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Rapporter et problem med oversettelse
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
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
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.
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.
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.