Battle Brothers

Battle Brothers

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Krick 4. juni 2022 kl. 18.21
For long campaigns more scaling mod + helpful mods
I like playing long campaigns myself, but when the days start going past too many days a lot of enemies and specific camps feels to easy.

If anybody want's to give the mod more scaling a try, can choose from 3 options where scaling starts after 5 days, 100, or 200 for a new campaign, also works with a current save
https://www.nexusmods.com/battlebrothers/mods/341?tab=description

The More Scaling mod just adds more possible enemies to roaming groups and camps, and increases contract's difficulty, It might not sound like it does much but it really changes thing's a big part is around how your squad is build.
I recommend scaling after 5 days on a new Campaign with Expert Combat but beginner for Economy.

Another mod higher chance for enemies to turn into champions choose from 5X, 10X or 25X increase chance, the first 90 days their's a -1% chance for champions to show up so you only meet them earlier really rarely on 3 star contracts.
Recommending the 5X increase and not to pick higher options, as the Bounty Hunter retinue significantly boots champion chance compared to the usual 3%.
https://www.nexusmods.com/battlebrothers/mods/533?tab=description

And Enemy with Random Perks really surprising fun mod that changes things around a lot, gives 1 to 3 random perks depending on the enemies higher tiered enemies get more perks, both the scaling and no scaling option works. strongly recommended with More Scaling mod, as it can give Rally the Troops to enemies so their morale is more balanced with their increased numbers.
https://www.nexusmods.com/battlebrothers/mods/470?tab=description

If someone's new to modding you just need to move the zip file's of mods into the data folder of battle brothers like /Steam/steamapps/common/Battle Brothers/data
and you need mod script hooks.
https://www.nexusmods.com/battlebrothers/mods/42
Don't unzip any of the mods, works best when their zipped

Some of the linked mods requires Modern Hooks and Modding Standards and Utilities MSU, both the old Modding script hooks and Modern ones can be used at the same time without problems.
https://www.nexusmods.com/battlebrothers/mods/685
https://www.nexusmods.com/battlebrothers/mods/479

All these mods work with all dlcs, even the newest flesh and faith dlc, but unsure if their work without the dlcs, can also install them for a current save but certain ones can't be removed afterwards like Stronghold mod, and More Retinue Members mod the other's can be removed without conflicts.


Quality of life mods-----

Faster combat speed pressing F1 to F4 keys and map movement pressing 1 to 4
https://www.nexusmods.com/battlebrothers/mods/542?tab=description

See enemy stats like HP, Armor and fatigue
https://www.nexusmods.com/battlebrothers/mods/98?tab=description

See settlements modifiers stats on town events
https://www.nexusmods.com/battlebrothers/mods/551?tab=description


Utility mods------

Upgrading the card increases slots to 54 increase instead of 27 as normal, recommended with more scaling you face many more enemies later so the bag space is really appreciated.
(mod only works on a save where you haven't upgraded the card yet)
https://www.nexusmods.com/battlebrothers/mods/517?tab=description

Higher chance for famed item's to show up in shop's chose either 25% or 50% increase, doesn't help out at the start but quite a powerful mod later.
https://www.nexusmods.com/battlebrothers/mods/128?tab=description

Can have 10 Retinue member's instead of just 5, recommended with more scaling the roaming groups are bigger too so having more retinue member's for the scout and lookout, can help against wiping on getting ambushed in swamp or forest.
https://www.nexusmods.com/battlebrothers/mods/281?tab=description

Sight range increase from Mountains 3x and for Hills 2x.
Recommended the sight radius on mountains is huge, only the hooked version works.
If choosing the scaling to start after day 5 it's very helpful in finding patrols to fight as most camp's can end up to high risk on day 40+ depending on how the game is going.
https://www.nexusmods.com/battlebrothers/mods/78?tab=description

More recruits from all Settlements, not recommended to go higher then 2x double recruits, higher numbers just seem to get annoying.
https://www.nexusmods.com/battlebrothers/mods/56?tab=description

