Thread: Bonfire mod
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Old 03-15-2018, 07:41 AM
raknefne raknefne is offline
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Join Date: May 2011
Location: Denmark (Aarhus)
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BTW, after having a long break after Bonfire 1 and we started modding Bonfire 2, we noticed a lot of "rust" on us two folks who mod (Terroin mod, I make maps and quests), but it is coming back now... I'm adding quests to the guild, and I'm thinking of a new map(s) to add in the random pool. We're fixing the small buggs reported here (and found ourselves).

In Bonfire 2 it is soo fun to try new creatures to see what talents they will get since they start off with zero talents. they can all get 3 talents when fully evolved from NOVICE-RARE-EPIC-LEGENDARY along with stats bonus (instead of 10 levels in normal game), example:

My Cave spider first learnt RUN, then the gobot skill that doubles in numbers and moves to new location, the 3rd talent was SUMMON SPIDER OFFSPRINGS!
My Paladin first learnt "GIVE OTHER AN EXTRA TURN", then SUMMON/RECRUIT SWORDSMEN (3rd hasnt been learnt yet).
My Snake (red) has learnt: "NORMAL DISTANT ATTACK - cant remember name=WoTn Snake talent", then EAT CORPSE (as undead spider), then STUN.
My Archmage: has only learnt DISPEL as the first talent yet.
My Giant Rat (was named Cuddly Abonimation in Bonfire 1): Has learnt "THE WITCH HUNTER TALENT THAT CAST RANDOM SPELL ON IT SELF", then SUMMON RATS, and now "SWAP PLACE" (as the demoness).

There're are a massive amount of modding and planning of talents to choose from, that has to be modded at each creature. Now we have finished the Human Race, and 2/3 of the Neutral race.

Last edited by raknefne; 03-15-2018 at 07:51 AM.
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