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800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

I have a zillion hours in this game but haven't played for a while. This DLC is getting me interested again, though. This looks great but yeesh still doing the sorta creepy flavor text, it seems, with that description of the gladiator origin.

On the topic of famed items, another way you can get them is buying them, which, yeah of course. But! One thing I did not know for the longest time is that there are tons more on offer from cities that have the well supplied modifier so a good way to find famed gear if you've got cash is to take caravan missions to cities with weapon smiths and armorers. When you arrive, there'll usually be a few famed items for sale.

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800peepee51doodoo
Mar 1, 2001

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HiroProtagonist posted:

I've concluded from extensive research mostly ITT that the reason I haven't even gotten to the point of popping a crisis event at any point in about 14 hours total play time is because I am utter loving garbage at this game for some reason.

Game is hard as poo poo. I played for approximately one million hours before getting through the first crisis. Watching much better players on youtube really helped me get my head around some of the systems, tactics and useful builds.

800peepee51doodoo
Mar 1, 2001

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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.

800peepee51doodoo
Mar 1, 2001

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So, I haven't played BB in ~1yr or so but just picked up the new DLC and have been playing around with it for a bit. I tried a Gladiator start and it kind of felt like easy mode so I decided to try a Peasant Militia start since I never did a proper one with WotN. Everything was going fine until about day 45 or so when nomads started showing up with Dodge and Backstabber and suddenly I'm getting owned by everything. Is a Peasant start even feasible with the new content? poo poo seems super hard since you've got a bunch of mediocre at best bros who can't hit poo poo getting dunked on constantly by desert raiders throwing 70 attack rolls against shielded brothers with an effective MDef of around 30 to 35. Like, I'm sure there's a way to build out a team better than what I'm doing and I'm def out of practice but, I mean, drat this poo poo is rough. Also gently caress snakes. I think if I try this start again I'll have to rethink a lot of things, like not expanding until I've got a decently leveled core group of the best available backgrounds and looking at min-maxing poo poo-tier character builds.

Speaking of - I'm aware there's been quite a few changes to the perks and people are using new builds since the last time I was playing regularly. Would anyone care to share some of the builds they like? I'm seeing in the thread that people are talking a lot about Fearsome + Overwhelm, which is odd because those used to be total trash perks. I get the new love for Fearsome since it gets a modifier from Resolve but how is Overwhelm good? You almost never get to go before the enemy which was always the problem and people only ever used to use it for archers. Even then it usually sucked. While I'm asking, are there any other previously ignored perks worth taking a look at? Dodge? Resilient? Nine Lives? I see that Fast Adaptation got a sizable buff...

What are the current thoughts on the new DLC weapons like guns and grenades? I haven't had much experience with anything outside of the gun spear thing, which kind of seems like a weak fart. I haven't had a go with the handgonne yet - is it any better? I was watching some stream and the guy playing actively hated it but I feel like something with that kind of an AOE has to have its uses. I also saw people talking up that new dagger but I wasn't too impressed with it tbh. Maybe it starts working better in the later game with more access to status effect weapons.

800peepee51doodoo
Mar 1, 2001

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So I'm goofing around with different build ideas and I'm looking at duelists. Is there an opinion on hammer vs mace? The warhammer seems pretty amazing at 30-40 base damage with 50% pen and 225% armor damage. With duelist, that ends up like 37 - 50 with 28 - 37 of that going straight to HP, minus 10% of the remaining armor which the hammer just shreds. But then I'm watching a FilthyRobots stream and he's all "hammers are trash, complete garbage, utterly worthless, worst weapon in the game" while chat tries to get him to use one. Am I missing something on how that calcs out? Winged maces are 35 - 55 base, which turns into 43 - 68 double-gripped with 27 - 44 ignoring armor. That's a bit more than the warhammer but the hammer does fuckloads more armor damage so has less of a reduction from what remains compared to the mace. They both seem pretty strong.

Like if we look at fighting a raider in 115 armor, a hit from a hammer duelist is going to take off between 84 - 112 armor. That leaves between 0 - 3 damage reduction. Applied to penetration damage, you're looking at 25 - 37 and the opponent has almost no armor left after one hit. Mace is doing 48 - 75 armor damage, so a damage reduction of 4 - 6. So, 21 - 40 gets through, after reduction. The mace can potentially do slightly more but on average they have roughly equal penetration at 31 for hammer and 30 for mace.

For a hit on an Orc warrior with 300 armor:

Hammer: 188 - 216 armor remaining, 18 - 21 hp damage reduction, 4 - 19 hp damage penetration
Mace: 225 - 252 armor remaining, 22 - 25 hp damage reduction, 2 - 22 hp damage penetration

Again, damage done through armor averages out almost exactly the same. I suppose I could game out encounters on paper and figure out average # hits to kill for each in different cases but this is already too much calculator time for me. Anyway. Maybe its just best to spec one or the other based on finding a good famed weapon....

