Jump to content
Forumu Destekleyenlere Katılın ×
Paticik Forumları
2000 lerden beri faal olan, çok şukela bir paylaşım platformuyuz. Hoşgeldiniz.

Battle Brothers


Komutan

Öne çıkan mesajlar

koleler, arena dovusleri vb geliyormus:

https://steamcommunity.com/games/365360/announcements/detail/1694981324149729169

 

Unlike with mercenary contracts, in arena fights you’re limited to fight with but a few men of your choice against various opponents. Also unlike mercenary contracts, you’ll know exactly which and how many opponents you’re about to face - a certain number of beasts, slaves, captured desert raiders or professional gladiators, for example. There’s no lengthy travelling involved, nor ambushes along the road, and you’re paid well for victory in front of cheering spectators. However, you can’t retreat once a battle has started and you won’t be able to loot after the battle has ended. If your men survive long enough, fighting in the arena will earn them unique traits as they climb the ranks from pit fighter to champion of the arena. Naturally, there’s also a new Gladiator background to be hired in the city states.

Link to comment
Sosyal ağlarda paylaş

  • 1 ay sonra ...
  • 3 hafta sonra ...

yeni gladiator, champion vs zirhlar:

d53bcc9f35620aeee1db8beaddee199e59dfef9a

 

endgame 350+ armor veren anca 3-4 tane zirh oldugu icin bir sure sonra tum takim ayni oluyordu (hatta simdi baktim sirf bende 7 Coat of Plates, 3 hauberk var) bunlar baya guzel olacak.

Norak tarafından düzenlendi
Link to comment
Sosyal ağlarda paylaş

  • 4 hafta sonra ...
  • 3 hafta sonra ...

ariyorum bulamadim. bu videolarda da yok: soyle birkac alternatif perk koysalardi, pek kullanilmayan eskileri gozden gecirselerdi iyi olurdu. agirlikli olarak ayni perkleri alip duruyoruz. recover, berserk, gifted vesaire. mesela urtuk footwork'u baseline yapmis. fakat uzerine atak yapamiyorsun. uzerine atak yapabilen perk.

niche build ekleyen bir seyler olabilir, bannerman'e baska liderlik vasfi ekleyen bir seyler olabilir. her sey olabilir. o kismindan dlc'de es gececek kadar tatminkar olmalarina anlam veremedim.

arcane tarafından düzenlendi
Link to comment
Sosyal ağlarda paylaş

bannerbroya yeni bir Ambition lazim banneri upgrade eden biraz, gear seviyesi yukseldikce ezik kaliyor adam.

yeni perk yok sanirim bende gormedim anca eskilere 1-2 ayar gelir.

cogunluk perklerim:

Spoiler

vIskrU1.jpg

tum ekip: 4x Hedge Knight, 1x Swordmaster, 1x Assassin, 1x Adv. Noble, 2x Sellsword (bunlar yeni gladiator ile degisecek), 1x King's Guard, 1x Monk (banner), 1x Bowyer

Link to comment
Sosyal ağlarda paylaş

ben boyle oynuyordum ama son expansionda cok oynadigim soylenemez. birader tavsiyesi degildir

BICKIN-BIRADERLER.jpg

kati degilim ama build konusunda. fencerlardan dagger tanklara mutlaka off-spec bir pismanliga girisiyorum.
meslek babinda tercihim yok. cunku altinim yok. listemde yazdim ama onlar hayaller. hayatlar pitchfork'dan tier 1 kilica upgrade eden koyluler.

oyunun skindirik scalingi yuzunden kafamdaki setupi 100% yapana kadar otuz kere baymis olmam daha muhtemel. malesef urtuk da ayni scaling tuzagina dusmus durumda. veya bir dakika... bunlar bilincli yiyor bu halti. demek ki biz oyuncular olarak tuzaga dusuyoruz ?
 

