I get a big Darklands vibe too, but I think that's just the text blocks and the low magic + Germanic setting.
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# ¿ Mar 23, 2017 20:27 |
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# ¿ Apr 27, 2024 01:14 |
Night10194 posted:Man, Darklands sounds cool as hell. It's a genuinely great game. All the magic is based on what people at the time believed -- i.e., witches from the Malleus Maleficarum that use baby fat in their spells, if you want to cast a priest spell you invoke a saint and the game has a catalog of 300+ actual catholic saints (i.e., Saint Sebastian for missile resistance, etc.), alchemy is based on period alchemical texts, so on so forth. It's on GoG: https://www.gog.com/game/darklands Only thing to be aware of: one nasty bug that never got fixed: quote:There's also a nasty bug (at least in v.07 running in DOSBox) where any fire protection effects (Saint Polycarp, firewall potions, etc.) render your party permanently invulnerable to all strength damage (your party's natural "armor" is set equal to the fire protection armor, forever) AFAIK that bug is current in all available versions Hieronymous Alloy fucked around with this message at 16:54 on Mar 24, 2017 |
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# ¿ Mar 24, 2017 16:52 |
One thing I really appreciate about this game that I don't see mentioned enough; the fact that it uses a hexagonal combat map, rather than a simple grid of squares. Most tactical turn based RPG's that use grids use square grids and it leads to a lot of wonkiness with positioning and travel distances etc.
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# ¿ Mar 24, 2017 23:36 |
Weasel, what stats do you aim for on two hander Bros? Also general question: am I correct in thinking that crossbows are the Spears of archery, basically an early game only option?
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# ¿ Mar 25, 2017 00:35 |
wargames posted:Does this game support modding or steam workshop in the future? If so someone please write a "edit your starting Bros" mod I just want eagle eye on Archer and iron lung on the other two Hieronymous Alloy fucked around with this message at 02:29 on Mar 25, 2017 |
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# ¿ Mar 25, 2017 02:27 |
Hrm. Facing orcs as endgame, which two of these three would you take on melee folks (shields, two-handers): underdog, weapon mastery, fearsome
Hieronymous Alloy fucked around with this message at 05:14 on Mar 25, 2017 |
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# ¿ Mar 25, 2017 04:04 |
Ok, bear with me here -- I've been trying to work out a little chart to figure out what skills to take, by role -- not as a "best" build but as a basic thumbnail build I can just refer to as I level up bros. Here's what I have. 1) Everyone takes Student at first level. Past that: Idea being, to put off 1) the decision about which endgame weapon to use as long as possible, 2) the decision about whetther to make a bro shield or 2hander as long as possible, and 3) which if any "crowd control" options to take until you've found out what the endgame crisis you're facing is (so you don't waste a whole team's worth of crippling strikes perks on undead). Thoughts? Is this a crazy approach or is there anything obviously badly wrong in this setup?
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# ¿ Mar 25, 2017 21:48 |
Gammymajams posted:Something about this game makes us all autistic, me included. It's the Warhammer influence. It's worse than trains.
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# ¿ Mar 25, 2017 22:08 |
Is it my imagination or is it possible for a bro to start with three traits?
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# ¿ Mar 26, 2017 00:38 |
Tin Tim posted:Dude I love that your're doing this please keep on nerding at full force Well, Student does two things: it helps me get to the later skills faster, and it fills a low-level slot and thus lets me end up taking more high-level perks. And I get the stat bonuses faster etc. It does seem to make a big difference in advancement speed. Recovery and Brawny are where they are basically because just about everyone benefits from them so it puts off having to decide which direction to take a dude. RabidWeasel posted:I have a similar approach to building my mercs in general and don't pick weapon masteries because you often don't know which one you want - in the early days I will constantly change weapons based on fresh drops. Recover gets picked purely because there's a limited number of useful talents prior to level 6 for generalist mercs (i.e. those who don't need dodge, shield mastery, iron brow, etc.). If you're training up someone in the later game and you know what his equipment will be then sure get weapon mastery ASAP. Yeah, that's exactly why I wait on the masteries, and why I've set everything up in this order. Idea being that by Level 5 or so youv'e at least got an idea of whether a particular bro is Shield Wall material or if he has the stats to cut it as a two hander specialist. It's not so much a perfect list as a decision tree. GlyphGryph posted:Student is ok later when your picking up replacement dudes. early on just skip it. Yeah, I've found that taking Bow Mastery as soon as you can is definitely worth it, just for countersniping and for having the range advantage over enemies. The other weapon masteries I delay on because I don't know what weapon they'll end up using, but archers are gonna be using bows at endgame, so it's just a flat advantage. I'd like to add gifted but I'm not sure what to take out to fit it in.
