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バトル ブラザーズ – 初心者向け FAQ

新しいプレーヤーがゲームをよりよく理解し、遊び方を教えずに成功する方法を理解するのに役立つガイド。よくある質問として構成されているため、興味のある部分だけをスキップできます。

新規プレイヤーのよくある質問

序文

これは何ですか?

これは、Battle Brothers のあまり知られていないメカニズムとルールのいくつかを理解するのに役立ち、その過程で得たいくつかの幅広いヒントとコツを伝えるためのガイドです.

ゲームを楽しんでいる (または楽しみたい) が、お金を稼いだり、30 日を過ぎて生き残るのに苦労している場合、これはあなたにぴったりです。

これは何ですか?

戦略または構築ガイド。特定の敵を倒す方法や、どのフォーメーションを設定するか、どの特典を取得する必要があるかなどは教えません。ビルド ガイドは、初心者や苦労しているプレイヤーに目隠しをする傾向があると思います.

なぜこれが存在するのですか?

バトル ブラザーズ ガイドの多くは、技術的すぎて、ビルド、戦略、およびゲームをどのようにプレイするべきかについての鉄壁のルールに行き詰まりすぎていることに苦しんでいると思います.規範的ではないものを作りたかったのです。このガイドが有益で、わかりやすく、的を射ていることを願っています。

この上から下まで、または一度にすべてを読む必要はありません。よくある質問として構成したので、興味のある特定の質問にジャンプして、気にしない質問を飛ばすことができます.

お金を稼ぐ方法

Battle Brothers の最も汚い秘密の 1 つは、契約を完了することでお金を稼ぐことができないということです。あなたは武器商人になることでお金を稼ぎます。十分な報酬を受け取っていないように思われる場合は、その支払いに加えて戦闘戦利品と回収された敵の装備を取得することを忘れないでください。

特定の耐久性/価値の比率では、アイテムを販売する前に修理することで、より多くのお金を稼ぐことができます.正確な値を微調整して式を考え出すことはできますが、簡単なガイドラインを次に示します。「ティア 2」以上の武器は売却する前に修理してください。

「ティア 2」の武器が何であるかわからない場合でも、心配する必要はありません。ゲーム内に明示的な武器のティアはなく、プレイヤー ベースが採用した命名法にすぎません。基本的に、それが単なる農具ではなく、専用の武器である場合は、修理する価値があります.手斧ではなく手斧。肉切り包丁ではなく、スクラマサク。

また、売る場所も重要です。すべての町には、ゲームの過程で上下に調整される独自の価格修飾子があります。恐怖の村人たちの状況では、小さな村での販売ではほとんど利益が得られませんが、待ち伏せされた交易路の状況では、大都市での販売でははるかに多くの利益が得られます.

もちろん、財源を埋める方法は他にもあります。契約はあなたにお金をもたらし、貿易品(および食品)を販売することは絶対に利益を生み出すことができます - しかし私の経験では、これらはあなたの定期的な費用を管理するためのものです.特定の装備や高度に訓練された傭兵などに投資して会社を成長させたい場合、それらの資金は武器の販売から得られます。

これはおそらく言うまでもありませんが、自分で使用するための最高の武器を保持する必要があります.

損失に対処するにはどうすればよいですか?

最初に邪魔にならないようにすることの1つは、兄弟を失うことは問題ありません。誰も失いたくないのは明らかですが、それが起こることもありますが、それは問題ありません。

これは特に序盤のゲームに当てはまります。あなたが昨日雇った Cripple を 30 クラウンで死に至らしめることは、あなたの他の仲間がより危険な敵を倒す機会を与えるのであれば、非常に価値があります。

早い段階では、通常、兄弟よりも機器が重要です。プレイヤーが行う一般的なことの 1 つは、雇ったすべての兵士をまともな鎧と装備で完全に装備しようとすることです。非常に高価になるので、これはお勧めしません。兄弟が死んでも武器を失うことはほとんどありませんが、彼の鎧が破壊された場合、それは一緒に失われます。多くのキャンペーンは、プレイヤーがすぐに死んでしまう兄弟の防具に多額のお金を費やし、次に交換用の防具、そして交換用の防具などに多額のお金を費やしたために終了します。その 30 クラウン Cripple に素晴らしい斧を与えたい場合は、それを選択してください。たぶん、彼にあなたのピカピカの新しい鎖帷子のスーツをすぐに渡さないでください.