More beast loot, just increases beast loot by 50% 100 recommended
https://www.nexusmods.com/battlebrothers/mods/660


Very strong late game mod-----

Build your own strongholds, costs a lot of gold and have to do some fight's to build them, but gives you a good place to sell wares for good prices or build harbors for easier travel.
After getting Tier3 stronghold much more stuff becomes available with huge gold costs.
https://www.nexusmods.com/battlebrothers/mods/324


Strong mods----

Reusable nets, if the enemy is killed with a net it is lootable after battle.
https://www.nexusmods.com/battlebrothers/mods/302?tab=description

See what's in enemy camps
https://www.nexusmods.com/battlebrothers/mods/251?tab=description

If playing as Cultist Origin background I 100% recommend this mod that Increases cultist origin event's chance and frequency, Warning don't download the optional mod_eventperdayandhalf it's a bit funky. If playing other backgrounds the mod does nothing so no need to remove it.
https://www.nexusmods.com/battlebrothers/mods/426?tab=description


Super Strong mod----

Bro Studio, it has a lot of customization to chose from like giving veteran levels up's perks and full attribute levels, and when hiring new battle brothers their can start with more stars for instance in 4 different attributes up to stars in all attributes.

Only feature I recommend is the more stars in different character stats, as giving more perks or full level up still at veteran levels are both really unbalanced.
I really recommend this mod, its much better compared to others like it.
Like recruiter where you can see the stats and stars of a battle brother before hiring, or others where it tell you the max level up their get in a stat at veteran level.

You still end up hiring tons of trash brothers with it, and far easier to avoid a good recruit first 3 level ups rolling 1 3 times in a stat you want and now it feels like a waste to keep them around.
The more stars in different stats sorta doesn't make your brothers more powerful it just makes finding good battle brothers much more likely, and its really helpful with the more difficulty mods as more of your brothers will likely die.
https://www.nexusmods.com/battlebrothers/mods/677?tab=description
This one mod has an additional requirement stdilb.
https://www.nexusmods.com/battlebrothers/mods/676?tab=files
Sist redigert av Krick; 13. mars kl. 7.46
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Viser 18 av 8 kommentarer
Santo 6. juni 2022 kl. 1.42 
Moving this to Mods.
Not Athryan 25. juli 2022 kl. 0.48 
Do you happen to know a mod that provides low-level missions in all stages of the game?
Krick 26. juli 2022 kl. 12.08 
Don't know of any mods for that, contracts scale's mostly around your party strength so the more scaling mod doesn't effect contracts that much compared to world map spawns and camps getting buffed up more.
If your getting wiped on doing contracts try to avoid all Noble contracts as their can be a lot harder then normal contracts, and all 3 skull ones.

Only know of a mod to make contracts harder that works with the More Scaling Mod, but it just makes to many enemies especially for beast contracts, and it makes starting out pretty impossible, compared to the scaling mod where you can choose for it to active after day 90+ or 200+
edit: removed link not very good mod
Sist redigert av Krick; 26. mars 2024 kl. 17.28
Krick 25. jan. 2023 kl. 1.23 
Some more mods all the following mods and the first ones all work together without conflicts, can also be installed on a current save and removed, only 3 mods can not be removed from a save game, More Retinue members, Stronghold mod, and Camps and Artifacts.

The following mods makes the game much much harder but also gives lots of different things to do to make your company stronger and prolongs the endgame.

Camps and Artifacts, pretty interesting mod that adds new high end enemy camps and city faction camps to the game, also adds artifacts higher stats on weapons who rolls on 3 stats, and armor with special abilities 1+ action point, night vision, immune to being rooted and much more. The artifacts are really powerful, but also really hard to acquire.
https://www.nexusmods.com/battlebrothers/mods/678?tab=description
This mod together with More Scaling, consider picking the scaling to start at day 100 if you want to be able to defeat the high end camps alone in the early game without having to wait until really late game