Link to comment
Sosyal ağlarda paylaş

loot'u repair ediyorsan para problem olmamasi gerek, atiyorum quest 3k veriyorsa yarim canta dolusu item 8-9k para getiriyor normalde, herseyi degil tabi listesi wikide vardi ne karli ne karsiz, zaten bir sure sonra ezberliyorsun hep ayni itemlar ciktigi icin,  ben 800k gold ile dolasiyorum day 1450+,  hemen herkes lvl30larda (33 cap).

bizim dayilar:

PE1CFDn.jpg

Norak tarafından düzenlendi
Link to comment
Sosyal ağlarda paylaş

parayi problem yapan playtime. oyle hedge knightlari falan doldurabilmek icin campaign'e X saat gommus olmak gerekiyor. mesela screenshotdaki dayi level 31. level 12+ yuksek level denilebilecek seviye. o birader 31. ortalama deneyim bu degil. o kadar zamanda yeni yama gelir, yeni save'e baslarsin ?
 

Link to comment
Sosyal ağlarda paylaş

ben oyle bastan baslayipta tarladan getirdigim pitchfork ile takilmayi sevmiyorum, denedim 2-3 oyle, veteran saveler mod yuzunden patlayinca buna basladim iste. 

zaten lvl atlatmasi gear almasi derken 1 milenyum suruyor adamlari adam etmek, o vakti tek ekibe yatiriyorum ben, kazara biri olurse load, cunku savasi tekrar etmek 5dk, sifirdan adami lvl 20+ yapmak 50 saat ?

bu ekiple 12x lindwurm'u (6 govde 6 kuyruk) taktiksiz rastgele dalarak aliyorum su an (ki lindwurm cok gereksiz bir mob asd).

bu retinue i full gosteren veya yeni recipeleri gosteren bir streame denk gelemedim henuz.

Norak tarafından düzenlendi
Link to comment
Sosyal ağlarda paylaş

dlcdeki perk degisiklikleri, haftaya kadar degisebilir tabi oyun hala yapiliyor, herkesin kullandigi buildleri pek kullanmadigim icin hicbirsey degismedi benim icin bir tek sanirim archerda Head Hunter vardi ? :

Spoiler

Indom now costs 5 AP instead of 3.

Adrenaline now costing 1 AP instead of 0 (so can't combine with Recover anymore)

9 Lives giving a buff to defenses (+15 mDef/rDef/Ini/Res) and clearing all DoT stacks when it triggers

CS: Not mechanically changed, but cutting injuries got reworked and buffed.

Relentless: Now also negates the 25% Initiative penalty of "waiting"

Sword Mastery: Now ups Gash Injury chances to -50% (from Gash regular -33%)

Xbow Mastery: Now includes Firearms. Handgonne reload cost goes from 9 to 6.

Fearsome making that resolve check for enemies more difficult based on your resolve. (20% of your resolved is added to the enemies resolve check)

Fast adaptation giving a 10% hitchance buff on a miss, instead of the old 8%.

Headhunter now giving a guaranteed headshot for your next connecting attack after having hit the head.

Rally now costs 5 AP instead of 6.

 

Norak tarafından düzenlendi
Link to comment
Sosyal ağlarda paylaş

Gezici mercenary grubu olarak base fonksiyonlari bile retinue olarak geliyor o yuzden sanmam, ama mesela lore'a uygun olarak yuklu bir ucret karsiligi (brolar ve kargo ayri ayri fiyat) gemiye atlayip kralligin diger ulkelerine gidebilsek, yeni  temiz bir seed/haritadan devam edilebilsek, reputation resetlense falan, buldugumuz legendary yerler yerine normal kamplar spawn olsa, giderken ufak bir olasilikla gemi batma ihtimali olsa bes parasiz kiyiya vursak vs

cunku en cok yoran seylerden biri ezberledigin ayni haritada donup durmak bence oyundaki.

Link to comment
Sosyal ağlarda paylaş

cikti:

patch notes:

Spoiler

Changelog for 1.4.0.32

Added a new player banner as a thank you for your continued support.

Added combat environments reflecting locations where battles take place. Attacking a bandit camp will now have that camp appear in combat, and likewise will a graveyard or some ruins. Locations may have fortifications like walls and palisades, which you'll be informed about in a location's tooltip and the engage dialog.

