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moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I think I want to replay this game, can anyone share any spectacular seeds that still work post Lindwurm patch?

Don't necessarily care about starting bros' stats, just want a nice interconnected map with a good range of settlements and available buildings.

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moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Drone_Fragger posted:

Figured out why I sucked so bad, bandit leaders only spawn in camps I believe. If you don't get a "clear out a camp" mission, the various "stop bandits" missions won't have bandit leaders in them. So I wasn't clearing enough bandit camps, to see enough bandit leaders to dagger party. Rectifying this now.

I think they also start spawning in the attacking groups during defend the settlement jobs. It might be tied to higher reknown or more days passed possibly?

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I definitely like having both a Cultist and a Historian in my roster because of their cool event reactions but it does take some hunting to find ones up to par.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Night10194 posted:

Maces are honestly just good weapons in general.

I like equipping maces on my tanks who have low melee but high defense scores. Between the extra fatigue damage that maces inflict and the enemy's own fatigue buildup from whiffing attacks, you can lock down opponents and tire them out to a standstill. Add in the Recover perk and it becomes a fairly reliable way to succeed through attrition.

It's less effective against undead which don't suffer fatigue, but maces are still handy on high initiative brothers for stunning dangerous targets.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
My most common source of uniques has been Orc cleavers off of Warlords which is nice and all but gently caress let me get some of that cool armor :negative:

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

marshmallow creep posted:

I wish unique shields weren't so easily broken, because I had three and lost them all to orc axes during the crisis.

The thread and elsewhere say if you pick up broken unique shields manually, you retain them after battle but I haven't had the opportunity to test this myself.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Nets are big against necrosavants because they stop them from teleporting and also apply a sizeable defense debuff. Even if you have to spend one brother's round in swapping to a net and then throwing it, it can be an overall net increase in action economy just by keeping the necrosavant pinned down and so that the rest of your brothers can get a proper surround and more hits in.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Consider switching over to bows for an easier time breaking up brigand formations. Bow mastery gives you an extra tile of range, meaning you can usually hit the enemy backlines from your spawning position with Aimed Shots. Thugs and raiders will start advancing once you start taking down some archers.

I only field 2-3 dedicated archers max in a given battle and I find that's more than enough to cover my counter-sniping needs. One thing I'll do though is prioritize buying Warbows for these guys. Gear for the rest of my brothers can come from battlefield pickups, I just make an exception for buying Warbows because it brings me closer to the one-shot damage threshold and because I find they're not as common or reliable of a drop off enemies until you're well into the late game.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Nordick posted:

I was a little concerned about his melee defense, since it started in the single digits, but fortunately he at least has a single star in it and I got some lucky rolls when leveling him up.


80 melee attack at level 5. :cawg:
I should really give him thicker body armor, but that coat just fits so well with that helmet!


I hate seeing that armor in stores because I have to buy it on the virtue that it's a cool looking unique, but then you could just get like a coat of plates with better durability for the same cost.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Nordick posted:


You bastard. I'm approaching 500 hours in this game and I don't think I've ever seen a unique bow. :saddowns:


Bowyers have an event where they can turn the quality wood trade good into a unique bow (also a chance to get a shoddy one). I think they have to be a certain level before the event can fire, though.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I always tell militia to gently caress off back to town when undead roll through. No need to give necrosavants free walking blood bags.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

caedwalla posted:

I really want the devs to add rare hedge wizard bros. No flashy abilities, just one or two neat utility skills and a pointy hat. Give them some basic world map effect like more efficient medicine usage or potion brewing, and interesting but not crazy battle options like a spell to bandage at range, restore some armor durability, or curse an enemy with slightly less vision.

Given all the wizardry dudes they're adding as enemies I think it would still fit with the low magic theme.

Sorry but any magic befitting the company must be attained honestly through sacrifice to Davkul.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

vyelkin posted:

Depends on the enemy imo. For low-risk enemies like bandits I usually don't bother, though I will totally break a bandit leader's shield if I'm trying to shank them for their armour. For orcs I never do it because it means they deal way too much damage when they land hits, and their low melee defence means even with the shields it's usually not a big deal to land hits on them.

For noble company guys, I usually don't because there are just so many shields and I don't bring that many axes. I might break one or two as a way to punch a hole in their line, but it takes long enough that the rest of the fight is happening while I'm doing that.