キャンペーンが進むにつれて、失う男性の数が減ることを期待する必要があります.多くの場合、キャンペーンでの損失に対処することは、ゲーム序盤のミートグラインダーを乗り切ることだけです。それでも後で多くの男性を失うことに気付いた場合、それはおそらく、兄弟や装備が十分ではないというよりも、戦術的なエラーを示唆しています.さまざまなアプローチを試して、何がうまくいくか見てみましょう。

どちらの場合も、あなたの最も重要な兄弟が誰であるかを明確に優先してください.必要に応じて、会社の残りの部分を犠牲にして、存続させてください。計算されたリスクがすべてです。

誰を雇うべきですか?

繰り返しになりますが、最初に邪魔にならないことがあります。ゲームのコンテンツを打ち負かすために偉大な兄弟は必要ありません.ほとんどのレンタルは使用可能です。私は永久的な怪我を負った放浪者と乞食をゲームで最も困難な戦いに連れて行きました。臆病で卑劣な体の不自由な人は、最前線の戦闘機としては決して優れていませんが、完全に適切な遠距離部隊になる可能性があります.

とはいえ、採用時に最適化すべき主な点は 2 つあります。コストと価値です。

多くの場合、槍で物を突き刺し、死ぬ前に1つか2つのヒットを食べるには、暖かい体が必要です.この目的のために農夫や泥棒に 400 クラウンを費やすのではなく、80 で乞食を雇ってください。

一部のバックグラウンドは、採用コストに比べて非常に優れた統計を持っています.生のステータス範囲に関しては、ほとんどの場合、ヘッジ ナイトはブロウラーよりも優れていますが、ブロウラーは依然として非常に優れており、200 クラウン未満で雇うことができますが、ヘッジ ナイトはより一般的に数千の費用がかかります。これが、「価値を最適化する」という意味です。掘り出し物を探してください。

キャンペーンの過程で、好きな背景について感覚を養うことができます。ゲームのウィキ [battlebrothers.fandom.com] で統計情報の詳細なリストを確認できますが、それほど深く掘り下げたくない場合は、より基本的な経験則として、高価な背景と、戦闘経験のある背景、かなり良い傾向にあります。民兵は通常、歴史家よりも最初はうまくいきます。

注意すべきもう1つのことは、あなたが雇った仲間の機器の代金を支払うことです.これが、ヘッジ ナイトやアドベンチャー ノーブルなどの「プレミアム」背景が非常に高価である理由の 1 つです。カートを雇うだけでなく、カートと彼のスケール アーマー、巨大な両手ハンマーを雇うのです。あなたは実際にこの装備でまともな価格を手に入れるので、スケールアーマーと両手ハンマーが必要な場合は、おそらくカートは彼の装備のためだけにまともな雇用になるでしょう.とはいえ、一般的には、全体的な出費を抑えることができるように、より安価なギアを持った兄弟を雇いたいと考えています.

兄弟が行方不明になるのはなぜ?

