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vyelkin
Jan 2, 2011
Peasant militia is also just great because it lets you try out gimmick builds and unusual specialists since keeping someone in reserve for 90% of fights isn't a big deal when you have 9 reserve slots. Whereas I find Lone Wolf to be very limiting because every single bro has to be useful in every single fight. Which means a lot of perks, a lot of weapons, a lot of other stuff will never be touched, making your guys (and therefore the game) a lot more samey and formulaic.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

The Lord Bude posted:

I take your point; although I personally found the lone wolf start to be pretty difficult. Still from a whole game perspective I think it’s going to be harder to be limited to 12 bros; with one who absolutely can’t die. You don’t really get any benefits as a trade off to the restriction; whereas late game peasants are much easier because the extra guys more than makes up for not being able to hire expensive backgrounds.

Valid, late game LW is more difficult than peasant and I eventually just got that mod that let you have the 4 extra reserve slots because not being able to swap out archers on fights like the Kraken is just not good.

I would definitely agree with the idea that LW has an easier start and harder end and peasant is the opposite. Once you get rolling the 16 bros thing is extremely good, especially if you have picked up good bros and can keep them alive. The difficulty is very frontloaded though in that if you can't get over that early hump you're just going to be struggling along regularly losing new bros and not really snowballing the way you'll need to for the first crisis.

Mazz fucked around with this message at 15:36 on Jul 26, 2020

frogge
Apr 7, 2006


I hadn't tried the cultist start before and it's probably my favorite gimmick start. Although on the downside I really got be picky about picking up cult members in towns or I lose a ton of guys once any human sacrifices are made. Davkul awaits.

Fabricated
Apr 9, 2007

Living the Dream

Mazz posted:

I do do that, but you realistically should keep around 6 or you are still going to be at a notable disadvantage 3-4 poo poo tier bros against a mostly equal or higher number of thugs/raiders on vet/expert. If you do have a good seed (like the one I'm on now), you will have 5-6 decent starting bros and it's reasonable, but basically any Lone Wolf start is just making sure you don't run into a way outmatched fight and your lone wolf can kill 4-5 dudes easy, including 1-2 early raiders if he prioritizes, which should net you early 80 def armor for any recruits without spending a dime. Get him a dog and 1 decent starting friend (who basically just runs distraction while your LW kills things) and you can snowball through to day 60 at any difficulty, cherry picking long term bros on the way.

I'm not saying peasant start is impossible or anything, just that Lone Wolf is significantly easier than the 3 skulls printed on the label. Both require a good understanding of the game to really leverage, but there's way less pure dumb luck or seed strength on a LW game then peasant in my experience.
I watched someone messing with Lone Wolf start and it required like a half-dozen reloads but they took a fight with a big group of barbarian thralls right off the bat in a forest and used two cheap hires to kite dudes around while the Lone Wolf chopped through their ranks. Both the cheap guys died by the end but the Lone Wolf got several thousand XP and it completely snowballed from there.

Krolm
Nov 10, 2004

friendly and non-threatening



Bleak Gremlin
DLC looks good; although I'm a little dissapointed there are no new perks for the bros - I was hoping for more build options :(

Scaramouche
Mar 26, 2001

SPACE FACE! SPACE FACE!

Lone Wolf is the first start I beat after Building A New Company, I'm not sure it belongs in the three skull range.

dogstile
May 1, 2012

fucking clocks
how do they work?
It's mostly just so people don't get punctured on the first fight and go "WHAT THE gently caress, 1 STAR?????"

vyelkin
Jan 2, 2011
Even worse than punctured, get stunned once and then during your missed turn get whacked by a bunch of bandit thugs with sticks until you have no stamina.

Xenolalia
Feb 17, 2016



I just tried lone wolf and made it through the civil war crisis for the first time. I feel like having such a strong, free starting character made my income situation able to snowball way easier than the standard start.

Also is there any way to see how many kills your dudes have without them dying?

vyelkin
Jan 2, 2011

Xenolalia posted:

I just tried lone wolf and made it through the civil war crisis for the first time. I feel like having such a strong, free starting character made my income situation able to snowball way easier than the standard start.

Also is there any way to see how many kills your dudes have without them dying?

