Battle Brothers Hits Early Access

I don’t know if it always matter, but it definitely can in a big way.

Correct, healing and repairing (which will happen at a faster rate when camped rather than marching).

No, I’ve often wished the same. Although I’m assuming what you’re asking for is similar to waiving down a truck driver and negotiating for his cargo. :)

I have not seen this. Wait is spacebar, maybe try hitting that instead of the button?

I think I’ve reached the difficulty level where I need to trade my spears in for higher damage weapons, particularly those that ignore and/or do heavy armor and shield damage. I just lost 2 original hires (70 days) fighting Ancient Legionnaires mainly because I couldn’t penetrate their heavy armor and large shields.

I’ve already got 2 mercs with longaxes for taking out shields and 2 others with flail and morning star but I’m wondering if military picks/warhammers are any good? I see that Coldsteel uses kopeshes on the front line but I don’t recall ever seeing any of those for sale.

I’m really gonna miss spearwall though…

Yeah, spears are mostly for early in the game when your guys don’t have enough melee skill. Spears give a +20% chance to hit which is big early on. However they do crap for damage and are not very useful against heavy armor. They are particularly bad again ancient undead troops. Warhammers are great at taking out heavy armor and many other weapons are more effective than spears against it. At 70 days you should probably set aside the spears except for battles against ghouls and direwolves where spearwall is great.

For Ancient Legionnaires you have to use a combo of axes and flails. Flails have an skill that bypasses the shield and hits the head. Ancient Legionnaires all have the “Shield Expert” perk so their shields are much harder to break.

No, you only get those from Necrosavants. I have so many now I had to start selling them. Khopeshs are the undead version of the Military Cleaver just with slightly lower stats. They do decent armor damage, can decapitate and can cause bleeding. I love using cleavers and I hate facing them.

I picked this up the other day and I’m really enjoying it so far! It reminds me of Darklands in some ways which is always nice :)

The only thing I’m not terribly excited about is the “end game crisis” feature. I’d really rather have the option of an endgame goal like becoming a local lord or reaching a certain amount of fame.

I think my favorite thing is that the combat is “realistic” in the sense that you just can’t take some kind of endless beating and buff with healing potions the way you can in so many party combat games. The fragility of the men really adds to the immersion.

Whoa that is so cool! I’m going to play a bunch tonight!

What do you all like for Tier 6 perks? Trying to decide what to pick for my flail mastery guy. Same for my ranged units and tier 5 (or maybe I should look lower for ranged)

Necrosavants are just so wrong. Completely out of the blue, they wiped out a strong party in about 3 turns. I’ve never been so enraged. I’ll have to rebuild Professor Chocolate’s company.

I haven’t got into playing this yet, but had a newbie question. Do enemies get steadily tougher as in-game time passes? Like if you rest a lot to heal up, can the encounters outlevel your ability to beat them? Or will there always be say low level bandits that you can endlessly grind for resources?

Your have more difficult missions to select from, but all the enemies stay exactly the same per their armor and weaponry. What will push you a bit is an endgame situation that won’t want you sitting around an insane amount. I think it’s really well balanced at the beginner level I’m playing. Also, you can travel between towns and heal pretty fine too.

Got a wipe already on Easy Ironman. Encountered a bunch of undead with a necro behind them raising them left and right.

And spears does pathetic damage against them. That’ll teach me to not carry some blunt weapons as my secondaries…

I’m past day 100 and the game is feeling very grind-y and same-y to me. I’ll play a mission every now and then, but mostly I have put the game aside to do other stuff.

In my experience the world gets more dangerous. Bandit Thugs basically disappear from the world. The few times I run into them there are at least a dozen of them usually backed up by 4-6 marksmen and maybe like a necromancer or something crazy. Orcs and goblins are everywhere. Random Necrosavant attacks on run-of-the-mill caravan escorts. Groups of 3 direwolves replaced by groups of 7.

This is on the middle difficulty, Veteran I think. I couldn’t really recover from my first run in with the Necrosavants (4 of the damned things at night was savage). Every fight was pretty brutal for my core of 8 remaining good guys and the few new dudes. Ever so often I’d run into an “easy” run (like 7 ancient aux or something), but most everything was far tougher than it was at the beginning.

I’m bouncing hard off this, and it should push all my buttons.

But, trying to play ironman on Veteran difficulty is just way too much. The game is really not that well balanced, I think. There’s nothing easing you into the mechanics and it’s extremely easy to run out of funds trying to find a job after you clear that first mission.

Tactical maps so far have been uninteresting, with few chokepoints or tactical features other than a hill or two.

Men are way too fragile for the economic and battle model they have. If you don’t win easily, you get slaughtered. Better tactics do help (I’m learning and I see a progression) but it’s not really clear there’s that much diversity given the landscape.

So basically it feels the only recourse I’m finding to try to make progress is to exploit the game by killing a couple early guys and retreating, then going at it again until I have numeric superiority.

I think I might have to lower the difficulty, but man, this feels from the same school of design and balancing as Darkest Dungeon. Cool games from a high level design, but designed so hardcore and grindy that they shoot themselves in the foot. Compare to Invisible Inc, for a really well balanced experience in a somewhat similar genre that doesn’t kick you in the balls for trying to learn it.

PS: Oh, and please, tell me there’s a fast forward button. I spend more time walking around than fighting!

There is a fast forward button.

Your post sounds a lot like my first impression of the game. While I’ve gotten over some initial hurdles, I still have some of the same complaints. You can get wiped out to start just by one random encounter or series of dice rolls.

Argh…

Where the hell is it then? I did look for it… (I’m talking fast forward walking, not the camp button, which precludes movement)

Looking over my early screenshots vs. the day 30+ or so of my game encounters were way different than the early days of bandits wearing leather armor and using daggers and pitchforks against me. The world definitely grows more dangers as the days progress. Coldsteel talked about it up thread a ways, as well.

Basically, you can’t spend too much time resting as time passes and the game world gets tougher. I found taking too many caravan missions to be a problem, as you can spend two days just travelling with a decent purse at the end, but having missed out on two or three battles to level up your guys and provide loot. I did see in one of the patch notes that dropped after I put the game aside that they made caravan missions more lucrative, and I suspect this is why.

Veteran difficulty really is for veterans of this game. It isn’t intended to ease you into the mechanics. Normal is where you are supposed to start. Did you play Invisible Inc on a harder difficulty to start?

The biggest error the devs may have made is not including an “Easy” level, because everyone is so used to that, we automatically start off on the second difficulty level.

Isn’t veteran the middle one that is (by their description) for veterans of the genre? I have played a fair share of SRPGs… I did go by their description…

Anyways, I agree it is too much. Next play will be on the easier one… This is what early access seem to do to take tidal games. You get the hard ore base giving difficulty feedback and you skew too hard.

This game’s gonna be unplayable for the more casual crowd attracted by the art or the setting.

Are you using the beta? In the beta there are two buttons at the top middle portion of the screen that allow you to increase the game speed. One has an > and the other has a >>