800peepee51doodoo
Mar 1, 2001

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vyelkin posted:

According to the incredibly in-depth perk guide mace and hammer are roughly equal and more or less tied for second best duelist after orc weapons.

The same guy also did experiments with every duelist weapon if you want lots of tables and numbers.

Heh, yeah, I just started looking at that guide today. I didn't realize they did a whole breakdown like that, though. Interesting that military cleaver is that high and I'm honestly surprised to see the three-headed flail just under orc cleaver. It has such a variable damage output.

800peepee51doodoo
Mar 1, 2001

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Ah, I see that now. I am glad to see that my intuition/past experience is validated and that hammers are good, actually. Super weird that one of the better known streamers of this game shits on them so hard. I mean, not like he's the arbiter of The Correct Way to play the game or anything but still

800peepee51doodoo
Mar 1, 2001

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Moonshine Rhyme posted:

Maces still have the ability to stun most enemies, which can be situationally very useful, compared to hammer's ability to do more armor damage

Its true, I thought I'd included a bit about that in my original post but I must have deleted it. That's probably going to give the edge to the mace but I think hammers look cool so I'll probably nerf myself over it lmao

800peepee51doodoo
Mar 1, 2001

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dogstile posted:

Convinced those only exist to gently caress over the player, because a player is never going to bother using them.

Lol yeah, shield breaking is such a trap. Congrats, the guy who spent every turn shieldwalling is now a double-grip murder machine isn't that wonderful! I don't think it's too far off to say that some of the mechanics aren't intended to be used by players. Things like Crippling Strikes aren't really helpful for the player to use but really loving suck to get hit by. The injured enemy will almost certainly be dead in a turn but your guy will be running around with a fractured hand for the next 2 to 5 days or whatever.

Speaking of Hexe fights, I was looking over the perks to try to get a sense of what's changed and if any of the dead perks could serve some purpose and came up with a Hexe-hunter build I want to try. I'm thinking Lone Wolf, Resilient, Fortified Mind, Footwork and Mace or Cleaver spec with the idea of running down the Hexe and tanking Charms. High INI would be useful, I think, to do the move-then-wait trick so that any Charm that does land is ineffectual. Granted, this would be a super specialized build and almost certainly not worth it but might be fun. It could also run down Geists and Necros maybe, esp with a whip. I probably won't be able to try it out any time soon, though, judging by how well my runs are going these days lmao

800peepee51doodoo
Mar 1, 2001

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Fabricated posted:

Injuries are very good to apply to big bags of HP like orcs or anyone with a dangerous weapon you can't guarantee a kill on before they swing on you again.

I feel like overwhelm would be better in most cases for something like that. Injuries are so random. Some of them are devastating, like concussions, and some of them are essentially ignorable like grazed eye socket or ripped ear whereas Overwhelm would be a flat, guaranteed reduction in MSK, hit or miss. Also tons of enemy types don't take injuries so its a dead perk in a lot of fights.

Tin Tim posted:

So far I've not encountered a hexen fight where I couldn't just snipe them with my archers in the first few turns :shrug:

I mean if they use hex they get to live a turn longer and can maybe make it into some form of cover but so far I've not seen their AI be clever about that sort of thing. Spread your archers along your back-line so that when your front gets charmed they don't bind two of them in melee and you should be good. You can also make your front take a step forward before the charms hit them to keep your archers free but it's not that reliable due to the init order

I've certainly had a few, usually with multiple Hexe where they cast multiple charms and lock up the archers anyway. Also if you don't have good archers those fights can be a real bummer. The thought behind having that build I described is that Hexe tend to try to charm the closest bros so even if they don't make it to the witch before the archers can roll some hits, they can tank the charms. I have no idea if it would work and, like I said, is likely not worth it even if it did but it seemed like a way to try out some different specialist/gimmick builds

800peepee51doodoo
Mar 1, 2001

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Not sure if I've found a bug or if there's something I'm missing about how the "Have a roster of 12" ambition works. I got that ambition with 11 guys on my team and immediately picked up a cheap brawler but the ambition wouldn't trigger. I ran around for like 2 days and nothing. I happened to check the Recruiter in the retinue and it indicated I had only recruited 10/12 which is weird. Now, I'd picked up a couple of guys in events earlier but they were trash and either got killed off or stripped naked and dismissed in the desert with 10 gold and vague directions to the nearest town. I've definitely recruited more than 10 guys by this point. I picked up two more recruits and the ambition triggered instantly with my 14 man crew. Oh, and I'm doing a Northern Raider start, so its not an issue of a 16 bro roster for peasant militia or manhunters. Its super weird and kind of annoying but maybe there's some reason for it?