Really the only enemy I reliably go in looking to break their shields are ancient dead, because the shield skeletons aren't that threatening even with double grip, their shields reliably break in just one or two hits, and you want to get at their polearm wielders as fast as you can because just a couple hits from them will murder even heavily-armoured bros.

So usually I don't bother because I find the enemies for whom it's worthwhile usually have tough enough shields (and sometimes shield mastery) that it takes too long, and a lot of other enemies I would rather let keep their shields. Skeletons are the big exception, and there are some uncommon cases where enemies have high enough melee defence that it's a huge pain to kill them through a shield, like knights.

I agree, and would add that I like letting humans and orcs keep their shields so they waste their AP and fatigue on Shieldwalling.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I just did a run where I decided not to take Pathfinder on anyone on my company and found it actually fairly tolerable. Since everyone still shared the same movement restriction and thus movement range, I was still able to roughly maintain the same level of positioning and formation as when I had Pathfinder. I just had to make a few new concessions for the type of terrain. Really, the biggest change in how I played was that I started chasing down roving enemies a little further so I could engage them in favorable terrain and there would be some missions where I simply had to retreat or altogether abandon a job if the enemy spawn proved too costly to engage.

Some thoughts and discoveries dealing with different terrain without Pathfinder:

Height elevation: The additional AP cost for getting on higher elevation without Pathfinder sometimes meant I couldn't move and take a swing in the same turn (this was most noticeable on brothers with polearms and two-handed weapons). But the bonus from height advantage is already desirable so I'm content with using a turn just to take higher ground.

Forests: The added fatigue cost is annoying but the real danger is that trees and other impassable objects can really funnel your mercs if you move them out poorly or get a bad starting position; a clumped up merc in an awkward spot in the initiative order might not be able to move to a free spot or would have to go on a meandering path to reach the enemy if there are too many blocked off tiles. Creating your own chokepoints is key and Rotation is particularly good in forests--Rotation in general is just a great top-tier perk choice but it gets extra utility here by getting fresh bodies in when free space is at a premium. Incidentally, one of the hairiest moments for this company was during a forest ambush event where getting my more vulnerable mercs to a safe backline became a frantic scramble without Pathfinder.

Swamps are generally the worst depending on the availability of dry land and the enemy makeup. Because of the heavy malus that comes from being on swamp tiles, fights can be really swingy. For instance, if you have a couple of spots of dry land for your archers and are only facing non-skeletal melee units, it's a turkey shoot because it's like giving you a 25 percent bonus for your archers. Similarly, getting a row of your melee brothers on dry land while the enemy is zoned out to the swamps can severely hamper even a line of shieldwalled ancient dead. But that advantage can easily go to the enemy if you get a bad map spawn that puts the enemy on favorable, dry land. To mitigate this, I prioritize moving onto as much dry land as possible and use range superiority to force enemies to charge into my superior position. But there will be times when you may have rush in to put down an annoying backliner, such as an ancient priest, and just accept that you'll be drawn into an ugly swamp slugging match.

Mountains can be situationally the worst depending on what end of the mountain you spawn on. The worst case scenario is you end up at the foot of the mountain facing a firing squad of bandit marksmen, where you'll take a bunch of injuries and gas out on half your fatigue as you assail the cliff, just to then face off against height advantage enemies waiting for you at the top. Depending on what stage you're at in the game, it's simply not cost-effective to take the fight. These were the jobs I had to abandon most often or the lairs I'd have to put off until later, but the sustained injuries while retreating and the hit to reputation was far preferable to a wipe. I already try to avoid traveling through mountains when I can due to the speed penalty and increased food costs so mountain ambushes weren't a big concern for me for this playthrough.

Snow same AP/fatigue issues as forest tiles but actually a little easier because you can get mostly flat, open tundra which is actually a benefit against non-undead enemies. With range superiority and standing in place, you can tire the enemy out by a decent amount before they get to you while getting in some good shots.

This was on an expert/expert iron man run that completed all three crises. Overall, I now consider Pathfinder a nice convenience but rather unessential. Having completed a full playthrough without it, I felt that I could easily cope by being smart with my engagement choices and use of tactics. Pathfinder, in and of itself, doesn't really cancel out the fundamental dangers of the above situations, and I think I got way more value slotting in a better perk into my builds this time around without it.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Dev doing a preview of the DLC:

https://www.youtube.com/watch?v=rdAM-f50TDM

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Changelog posted:

Changelog

Added new main menu background.