Standout Enemies normal enemies will have chance of becoming different starts happening more and more the later you go, like being huge doing more damage, agile doing less but being faster and much much more, this mod is really hard especially with More Scaling mod and enemy with random perks giving the Standout Enemies more perks too.
https://www.nexusmods.com/battlebrothers/mods/331?tab=description


Champion Beasts adds champions with improved beast attachment drops, overall nice mod but also very hard, works with the More Champions mod without conflicts just don't go over 5X options with it.
The mod is a lot more unfair compared to the other mods going into it unknown, but the attachment drops gives some nice incentives to hunt beasts to make your battle brothers stronger.
Not recommend for Ironman runs, this mod combined with More Scaling and More Champions can easily wipe out your party.
https://www.nexusmods.com/battlebrothers/mods/697?tab=description
Sist redigert av Krick; 15. feb. kl. 5.13
Krick 22. jan. 2024 kl. 8.09 
For the best Difficulty that's sorta fair, but not really More Scaling + More Champions + Enemy with Random perks seems to be the best. makes the game really hard but effects pretty much everything, Contracts, Small Camps and roaming enemy bands.

Camps and Artifacts adds super High end camps and far Superior famed items, these endgame Brigand camps for instance can have 6 swordmasters in them with 30+ other enemies, That's sorta why you need the Artifacts but creates bad balance with everything else.

Champions Beasts, are super OP, for instance a camp with 6 Necromancers 30 Zombies and 10 Fallen heroes and some ghosts is hard for day 400+ but can be done consistently without losses.
Half those numbers and 1 Ghost Champion and its unwinnable without Artifacts that makes you immune to Fear.
Not to mention Spiders with Spider champions that weren't a threat before but now their can wipe the whole company.
The mod is just really incompatible with More Scaling and More Champions mods.

Standout Enemies isn't as extreme as the others, but it is a really hard mod, and Enemy with random perks effects the standout enemies so you can get really wild combos that wipe your party early.

I should probably mention I really only play Davkul Origin with all thees difficulty mods as I consider them the strongest, and every time I tried other Origins I never got far before losing interest in them.
Sist redigert av Krick; 14. feb. kl. 8.36
Krick 25. mars 2024 kl. 7.59 
if you decide to use Camps and Artifacts one I recommend editing the mod for higher artifact chance.

For Camps and Artifacts go to "scripts/mods_preload/mod_camps_and_artifacts"
open it with notepad the line is (::Math.rand(1, 10000) <= artifact_chance)
just lower the 10000 for higher artifacts chances recommended setting it to like 3000 or 5000 as I the chance to get artifacts is much lower then original mod, you pretty much only find them in highest end camps even at 5000

And you kinda need artifacts to get more artifacts as these new high end camps are really difficult, or you attack them with roaming groups.
Sist redigert av Krick; 15. feb. kl. 5.34
Krick 4. apr. 2024 kl. 16.46 
This is Davkul Origins specific group builds, where crappy brothers can be used just a good idea to hire backgrounds who can start with over 110 initiative, which there's quite a few, this build is nerfed with Out Standing enemies mod, also a long read

It's a full nimble group where initiative will be leveled to certain extents on everyone, to take advantage of the Shout of davkul Prophet skill, restore 10 fatigue to every cultist.

With initiative leveled your own battle brothers will 90+% go after your prophet and then have 27 fatigue regain on their turn, their's exceptions though if your brother is netted his initiative gets killed for instance, if he goes before that just means he has plenty of fatigue to spend.

The Prohpet should be the Banner basically the core of the company once he become's Prophet and get's shout of davkul the company's offensive almost double's, good backgrounds to pick from is either Farmer's, Lumberjacks or Theifs.
The most important stats on him is fatigue and initiative should be picked every time, morale is less important and it's not a bad idea to pick 2 ranged defense level's up instead of morale.

You need to find the banner on day 1, to make sure he becomes the Prophet you have to kick everyone else who becomes Chosen if the banner hasn't gotten Prophet yet.

