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Stunning work Paul!!! So many new weapons and armors! YES! *_*
Got back to playing BB when the new UI came out and all of this excites me even more!
The autosave from the beginning of the battle exists and works. The regular save, too. Entering the location doesn’t reproduce the crash.1. March 2016 at 20:28 in reply to: Lag upon entering locations and unable to view resources. #12634
Maybe the older autosave or quicksave will work. I’ll try it out another time. :)1. March 2016 at 19:47 in reply to: Lag upon entering locations and unable to view resources. #12623
I’ve tried to reproduce the bugs, but I can’t load my save. I see a white screen and get the following error message:
Also clicking “OK” only generates the same message again. You’re basically stuck unless you use the task-manager.
Ah, you ninja’d me. Thank you very much, for your work!
Excellent work Rap, that looks very impressive! Gotta use the wardogs, too next time. And you used 5 ranged fighters – in order to keep attacking if you get tangled?
The edit button is gone, so I’ll post anew:
Scale Armor has 300 hitpoints and -36 max. fatigue
Heavy Lamellar Armor has 285 hitpoints ans -40 max. fatigue
Scale Armor is more expensive. Shouldn’t the Heavy Lamellar Armor have less fatigue reduction?
I’m avoiding Goblins whenever I can. Leveling up my brothers, before taking revenge for my fallen comrades. Oh, yesh, this is going to be good…
The militia is really ridiculous weak. The should get equipment that allows a skirmish fighting style, similar to the gobbos. At the moment they have good number, but can’t attack together. A few skirmishers could change that.
Just experienced a four way battle, if you count the Landknechts as seperate party! :P
Oh, and I also noticed that werewolves are much slower now. My company of 10 guys outran a few deadly and challenging werewolf packs. Happened more than once. Weird.
-The battle without lost units is 99.9999999% percents irreal at any battle.That makes Battle brothers a roguelike game.Great.
Well, the scenarios are meant to be like this and you shouldn’t aim for it. Keeping all your brothers alive is more a thing for the campaign.
Imo the accuracy of the goblins is far better than the human accuracy. It’s silly how this weak greenskins have better swordmanship than humans, despite their strenght and the short reach of their arms.
Thanks for the correction, the nets/entangle do not reduce attack. Huh.
One important thought we had in mind when designing the goblins is, that they should be viable End-Game opponents. Before we only had the Orcs who could more or less keep up with player progression.
AHA! That is the problem, right there. Essentially, all those goblins we’ve been fighting are the equivalents of ORC WARRIORS, NOT YOUNG ORCS. So even though we fight smaller number of goblins and thus the rating thinks the goblins are weaker, the fact that we’re fighting end-game enemies which easily slaughter larger number of battle brothers. Consider making goblin rookies which players can fight more easily in the early game.
Mind, I even changed up my strategy to fight them goblins at night. It helped, but I still got slaughtered, haha. That’s about right though, considering I’ve been picking fights with orc warrior equivalents instead of young orcs. I should have realised that sooner.
That, and the labeling. Even puny Goblin groups pose a serious threat.
My futile attempt at the Goblin Linebattle, haha! XD
Will try again.
My other try. This time only one archer, I used all shields, no 2-handed weapons and spread my troops so the shaman couldn’t hold to many of them at once:
After playing the newest patch for more hours, I took the following notes:
-There’s no way to buy nets. I’d love to use them more often, but I can only get them by hiring fishermen. Goblins haven’t dropped them yet.
-Is the accuracy of throwing weapons determined by the ranged skill, or entirely by the distance, no matter how skilled the user is?
-When using War Dogs in battles with the militia, the militia attempts to kill them! ;( Haven’t seen melee attacks, but ranged attacks.
-The bandit armor decreases the max. fatigue less then regular armor with the same durability. Same for vision. Also these bandit helmets with the red cloth appear very often for me. Most of my brothers have this helmet now, and I never had to buy any new helmets.
-I still get loot from enemies I didn’t kill. Is that supposed to be this way?
-I lost an even battle against the orcs (ugh…). So I reloaded and the orcs became stronger! I fought again, lost, reloaded, and they became even stronger! Even —> Challenging —> Deadly
-The young orcs name is “Orc Young”. Shouldn’t it be “Young Orc”?
I’m really enjoying this build. The goblins are very challenging and a bit overpowered. I lost two men against a puny goblin scout group, due goblin archers stabbing them to death. I had this one guy cornered with two of my BB, but they kept missing and missing for 3 turns (darn you RNG!), until the goblin killed one of them. The other one barely survived with critical health.
Also orcs appear to have better armor now. The warriors and leader are much tougher. Really hard to take down. Can’t imagine how it’d be to take on dozens of orc warriors at once, like in the old builds.
Wow, the goblins are tough.
With this update I started to boost my hitpoints more, in combination with colossus to counter the new armor system. Still it didn’t save me against the melee attacks of the goblins. High evasion and directly attacking the hitpoints is a deadly combination, no matter the physical strength. It makes me want to try a swordmaster build with a dagger.
The archers are the best of all factions. Lower damage is easily outweighed by the high hit-chance and the poison. They hit very often, maybe I should boost my ranged defense more. Not sure how to do that – all other stats are now so important, too. Even in melee the goblins archers are very dangerous, because they just like the other melee fighters, hard to hit and attack your hitpoints directly.
My archers have a lot of trouble hitting the goblins, although I had quite a few lucky one-hit-KO against goblins without helmets. Against shields it’s tricky, luckily most goblins so far didn’t have shields.
And there are the wolfrider. Pretty strong with their three attacks. Manageable, but I usually have to swarm them in order to take them out quickly. I’m currently using chainmail, but none of my guys survives fighting a wolfrider on his own.
Imho the goblins are a bit to well all-rounded. They don’t have any real weakness, on the battlefield or on the world map. All goblins on the world map I’ve seen were super fast, but maybe these were just the ambushers. I managed to win an even fight without any real losses. Two guys died, but I only hired them recently. Two guys of my main crew only survived barely.
The first was fighting a goblin on his own and was dangerously reduced to minimum health. He was wielding a 2-handed weapon which is probably a mistake against goblins, and the archers fired at him as well (2 of ’em), but miraculously missed. Then the goblin in melee missed as well. My other brothers came to aid and finished the goblin of.
The other one was chasing an archer, again on his own was critically stabbed and only saved because he could knock the archer away with his shield. In the following turn the goblins were retreating, so he was save. The goblin archers are to good in melee I think.