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# ¿ Mar 26, 2017 01:00 |
Nordick posted:My eyes completely glassed over before even looking at this, but seriously bless you Hahah, this is me on a light day, I'm capable of hugely sperging out on this kind of thing.
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# ¿ Mar 26, 2017 01:56 |
Nordick posted:Oh yeah, named daggers might be worth a buy but basically anything else will be ludicrously loving expensive. I found a named flail once for 7k, did some extra armor damage. Don't buy named shields though cause if destroyed they goooone
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# ¿ Mar 26, 2017 02:00 |
John Charity Spring posted:Still often worth buying if you can afford it, and if the famed item is meaningfully better than the standard. You can have a SECOND crisis?
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# ¿ Mar 26, 2017 02:02 |
do towns get burned down and gone with noble crisis, or is that just greenskins/undead?
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# ¿ Mar 26, 2017 02:10 |
Oh btw I've figured out how to hack your dude's starting traits There's a decent (if obviously written by a non english speaker) guide on Steam here: http://steamcommunity.com/sharedfiles/filedetails/?id=598903989 Basically you take off all your gear, save, then open up the save file in a hex editor. look for the four-character strings in your bro's descriptions that match the list in that guide and/or are between an "00" block and a "13 c3 03 58" block replace them with the strings listed #noshame Theoretically you can use this to hack your dudes to high holy hell but adding more traits than they start with "naturally" or changing star values is complicated and not coming through the english barrier there. Hieronymous Alloy fucked around with this message at 16:50 on Mar 26, 2017 |
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# ¿ Mar 26, 2017 16:45 |
Soup du Journey posted:You can also use this to change your perk points pretty easily, even in between level-ups. In the absence of mod tools, I might use that to ensure I still get perks past 11. Maybe once every other level or something? I dunno Oh lord. I'd need the codes for each perk to do that -- I'm not some hex wizard here! This does raise the question of what perks are the "ideal" for each of your three starting guys. Right now I'm leaning: Dextrous + Sure Footed, Iron Lung + Strong, Eagle Eye+ Quick, but it's a tough call. Especially for the ranged guy it's tempting to go impatient / tiny instead. Or quick + tiny for max defensive boost.
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# ¿ Mar 26, 2017 20:18 |
Arg, what to do with this guy: Fearless and Optimist, two stars in resolve, but. . three stars in archery! Bannerman or archer? Is it worth trying to pump that low bow stat?
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# ¿ Mar 27, 2017 02:09 |
thoughts on the Khopesh? Found one and it looks awesome but not sure how best to use.
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# ¿ Mar 27, 2017 07:17 |
Best way to get wolf armor is reroll the town terrorized event till you get raiders, then go full dagger / flail party.
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# ¿ Mar 27, 2017 14:00 |
marshmallow creep posted:Yeah I got two hide and two mail direwolf sets from that event once. I suppose I might try rerolling. Does the "reroll" apply when you take the contract or when you start the fight? Brain damage makes for great bannermen, it's not that bad a trait really Reroll is when you take the contract, save just before.
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# ¿ Mar 27, 2017 14:30 |
Soup du Journey posted:Today on Maury: Is Gifted a trap perk for our nation's mercenaries? I think it's definitely worthwhile on bannermen since having high resolve is their whole job. Past that . . . It might depend on what crisis you're facing. If you aren't facing undead, crippling strike + executioner or fearsome are great choices and your perk slots are therefore at a premium. If you are, those are wasted choices, so you have more room in your builds and gifted starts to look worthwhile.
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# ¿ Mar 27, 2017 15:32 |
Filthy Monkey posted:I would ironman it up if I could only view recruit stats before putting down the cash. I think that counts for more of my reloads than anything else. This and starting combat five levels down a sheer cliff facing enemy marksmen on the high ground. Also I don't understand the game well enough for Ironman.
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# ¿ Mar 27, 2017 17:09 |
I almost feel like an all dagger army is the most appropriate approach. That's my armor they're wearing, I don't want to mess it up.
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# ¿ Mar 27, 2017 21:39 |
Liu posted:whatever you do caravan guards, don't move Typical bourgeois bossmen Question: so am I correct in thinking initiative is a dump stat unless you are dodging or overwhelming?
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# ¿ Mar 28, 2017 00:21 |
Coolguye posted:
Even moving into the middle game I find i like spearmen on my rear flanks. The front flank slots get taken by two-hander folks but the spearwall just lets them control space in a really nice way and force enemies to take that much longer to go around. Robutt posted:Just got this game and I'm loving it so far. The newbie advice has really helped, so far a line of spears and shields with some archers in the back has worked really well and let me keep most of my guys alive (they are all around level 5). I'm curious though when would be a good time to switch out spears for something more fancy? Or do they retain their effectiveness throughout the game? I'd like to experiment with some different weapons but even after only 7 hours into the game I've already got rather attached to my brothers so experimentation would likely mean their deaths. Personally, once my guys start getting their melee skill over 60 or so I start switching out for flails, just because the shield-evasion with the 1 attack is so useful and the auto-critical with the 2 attack is so powerful, especially against helmetless raiders or undead. Over 70 skill I start experimenting with different weapons (daggers, a khopesh I found in a ruin, etc.) Hieronymous Alloy fucked around with this message at 05:33 on Mar 28, 2017 |
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# ¿ Mar 28, 2017 05:30 |
Does the witchhunters bonus apply to the banner?