Basically a event can trigger every 20 day's where you sacrifice a brother and then every cultist has a chance to gain a buff as cultist backgrounds that has 6 tier's, you can only have 1 Prophet the final tier 6 where Chosen is the Tier 5.
(If you have 3 level 1 brother's it will always pick 1 of them, doesn't matter what backgrounds their have)
This is where the Mod cultist event frequency comes in handy so you should get him before day 150, without the mod you can easily pass day 400 without a Prophet.

The build for the Banner
Nine Lives, Student, Dodge, Rally the Troops, Fortified Mind, Nimble, Relentless, Recover, Footwork, Pathfinder, Anticipation.
Stats at lvl 11 6X Health / 10 Ranged Defense without gear or buffs.


For other core Nimble member's Frontliner's and Backliner's their both aiming for around 140 initiative without any gear, preferred taking at least 4+ initiative rolls.
Both the Frontliners and Backliners need to level up Melee Defense every level up, even if it's a 1. For Melee Attack it depends more on the Brother if picking 1 stat increase is good.

With both front liners and back liners picking Perks Dodge, Relentless and Overwhelm, you still act before 90+% of the enemies, the main ones acting before you are Barbarians who use adrenaline, and goblins with all their nets and debuffs.

Dodge adds a lot of defense on nimble brother's with only around 140 initiative like 18+ Melee and Ranged Defense down to 13+ when fully stamina-ed out.


Now for Hit Points your main Nimble Frontliners and Backliners is basically just aiming for around 60 Health because the other stats are more important, depending on lower born backgrounds all level up's wont be needed for initiative so getting some Ranged Defense, is better then Health once you reached around 60+ Health.

Your third stat choice should mostly switch between Initiative, Health, Ranged Defense depending on which stat rolled highest or needed to reach specific stat goals at Veteran level.

The main survival of your battle brother's is That their harder to hit, Gear and Nine Lives, if struck by a killing blow it adds a lot of Defense until your next turn and clears debuffs.

Basically a 3 defense starting character with 2 stars, ends up with 33 Melee Defense at Veteran status then even fully exhausted their have around 47 with Dodge and if Nine Lives activates it goes up to 62+ Melee Defense.

It might not sound like a good build, but imagine a Orc Berserker that has to hit you 3 times with a Man Splitter twice to activate Nine Lives and then a final killing blow, mean while your applying overwhelm stacks on the creature.

Gear also adds a lot of survivability, recommend total fatigue on the armor chest and helm around 18, instead of aiming for 15, its such a small increase in damage but that doesn't matter much with such low health.
Southern Mail Shirt 110 durability - 11 fatigue bought in Southern City States.
Helmet ZweiHander's Helmet 160 Durability -7 fatigue farmed from Zweihander Noble troops or Barbute helmet 190 Durability -9 fatigue bought in Armor shops in Northern city's.
Cheaper Helmets Padded Nasal Helmet 130 Durability -7 fatigue bought in Armor shops in Northern city's, or farmed from Noble Northern Troops.
There's also a lot off famed Chest armors that go from 120 to 200 durability with only -8 to 12 fatigue and famed helmets up to 260 durability that can roll -8 to -9 fatigue.


The build for Frontliners
Nine Lives, Student, Dodge, Relentless, Underdog, Nimble, Overwhelm, Duelist, Weapon Mastery, Killing Frenzy, Berserk.
Stats at lvl 11 around 60 Health / close to 40 Morale / 8X Fatigue / around 140 Initiative without gear or buffs

I recommend duelist because Overwhelm works better with it compared to Two Handed weapons, recommended are Cleavers their -9 with fatigue with mastery so 3 attacks is 27 total fatigue which can be gained every round the prophet shouts.
Decapitate also a nice secondary attack when your battle brothers have spare fatigue and their's no need to conserve fatigue.
There's other options for instance 1 handed Mace's but their 10 fatigue requirement with Mastery so either Iron lungs is needed or its a famed item with -fatigue usage.
1 Handed hammers and spears are mostly trash.