Hover over a character in your roster and it'll show you their wages, time with the company, battles, and kills.

Jay Rust
Sep 27, 2011

I find that resolve is the biggest issue with Lone Wolf starts. Fail a couple of checks as enemies get into melee and you might be hosed

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

frogge posted:

I hadn't tried the cultist start before and it's probably my favorite gimmick start. Although on the downside I really got be picky about picking up cult members in towns or I lose a ton of guys once any human sacrifices are made. Davkul awaits.

Cultist origin is pretty cool but it requires a lot of meta game knowledge to avoid the death spirals and there will still be plenty of pitfalls along the way. Here's a couple of tips:

1) The sacrifice event fires roughly every 20 days. Managing your morale is rather important within this window of time. You can plan ahead by saving a couple of easy camps and crushing them in sequence so your company is euphoric, paying to heal injuries at a temple so important people whom you want to keep don't have the "suffered an injury" mood malus, and staying within the vicinity of a settlement that has a tavern so you can buy a round after a sacrifice and hopefully keep some of your people from leaving.

2) The Davkul events share the same global cooldown as all other events, which means that sacrifices and conversions can be delayed by random events. You can sort of mitigate this by hiring backgrounds/traits which have less events or staying away from towns which tend to generate a lot of town related events.

3) The game will choose among your lowest experienced people for the candidate to be sacrificed. It's a good idea to always keep at least three cheap, nonconvertible fodder units in your reserve for sacrificing.

4) Non-lowborn backgrounds can only be converted if they have the Dumb trait which means the try-out button to see traits actually has use some use for the cultist origin. Also look out for epitaphs in recruits' names as a possible indication of being dumb.

5) The only fully guaranteed way of keeping an uncoverted brother on your team after a sacrifice is to have happy powder, which requires components from alps and necrosavants. The former do not show up in camps, so you have to look for them in random roaming parties or specific mission from towns suffering the corresponding town situation. The later do show up in camps but are pretty nasty. Once you've stockpiled a couple doses of happy powder, it becomes way more justifiable to roll on the expensive and premium backgrounds.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune
LW start is pretty strong but I found I had to take a bunch of survivability perks to make sure I didn't get the guy stunlocked or brained early on which kind of hurt his mid to late game usefulness. The hardest start for me, weirdly, was the northern raiders start. Having most of the map hostile to you was much worse than I anticipated. Never did get a raiders run to the first crisis. I never even tried a cultist run because holy poo poo gently caress that. Easiest for me was the poachers start. The scouting and extra movement perks are strong and its easy enough to hire some meat shields to protect the archers in the early game. The only downside is it just kind of turns into a normal run after midgame so it isn't as fun as, like, the peasant militia.

Has anyone managed a successful cultist run? It seems like its nearly impossible unless you can find a source of cultist recruits right away.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

800peepee51doodoo posted:

Has anyone managed a successful cultist run? It seems like its nearly impossible unless you can find a source of cultist recruits right away.

I buckled and tried it again earlier this year when the DLC was announced. The devs definitely tweaked it since it first got added, but it's still very RNG-y and quite grindy. I guess it's a reasonable trade-off for being (potentially) the most powerful origin. I'll say this though, you don't really come into your own until very late in the game. I for instance only got my Prophet of Davkul after the third crisis.

I'm still a bit of an apologist for it though because it's probably the one origin that mixes up things enough where you need to make full use of all features in the game, even minor ones that you'd normally ignore on other runs. If you've replayed the game a lot and you're looking for a bit of a new experience, it can be a refreshing option.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

800peepee51doodoo posted:

LW start is pretty strong but I found I had to take a bunch of survivability perks to make sure I didn't get the guy stunlocked or brained early on which kind of hurt his mid to late game usefulness. The hardest start for me, weirdly, was the northern raiders start. Having most of the map hostile to you was much worse than I anticipated. Never did get a raiders run to the first crisis. I never even tried a cultist run because holy poo poo gently caress that. Easiest for me was the poachers start. The scouting and extra movement perks are strong and its easy enough to hire some meat shields to protect the archers in the early game. The only downside is it just kind of turns into a normal run after midgame so it isn't as fun as, like, the peasant militia.

Has anyone managed a successful cultist run? It seems like its nearly impossible unless you can find a source of cultist recruits right away.

