If you run into issues with this mod, be sure to upload your log file (found in "Documents/Battle Brothers/log.html") to a file host somewhere, and link it with your report, without your log file there is almost nothing I can do.
I'm pretty sure it's intentional as all attachments with -fatigue reduces the fatigue slightly.
on another note even though Ghost champion has one of the strongest attachment, maybe their have a bit to much defense attacked a small camp with 2 ghost champions, 3 others, 12 widergangers and it took me over 30+ rounds surrounding 1 ghost champion at a time smacking away with full veteran team, did forget to bring nets though edit: well their immune was day 150+ when their get dodge and underdog
Seems a really fun mod to add, but can you add tweaks to some rewards? Or maybe allowing the player to tweak them themselves: Bone plating seems absurdly strong, as well as nach trophy and alp trophy close behind (even more because they are common beasts). Small damage increases impact more than we think because of the damage calculation formula that BB uses.
The buffs like the Lindwurm cloak is what i would like more, small-ish buffs, maybe half a gifted perk (6 resolve instead of flat 12 / 3 INI instead of 15) or something like that
Aight, I'll be posting some of the major diferences of the champions iv seen so other peeps can see if they don't mind *spoilers*
Spoiler alert:
Frost Unholds:
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they get 65+ Ratk and an ability to throw rocks similar to the Iffrits (minihold not included), underdog, colossus (day 150) and battle forged (day 200) (around 500 armor on body and head btw).
Sneks:
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they get an extra AP and their abilities get a +1 to range (think the lindwurm head bite but nowhere near as terrifying), their bite is stronger, they get nimble, fearsome on day 75 and colossus on 175.
Spooders:
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+1 AP (this allows them to web AND bite on the same turn), and JESUS CHRIST they bite, treat them as an enemy that can net you and do the equivalent of a 60 HP damage puncture attack if you're webbed, they also get nimble, fearsome (day 50) and dodge (day 150)
Tree peeps:
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a bit more defence, colossus and shield expert.
Big Green Acid Sneks: Just don't...
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(extra AP, an acid spit attack, underdog, devastating stikes{20% more damage on day 100} and colossus on day 150)
Big Squid Boi:
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not sure, the files don't see to add anything different
Haha Desert Doge:
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+2 extra AP, 4.5x armor (90 on head and body), fearsome (day 50), devastating strikes and overwhelm (day 100) and nimble (day 150)
Nachos:
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can do the warlord warcry, get fearsome (day 125) and nimble (day 250)
Spooky ghosts:
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their scream gets a +1 to range and ghastly touch costs 3 AP (can do it 3 times per turn), they get footwork, rotation, underdog, and actual 9 lives
Diredoge:
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same as hyena
Alps:
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they have an extra +3 AP, can break free from nets (65 Matk), have the necrosavant's "teleport" (still have the teleport on hit), nimble and colossus
- This mod is safe to install and use on already existing gamesaves. Can i remove it from mid-campaign if i don't like the concept. Altough i love the new items, im thinking about difficult beasts to face. So does this mod increase difficulty?
Cuurently i started new, thinking if i should add later.
I think a small section detailing the champion's abilities would be appreciated Seeing wolves using the the push through to get to my ranged bros was really unexpected but what really got me was seeing my lonewolf get almost one-shot by a spicy spider
Nice mod works with More champions 5x to 25x options https://www.nexusmods.com/battlebrothers/mods/533 but that mod has protection's for the first 90 days the normal champions won't show up, but the beast champions will from day 1, just a heads up to use the mod abit later in a new save.
also is the Hyena Attachment not a little weak 1+ durability and 4+ initiative over regular ones? EDIT: well using a more champions mod with this mod and its easy to die at least you get funny names in the Obituary do not go over 5X champions increase with this
This mechanism only applies to contracts only, it doesn't apply to roaming parties and defenders in locations/camps. Also it's not from that mod too, it's a vanilla mechanism.
It's a named item, so rng decides whether you get the high or low roll.
Thought it was the mod doing it, your sure the game doesn't almost prevents champions in camps and roaming parties too or something does for the first 90 days? Pretty sure I never see them before after 90 days, but with your mod and more champions mod from day 1 you see roaming groups and camps with champion beasts.
It's simply because most of the early regular enemies you see can't become a champion. Many enemies have 2 different versions of themselves (the early game and the mid-late game version), both versions look identical to each others with a few differences (stats, equipment, whether that version can be a champion).
However, that doesn't really apply to most beasts as they don't have those early/mid/late game versions. That is why beasts can be a champion even at day 1 as i set a champion chance for each of them.