Added exploration mode, allowing you to start with an entirely undiscovered map.

Added toggleable highlighting of any tiles blocked by environmental objects (such as trees) in combat via button and hotkey.

Added treasure items selling for full value as possible loot for all beasts, old and new, in order to make fighting them a more profitable endeavour.

Added a line to the tooltip of any items used in crafting to inform you of this fact, as to better differentiate between crafting and loot items, if the Beasts & Exploration DLC is installed.

Added tooltips explaining in more detail beforehand what is expected of the player, and what the expected rewards are, when choosing between ambitions.

Added tavern rumors about situations of nearby settlements, including some hinting at the presence of particular beasts, as well as rumors specific to each of the late game crises, and reduced chance of pure flavor rumors slightly.

Added 'enter' cursor to display over locations that can be entered on the world map, like friendly settlements.

Added better and up-to-date tutorial videos.

Added '-nohwcursor' command line option for people experiencing issues with their mouse cursors.
 

Changed 'Nine Lives' perk to also clear any damage over time effects (e.g. bleeding, poisoned) upon triggering, and to give improved defensive stats until the character's next turn.

Changed 'Relentless' perk to also remove the penalty to initiative when waiting with a character.

Changed 'Head Hunter' perk to guarantee a hit to the head for your next attack after hitting the head of your target once. Resets after your hit connects or if you miss your attack.

Changed 'Fearsome' perk to also carry a penalty equal to 20% of the attacker's resolve for each morale check triggered by inflicting damage.

Changed 'Sword Mastery' perk to lower the threshold to inflict injuries with the 'Gash' skill to 50%.

Changed 'Rally' skill to cost 5 action points to use, down from 6.

Changed 'Indomitable' AP cost to 5, up from 3. The previous cost erased too much the choice between going offensive or defensive and allowed you to have the best of both.

Changed 'Adrenaline' skill to cost 1 AP, up from 0.

Changed 'Fast Adaptation' perk to give +10% chance to hit with each miss, up from +8%.

Changed 'Brawny' perk to reduce the fatigue penalty from armor and helmet by 30%, up from 25%.

Changed 'Anticipation' perk to always give a minimum of +10 to Ranged Defense.

Changed 'Knock Back' skill to have a fatigue cost of 20, down from 25.

Changed 'Repel' and 'Hook' skills to have a fatigue cost of 25, down from 30.

Changed 'Split Shield' skill to trigger the 'Overwhelm' effect.

Changed 'Exposed Ribs', 'Stabbed Guts', 'Grazed Kidney', 'Deep Chest Cut' and 'Deep Abdominal Cut' injuries to have more of an effect, including reducing hitpoints of the victim to certain thresholds if currently above. In essence, those injuries are now a bit more useful for the player to inflict upon enemies, and both the 'Crippling Strikes' perk and the 'Gash' skill were indirectly buffed this way.

Changed Ranged Defense levelups to range from 2-4, up from 1-3. Only affects characters generated after this update.

Changed damage of Scimitar to 40-45, up from 35-45, and increased efficiency vs. armor to 70%.

Changed damage of Three-Headed Flail to 30-75, up from 21-66.

Changed damage of Billhook to 55-85, down from 60-90, and efficiency vs. armor of 140%, down from 150%.

Changed efficiency vs. armor of Polehammer to 185%, up from 175%.

Changed damage of Reinforced Boondock Bow to 30-50, up from 25-40.

Changed damage of Heavy Javelin to 35-50, down from 40-55.

Changed damage of Heavy Throwing Axe to 30-50, down from 35-55.

Changed Living Tree Shield to regenerate by 10% of maximum durability each turn.

Changed Undead Trophy to double the wearer's resolve when defending against fear and mind control skills, and no longer grant complete immunity.

Changed surrounding mechanics to no longer count stunned characters, or characters armed with ranged weapons, towards the surround bonus.

Changed zone of control mechanics for actors that are stunned or without skills to actually perform attacks of opportunity (like if armed with a ranged weapon) to no longer exert zones of control.