Added icons to the main menu showing what DLC are installed or missing.

Added 24 new settlement situations for a more dynamic economy.

Added 16 new character traits.

Added ability to pay for a tryout and uncover a potential recruit's traits before hiring them.

Added button to end the current round and have all your men skip their turns until the next round starts.

Added ability to give potions, strange mushrooms and antidote to other characters in battle without having to drop them on the ground first.

Added 'Free Ally' skill to free adjacent allies from nets, webs and vines.

Added 'Grant Night Vision' spell to Goblin Shamans.

Added lots of new event and contract illustrations.

Added more names for characters, settlements, regions, items, locations and opponents for more variety.

Changed world map to be 25% larger and include two additional settlements. New campaign required to take effect.

Changed map seed to use words made up of characters from a to z, and no longer exclusively numbers in hexadecimal notation. For example, the word "overhype" is now a possible map seed.

Changed XP required for veteran levels to increase by 1000 for every level. In effect, the first levels are attainable roughly as fast as before, but attaining the following levels takes longer as to cut down on the attribute inflation for very long campaigns. Also, with a linear increase in XP cost, there's no longer any sudden roadblocks where one veteran level would require twice as much XP as the previous one did. And because enemy strength scales in part with the levels of your characters, having the average level a bit lower in long campaigns will also reduce the number of enemies a bit, leading to quicker combat and less pressure to replace everyone with superhumans as time goes on. Note that when loading old campaigns, veteran level characters may seem to need excessively much XP to level again - this isn't the case when starting new campaigns.

Changed starting size of stash to 99, up from 90.

Changed named shields to always have either the same or better fatigue penalties than regular ones.

Changed strength of roaming beasts to scale more depending on distance to civilization, and less on campaign time.

Changed enemy bases to be more proactive in sending out parties to intercept enemies threatening them, but also have a weakened garrison while doing so.

Changed all end game crises to start slightly later, to take slightly less time to defeat, and to fade out more smoothly.

Changed greenskins and undead to be a bit less active in destroying settlements, as to make using the 'Permanent Destruction' setting more viable.

Changed chance of any human dying during the Undead Scourge crisis to return as a Wiederganger to be lower.

Changed 'Escort Caravan' contract to give better directions, an approximation of the time required (e.g. two days), pay slightly more per tile of distance, to support payment per head, and to have a cap on distance, especially in the early game.

Changed 'Armed Courier' contract to have a cap on distance, especially at the start of a campaign, to pay slightly more, and to give an approximation on the time necessary for travel if going by road.

Changed 'Defend Settlement' contract to make sure that there's bases of the attacking faction near enough to not have the player need to wait for too long for the attackers' arrival.

Changed contracts to be more readily available at the very start of the game.

Changed renown to decrease by -2 each passing day, as stories about your company will slowly fade from people's memories unless you continously create new ones.

Changed effect of different training regimes at Training Hall to be slightly stronger and made them stay for a certain number of battles, and no longer a certain number of days. Also, they're more affordable now.

Changed costs and stats for various character backgrounds to some degree, and introduced a random +/- 10% factor for all daily wage demands, so you'll find cheaper and more expensive recruits also within the same background.

Changed how daily wages for mercenaries employed by the player are calculated. Instead of a flat +2 crowns for every level, it's now a cumulative 10% on the wage for every level until the 11th, and then 3% on the wage for every level afterwards. In effect, there's less wage pressure in the beginning, low tier backgrounds have become cheaper to employ in the longterm, and some backgrounds have become more expensive to keep around if they reach veteran levels.

Changed how retreating works. If your men are already on the edges on the map, you'll safely retreat as before. If they aren't, they'll now attempt to move to the edges of the map by themselves until either they succeed or die. While this is going on, they'll get a defense bonus for moving through zones of control, the amount of which scales with the chosen difficulty level.

Changed enemies and player characters to make no more than 2 attempts to flee from a position in a single turn.

Changed morale checks to always have a 5% chance to succeed or fail, just like attacks do.

Changed dropping items to the ground, or switching between hands and bags, to no longer grant effective fatigue to spend in the same turn.