ユニットの命中率は、本質的に、そのユニットの攻撃ステータスからターゲットの防御ステータスを差し引いたものです。 65 の近接スキルを持つ仲間が 15 の近接防御を持つ敵を攻撃した場合、50% の確率でヒットします。それは(ほぼ)簡単です。

もちろん、これに影響を与える他の多くの要因があります。ターゲットに高さのアドバンテージがあると、攻撃に一定の +10% が与えられますが、高さのアドバンテージがあると、-10% のペナルティが課せられます。ターゲットに隣接するすべての味方は、+5% の確率で近接攻撃を命中させます。槍は一律+20%、剣は一律+10%。自信に満ちた士気は近接スキルをその合計値の 10% 増加させますが、揺れる士気とそれ以下はそれを減少させます。

したがって、近接攻撃が 45 の仲間がいる場合、彼は 45% の確率で防御が 0 の何かを攻撃します。しかし、彼に槍、高さのアドバンテージ、およびサラウンド ボーナスを付与する 3 人の味方を与えると、彼の命中率は 45% 増加し、事実上 2 倍になります。

言うまでもなく、敵を攻撃することは多面的な問題です。あなたの仲間は、間違った装備を持っているからでも、上り坂で戦っているからでも、十分に高い統計を持っていないからでもなく、これらすべての組み合わせによるものです.

反対に、ゲームはこの問題を解決するためのいくつかのツールを提供します。高台と適切な武器で少ない数を補うことができます。ベース近接スキルが高いベテランファイターで装備を補うことができます。 Fast Adaptation や Backstabber などの特典で、低レベルの近接スキルを補うことができます。

公正にプレーしないでください。必要に応じて、本のすべての汚いトリックを使用してください。 『バトルブラザーズ』は一撃で勝負が決まることは滅多にないので、一撃で運が味方してくれることを祈るばかりではいけません。長い目で見れば、より多くのヒットを獲得できる戦術とギアと仲間を採用してください。

ゲームのRNGは不正ですか?

そうではありません。これは、X-COM、Fire Emblem、または Darkest Dungeon などのゲームから来たプレイヤーにとって特にイライラする可能性があります。 Battle Brothers はそのようなごまかしをしません。80% の確率は真の 80% の確率です。これは、あなたと同じように AI にも当てはまります。

例外的なロールが次々と発生することに気付いた場合、ゲームは戦闘ログにすべてのロールを表示するわけではないことに注意してください。 Morale checks, damage, whether an attack hits the head or the body, and so on are all hidden from the logs. What might look like a series of several exceptional 95+ rolls in a row is likely not “in a row” at all – it’s just bad (or good!) luck.

What is morale and how does it work?

Morale represents a unit’s overall drive and belief they can win in battle. There are 5 morale states, ranging from Confident to Steady to Fleeing. Confident gives a +10% bonus to attack and defense stats, Steady gives no modifiers, and the other morale states all impose debuffs of varying severity. These debuffs also notably apply to Resolve.

As a practical matter, when a unit is more confident they’re a better fighter, and when they’re less confident they’re both worse at fighting and easier to demoralize further. When a bro goes all the way down to Fleeing you lose control of him, and he’ll spend his turn trying to run away from the enemy – even if he’s engaged and retreating would trigger attacks of opportunity! This is a very dangerous situation to be in (or a fortuitous one, if its the enemy that’s running). A Fleeing unit will only make 2 attempts to escape engagement per turn, but often this is enough to seal their fate, especially with the -30% debuff to defense.

Units have a chance at the start of their turn to automatically recover to the “Wavering” state and be controllable once again, provided there are no adjacent enemies. Because of this, it’s often worth keeping fleeing enemies engaged even if you can’t kill them right away, as it will prevent them from recovering.

Morale is adjusted up and down during battle by various conditions that trigger rolls against a unit’s Resolve. Being engaged in melee by multiple enemies in a turn, taking 15 or more damage to hitpoints, or seeing an ally slain will all trigger rolls to lower morale state. Several enemies have active abilities that directly target morale as well, such as the Geist’s scream skill. Conversely, slaying enemy units and being rallied by the “Rally the Troops” perk trigger rolls to raise morale.