Changed 'Dazed' status effect to -25% damage, -25% initiative and -25% max fatigue, down from -35% of each.

Changed 'Charmed' status effect to make the afflicted immune to some morale effects, as to avoid odd situations of characters fleeing after the charm has worn off.

Changed 'Sleeping' status effect to last for 3 turns, up from 2. It still can be removed at any time using the 'Wake Up' skill.

Changed 'Cat Potion' to be used on the worldmap and give a +20 bonus to Initiative for the duration of the next battle.

Changed 'Lionheart Potion' to be used on the worldmap and give a +20 bonus to Resolve for the duration of the next battle.

Changed 'Iron Will Potion' to be used on the worldmap and give the same effect as before for the duration of the next battle.

Changed 'Night Vision Elixir' to be used on the worldmap and give the same effect as before for the duration of the next battle.

Changed 'Second Wind Potion' to be used on the worldmap and give +4 to Fatigue recovery for the duration of the next battle.

Changed 'Berserker Mushrooms' to be used on the worldmap and give a +25% bonus to damage in melee, and reduce both melee and ranged defense by -15 for the duration of the next battle. Using these no longer carries an additional risk of getting sick, but characters still risk getting sick/addicted from taking too many potions of any kind at once.

Changed 'Antidote' to also give immunity to poison for the duration of 3 turns after use.

Changed 'Potion of Knowledge' effect to last for 3 battles instead of 2 days.

Changed Geists to no longer have the 'Anticipation' perk, but instead have a perk of their own that increases both their Melee and Ranged Defense by small amounts the further away an attacker is.

Changed the tails of Lindwurms to also exert a zone of control.

Changed 'Trade Caravan' origin to only receive 66% of all renown, up from 50%.

Changed starting renown of some other existing origins to better work with the new Retinue feature.

Changed targeting icons for AoE skills to also show up on empty tiles as to give a better idea of the area those skills can cover.

Changed hotkey for showing/hiding footprints on the worldmap to the 'F' key, as to avoid players accidentally hiding footprints by pressing the 'Tab' key while switching between applications.

Changed auto-saves when leaving towns in ironman mode to be faster.

Changed AI turns to be faster when multiple characters do nothing but move one after the other.

Changed AI to perform better in various situations.

Changed lots and lots of minor things for the better.
 

Fixed rare issue with game speed on very long campaigns.

Fixed potential crash when in a three-way fight with Alps and other enemies.

Fixed issue with temporarily invisible Alps when getting knocked back and receiving damage at the same time.

Fixed potential crash with bleeding Lindwurms as they retreat from the map.

Fixed potential crash with AI use of Three-Headed Flail.

Fixed characters devoured by the Kraken rising as Wiedergängers when fighting it during the undead crisis.

Fixed fatigue cost reduction of named items not applying to 'Reload' skill of crossbows.

Fixed 'Lunge' skill potentially moving a character onto a tile they can't attack from.

Fixed 'Riposte' skill sometimes not working against Unhold attacks.

Fixed rare issue of armor and helmets not dropping even though they're named items and should be guaranteed to drop.

Fixed rare issue with 'Reset Equipment After Battle' function losing items.

Fixed wolf gained via event having incorrect stats.

Fixed issue with a particular twist of the 'Siege' contract.

Fixed retreating from fight with bounty hunters in 'Drive Away Brigands' contract not removing the robber baron's head.

Fixed 'Big Game Hunt' contract potentially pointing to regions that neither Lindwurms nor Schrats are native to, or to regions undiscovered by the player.

Fixed potential crash with the 'Investigate Cemetery' contract.

Fixed potential crash with 'Barbarian King' contract.

Fixed pathfinding issue where characters would move through zones of control when they shouldn't.

Fixed hate/fear trait events not firing properly.

Fixed guaranteed building spawns across the map not always working.

Fixed multiple pieces of text appearing one after the other at game over screen, instead of just one.

Fixed various minor issues.

 

Link to comment
Sosyal ağlarda paylaş

×
×
  • Yeni Oluştur...