Changed polearms to have a -15 chance to hit targets directly adjacent, reflecting how long and unwieldy they are in close combat. Picking the 'Polearm Mastery' perk will remove this penalty.

Changed 'Polearm Mastery' perk to reduce the action point cost for using skills of polearms from 6 to 5. The 'Repel' and 'Hook' skills now always apply the 'Staggered' effect, even without the mastery.

Changed 'Hold Out' to be called 'Resilient' and have a new effect; any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced by -1 turn, to a minimum of 1 turn.

Changed description of 'Shield Expert' to include the fact that picking it grants a +15% bonus to hit chance to the 'Knock Back' skill. This was already true in previous versions, but the game neglected to mention it.

Changed 'Killing Frenzy' perk to count the turn the effect first triggers as part of its 2 turn duration.

Changed 'Reach Advantage' to provide a bonus of +5 to melee defense per stack, with a limit of 5 stacks, instead of the +20% of total melee defense per stack it provided before.

Changed 'Nimble' perk to now give consistent damage reduction to hitpoints up to 75%, but reduced exponentially by the total fatigue penalty of body and head armor. Fatigue penalty from other equipment does not affect the damage reduction, but neither do the 'Brawny' perk or traits.

Changed 'Battleforged' perk armor damage reduction to be based on current total armor value, and no longer maximum total armor value. Also, a status effect now displays details on the effect as with 'Nimble'.

Changed 'Underdog' perk. The defense malus due to being surrounded by opponents is negated, as was previously the case. However, if an attacker has the Backstabber perk, the effect of that perk is now negated, and the normal defense malus due to being surrounded is applied instead.

Changed 'Brawny' fatigue reduction to 25%, down from 30%.

Changed 'Bags & Belts' perk to no longer entirely remove the fatigue penalty for two-handed weapons and shields.

Changed Lindwurms to have slightly more hitpoints, and to give significantly more XP. Their 'Tail Slam' skill now has an equal chance to either stun, daze or knock back their target. Also, they're a bit less rare now.

Changed out some assets for updated versions.

Changed AI of many enemies to perform better in a variety of situations.

Changed AI to make better use of parallelization for faster turn processing times.

Changed savegames to use compressed fog of war information for smaller file size and faster cloud synchronization.

Changed lots and lots of smaller things for the better.

Fixed game sometimes not continuing when a Lindwurm retreated from the battlefield.

Fixed game sometimes not continuing when a character that used the 'Taunt' skill died in the same turn.

Fixed rare issue with frenzied direwolves not dying properly.

Fixed issue with 'Reset Equipment After Battle' option not working properly under very specific circumstances.

Fixed issue with 'Last Stand' contract where the game would potentially freeze when defending settlements isolated on small islands.

Fixed 'Caravan Escort' contracts failing without battle in some cases.

Fixed combat slowing down in very long campaigns for some people.

Fixed player banner bonus not being updated immediately after moving.

Fixed wrong damage values displayed in tooltip of 'Knock Out' skill.

Fixed morale chain events being displayed in the wrong order in the combat log under certain conditions.

Fixed 'Nine Lives' perk not properly resetting after triggering once combat is concluded.

Fixed coastal settlements not being reachable by boat in some cases.

Fixed various minor issues and annoyances.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I was already excited at being able to skip the intro fight since it would make rolling for swamp town seeds for cultists runs so much faster, but having an actual dedicated Davkul start has me super stoked :cthulhu:

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Wafflecopper posted:

I don't think more guys = more repair costs. Having more guys means there's more targets for the enemy to spread their damage between and more of your guys hitting them so they die faster and do less damage. And I'm pretty sure enemy numbers scale off your renown not your numbers, if they scale off the size of your company that would be pretty dumb and also render the whole thing totally pointless

No, this is exactly the opposite of how the game works. Your renown has no influence on the difficulty, just the reward. Enemy numbers is dictated by your roster, including your current numbers.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I would argue that the crossbow/pole hybrid was already viable pre-expansion, but the new AP reduction from pole mastery just makes slotting in a bow such an easy choice for hybrids.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I've started experimenting with the new fencing sword and it seems pretty cool. I really like Lunge's ability to avoid zone of control. I'm thinking of a build that skirts the flanks of larger battles to fight his way through to to annoying backliners like necromancers or ancient priests. The brother I was grooming for it unfortunately ate a crossbow bolt so I have to start over. Probably for the best since he was a farmer who was splitting too many level ups on getting resolve and health to an acceptable baseline before even touching initiative.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