The build for Backliners
Nine Lives, Student, Dodge, Polearm Mastery, Quick Hands, Nimble, Relentless, Overwhelm, Cleaver Mastery, Killing Frenzy, Berserk.
Stats at lvl 11 around 60 Health / 3X Morale / around 95 Fatigue / around 140 Initiative without gear or buffs

Will use a Swordlance, Two Handed Scimitar and a Whip with all this gear their be a bit slower then the front liner's, but that's fine.
The Whip disarm ability isn't used a lot just there for Ghost's or apply an Overwhelm debuff with basic attack, if you can't smack anyone with the Scimitar, their basically have a lot of mobility and reach, and works nicely with the polearm attack 5 action points with Cleaver and Whip being 4


The Tank only 1 recommended
Nine Lives, Student, Shield Expert, Colossus, Underdog, Nimble, Taunt, Dodge, Relentless, Indomitable Last perk whatever.
Stats at lvl 11 around 130 Initiative / around 60 Morale / around 100 Fatigue without gear or buffs.

Main stats to level are always Melee Defense and Health then whatever you want for third choice.
The chest armor should be 0 fatigue and have a Hyena attachment with Helmet of the Ijirok. Having only 1 Shield is recommended, to not lose to much initiative so enemies don't act in between your Prophet and tank so indomitable can be used every turn if needed.

The guys basically unkill able with Nimble and Indomitable hardly any damage is taken, + the HP regain from the helmet.
A lot of the surviveablity comes from reaching tier 5 Chosen cultist buff, injuries occurred during current battle are ignored so consider keeping Iron Will Potion's around for dangerous entities like Chosen and Lindwurms, or use normal nimble armor until the tank has reached a higher Davkul buff.


Hybrid Dagger Thrower only 1 recommended
Student, Quick Hands, Bags and Belts, Throwing Mastery, Dodge, Nimble, Duelist, Relentless, Fearsome, Dagger Mastery, Overwhelm.
Always level Ranged attacks preferred stars in Ranged and Initiative stats.

Stats at lvl 11 needs to hit about 150+ Initiative, level Melee often when it's 3+ aiming for 75+ Melee Attack, Health preferred 60+.
Ranged Defense isn't bad to put points in either if there's spare or Melee Defense but its best with Ranged Defense at least until Ranged Defense is around 10 then it switches to Melee Defense, Fatigue and Morale are unimportant.
All the stats mentioned is without gear or buffs.

Requires quite a good recruit, backgrounds to look for Poachers can do it quite well, where Militia is a lot more RNG hire and for people with dumb that are good Sellsword, Gladiator, Nomad Ranged, Squire and Hunters.

Gear would be 2/3 Throwing weapons, 1 Qatal dagger and 2/3 nets, once Duelist is gotten using a Qatal dagger is fine without the mastery using it on netted enemies is amazing.

Initiative needs to be high so the hybrid mostly acts right after the banner, netting shield carrying enemies that are blocking and having easier time with targets for throwing weapons.



some final notes don't neglect the helmet armor slot, even after Nine lives has activated your battle brother can sometimes survive another hit if their hit a undamaged armor part, even the head without steelbrow.

suggesting to level Ranged defense might sound odd but it's mostly there so the company can deal with goblin's some extra Health isn't gonna do much against most attacks when the armor gone.

neglecting to level melee defense to much and counting on the extra defense from dodge, is just gonna make the brother look nice on paper but in battle's he end up performing worse.

fatigue isn't worth investing in so until shout of davkul is gained mostly consider using two handed weapons.

Initiative leveling goals, don't gain much from going further then specified as the ones faster then your own battle brothers either have ridicules Initiative stats or your battle brothers gets a debuff that subtracts from your entire initiative and then adds the - initiative from gear so it heavily penalties Dodge defense bonus.
Hyena armor attachments are important.

morale is less of an issue compared to other Origins early cultist buff ignore morale rolls on Health damage, later your brothers will ignore morale rolls on injuries received too, the company is also heavenly offensive build with berserk and frenzy, and the bannerman will end up always having the banner out for extra morale, but avoid ghost location's early and mid-game.
Sist redigert av Krick; 22. apr. 2024 kl. 7.38
Krick 13. mars kl. 7.55 
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