While I'm here - what mods are you all running? I can't imagine playing this without the 4x time warp and autopause on enemy reveal. Its a slog without it. The added tooltips that show stat ranges on recruits is super helpful and saves me having to keep the wiki open on another screen. I have the mod that shows the effects of the town modifiers and the one that gives buy/sell price modifiers which are neat but not a game changers. I'm also running the expanded try out mod that shows stars for recruits. That one might be a bit cheaty but it loving sucks throwing a billion gold at completely worthless bros. Any other good QoL or otherwise interesting mods to check out?

800peepee51doodoo
Mar 1, 2001

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I might check out the increased champion mod. I've been holding out because you can get the bounty hunter eventually but this run is on day 50 and I've only found one famed item so far. Its a shield of course.

800peepee51doodoo
Mar 1, 2001

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Tin Tim posted:

What backgrounds(other than hedge) for 2h guys do you like to roll on after you've moved into a solid midgame position? I used to like sellswords but they might got nerfed since I last played because I'm seeing a lot of low health and stam bases with them. Wildmen also used to be a staple for me but their base in Matt/Mdef hits them hard quite often without top stars and rolls. I also like rolling on farmhands but it takes ages until you find one with Matt/Mdef stars and decent base in Matt/Res

I think any of the mid tier backgrounds can work pretty well with good rolls. Sellswords, Raiders, Nomads, etc all have the same hp and stam ranges so it depends on the individual rolls and talent distribution. Adventurous Nobles seem better to me now though? They have higher stam range (up to 105) and much better resolve. lovely Rdef though which could be a problem in some fights. If you build two handers for single target damage, you can make them stam neutral with weapon spec and pathfinder, so thats something to consider with less-than-optimal characters.

Palcontent posted:

Ambitions don't complete immediately after you fulfill them. Sometimes it takes a couple days to trigger. If it's bothering you you can sometimes trigger them by repeatedly camping for a second or two. That seems to do it more often than not.

I know, that's why I was running around for a few days first. It usually ticks over within a day. It was definitely something out of the ordinary.

800peepee51doodoo
Mar 1, 2001

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I haven't done any goblin camps since the expansion but my go to strat was a backline of archers and a frontline of kite shields. I remember two handers being a bad idea.

800peepee51doodoo
Mar 1, 2001

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TheBeardyCleaver posted:

I don't take bullseye, but every time I fight shamans I wish I did, just for a few more %chance to hit the gnarly fucker. Still, methodically killing your way there is as usual the better and more reliable way.

I read through that huge, comprehensive perk guide on steam and the author's discussion on Bullseye was the one weird standout to me. It may be confirmation bias on my part, but it seems like there are rarely opportunities to shoot at completely wide open, vulnerable targets so Bullseye feels like it has a lot of value to me. Usually the targets you want to hit are the ones hiding behind everyone else. If there are open targets, they usually have shields and armor so the hit chances are comparable to covered targets and if you do hit them, it's generally pretty weak. If the plan is to just cut through the line to get to enemy archers/arbalesters/necros, why even have archers? I'm not saying its necessarily wrong, but it feels wrong.

800peepee51doodoo
Mar 1, 2001

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^^^I'm not sure if the math works out in your favor with FA but maybe?

rideANDxORdie posted:

The perk guide undersells bullseye a little, I find it extremely worthwhile for dedicated bow snipers as a lot of times what you really need these guys for is shooting high value targets from far away and while they're body blocked, so the 25% adds up a lot. Gunners and thrower specialists can easily get by without since most of the time you'll be firing these at targets merely 2 or 3 squares away

I think so too, which is why I thought it was a bit weird. Its something that would be hard to calculate directly with a simulation, too, so its just down to opinion and playstyle I think. One thing I was thinking is that if you only consider a single archer then the argument makes more sense but I usually try to have at least three archers in my backline for most situations. Focusing three archers on a blocked target significantly increases your chances to hit and Bullseye on all three makes a big difference there. If you have three archers taking two 20% shots each, the chance to hit goes up to almost 75% that at least one will connect. Without Bullseye it drops to about 50%, which is significant. Archers aren't generally perk starved either so its just free aim unless you're doing a specific type of build that needs a bunch of non-standard perks. I kind of wonder if that guide author is just a bit contrarian because he also had some hot takes about rotation not being necessary if you just, you know, play good

800peepee51doodoo fucked around with this message at 03:32 on Oct 5, 2020

800peepee51doodoo
Mar 1, 2001

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Palcontent posted:

Ehh, I think he's right about that. If you play perfectly you should never need it, but I can't play perfectly so I still put it on 2-3 tanky bros. To my surprise I haven't had any trouble rescuing people when necessary, and it frees up a lot of perk points across your offensive brothers.

Well, right. You can play a no perk challenge run and beat the monolith if you're good enough. I mean, I don't take rotation on every bro either but I try to make sure that I have enough to get people out of trouble or to alley-oop 2handers into an attack position. I think rotation is arguably one of, if not the, strongest perk in the game depending on how its used. That part of the guide just kind of felt like a low key flex


The Lord Bude posted:

When you take bullseye you still have an extra 50% chance to miss - and that’s additive. It doesn’t just cut your chance in half it reduces the percentage by 50. If you had a 75% chance of hitting a target in the open; even with bullseye you’ll only have a 25% chance of hitting it under cover.