When a unit is killed, the difficulty of the roll scales with distance; it’s very easy to lose your nerve when the man beside you is struck down, just as it’s hard to feel confident simply because an enemy on the other flank was slain.

Formation matters, too. It’s harder to break when you’re surrounded by allies (3% harder per ally, to be exact), but by the same token it’s harder to succeed rolls when you’re on your own with enemies adjacent all around. Most important, of course, is the unit’s Resolve stat itself. The higher your Resolve, the less likely you are to break and the more often you become Confident.

What difficulty should I play on? How does difficulty scaling work?

You should play on whatever difficulty you have fun with! I will recommend at least starting on Beginner, though – suffice to say there’s a reason none of the difficulties are called “easy”. Battle Brothers doesn’t fudge rolls behind the scenes or give enemies extra abilities or better AI on different combat difficulties. An Orc Warlord on Beginner is the same as an Orc Warlord on Expert, so you don’t need to worry about missing the “true experience” if you don’t play on the hardest difficulty.

Economic difficulty affects your starting funds, market prices, and contract pay. Lower difficulty =more money. Combat difficulty only affects scaling, with one exception:on Beginner, the game grants a +5% chance for your bros to hit, a -5% chance for you bros to be hit, and a +10% bonus to XP gain. This isn’t hidden or anything, the game tells you and the numbers you’re shown in combat are accurate, it’s just easy to miss.

As I said above, enemies don’t get better stats or smarter AI as the game scales; instead, scaling is mostly a matter of what you fight when.

On Beginner combat difficulty you’ll fight easier groups – Brigand Thugs instead of Brigand Raiders, for example – for longer. On Expert, you’ll fight harder groups earlier. Eventually, well after the end game crisis, scaling will max out and the game won’t get any harder. At this point Beginner will still be easier than Expert, but the differences will be less pronounced. Most players end their campaigns before max scaling, however, so this is something of a moot point regardless.

Additionally, contract difficulty scales with the number and level of bros you have. The more bros, and the higher their level, the harder the contract. This typically only looks at your 12 highest level bros, so don’t worry about making things harder for yourself if you take on an 18th hire.

Enemies in camps scale with campaign length. A camp at day 80 will have harder enemies than it did at day 20. The types of camps that spawn get harder as you get further away from civilization – you won’t find a massive orc war camp next door to a noble house citadel – but the inhabitants of the camps scale only with time. An orc war camp encroaching on civilization is just as hard as one at the edge of the world.

Lastly, a note on Ironman. I recommend that you don’t play on Ironman right away. The most important part of succeeding in Battle Brothers is having a sense for what fights you can and can’t win, and a big part of that comes from accruing knowledge of different enemies and their equipment and perks and tactics. This doesn’t happen all at once, but in waves – you’ll learn Brigand Thugs only to be met with Brigand Raiders, raiders only to be met with orcs, orcs only to be met with undead legions. Ironman slows this process immensely:if you lose your company on day 40, you have to start over and play another 40 days to get an opportunity to try those challenges again.

Once you’ve got a better handle on this part of the game, I highly encourage you to play on Ironman. It’s fun.

How do I get better gear?

There are two ways to get gear:buy it, or loot it.

Typically speaking, if you’re buying gear you want to do in the right place and at the right price point. A half-destroyed hauberk you pick up in a marketplace will be much cheaper to buy and repair than acquiring a pristine one from an Armorsmith. Similarly, small villages tend to sell equipment at less of a markup than big cities – their selection is more limited, but tends to be more affordable. Weapons are usually cheaper and harder to lose than armor, so if you’re going to splurge on new gear keep that in mind.