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# ¿ Mar 28, 2017 18:44 |
GlyphGryph posted:The bonus comes, I believe, in the form of a much higher base resolve before randomization so yes, absolutely. So other people in the party benefit from the witchhunters' bonus if the witchy is the sergeant ? That's a big big deal if accurate. The real problem with witchhunters is they're a ranged class that's got a bonus against undead.
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# ¿ Mar 28, 2017 19:05 |
marshmallow creep posted:You'll be first more often longer. As you gain fatigue, your initiative goes down, so if you have a high init you still have more to spare. DO we know what initiative "ceiling" monsters tend to have, or is it just as random as it is for bros? Like, with an init of 150 are you Always First?
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# ¿ Mar 28, 2017 23:31 |
The first time I played one eye lived for several rounds, somehow. Then he died. I kept reloading to try to save him.
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# ¿ Mar 29, 2017 03:36 |
I honestly don't really like fighting orcs but when I do, the trick seems to be 1) breaking their morale, and 2) evading their armor.
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# ¿ Mar 29, 2017 19:37 |
wargames posted:I am struggling on beginner. The only recent game I'm aware of that's more difficult than this is Darkest Dungeon, and there the difficulty is a baked-in part of the setting rather than just "welp, crossbow to the brain. Sorry duders!" like it can be here. One thing I'm only really now starting to appreciate is the importance of cover and positioning vs. ranged fire.
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# ¿ Mar 29, 2017 22:59 |
Disgusting Coward posted:I know I've boo-hoo'd about it before, but brigand marksmen really need looked at. They're pretty much always the first to move, and their first act is usually to launch a hail of laser accurate long-range arrows at whichever brother has the weakest ranged defence. Makes levelling up rookies a total crapshoot, since the A.I will frequently kill/severely injure them before they even get a chance to poke a spear. That's why they nerfed bullseye, isn't it?
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# ¿ Mar 29, 2017 23:11 |
RabidWeasel posted:Unique orc cleavers are the endgame for duelists, at which point they become absolutely rediculous. I see people talk "duelist builds" but what goes into that?
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# ¿ Mar 29, 2017 23:12 |
RabidWeasel posted:No shield, 1handed weapon, duelist perk. Due to the duelist perk and the double grip ability from not having a shield you get a gigantic damage boost, and this is particularly effective on weapons which typically have relatively poor armour piercing but high base damage. Since this typically leaves you with poo poo for defenses but also gives you a light weapon configuration it's often combined with Dodge. What stats for that build, though? What sort of Bro would make a better duelist than two-hander user?
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# ¿ Mar 29, 2017 23:54 |
Jay Rust posted:Is it normal to be haemorrhaging two brothers per fight? It's around Day 30 and I suspect my 100%-scavenged body armour is what's causing my guys to fall apart after two or three rounds of melee. Is your gear at 100% going into fights? Are you using shields? You can get away with scavenged armor for a little while IF 1) everybody's got a kite shield and you use shield wall constantly, like every turn, and 2) you swap out busted armor for good armor between fights and keep everything repaired (alt-rightclick in inventory).
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# ¿ Mar 29, 2017 23:54 |
Kenzie posted:If you don't give them money it causes a big morale hit to your company I think. I had a negative event happen earlier when I fired a dude right after he got a permanent injury, with no compensation. It was unclear what the actual penalty was though, it may've just been bad text or maybe i rolled well on the morale checks.
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# ¿ Mar 30, 2017 03:37 |
Back Hack posted:Ranged weapons can use overwhelmed!? That's a game changer! Berserk works with them too.
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# ¿ Mar 30, 2017 04:52 |
Wallet posted:I don't know if it was mentioned earlier in the thread, but they apparently nerfed both of the direwolf armors. It was probably needed, but I was a bit disappointed after getting lucky with a terrorizing beast contract. To what stats?
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# ¿ Mar 30, 2017 17:03 |
Wallet posted:They didn't change the armor, they increased the fatigue. Ahhh ok then. That's actually not so bad. The reason I like Direwolf is that it falls in a good place for mail armors.
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# ¿ Mar 30, 2017 20:50 |
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# ¿ Apr 27, 2024 01:14 |
I wish the fangshire had better armor. I love it at night but oh boy is it arrow to the skull bait.
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# ¿ Mar 31, 2017 08:50 |