Battle Brothers

Battle Brothers

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turtle225 Feb 19, 2020 @ 8:22am
Mod request - difficulty/scaling mod.
Most mods seem to do QoL changes or make the game outright easier. I searched through all the mods on Nexus and the only difficulty mod I could find was a "Souls mode" mod which supposedly makes Expert difficulty scaling go from 1.15 (normal) to 1.5.

https://www.nexusmods.com/battlebrothers/mods/135

I've been running this mod for 50 game days and haven't seen anything remotely unusual in difficulty/challenge.

I know Legends messes around with difficulty and scaling but I prefer the base game to all of the Legends changes.

No idea how hard it is to mod difficulty, but a mod that increases difficulty/scaling, preferably focusing more around crisis and late game would be a lot of fun for veterans who are looking for a challenge.

Maybe it could be as simple as increasing the "quota/pool" that a contract/location can build its composition from. I know that's sort of how it works. Sea of Tents has a larger quota than regular camps, for example. Crisis contracts presumably have a larger quota.
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Abel Feb 20, 2020 @ 10:58am 
Well, it's quite strange you haven't noticed any difference as a .35 multiplier difference is pretty big (slightly more than going from beginner to expert).
I've checked the mod and I don't see anything wrong with it so it should work.

The enemy composition are indeed predefined and limited by spawn lists that indicate type and numbers. With higher resources a location can host more defenders. This variable is multiplied by the EnemyMult variable (the one you mentioned). This multiplier is actually used everywhere, not only for locations but also for parties and contracts.

You could play on other variables to increase the enemy strength further but it would basically achieve the same thing.
At some point, the enemy composition stop getting better because they've reached the end of the spawn list but this shouldn't happen before a good deal of time, certainly not after 50 days even with a 1.5 multiplier.

This is, for example, one of if not the most powerful composition you can find among Brigands:
Troops = [ { Type = this.Const.World.Spawn.Troops.BanditRaider, Num = 17 }, { Type = this.Const.World.Spawn.Troops.BanditMarksman, Num = 6 }, { Type = this.Const.World.Spawn.Troops.MasterArcher, Num = 2 }, { Type = this.Const.World.Spawn.Troops.BanditLeader, Num = 3 } ]

I'll try playing with some modified variables on my end to see if there's any sensible difference.
turtle225 Feb 20, 2020 @ 11:33am 
Thanks for looking into it. Maybe I just need to play it further?

Aside from a day 4 caravan contract where I got ganked pretty bad and had to ditch the caravan I haven't had any trouble, but early caravans are always going to be risky.

Early contracts felt pretty normal. 4 Auxiliaries, 7 Thugs, etc. I think I remember reading somewhere that the first 10 days have a difficult cap maybe? That's in my head for some reason.

Day 30 I took a 3 skull Brigand contract with a party of 12 and came against 8 Raiders and 3 Marksman which looks like pretty standard issue stuff, not even 3 skulls worthy. I've only seen 1 or 2 leaders so far.

Is that Brigand comp you mentioned tied to anything specific like time or location? I've never seen more than one Master Archer in the regular expert game, but I haven't played beyond day170 since WotN dropped.

I saw a picture on reddit about a month ago of a guy fighting a plethora of mercs, a few Hedge Knights, Master Archers, and Swordmasters. He said he had modded the game to make it harder.That's sort of what I was hoping for, not by day 30-50 of course, but I haven't noticed anything unusual either which is why I thought maybe it wasn't working.
Abel Feb 20, 2020 @ 1:29pm 
Hmm... I remember something like that about the Lonewolf start. How they reduced somehow the difficulty in the early days. Not sure it applies to other starts...

Yes, this is one of the strongest compositions. It could be that you can only get with three skulls contract. I remember routinely meeting such parties in a very old crazy campaign that almost went to 2k days (never again!).
If you max out on every influencing variable, you'll probably get those. For example, the roster strength (not Militia) caps out at 12 level 21 characters which could take a while to obtain.

Interesting.
He could have reduced the cost of these units which is another way to go about it. Do you have a link?
turtle225 Feb 20, 2020 @ 2:49pm 
I can't seem to find the reddit post now, but he may have changed the maximum composition sizes as well, if they cannot normally go that high.
bossmuro Apr 5, 2020 @ 5:20pm 
I would LOVE something to increase the max enemy size in the late game. It seems like it should be a relatively easy fix, but then again I know pretty much nothing about modding.
bossmuro Apr 20, 2020 @ 8:14pm 
I know this is a late reply, but combining the souls mode mod with the limit break mod (meant to remove scaling caps) seems to be working, at least for contracts. Then there's a mod that adds more end-game level camps for other factions (some "sea of tents" size camps for brigands and ancient dead, and extra legendary locations).

The limit break mod actually has it's own option to increase scaling, but only in whole numbers as far as I can tell. So you can double the enemy group size if you're up to it, but nothing in between. Having plugged it into an old 300-day game, I can confirm it started spawning camps with enormous amounts of enemies.

https://www.nexusmods.com/battlebrothers/mods/195
https://www.nexusmods.com/battlebrothers/mods/165
Last edited by bossmuro; Apr 23, 2020 @ 1:40pm
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Date Posted: Feb 19, 2020 @ 8:22am
Posts: 6