The Lord Bude posted:

I had initially thought that the 2 tile range meant he could move 2 tiles, but in fact he can only move 1 tile and hit someone on the second; which makes the ability less useful for moving around the battlefield. Also the damage being tied to initiative means you have to kinda dart him in, chain 2-3 kills - I like heavily damaging guys with archers/etc and then using my fencer to sweep through and finish them all off - I give him Berserk and killing frenzy - but then you have to pull him out for a couple of turns and use recover, because once he's heavily fatigued his initiative goes to poo poo and he stops doing crazy damage. I still think on balance another guy with a polearm is probably going to do more damage overall in most battles.

I'm at the point in my game where I have a good backbone of 11+ guys in my roster so I can somewhat safely gently caress around with sub-optimal builds. I'm just going to run out this save with theory-crafting and experimentation until the new expansion comes out.

I now have a squire who's got the right baseline stats and stars for a fencer. I think I'm going to go full-hog on this concept and pump initiative and even take perks I normally avoid like Lone Wolf and Dodge, though the last time I tried them on a parry duelist, I was left severe underwhelmed. It also remains to be seen if the initiative-to-damage bonus and unique fencing sword options (if there are even any in the game right now) will be competitive to the damage output of a straight unique orc cleaver/axe duelist.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Raiding would be way more viable if we can have places to resupply tools other than towns and settlements.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Caravan escort used to be far worse when they'd take you far across the map, but the devs readjusted it so trips can be shorter. I still only take them if they happen to be going to the settlement I was planning on heading to anyways, since it's free money and you don't use up food in a caravan.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Noble war is rough in that regard especially when you piss off multiple houses. I allied with the underdog house in one game and it was really tricky staying out in enemy territory when everyone else was hostile and there were only 3 friendly settlements to resupply from. I got so starved for tools after buying out all the stock available that I had to resort to daggering chain hauberks off footmen just to stay armored.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Hell yes gimme those unique loot pinatas baby

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
The only thing I would want at this point is the option to only save on quit instead of every time you leave a settlement. That hangup you get before you can hit the road again, even on a high end rig that I built this year, is my sole performance quibble with the game.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
It really feels like this cultist origin wasn't play-tested properly. I've been luckier than most in that I was able to get some extra cultists early on from a town that had the cult procession event going on, but my company is currently whittled down to five cultists after two sacrifice events. I'm finding it hard to bring myself to hire and build up more fodder, knowing that most will end up deserting even if they do survive.

It would be a lot more feasible if I could just keep some decently leveled up archers. I'm so desperate that I've built up a one-star range cultist as my archer, but he's barely going to break the mid 70's if he makes it to level 11.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

kidkissinger posted:

Should I be using bows instead of crossbows?

Definitely, bows have better range and can attack twice per turn, giving better case usage for killing frenzy and berserk. If your brother is a dedicated ranged fighter, he'll want a bow. Crossbows are still good on builds like hybrids where the 2 AP shot lets them get in attacks and some movement during their turn, but the recent AP reduction with polearm mastery makes bows a reasonable choice even then.

Bogarts posted:

A few days ago they updated the cultist origin to be more likely to spawn cultist recruits.

This goes a long way in making a cult run easier but the brutal part is still in having all your potential recruits that you've been building up deserting after a sacrifice. It makes total sense that they wouldn't want to stick around after witnessing that, however, so I have no idea how you would balance it further. Maybe make the conversion rate a little higher or scale with the amount of cultists you currently have?

Right now, I'm just hiring up all the base cultists I can find, some lovely low tiers for the sacrifice events, and the occasional hunter in the hopes that the conversion event procs for them before a sacrifice unfolds. My plan is to start hiring permanent high-end recruits like hedge knights only when I'm able to make a bunch of morale restore potion, but it's going to take me quite a while before I'm able to farm alps and necrosavants reliably for their components.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I wished I had tried whips more when Disarm was just 4 AP because being able to do that twice in a turn must have been so good.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Mugsbaloney posted:

Does anyone know what the 100 gold reference item is? I came across it ages ago, there was a specific item that was worth 100 gold that functioned as a precise check on how good / bad prices were when you hovered over it to sell.