Most of your gear upgrades, however, will come from looting. If an enemy is using a piece of gear, and you kill that enemy without destroying their gear, there’s a good chance it will show up in the post-battle loot screen. There are many vagaries to this, which I won’t get into. The basic guidelines, however:

  • The secondary skill of most daggers, “Puncture”, deals damage directly to hitpoints without damaging armor. Many guides and players will talk about “daggering down” or knifing enemies for gear – this is what they mean. Brigand Leaders and Fallen Heroes are classic targets for this tactic, as they tend to wear high durability, valuable armor and can usually be fought one or two at a time.
  • The secondary skill of one handed flails, “Lash”, will only ever hit the head if it connects. If you want someone’s body armor, but don’t care about their helmet, this is another good way to kill them while leaving equipment intact.
  • Durability affects whether or not gear drops, but not its chance to drop. That is, if an item is below a certain durability threshold, it will never drop. If it’s above that threshold, it will always drop unless prevented by some other condition (helmets, for instance, have a flat 30% chance to not drop – this is unaffected by durability).

More dangerous enemies have more dangerous gear. By the same token, you become more dangerous when you acquire that gear. The most common early power spike is to fight Brigand Raiders and acquire their weapons. This equipment upgrade is often one of the most important inflection points in a campaign, and reaching it is a great goal for new players to work towards.

As mentioned above, combat difficulty affects enemy scaling. On Beginner it will take longer for the game to start sending raiders (and other harder enemies) at you, and it will do so in smaller numbers. On Expert, the opposite holds true. Because of this access to better lootable gear, Expert campaigns can snowball earlier, at cost of increased risk. Something to keep in mind if you’re wondering how some players get all the gear they do so early.

What are named items? How do I get them?

Most weapons and armor in the game have what are called Named variants. Not just a “Greataxe”, but “The Wolf’s Widowmaker”. Not just a “Noble Mail”, but “Barabas Brimstone’s Masterwork”. These named versions have different visuals and improved stats over the base item. For armor, this means more durability and a lower fatigue penalty. For weapons, this means more durability and two other buffs (e.g. more damage, less fatigue buildup on skill use). These can be very powerful!

There are a few ways to acquire named items. Particularly dangerous enemy locations deep in the wilderness may have them as post-battle loot, and of course you can always buy them if you find one for sale and have the money. These tend to be some of the most expensive purchases in the game, however, so usually looting is the way to go.

Tavern rumors can sometimes indicate the existence of named items in locations. If somebody tells you they saw goblins steal a magnificent piece of armor and drag it towards the forests to the northwest, that means there’s a goblin camp in the forests to the northwest with named armor. You’ll still have to do some searching, mind you; these location are often quite far away from the taverns in which you hear about them.

The Warriors of the North DLC introduced Champion units, which are another source of named items. Champions are more powerful versions of enemy units that are guaranteed to spawn with named gear (and guaranteed to drop it when they die). They’re very powerful foes and rarely show up until you’re well into the end game crisis, so approach with caution.

It’s worth noting that 3-skull contracts are more likely to spawn champions, and that 1- and 2-skull contracts, when accepted, will clear any named items from a location’s loot. If you want to get more named gear, take the hardest contracts!

This contract is super hard! What gives?

There are three difficulties of contract, denoted by “skulls” on the town screen. 1-skull contracts are easier, 3-skull contracts are harder. It’s worth noting that “skull difficulty” isn’t normalized across contract types! A 1-skull noble contract to go fight orcs will likely still be a greater challenge than a 2-skull village contract to deliver an item to the next town over.

However, even within that framework, the game’s scaling is complex, and many elements of contracts are randomized. It is wholly possible to get unlucky and have what seems like it should have been an easy job throw a particularly hard fight at you. Handling these curveballs is a part of the game. If the enemy has too many archers, try to fight at night. If you’re worried your bros’ stats are too low, try to take the high ground. If you don’t think you can win at all, retreat and live to fight another day.

In short:this is somewhat normal. There’s no guarantee that you’ll be able to beat every fight the game throws at you. That said, if you weren’t paying attention to contract skulls, do so – they make a big difference. Combat difficulty and the number and level of your bros also affect contract scaling, as mentioned previously.