Pretty sure that's not true. Wiki has it as multiplicative. I'll check it out next time I play, though.

One thing I couldn't find info on is where FA is positioned in the to-hit calculation. It would be significantly stronger if it were added post block reduction but would be negligible if it was included before. I will disagree with you on the "just shoot whatever" philosophy though since plinking arrows at shielded, armored targets is less useful than shooting at vulnerable, high value targets even with the reduction from cover imo. Also, I'll reiterate that archers aren't perk starved so there's no lost opportunity cost for picking up Bullseye and it can be a significant advantage in a lot of situations.

edit: Actually found how FA is calculated - I somehow missed it when I was looking before:

perk guide posted:

Mechanically it adds to Skill, even though your stat card won't show it. This occurs before things like Morale, Lone Wolf, Nightime, Injuries, etc., meaning those effects will modify the stack value up/down from the base 10% yield.

So, its not a flat +10% added to the final to-hit chance.

800peepee51doodoo fucked around with this message at 04:28 on Oct 5, 2020

800peepee51doodoo
Mar 1, 2001

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That is an...interesting...archer build for sure. I'm still not convinced that CS+EX is useful in enough cases to warrant the perks, especially with a bow spec'd archer. Heavy javs maybe, but bows don't have enough armor pen to make it worthwhile on the really scary health pools, I don't think. I haven't tried it though, so I'm not going to try to make a declarative statement about it one way or another. Its certainly not going to help with goblins, though. I would 1000% take gifted over FA. Gifted is strong af.

One thing I have been doing in the new expansion is auto-picking Colossus on literally everyone. New recruit has good stats/stars? Student->Colossus->[build plan]. Bad stats? Colossus->Gifted->FA->[probably dead by now]. There aren't many cases where you're gonna be like, "I think this bro has too many hit points". The way it scales with Nimble is insane and it's added protection from the big, armor penetrating attacks for BF bros. The reduction in wounds is huge, too, and it makes Gifted better. I'm surprised to see some folks not putting it into their builds.


TheBeardyCleaver posted:

This is pretty much where I put recover as well. On archer/throwers I have to choose between footwork/pathfinder and this though, and I'm not sure what I like best yet. It really depends on the fight.

That's super interesting - I can't imagine an archer without recover. Berserk is strong and bowshots are fat intensive even with the spec.

800peepee51doodoo
Mar 1, 2001

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The Lord Bude posted:

Also: saying crippling strikes is bad because archers have low armour pen is staggeringly dumb. If a bro has low armour pen crippling strikes becomes more useful because they need the extra help to cause injury. Again however; I’m well aware it’s the least impactful perk but there really isn’t a better option.

I mean, I understand how the perk works. Its more of a question of why you would be using archers in a Chosen/Orc fight in the first place. Again, maybe a throwing spec for the big damage increase at short range but I find it hard to see how bows help against Orc Warriors and the like. Not opposed to being shown different though!


Tin Tim posted:

Pathfinder is a waste outside of that stam neutral 2h build, don't pick it.

This has been my biggest change in playstyle lately, but in the opposite direction. I never ever took Pathfinder and thought of it as a mostly useless perk but changing my perspective and viewing it as a stam buff made me reconsider. Now I've started putting it on my 2Handers, as you say, and its been pretty legit so far.

800peepee51doodoo
Mar 1, 2001

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Moonshine Rhyme posted:

The real trap perk that has given me brainworms is Dodge. This current run I may have finally broken the poison, I have a nimble/dodge front liner with only 20 mdef before Dodge. He eats poo poo three to four turns before anyone else typically. I am using legends and he has about 170 initiative (legend perk that buffs initiative by 20%), and it still isn't enough for Dodge to protect him.

Might work a little better if he wasn't using a two-hand scimitar and dropping two attacks a turn draining his fatigue.

Dodge used to be completely worthless but I've been seeing some good results with Nimble Dodge stam-neutral 2Hander builds. I haven't explicitly tracked it but it certainly seems like they take significantly fewer hits and they have staying power since they barely accrue fatigue. I currently have a Nimble Dodge tank thats been doing some real work but I can't speak to how well it scales into the late game once you have to start spamming Indom every turn. Relentless has really helped but the whole build eats up a lot of perks so its a trade off.

One thing I will say that one thing that's super cool about this game is that the devs have gone out of their way to break up meta-gaming trends and make people look at different build types. I was pretty stoked to see them nerf the quick hands shield meta way back and then again with the Adrenaline/Recover meta in this DLC. I like it when games have the flexibility to let people try out different poo poo without feeling like they're playing sub-optimally.

