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#81
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Fynnen bug: can you still sail to Fefne from Bonbong Land after visiting Fynnen? Anyway I will check. I have the v. 1.1 ready, but I'm sick these days... and Fynnen bug is not fixed in 1.1 yet. |
#82
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I too 'hate' new games, often I get dissappointed... so back to old games...
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#83
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Same for a few houses that generate a "door mouse symbol" (don't know how to describe it ![]() No biggie, but there might be a quest hidden behind it. Quote:
If I try to sail to Fynnen from any of those, the game just crashes. Fefne is the portal-connected island next to Fynnen ? I have been there, but there's no shortcut sailing option on my map to that island. Still loving this mod ![]() |
#84
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ok, thx, what probably went wrong with Fynnen is because it didnt have a minimap, we added that and also so you could sail to it, but it is thru a portal from Fefne Islands you get to Fynnen Islands. I'll check.
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#85
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Version 1.1 is out!!! - - - you find the link in the first topic. I haven't had time to fix the Fynnen Island bug, so DON'T SAIL TO FYNNEN THRU THE SEA PORTAL IN FEFNE ISLAND. IF YOU DO, DO IT WHEN YOU HAVE CLEARED ALL IN FEFNE AND ONLY INTEND TO DO FYNNEN JUST ONCE. ELSE THE GAME WILL CRASH IF YOU SAIL TO THIS PLACE LATER. SORRY FOR THAT, BUT DIDN'T HAVE TIME TO FIX IN THIS VERSION. I HOPE YOU CAN LIVE WITH THAT.
When you get to a new map, some fights can seem too weak, but they will grow quickly enough after each fight to suits your current hero level (we couldn't fix the enemy growth any other way at the moment). The changes regarding spells, creature and items will appear in loaded games also - else you have to start a new game. The patch changes are also included as a file in the download, which are: Main changes for Bonfire v. 1.1: - Enemy grows faster when u level up (due to a bug in 1.0 enemies didn't grew as fast as in the test games!) - Trooptalk: the flies that could give dragons (50% chance) are reduced to 25%. Inkvisitors transforming into Rune Mage cost 2 Magic Runes (was 1). - Acrimaldo offers scrolls before a fight: more versatile, adjusted a lot. A lot more different scrolls in the random pool. - You can now talk to Acrimaldo and he can tell you which kind of game you play (until level 10-15-20-endless). - Medal adjustments. (Was lowered too much after test games). But Treasure Hunter is now 15% max (was 10%) - About half the chance of getting random stats if you choose NO SKILL when leveling up, but still always 100% sure of gold/crystals. - A little higher chance at the League of Assassins building to get set items. - The Mine in town has been reduced to half the chance to get crystal/gold. - Companion Scary Abonimation bug is fixed (could give insane damage with its spell). Now it summons 1 Cudly abonimation (level 3 creature) from level 4 with a reload and has a chance of attracting Cudly abonimations after the fight for the heroes army. The Cudly's summoned in fight are always just 1 also late game, but the reload is reduced. - More places to find the Dragon Teeth to combine (5 are needed). Read the info in 'Bonfire Sets Guide.docx' which is in the same directory as this file. Still not 100% guarantee you find all 5 Teeth. - The starting castle can be taken by bandits! Releative easy fight. (was in the code in 1.0 but didn't work...) - Different minor bugs are fixed. - Pyromage’s fireball is reduced a little. Giant's Initiative reduced from 7 to 5. - Skill Learning: Increases to 25% exp and 5 Intellect when fully developed. - Skill Scouting: Only 4 runes to develop each level (was 5). - Christa the Valkyrie: When offering regalias now getting 1% - 3% - 5% - 7% - 10% (Was max 5% - not sure if level 5 works, in wotn you needed to do a quest and we havent tested this). - Skeletons in a coffin on the battlefield was overpowered. "Should" be fixed now. Else let us know. - Strange texts on some buildings build: "Should" be fixed now (we hope). - The Infiltrator Hero (Rogue class): Added level 2 Weakness spell and Chargers to the spell book. - The Farmer Hero (Warmonger class): Added Healing and Haste spells for the spell book. Harvesting is only 1 Gartner per Intellect (was 2, overpowered). His old 4 animal spells have increase Health. - The Call of Death spell is cheaper on all levels now, and the level 1 only cost 8 mana but with 400 Leadership instead of 500. - Dumlor now gives a very good bonus for doing his building quest. - The spell Lynchmob now cost a little more mana. Item changes: - Items with an upgrade option have text information on what to achieve. It was only done on some of them in v. 1.0 - Items with leadership 200+ are harder to find now. Kind of makes the start too easy if you find it before level 5 or so. - Musket of Thunder: Now 40% damage to canoneers and +5 attack to shooters. (I never bought it before with 20% damage). - Dragon's Quiver, changed to Fine Quiver. -10% leadership req for bowmen (was 5%). No scrolls to extract. Cheaper. - Courtly Garb and its upgrade now gives physical resistance instead of leadership req to bowmen, swordsmen and gardeners. - Ogre Set: now 1000 Leadership, 10% physical resistance to troops (was 2500 Leadership only - too overpow if found in this mod) - Ancient Mage Set: Increased to +9 Intellect/Mana, 25 extra slots for the spell book. The Leaky Cup which is a part of the set is increased from 10% extra mana to 15% (still gives -5 Intellect) - New set: The Pissling Set (Invisible Armor and Used Up Sword: +2 att/def to all units, +1 Speed and +10 Phys. Resistance to allied level 1-3). Terroin and I never used these items, so I added a set bonus. Remember the Invisible Armor DO NOT have a picture... hehe. - Feather Armor (3 Defense to Griffins), changes to 3 levels of upgrade from 4 Defense Griffins to +6 Defense/Attack of Griffins and 20% Physical Resistance. New pictures. - Unfinished Dress (-1 Defense, +4 Mana), changes into: Unfinished Armor also 3 upgrade levels into max +6 Mana, +2 Mana per round. New pictures. Last edited by raknefne; 06-17-2017 at 10:09 AM. |
#86
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All right, it's goodbye to my latest game, where I played to level 11. I chose the Archer companion and then was lucky to find three different Human and Elf archer units on the first island (eventually accompanied by Archmages and Royal Thorns). I guess I've seen what they can do together.
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#87
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Grass Jacket isn't giving +5 rage as stated.
I did some experimenting with Krista's Golden Trap and new units: Rats were thrown in the air, but when I tried to do the same for Barriers, the game froze (reloading works, though). So my hypothesis about new units seems to have some truth in it. Otherwise I'm having great fun, of course. Last edited by Erkilmarl; 06-18-2017 at 12:34 PM. |
#88
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so rats worked ok, but not barriers? Is that what you mean? I write it down for future patches.
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#89
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Yes, Barriers should be checked, and Cannon, which I and Ethric have noted before.
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#90
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Would 57 Skeleton Warriors from a coffin be a bit too many? Considering that my leadership would allow only 18 or so. Luckily they were on my side, though. How does the game calculate their number?
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