Battle Brothers they will gently caress you the gently caress up before you learn how to fight them. #1 thing is, kinda counter-intuitively, to fight them at night if at all possible. Turns out they can't see in the dark any better than you and night-time will neuter their murderous ranged abilities.

There's also an enemy type I never ran into before this beta update; not sure if they were just rarer/higher level before or if they were introduced just now. Not gonna spoil any more, except to say oh god please :gonk:

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Plus you get loot and experience from the former, but not the latter. With Orcs especially you can get a really strong weapon.

E: Just launched the beta branch, they got rid of a bunch of banners but replaced them with nicer ones. Shame, since I liked quite a few of the removed ones.

HerpicleOmnicron5 fucked around with this message at 16:56 on Aug 28, 2016

WhiskeyWhiskers
Oct 14, 2013

I really like the formation planner they've added. Billhooks on the rear flanks are incredibly useful to prevent enemies just running around your frontline to your archers. Would be nice to have a third row though.

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

I like the new perk tree in the beta branch. Feels less restrictive and doesn't force your guys into archetypes. It's still not perfect and has a few dud skills left but it's a good change

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Trip report from the beta version:

Seems to have totally switched from an archer focus to a crossbowman focus in the game's balance, I've got no problems with that.

The injury system is great and makes sense, what with crossbow shots usually inflicting things like "Pierced hand" while blade damage tends to be "Cut arms" and whatnot.

New Perk tree is fantastic, but the stats look different. There are these stars over certain stats, and I think they denote proficiency/passion? Maybe those are stats that grow better.

Antidotes are added, so I bet goblin poison is much more of a threat now.

Overwhelmed seems to be replaced by Surrounded, I don't think I've seen Overwhelmed increase chance to hit anymore. I'm happier with Surrounded, since that makes more sense to me at least, and removes the "Big Axe man waits until spearman strikes first" issue.

E: Just noticed a change to Executioner, it now gives 20% bonus damage to any target with an injury effect. That makes it so much more useful than it used to be!

HerpicleOmnicron5 fucked around with this message at 18:08 on Aug 28, 2016

toasterwarrior
Nov 11, 2011

HerpicleOmnicron5 posted:

New Perk tree is fantastic, but the stats look different. There are these stars over certain stats, and I think they denote proficiency/passion? Maybe those are stats that grow better.

Yes, stars denote how talented a merc is at that stat. So you take farmers that have an aptitude for rear end-kicking all the way to endgame instead of dropping them for hedge knights.

Soup du Journey
Mar 20, 2006

by FactsAreUseless
disappointed that there's still no way for me to examine the local slobs before deciding which ones i'll hire. it just encourages me to savescum in the most boring way

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


You don't need to know their exact stats to decide who to hire. Unless you're going for the higher level, pre-equipped characters, then you'll probably just be buying some cheaper cannon fodder.

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Soup du Journey
Mar 20, 2006

by FactsAreUseless
but im crippled by ocd, compulsive onanism, and general mental turpitude

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