The most accurate is technically the hexen apple at 1000 gold because it lets you see the "decimal" for purposes of rounding.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

kidkissinger posted:

fast adaption seems like it would be worth it for pretty much everyone.

Don't take it on archers though, "misses" that hit shields or trees will count as successful attacks and reset the bonus unfortunately.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Wizard Styles posted:

Chosen have stats and perks usually found on enemies you fight one or two of at a time unless you're at day 200 or something. Their gear isn't that great but the universal +10% armor penetration on two-handerd weapons is a thing.
Unholds have 500 or 600 HP, regenerate 15% of that per turn and have Resolve > 100 that effectively means they won't break.
Both Chosen and Unholds have Crippling Strikes, too.
And between Unholds throwing your bros around and the 5 Fatigue Rotation Barbarians get the player's options for dealing with them are limited assuming at least even numbers.

And you're supposed to deal with all that for...some Unhold parts and Barbarian weapons you could just get from Reavers.


So, yeah, not worth.

I wonder if the devs are assuming that players can take out beastmasters to aggro unholds and are thus underestimating the difficulty of the fight? Because it's such an unrealistic strategy considering beastmasters are pretty tanky for a backliner, their taming appears unrestricted by range so they don't advance, and the players are hard-pressed in fielding archers when you need to hold off so much frontline, especially in 20+ groups.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Molybdenum posted:

do you leave your archers in light clothes or do you have them get every level of hand me down from your front line?

Mine eventually get Nimble so I throw basic chain shirts on them, which you'll get alot of off raiders, and they'll be good for a while until I can transition to noble mail.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

vyelkin posted:

I fought the new Alps. Battle was actually quite fun, went by fast, and was very easy (this might be because it was a one-skull contract for a Day 200 company). It felt like fighting less dangerous Necrosavants with how they kept teleporting around, trying to spread out your party chasing them so they can put you to sleep where someone can't easily wake you up. The fact that Rally now wakes up bros at a distance is very good. Overall, I'd say a very positive change that makes alps fun to fight and more in the spirit of the rest of the game instead of some boring tedious bullshit.

Yeah this alp rework is by far the most tolerable.

There's not much left for them to tweak IMHO. Maybe the high end barbarian camps with a mess of unholds and chosen, but I'm starting to come around to the opinion that the game needs more common threats other than the one-offs like the black monolith and goblin city that can challenge late-game companies, and those camps are certainly scary enough.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
AND their version of Rotation only costs them 5 fatigue.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Alps also drop a component for happy powder which is so, so crucial for a cultist run. Come to think of it, I really enjoy how the features from the DLC have interacted so far, like a combination of crafting and certain company origins incentivizing me to fight enemies that I would normally avoid. Hope the new DLC mixes things up even further.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

quote:

New crafting recipes for owners of the ‘Beasts & Exploration’ DLC

Hopefully this will help make fighting beasts more worthwhile like we were talking about earlier in the thread. I see a dude holding some kind of explosive in the full promo image, and you can bet I will beat down a bunch of webknechts or whatever if it means I can toss bombs at geists or goblins.

gently caress we're getting one step closer to full-on wizard build, boys.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Back Hack posted:

What makes you think goblins won't get their own grenades?

You have spoken a great evil into existence.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

quote:

Even though the world is going to be larger, frequent auto-saves in ironman mode will actually become faster thanks to some parallelization.

Small part of that update but I'm really glad for this. That little hiccup that you get after leaving a town and the game autosaves still bugs me, hopefully this means it's smoothed out.

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moot the hopple
Apr 26, 2008

dyslexic Bowie clone

vyelkin posted:

One time just for fun I tried doing an entire company that only used daggers. Very funny but not very effective even though sometimes you land like 12 punctures in one turn and just ruin an entire enemy force. More often you miss every single one and then they wreck you.

The last time I did a dagger master was when the witch's hut was first added in and I wanted someone dedicated to using the obsidian dagger. That guy got promptly dumped when I found out that zombified enemies no longer drop their loot.

It's kind of a shame that some of the weapons/abilities that you build specifically for, like lunge fencer or puncture master, just wind up as gimmicks
you do for fun and experimentation. They just really don't hold a candle to like your bog standard axe or cleaver duelist. That said, I am definitely going to make a dedicated bomb wizard with the new DLC :kingsley:

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