You now may ask why didn't i make a late or early game version for the beasts too. It's not that simple, cuz the vanilla spawnlist is fixed, the spawnlist is simply a list contains a tons of pre-made party composition. The devs didn't implement a dynamic spawnlist and only make a system to pick out a pre-made party based on a specific unit that is changed because of your company current renown and in-game days. Modify every single pre-made composition to add this early or late game version of a type of enemy is crazy, inefficient and vulnerable to any mod that modifies that same spawnlist.
Look for the script in this directory"mod_champion_beasts/config/champions.nut" Open it, you can see the code lines have [something bla bla].Variant = [a number represent the % chance] Those lines are responsible to determine the champion chance of a certain enemy
This mod conflict with origin maker (When creating a new origin, i cant select anything like perk, trait, background, etc. It just appeared blank)? The same problem with Camps and Artifacts (Reworked) Mod (https://www.nexusmods.com/battlebrothers/mods/678?tab=posts&BH=0). Is there any way to fix this ?
Your mod doesnt cause crashes. I think it will work fine if i first create my origin without this mod and add this mod to campaign later. Maybe the problem is in the new items (or item id) that this mod adds. Ok, i will send it latter
Most trophys seems a little better, but the zatak's necklace and bone plating are way stronger. Anyway, I'm here for the champions enemys. Does this work with "mod_more_champions_x10" from "More Champions"?
Should work fine, thou i don't think you would want to have that mod when fighting webknechts.
If this is the mod from Tweaks and Fixes, then it's known to cause conflict due to the way that mod changes how champion status is assign when spawning enemies in battle.
61 comments
also solo geist champs die to polearms + a bannerman so its just free fames
For the champion geist, lmao, i can assure you it takes more than a hit to kill it.
on another note even though Ghost champion has one of the strongest attachment, maybe their have a bit to much defense attacked a small camp with 2 ghost champions, 3 others, 12 widergangers and it took me over 30+ rounds surrounding 1 ghost champion at a time smacking away with full veteran team, did forget to bring nets though edit: well their immune was day 150+ when their get dodge and underdog
The buffs like the Lindwurm cloak is what i would like more, small-ish buffs, maybe half a gifted perk (6 resolve instead of flat 12 / 3 INI instead of 15) or something like that
Spoiler alert:
Frost Unholds:
Sneks:
Spooders:
Tree peeps:
Big Green Acid Sneks:
Just don't...
Big Squid Boi:
Haha Desert Doge:
Nachos:
Spooky ghosts:
Diredoge:
Alps:
Can i remove it from mid-campaign if i don't like the concept.
Altough i love the new items, im thinking about difficult beasts to face.
So does this mod increase difficulty?
Cuurently i started new,
thinking if i should add later.
Thank you.
Seeing wolves using the the push through to get to my ranged bros was really unexpected but what really got me was seeing my lonewolf get almost one-shot by a spicy spider
also is the Hyena Attachment not a little weak 1+ durability and 4+ initiative over regular ones?
EDIT: well using a more champions mod with this mod and its easy to die at least you get funny names in the Obituary do not go over 5X champions increase with this
It's a named item, so rng decides whether you get the high or low roll.
Pretty sure I never see them before after 90 days, but with your mod and more champions mod from day 1 you see roaming groups and camps with champion beasts.
Nice to know about the Hyena Attachment
However, that doesn't really apply to most beasts as they don't have those early/mid/late game versions. That is why beasts can be a champion even at day 1 as i set a champion chance for each of them.
You now may ask why didn't i make a late or early game version for the beasts too. It's not that simple, cuz the vanilla spawnlist is fixed, the spawnlist is simply a list contains a tons of pre-made party composition. The devs didn't implement a dynamic spawnlist and only make a system to pick out a pre-made party based on a specific unit that is changed because of your company current renown and in-game days. Modify every single pre-made composition to add this early or late game version of a type of enemy is crazy, inefficient and vulnerable to any mod that modifies that same spawnlist.
"mod_champion_beasts/config/champions.nut"
Open it, you can see the code lines have[something bla bla].Variant = [a number represent the % chance]
Those lines are responsible to determine the champion chance of a certain enemyI appreciate the mod, very much enjoyed it
one of the mods that surely has to be in the base game
Please make a proper bug report in the 'BUGS' tab, then upload your log to a file host somewhere, and link it with your report.
Anyway, I'm here for the champions enemys. Does this work with "mod_more_champions_x10" from "More Champions"?
If this is the mod from Tweaks and Fixes, then it's known to cause conflict due to the way that mod changes how champion status is assign when spawning enemies in battle.