800peepee51doodoo
Mar 1, 2001

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The extra head-hit chance could actually make it less powerful since you'd be dividing up damage more evenly between body armor and helmet. I'd probably skip it. If it were a polearm or a bow, though?....maybe

800peepee51doodoo
Mar 1, 2001

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The Lord Bude posted:

And my response to that is absolutely not. Swordlance. Swordlance all the way. Give him nimble, give him reach advantage, you can stick him in the goddamn front line. Nomads with swordlances call themselves bladedancers? I'd like to see them kill 9-12 enemies in one round.

:psyduck:

I think I'm missing something here. How do you kill 9-12 in a round with a swordlance?

800peepee51doodoo
Mar 1, 2001

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Oh right, I forgot about the gladiator specific perk. Duh. I was just thinking about Berserk.

800peepee51doodoo
Mar 1, 2001

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Night10194 posted:

I kind of hate the swordlance because it's one of those 'this is so much better than any other possible option for what this kind of trooper does' things. It's useful as hell, but still.

I feel that way about the armor attachments. None of them are anywhere near as good as the unhold fur and bone plating. Maybe hyena mantle for dodge/overwhelm backliner dudes. I wish the other attachments served some useful purpose besides being temp durability buffs until you farm up enough unhold bits.


cock hero flux posted:

half of them are deserters

I think I've identified the problem

800peepee51doodoo
Mar 1, 2001

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cock hero flux posted:

the game keeps giving me deserters through events that have like, actual stars in MATK and Fatigue and stuff instead of every guy I actually hire who has like 1 star in RDEF and nothing else and immediately gets hurled out of the back of the wagon in disgust

as long as they stay near the banner their resolve is okay enough, I take what I can get here

Deserters are a trap, imo. They have decent combat stats for a lowborn background but the abysmal resolve makes them near useless, I find, especially in the new expansion. Having ok MSK and MDEF stats isn't super helpful if they're always wavering and breaking, plus you have to pump up resolve more than you would with other backgrounds so you end up not making much use of the higher initial combat stats. In my peasant run, I prioritized militia, manhunters, thieves, and poachers. They were still poo poo but they were at least slightly better poo poo.

There's lots of lovely recruits out there and I found the peasant start to be a really difficult run because of how bad the bros are. You need to be extra picky and kill/dismiss the dead weight ASAP. I don't know how you feel about mods but the expanded try out mod is a huge time saver for helping to pick out useful bros since you can pay a relatively small amount to see if they have decent talents, as well as their traits. Also, there's a mod that lets you hover over the background icon in the recruit screen and it shows you their stat ranges. Its a nice QoL mod that means you don't need to memorize background stats or keep a second screen open to the wiki. It really helps for selecting good bros.

You might also take a look at your builds. I don't think you can use a lot of the same builds that you can get away with for good backgrounds. Take a look at zero stam 2H builds, nimble tanks, throwing archers, etc - stuff that lets you maximize the utility of the marginal backgrounds.

I don't see any famed gear in that screenshot? You should have several pieces by the third crisis if you're consistently taking camps. Also, no whips? Whips are OP as a motherfucker and I generally run at least two - one cleaver specialist and my banner - if not more. Disarm is incredibly strong.

800peepee51doodoo
Mar 1, 2001

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Yeah, I'm gonna give that start another try at some point. I haven't had as much time to play as I'd like since I'm finishing up a master's atm but getting them snowballing was a chore last time I tried.

800peepee51doodoo
Mar 1, 2001

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Tin Tim posted:

I run exactly two tanks in my active group with two in reserve when I have to switch them or bring more to fight unholds/lindwurms. Also I usually switch in a third in the center against orcs. These guys all have 30+mdef before the bonus from shields and rock 300 chest and head armor with enough fatigue to hold indom up for like five or six rounds before they need to recover. They are tough as gently caress and happily draw everyone in with taunts to just waste their time on trying to hit them. So while you're saying you would kill fast by having a few more 1h strikes land, I'm saying that I'm also fast by tying up a bunch of enemies so that my core of 2h bros has less heat and just snowballs through the ranks after frenzy procs. Pretty much every serious fight in the game has you outnumbered by a fair bit and just invalidating a portion of the enemies by having two rocks in my line has been very valauble to me every time. And as said my serious tanks also have 70 Matk which is enough for what I want them to do. They contribute hits against humanoid enemies just fine with that score. No need to lock them to a sword or spear for the extra hit chance. And in fights where their hits don't contribute much anyway they don't lose out on anything by being on strict defense duty until the mop up starts.

This is pretty much how I use tanks too. They exist to soak up hits and let the big boys swing hammers and axes. MSK needs to be at a minimum level to do attacks of opportunity and make sure the enemy can't just walk away from ZoC but otherwise I'll ignore that stat in favor of MDEF, stam, HP, and resolve.