Northern Raiders is extremely seed dependent, it's one of the hardest (or at least most tedious) starts with a bad seed, somewhat easier than most with an ok seed and the easiest with a good seed.

Your starting bros are extremely good and you get more equipment drops as loot (I think it makes damaged armour more likely to be lootable) with no long term penalties at all (you eventually get an event letting you bribe the northerners into not attacking you). As long as the southern faction is large enough to give you viable quest options it works fine. If you're lucky you can get some seriously decent gear early on by taking on militia or caravans while you make you way down south.

frogge
Apr 7, 2006


800peepee51doodoo posted:

Has anyone managed a successful cultist run? It seems like its nearly impossible unless you can find a source of cultist recruits right away.

I've never made it past the first crisis but lasting as long as I do before they all die or I lose interest is always fun.

frogge fucked around with this message at 02:04 on Jul 27, 2020

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Similar to peasant militia, one of the big early hurdles to getting off the ground as cultists for me was building up decent archers. For one, you don't have as many candidates for ranged converts as you do with the melee backgrounds; your choices basically top off at poachers and shepherds at the very start. For two, RNG desertions means you're struggling to get an archer up to high enough levels where they can get bullseye and bow mastery, the two perks you need to more reliably project ranged damage where you want it. For three, the Davkul bonuses unfortunately don't help out archers as much as they do melee converts.

I basically hired every poacher that I came across and still struggled to have enough archers who were up to snuff to deal with bigger raider bands and necromancers. I was still cycling through poachers by the time I could produce happy powder and it took forever to finally find a hunter with dumb to upgrade into later on.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I’m probably going to do a peasant run for my first post expansion game. I’ll be on the lookout for good seeds - in the current expansion there’s one where you get 4 endgame worthy ranged dudes in your starting company.

Scaramouche
Mar 26, 2001

SPACE FACE! SPACE FACE!

Raiders is a real coin flip for a) surviving your trip to friendly territory and b)friendly territory is large/diverse enough to support your first 30 days or so. If you can do both it's definitely a leg up on the other origins though.

Poachers I find is make or break depending on your recruit pool early on. Get no recruits, or enough crap recruits, you're boned. Have beat both multiple times on easy/veteran.

Dreylad
Jun 19, 2001

The Lord Bude posted:

I’m probably going to do a peasant run for my first post expansion game. I’ll be on the lookout for good seeds - in the current expansion there’s one where you get 4 endgame worthy ranged dudes in your starting company.

Same here. Should be fun to have lots of grunts head into the arena.

Helical Nightmares
Apr 30, 2009
Blazing Deserts Preview Part II has been released.

http://battlebrothersgame.com/blazing-deserts-preview-part-ii/


Also the Humble store has the core Battle Brothers game at 50% off! That is $14.99!

https://www.humblebundle.com/store/battle-brothers

Babe Magnet
Jun 2, 2008

hope we get those mod tools someday, the last time there was any real discussion on it was wayyy back before the first DLC was announced when they weren't sure if they were going to move on or keep supporting the game

vyelkin
Jan 2, 2011
Some of the DLC additions really do look good, I can't wait to use the retinue. It will be a big nerf to my favourite company background though, since the merchant caravan has half renown growth which will now also mean limiting your retinue size for much longer.

Strumpie
Dec 9, 2012
i still feel like not having proper mod support was a massive misstep but maybe i'm overestimating the player interest in Battle Brothers.

Southpaugh
May 26, 2007

Smokey Bacon


I suspect they never release full mod tools because with them you'd probably have as many total conversions by now that you'd never want to buy dlc.

Washin Tong
Feb 16, 2011


So now the slavedrivers origin has been refitted to be be manhunters and "indebted" bandits, criminals and POWs. You basically whip a chain gang instead of slaves.

While it's nice that they responded to the negative feedback it seems they were super married to that whipping mechanic.

Still, chuds are already screeching in the video's comments at that totally slight change, because of course they are.

Alchenar
Apr 9, 2008

Southpaugh posted:

I suspect they never release full mod tools because with them you'd probably have as many total conversions by now that you'd never want to buy dlc.

Yeah they need to be able to monetise the game. I can't imagine people aren't playing the game because there aren't mods.

