Battle Brothers
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dZh0

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dZh0

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13 comments

  1. Crabus37
    Crabus37
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    Does this show potential up to level 11? Or until whitch lvl? 
    1. gmansix
      gmansix
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      I've been curious about this myself
    2. dZh0
      dZh0
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      Yes. It is supposed to give you the average of the stat if you always update it until level 11.
  2. Blobzz
    Blobzz
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    My favorite QoL mod. Thx.
  3. kryndude
    kryndude
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    Really neat mod that saves time doing simple math all the time when evaluating new recruits. But the yellow arrow and red x icons that show up on attribute level up button are a bit annoying because often I want to level up low-rolled important stat over high-rolled less important stat.
  4. calitrops
    calitrops
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    Really great mod, saves a lot of time in classifing fodder from decent from great.
    Just a minor issue is that it doesnt add properly expected health post- colossus
    Example:
    60hp ? 90hp (+30 on average)
    60hp ? 75 hp (post colossus) ? 105 Hp (+30 on average)
     One would think that is correct, except for the fact that this new 30hp also gets amplified by 25% meaning it would be +37.5hp (on average)
    ? 75 + 37.5 ? 112.5 Hp

    Now, i think it would be really tedious for a math mod to detect which brother have or doesnt have colossus, but since almost 99% use it could you add a new version that uses by default
    +37.5 with no stars, and now each star gives +6 instead of +5hp?

    Thanks btw
    1. dZh0
      dZh0
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      I'll try to figure something proper.

      I also don't like that that the temporary injuries affect the potential calculation, however I like how you can see potential of a brother's fatigue with their current armor. I'm not sure how I feel about defense stats and shields though...

      I'm currently working on a hooks version and I have another mod in mind but I'll surely get to this at some point.

      EDIT:
      I've uploaded an updated version (2.1) and should now take into account the colossus perk.
      Thanks for pointing that out and please let me know if you find any other issues. Not all cases are tested since I'm not very good at the game ;)
    2. calitrops
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      Found that when hiring non-level 1 brothers ( lvl 2 and above) with stats still to spend, it incorrectly predicts the lvl 11 value. Example:

      Hire a lvl 6 brother(half way to lvl 11) with initial 60 Melee Attack: Mod predicts 70 MA at level 11 (+10 on average on 5 levels) without counting the initial 5 stat levels still to spend. The problem however solves once you commit your level ups.
      It is a bit annoying that it requires you to commit the level ups first to see the final potential when it would be ideal to see it at the beginning to make a better decision on how to specify your bro.
      Overall, its not that important and i can just solve it with simple math but just pointing out that its there.
  5. Endur1el
    Endur1el
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    A hooks version of this would be great, I really like this approach compared to other mods that did something similar which cluttered up the description.
    1. dZh0
      dZh0
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      I have to read a bit about that. I have no idea how to do it :)
      I'll try to make a hook version but the mod currently does not modify the game-play code. It just replaces two .js files responsible for rendering the menus.
    2. Endur1el
      Endur1el
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      That is gameplay code :P

      Edit: the important part is that it will break mod compatibility if other mods do the same thing as you've done here, while you don't have to write it this way.
  6. Vazl
    Vazl
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    Nice and lightweight.
    1. dZh0
      dZh0
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      Thanks,
      There was a bug in 1.0 that calculated potential health based on your *current* health instead of your max health but it is fixed in 1.01
      Also the arrows and "X" are e bit smaller on the new version.