The Lord Bude posted:

I don't agree with this; you can use the same builds just fine as long as you're selective with your hiring.

I guess it depends on what your typical builds are. I was thinking of the traditional BF 2Hander + Indom type builds you can throw on good hedge knights but if you're already running efficiency builds its probably not going to be any different with a peasant start.


TheBeardyCleaver posted:

I also agree with nimble tanks and stam neutral builds, though I tend towards actual polearms for stam neutral, just because they have a higher chance to be in position to hit what needs hitting.

?Por que no los dos? Take QH and throw a polearm in that 2Handers back pocket and they can serve double duty.

800peepee51doodoo
Mar 1, 2001

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The Lord Bude posted:

2hander indom builds don’t really work now that you can’t attack and use indom on the same turn.

True, bad example. Just goes to show I'm still stuck in pre-expansion thinking in some ways. I haven't been using those builds in any of my current runs but its def one I've used extensively in the past.

800peepee51doodoo
Mar 1, 2001

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I would think if fearsome is the goal then hammers would be better since they guarantee a minimum 10hp damage and do more armor damage. Stun is good but its not 100% unless you spec for it. I don't know though, since I haven't set up tanks like this in my runs and usually just give them spears to make it harder for enemies to walk away.

I'm hesitant to go all out on fearsome since I haven't personally seen it do much and there are a lot of enemy types that are completely/mostly immune. All undead, lots of big beasts, even barbarians are tough to break. Its not useful in the library, watermill or monolith so leaning on it gimps those fights. I don't know, seems limited. I guess it depends on what you give up to build around fearsome though.

800peepee51doodoo
Mar 1, 2001

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I'd take filthy's analysis with a grain of salt tbh. I've watched a fair bit of his stuff and there's certain things he's solid on and some things that he reacts to, uh, emotionally. He's dead wrong on some stuff - ie 1H hammers are not "trash" and are, in fact, one of the strongest 1H weapons in the game. The vids I've seen where he talks about fearsome are based on chat convincing him to put it on his whip banner and then him proceeding to sarcastically point out every time he missed the resolve check roll. I don't think anyone would consider putting fearsome on a dedicated banner that rarely attacks a pro move but he seemed to take it as fearsome being universal garbage for all builds and then creating post hoc rationalizations to explain it.

I personally haven't tried it very much and I'm skeptical about it's overall utility. I don't know of any way to really test it outside of installing a mod to show resolve checks and then keeping a log of all of the times fearsome caused a resolve hit that otherwise would have missed and then comparing it to the lost opportunity costs of not taking other perks. It may be completely awesome? Lord Bude swears by it and I have no reason to doubt their analysis but they also seems to play differently than me generally so its hard to say.

800peepee51doodoo
Mar 1, 2001

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Fabricated posted:

It could be expectations, maybe? Like for me to think fearsome is doing work, I'd hope that goddamn near any reasonably breakable enemy should lose a resolve level every time my 150+ resolve banner jabs them with the battle standard. But that pretty much didn't happen. It feels like it'd be one of those perks where someone would have to do a ridiculously in-depth breakdown to tell you something like "ah, with fearsome on X amount of guys with this minimum of resolve you'll see orcs fail morale rolls 30% more often" to get how much work it does.

Fearsome caps out at 100 resolve iirc so its kind of a bad deal for banners, counterintuitively. Banners don't get to attack much unless you do some wacky hybrid builds. If/when I try out fearsome builds, I think I would try to get it on bros with a good number of attack rolls per round like AOE guys or bowmen or 1Handers. I also don't think it would be super beneficial to pump resolve past like 50 or so just to juice fearsome but then again I feel very stressed if I'm not putting rolls into MSK, MDEF and HP/Stam every single level so

800peepee51doodoo
Mar 1, 2001

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Night10194 posted:

The guards reroll every time a patrol spawns, yes. But I don't believe those rerolls affect famed loot. I've found famed items in astonishingly easy camps sometimes.

I think distance from towns is the biggest factor for famed chance

800peepee51doodoo
Mar 1, 2001

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Ixtlilton posted:

I remember the one where a noble asks for more money if a low born makes more than them, and maybe one they fight with a lowborn? Both are pretty trivial by the time you're hiring expensive backgrounds though

I had an event where the noble demanded to get first dibs on food or something because he's better than the lowborn trash and I told him to get hosed and he got sad. I don't think they get really bad events like Hedge Knights can, though.

I've had good luck with adventurous nobles - they're like sellswords or nomads but have better fatigue and waaay better resolve iirc. The downside is their RDEF is abysmal, which doesn't matter too much outside of big raider/nomad/goblin camps which can get pretty sketchy, admittedly. They also have a high daily wage but I've never considered that as a limiting factor since I play on easy economy.

800peepee51doodoo
Mar 1, 2001

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Eason the Fifth posted:

edit - current status: i loving hate this game

this is normal

dkj posted:

Just started playing and I’m just hiring the cheapest guys and giving them spears and shields and cheap armor. Is this dumb?