One final thing to note:pay is often a good indicator of danger. If someone’s offering you 800 crowns to fight some brigands when every other contract is for half that reward – there’s a reason.

Do I have to accept or decline contracts right away?

You do not! I like thinking of contract-taking as having two phases:negotiation, and signing.

Negotiation is the part where you haggle over how (and how much) you get paid. You can ask for more money, money in advance, and so on. Once you’re done haggling, there are two options:“I accept your offer.”, and “Forget it, this isn’t worth it.” Accepting the offer does not accept the contract! It simply says “Ok, I’ll stop arguing over the terms of payment now”.

Signing happens on the next screen, and it’s there that you’ll be able to accept and start the contract, decline it, or say you need to think it over. Thinking it over means you can go back into the town market and buy things, negotiate different contracts, and even leave and go to other towns. You can come back later and accept the contract at the previously negotiated terms. Keep in mind that contracts do eventually time out, so if you want to take one, don’t wait too long!

What are origins?

Origins are a feature that was added in the Warriors of the North DLC, with each other DLC adding additional ones. They offer different starting bros and equipment, and impose unique rules on the campaign. The Peasant Militia origin, for example, lets you take up to 16 men into battle instead of the normal 12 – but prevents you from hiring many of the best backgrounds in the game entirely. The Northern Raiders recover more loot from battle, but start hostile to most of the noble factions and must constantly be vigilant against house soldiers out for blood.

Most origins are more difficult than the default start; all are more complex. You should absolutely try different ones out to see which of them suit your playstyle best, but don’t go in expecting them to make the game easier.

What stats should I level up?

All of them! Mostly. Kinda.

Every stat is valuable and important, but some are more important than others, and which ones to level depends on the bro, how late into the campaign you are, and so on. I won’t offer any stat breakpoints or hard and fast rules, but I do have some broad suggestions:

  • If a bro is expected to engage and hit in melee combat, he can never truly have enough Melee Skill or Melee Defense. Similarly, a bro using ranged weapons will never have too much Ranged Skill.
  • Bros who are expected to engage in melee will also need some Resolve. They’ll get surrounded and take hitpoint damage more often, and thus suffer more frequent morale checks. Backline bros with polearms or ranged weapons need less.
  • Hitpoints are especially important for frontline bros who eschew heavy armor, but heavy armor bros need it too.
  • Fatigue is especially important for heavily armored bros, or bros who want to make a lot of attacks per turn or use special abilities like Shieldwall or Adrenaline. For reference, you recover 15 Fatigue at the start of each turn.
  • Initiative is mostly important on specific builds. You can usually skip it on bros with heavy equipment. Bros with Dodge and Overwhelm will obviously get more out of it.
  • Ranged Defense is usually not worth leveling for two reasons. First, the AI heavily prioritizes targeting bros it can hit. The enemy will often ignore a bro with lots of Ranged Defense in favor of one that’s easier to shoot. Second, most factions will engage you more in melee than at range, and so your investment in Ranged Defense would arguably have been better spent on Melee Defense or Health (for example). I’m not usually comfortable with bros having negative defense, though.

The key here is to tailor leveling to the bro. A Swordmaster maybe doesn’t need as much attack skill, but his low health needs patching. A Deserter needs extra attention to Resolve. Rather than following strict rules about what to level, you should adjust what you take for an individual bro and his role.

What are talents?

By default, the amount a bro’s stats can increase each level is random within a per-stat range. Melee Skill and Melee Defense can increase by 1-3 per level, Initiative by 3-5, and everything else by 2-4. Talents increase these roll ranges.

Every bro has 3 stats they’re talented in, represented by little stars over the relevant statbar. Each star increases the minimum roll for that stat. For example:By default (no stars), Melee Defense rolls +1-3 each level up. 1 star of talent in Melee Defense means a bro would instead roll +2-3 each level, while 2 stars means +3 each level, and 3 stars +3-4.