Babe Magnet
Jun 2, 2008

Southpaugh posted:

I suspect they never release full mod tools because with them you'd probably have as many total conversions by now that you'd never want to buy dlc.

this has never in the history of games been demonstrable, even for much more popular games with in-depth modding tools (Mount and Blade even tapped a high-profile mod team to make one of their expansions (Viking Conquest) so they ended up benefiting from it even in that regard) so I don't know why Battle Brothers would suddenly be the exception.

I suspect they never went through with it because they just wanted to focus on other things. The only real time they've brought up their opinions on mod tools was when they were trying to wrap the game up shortly after its 1.0 release and thought about moving on to other projects.

They'd likely have to rework a lot of the game in order to get it to accept mods of any real substance, so the limitations are likely technical (or just "We don't want to", which is fair) and not financial.

Helical Nightmares
Apr 30, 2009
Yeah, it was my understanding (and I cannot recall where I read this) that a modding community actually extends the life of any game and encourages more sales.

Babe Magnet
Jun 2, 2008

It's a slightly different scenario (but still only possible because of tools) but DayZ drove a ton of Arma 2 sales years after it released its last expansion back, and there's a not-insignificant number of HL2/CS:Source sales that can be attributed to the fact that Gary's Mod requires the assets from those games.

Not having mod tools may not hurt BB, they seem to be doing just fine without them, but adding tools isn't going to stop people from buying expansions lol

Jay Rust
Sep 27, 2011

Seems like the popular mods would require the latest dlc anyway

FeculentWizardTits
Aug 31, 2001

Strumpie posted:

i still feel like not having proper mod support was a massive misstep but maybe i'm overestimating the player interest in Battle Brothers.

I think you might be underestimating it. When the game released the devs said that was it, no DLC, we're moving on to our next game. I can't imagine what else would've compelled them to reverse course if the player base didn't see a substantial uptick over time.

Southpaugh
May 26, 2007

Smokey Bacon


Babe Magnet posted:

this has never in the history of games been demonstrable, even for much more popular games with in-depth modding tools (Mount and Blade even tapped a high-profile mod team to make one of their expansions (Viking Conquest) so they ended up benefiting from it even in that regard) so I don't know why Battle Brothers would suddenly be the exception.

I suspect they never went through with it because they just wanted to focus on other things. The only real time they've brought up their opinions on mod tools was when they were trying to wrap the game up shortly after its 1.0 release and thought about moving on to other projects.

They'd likely have to rework a lot of the game in order to get it to accept mods of any real substance, so the limitations are likely technical (or just "We don't want to", which is fair) and not financial.

Yeah and Viking conquest was a lot of fun but Ifeel like brytenwalda was still better. I'm aware of what your saying, I just don't expect the dev team to be.

Bolding the part of your post that makes me believe they would release mod tools if they were moving on from BB forever. The game is developed by three guys in their bedrooms, I'm sure the potential feature creep that an enthusiastic modding community might develop could be very intimidating.

Babe Magnet
Jun 2, 2008

oh yeah brytenwalda is way better, VC was a poo poo-show on release (10,000 poly sausages lol) and even now that it's playable it's still really boring and weirdly paced.

As for committing to modding tools, I think it would be great for the long-term health of the game (and I personally want them real bad) but yeah it would basically halt all progress on content updates for a while because of how small the team is and how much of the game they'd have to rewrite and rebuild at this point.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

Communist Walrus posted:

I think you might be underestimating it. When the game released the devs said that was it, no DLC, we're moving on to our next game. I can't imagine what else would've compelled them to reverse course if the player base didn't see a substantial uptick over time.

They came back to it because its three dudes and their next game was costing more money than they expected to make.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ShootaBoy posted:

They came back to it because its three dudes and their next game was costing more money than they expected to make.

Was was their next game going to be anyway, I vaguely remember seeing some incredibly boring concept art and totally ignored it

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
http://battlebrothersgame.com/conclusion-update-1-1-released/

drat this was 3 years ago.

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

I always figured it was a more modern take on the merc/military thing from that bit of art, and I mean, I'd play that.

Jay Rust
Sep 27, 2011

Fraternal Fighters

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Babe Magnet
Jun 2, 2008

Conflict Clan

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