Nope! That's the basic premise of the very early game. lovely bros fed to the meat grinder until you can ramp up to better gear and character backgrounds. Once you get some money look for thieves, militia, caravan hands, and squires and prioritize good starting stats/stars in MATK and MDEF. Also look for poachers for early game archers and hunters later on when you can afford them. Do you know about knifing people to get their armor? Super important in the early game.

800peepee51doodoo
Mar 1, 2001

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Jinx posted:

Yes. I cannot play this game in long bouts because missing 6 out of 7 attacks at ~80% chance to hit in a row on the same enemy gets extremely frustrating. The enemy ofcourse will hit the same guy 4 times in a row where they have <20% chance to hit.

I've played enough RNG-based tactical games to know its just statistics but it always feels like the game is cheating and its maddening sometimes.


Count Uvula posted:

I will add on to this that generally you want to avoid bro deaths as much as you can and the "feed bros to the meat grinder" sentiment, ideally, means that you're playing in a way that if a bro has to die it's gonna be a lovely one so your decent boys can level up and grow big and strong.

Well, yeah, this is a less flippant way of looking at it. Characters will definitely die, especially early on, and its helpful to use those deaths for a purpose like protecting your decent characters by locking up enemies. Shields and spears and lovely armor works just fine for that.

800peepee51doodoo
Mar 1, 2001

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That's normal. Its a pretty hard game.

One thing to know is that each of the unit models is showing the actual armor and weapons that unit is equipped with. Knives and daggers have a skill called "puncture" that lets you attack hit points directly, bypassing armor completely. The chance that you get a piece of equipment after a fight is based on how damaged that equipment is. So, a very common strategy is to surround an enemy with a good piece of armor and puncture them to death without damaging their gear. It can be tough in the early game since puncture is fatigue intensive and hard to hit with so sometimes using nets can help, since they lower enemy defense. Its good to equip every bro with a knife/dagger and, if you can, isolate an enemy without damaging them so that you can knife them to death once the fight is wrapping up. Also, if their morale breaks, they will try to run which triggers attacks of opportunity that can damage their gear unless you have them completely surrounded, at which point you can knife them at your leisure.

800peepee51doodoo
Mar 1, 2001

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Tin Tim posted:

Not exactly. Having some bad recruits die in the process of getting you money&gear and is pretty normal early on but don't lean into it too hard because it will wreck the morale of the bros that you want to keep alive. Imo you want to quickly transition into trying to level a few core bros with good potential in body and combat stats to carry you through the early game. These guys will eventually get ditched during the midgame but you want to quickly be able to take on raiders for the gear drops and those will kill crappy fodder bros too fast. You can use knives/daggers to kill someone with the puncture attack without doing damage to their armor and get it as loot. This works best when you fully surround a panicked enemy since they can't run or attack anymore. Otherwise it can be a dangerous task early on because you'll need to hit a few stabs for a kill. But it pays to get into the mental habit of trying to isolate someone with good gear to maybe dagger them during or at the end of the fight. Flails are also very good early because bandits and raiders often will have no head armor. Killing them with the secondary flail attack also leaves their body armor intact as loot since it targets the head. Grinding raiders for their gear is pretty much basic 101 early game.

The bros that will let you do that are farmers, lumberjacks, brawlers, militia men, and butchers for instance. There are more simple backgrounds that can lead to good stats but those are at the top of my head. You want to be selective here and look for melee skill close to or above 60. Bros with melee at 50-55(without 2 or 3 stars) will be locked to using spears/swords forever to get hits in. Having stars in fatigue, hp, mattack/def or resolve is what you want on your early core. Though resolve is the fringe stat since you can run with 40 ish when fighting humans and having stars here only means that you need to invest fewer points to hit the benchmark of 45-50. I call those bros "early line" and their job is to use a shield+1h weapon and to get good at fighting raiders asap.

Here's the perk flow for them

Colossus
Gifted
Rotate
Recover
Underdog
Battleforged
Indomitable(sort of a flex perk but I like to have it to engage young orcs early)
Brawny
???(this is another flex point and I usually pick something like shield spec, frenzy/berserk or a funky weapon spec here)
Mace or Axe spec

This build doesn't take the common route with student as the first perk and instead ramps up its combat power quickly. The brunt of my early company is made up of theses dudes and they get me the money&gear I need to transition into the midgame where I then look for better recruits to lvl and replace my early hires one by one.