If that’s more than you want to remember, instead just know that being talented in a stat means that a bro can usually increase it more per-level than a non-talented bro.

You shouldn’t necessarily level a stat just because a bro has talents in it – a Poacher with no stars in Ranged Skill will still be a better archer than a Wildman with 2 stars, and 3 stars in Initiative won’t help a bro with the Paranoid and Hesitant traits. Still, the right stars on the right bro can be build defining.

Is there a level cap?

Yeah, kinda. In Battle Brothers there are “regular levels” and “veteran levels”.

Typically when a bro levels up, he gets a perk point and can pick 3 stats to increase, which roll within a particular range (as described above). These are “regular levels”.

This changes after level 11. Levels 12 and up are considered “veteran levels”, and stat increases are capped at +1 for any stat, regardless of talents. Further, you don’t get any additional perk points. Thus, while you can technically continue to increase stats after level 11, you only get 10 level ups with full rolls and 10 perk points with which to define a bro’s build. Thus, as a practical matter, you can think of level 11 as the “level cap”.

What perks should I pick?

As mentioned above, this is not a build guide. You should pick whatever seems interesting to you!

In general I’m a little wary of suggesting builds or build guides to newer players; I think it tends to put blinders on them and leads to rigid companies that have a hard time adapting to unfamiliar challenges or encounters. Turtle’s Perks Guide, also linked near the top, has some really in-depth analysis of perks and their advantages and disadvantages. If you’re trying to decide if a particular perk is worth it, I’d strongly encourage you to go to that guide and read Turtle’s analysis.

That said, there is one general guideline I’ll throw out there, which is that most bros should get one of Nimble or Battleforged, available at level 7. These perks vastly increase survivability, and are incredibly important on almost every build and role. You should only skip these under exceptional circumstances.

Also don’t take Bullseye, it’s a bad perk and it should feel bad.

What is Renown? How do I get more?

Renown is a measure of how famous and reputable your company is. It affects a number of things, but most importantly contract pay. The more renowned your company is, the more employers are willing to pay you. It’s worth noting that having more Renown doesn’t increase difficulty.

In order to get contracts from noble houses, you need to complete an ambition to get noticed by them – mechanically, this means having about 1,000 Renown. If you’ve wandered into a fort or castle and seen a contract with a lock over it:you need to complete that ambition before you can be offered the job.

You get a small amount of Renown each time you win a fight, and lose it by retreating or failing contracts. The primary way to increase it, however, is by completing contracts and (especially) fulfilling ambitions.

What’s an end game crisis?

Later on in the campaign – usually somewhere between day 80 and day 120 – the game world will be confronted with a “crisis”. These crises tend to throw unique enemy compositions, difficult contracts, and more dangerous roaming parties at the player. For many, “beating Battle Brothers” is synonymous with surviving these crises.

When you beat a crisis, you’ll be given an opportunity to continue playing the campaign. If you take it, the game will eventually throw a new, different crisis at you. This cycle will repeat as long as you continue the campaign, but your bros will likely become so powerful that these crises stop providing a meaningful challenge after a point. When you feel you’ve mastered them, you should consider trying to defeat the game’s legendary locations.

What are legendary locations?

Legendary locations are special locations on the world map with their own associated events and spawn rules (some only appear in swamps, some only in the north, and so on). The Beasts &Exploration DLC adds many of these, and a number of powerful boons can be acquired from them:a golden goose that generates gold every day, for example, or a towering spire that reveals the surrounding landscape. The other DLC add their own, as well. All legendary locations will spawn on a map at the start of a campaign (so if you install a DLC partway through a campaign, that DLC’s locations won’t show up, but the others will).

Perhaps the most important legendary locations are those with associated fights. These take place on special maps with specific enemy compositions, and are considered the hardest challenges in the game. If you really want to test yourself, try to beat all of them in a single campaign!