One more important tip is to have 2-3 decent archers in your early company to balance out the numerical advantage human enemies have against you or to counter their archers once yours have some skill. Also enemies will not advance towards you if they have archers and you don't and that sucks since you have to take hits while closing with them. Hunters have the best archer potential on average but are also kinda expensive. Looking for poachers or bowyers early on is fine enough but you can also find potential in some other cheap backgrounds. My 2nd archer in my current campaign was a caravan hand with 2 stars in ranged att and one star in ranged def and he's still around post day 150

Lots of good info here. For good early game backgrounds:

Farmers
Brawlers
Caravan Hands
Thieves
Butchers
Messengers
Poachers
Shepherds can roll well for ranged attack and possibly make decent archers early, but its a gamble

You'll want someone to run a banner when you get that ambition. Good choices early are:
Wildman
Monk
Flagellant

Personally, I don't explicitly try to run many meat shields early on but you always end up with lovely bros no matter what. This is my perk breakdown to make the most of those:

Colossus
Gifted
Fast Adaptation
Dodge
...and they usually don't make it past this point. I either dismiss them or they get killed. Colossus and dodge are for survivability, since I generally use lovely characters as tanks. Gifted is great on just about everybody but especially for garbage tier bros to buff their terrible stats. Fast Adaptation to let them hit things every once in a while. Give them a shield and a spear and whatever armor I can be fine with losing and put them in the path of the things I don't want killing my good bros.

I think one of the ways to make the early game a little less brutal is, ironically, embracing death. Its sometimes easier to cycle through the bad characters to get the contracts completed than to try to keep everyone alive. Get a terrible character surrounded by a bunch of enemies and just have him spam shieldwall until he dies while the rest of the team gangs up on the remaining forces. Use the bad bros to tank hits from the raider in the good mail shirt until your other guys can make it over there with the daggers and flails. Bad bros are worth less than decent armor and its sometimes best to make that trade, especially in the earliest parts of a run.

Other bits of advice for new players:

Camps are a good source of money and gear. In the early game, they often are about the same difficulty as any wandering bands or one skull contracts but can often pay better. As you progress, camps become the primary way to earn money and find famed gear

You can use an indicator item in your inventory to gauge how good of a sell price you can get when selling gear to a market. For example, round shields are "worth" 100g and if the market is buying them for at least 18g then its a decent place to sell. Its usually easiest to use an item with some multiple of 100 since it is clearer to see as a percentage. Cities/citadels are generally better than towns/villages and prices are influenced by your relationship. Repairing higher tier items before selling generally nets more money, even factoring in tool costs

Early on, take as many fights as you can. The game difficulty progresses mostly by time (and by the size of your company) so early fights are easier, usually, and the penalty for losing guys is less significant. You don't want to goof around too much early on when you should be trying to level your good bros and get better gear as quickly as possible to mitigate the difficulty curve. Be careful though, sometimes the game likes to throw strong enemies like necrosavants at you on like day 12 just to mock you. Still, its good to crush as many thugs and thralls and cutthroats as you can early on.

Tin Tim mentioned this, but to reiterate: you want some ranged bros pretty soon since the enemy will turtle up if they think they have ranged superiority. This includes raiders with throwing weapons as well as dedicated archers. I've done stuff like give my frontline throwing weapons and my backline slings that I never intend to use just to get the enemy to advance on me. Nothing feels worse than getting chewed apart by withering volleys of missile fire as you try to climb a hill to a raider camp because those fuckers won't move

800peepee51doodoo
Mar 1, 2001

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Gantolandon posted:

I'm fighting conscripts the first time and Disarm seems to be not working on them. Each time I use it on the conscript with a two-handed weapon, he immediately wields it again and attacks normally. Is this a bug, or do they really have something that makes Disarm ineffective?

Yeah, its some bullshit but it works for your bros too. If you have quick hands and get disarmed, you can switch to a second weapon with no penalty or switch your main weapon to your pocket and back again to get off one attack with a 1Hander or a 2H cleaver. I think even with QH you can't switch a non-cleaver 2Hander back in and still attack though.

The Lord Bude posted:

I've actually never attempted the Kraken despite over a thousand hours in the game because it just seems like way to much bullshit to worry about.

:same:

800peepee51doodoo
Mar 1, 2001

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Along with Hunters, who are the best for ranged, and Poachers who are good runners up, you can also try Witchhunters, Militia, and ranged Nomads (they'll come with a bow/sling). They aren't as good as Hunters/Poachers usually but can high roll RATK and get in the same ballpark. You can also get lucky with Shepherds if you're hard up for archers in the early game.

If you're ok with mods, there's an expanded try out mod on Nexus that lets you pay to see stars (as well as traits) on potential recruits. Some folks might see it as cheating but I use it because I can't be bothered to buy every lovely recruit in every town to find the handful of non-lovely bros. There's also a mod that lets you hover over their icons and it will tell you their stat ranges, which you can also just look up on the wiki.

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800peepee51doodoo
Mar 1, 2001

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Tin Tim posted:

Imagine wanting to pick either of those


:troll:

Heh, I'm actually trying these out in my current run for a couple archer/thrower hybrids. Not seeing a huge benefit so far, although I think FA helped me to get my early game poachers up and running.

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