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Bonfire News

Quick Update on the Update

Quick news time.

As of today, we've completed the main bulk of work on the next major update that includes the new hero Witch and a lot of additional story content (among other things and fixes).

From now on, it's just functionality & balance testing with the help of a new automated testing bot that I totally want to write more about one day. We expect the patch to hit Steam within the next few weeks.

Cheers and thanks for your patience!
-Tom

Dev Diary: The Witch and the Hero Design Process

So as I chip at the next hero update, I thought I could share a bit on how the process looks like from the dev's perspective.


[h2]The Role[/h2]
Every hero in Bonfire fulfills a couple roles that define their place in the party. For the initial five this was easy. We needed a character for each of the common roles (attacker, healer, damage mitigator, someone who pierces armor, and so on), and another one who can fill their boots in a pinch, to allow for some flexibility.

Things get more complicated for the heroes we started adding later on. These have to respond to the game's environment and fill up any unexpected niches that have formed. For instance, we've realised new players over-rely on Hildie, so a new damage mitigator available in the early game could increase build diversity. At the same time, highly armored enemies are a common danger in the late game, and only one character is truly adapt at dealing with them.

Enter the Witch. She uses hexes to weaken enemies' armor and power, places wards on allies, and can split-off her shadow to do these twice as fast.


[h2]The Code[/h2]
Once the role and the abilities of the new hero are decided, I start hitting at the keyboard until a working prototype of the character comes out. Basic implementation of skills and runes doesn't take that much time, actually. Bonfire's mechanics are rather modular and I can whip out something 90% functional in a couple days. The problem is those last 10% take 90% of time.

Final visuals and polish can take a while (depending on the ability), but the biggest problem is always finding and solving all the edge cases. What happens when a hex ward is placed on someone who's already covered? Why does it reduce damage done to a different character when the attack gets redirected through another ability? And how to fix it without breaking the redirection system itself? As skills and interlocked systems pile up with concurrent updates, this gets harder and harder to do, but honestly I love this part of game development. It's basically a cool puzzle to solve.


[h2]The Silhouette[/h2]
This may sound surprising, but finding the right shape for the character probably takes more time than drawing the final assets.

Once the hero's role, stats, and abilities are set, it's critical to convey them well through how the character looks. Their speed and power must be reflected in what weapon they use but also even their default pose. Their clothing and bulk has to reflect their armor levels in relation to other characters. And so on.

Kate, our artist, usually does anywhere from 10 to 30 different sketches (both on paper and in Photoshop or Procreate) before moving to actual in-game sprites. We often use the promising ones as placeholders first, just to see how they work on screen with other characters and enemies.


[h2]The Story[/h2]
Bonfire may not be story-centric, but it is story-heavy, especially when it comes to characters, and we're currently at over 120 scenes, ranging from party banter to quest content. While individual scenes are relatively quick to write and implement (as long as I've got a good idea that is), this task keeps growing as we add more characters and inevitably come closer to the game's ending.

Each new hero requires interactions with all the existing ones, has to react to main story events, take part in group scenes, and posses a few mini-arcs of their own, including quest content. It's all very fun to write, and we consider it one of the stronger and more unique aspects of Bonfire, but the time it takes is one of the reasons why we've decided to reduce the target hero count from 10 to 9.


[h2]The Tests[/h2]
This is where I wish our "studio" was larger and had some people who could regularly playtest the game, both to find bugs and to experience normal progression. With the game's procedural structure and various inter-dependencies, the only real way to test everything is to start a new playthrough and get to the new parts naturally. And it takes a lot of time!

That said, I may or may not often end up playing an a minute or sixty longer than it's strictly necessary.


I hope you found this interesting and let us know if you'd like to see more posts like this in the future. And as always - you can follow me on Twitter or join our Discord server for more updates (or just to chat).

-Tom

Hotfix 0.9.62

[h3]Bug Fixes:[/h3]
  • Fixed a potential freeze on maps with high quest density.
  • Fixed all heroes being referred to as "she" during party departure scenes.

Patch 0.9.61

Update 0.9.61 is a small patch that nevertheless addresses a critical crash in one of the quests as well as introduces some minor balance changes.

[h3]Balance:[/h3]
  • Zhu's Detonator power reduced from 220% to 200%,
  • Nadia's Assassinate power reduced from 100%-300% to 100%-280%.
  • Updated elite monster occurence for some late-game encounters.

[h3]Cosmetics:[/h3]
  • Updated FX for the Champion buff application.
  • Updated FX and animation for Erzsie's Blood Ritual.
  • Adjusted volume for XP bar sounds.

[h3]Bug Fixes:[/h3]
  • Fixed a crash related to the Undead Horde quest.
  • Abilities and items that were meant to destroy debuffs no longer also remove positive effects.
  • New highest difficulty encounters now correctly appear on Gauntlet and "Ultimate" tier quests.
  • Fixed some wording and typos in new quests description.
  • Boss explosion effect now correctly takes enemy's scale into account.


Have fun!

-Tom

Runic Update

As the year closes, Hildie's crew finally reaches its true potential thanks to the Runic Update -- a large content patch introducing new rune abilities to find and incorporate into your builds, as well as challenges to match this newfound power!

[h2]NEW RUNE ABILITIES[/h2]

Update 0.9.6 brings a set of new runes for each character! Some open up completely new item abilities aimed at covering hero's previous limitations, allowing for more flexibility in team building, while others facilitate more focused builds by heavily raising some attributes at the cost of others.

This addition finally closes all the content we've had planned regarding character customisation, ticking another box off our Road-to-1.0 list!

[h2]EVEN MORE ENDGAME QUESTS[/h2]

Late-game parties now get the chance to pass even more difficult journey quests to reach the highest tier of areas, gaining access to a plethora of new Ultimate difficulty activities. These will challenge even completely maxed out heroes and require impeccable execution and preparation in order to reap their enticing rewards.

True to its name, the Runic Update also introduces two new quests related to the Runesmith. All we're gonna say is better come prepared.


[h2]FULL PATCH NOTES:[/h2]
[h3]NEW CONTENT:[/h3]
  • New Brave runes: Juggernaut and Vengeance.
  • New Blastmancer runes: Supporter Pack and Blast Beads.
  • New Reverend runes: Martial Artist and Sucker Punch.
  • New Pyra runes: Engineer and Zapper.
  • New Assassin runes: Slasher and Secret Formula.
  • New Countess runes: Unholy Power and Blood Ritual.
  • Ultimate difficulty journey and corresponding area tier.
  • Two new story quests with the Runesmith
  • Five new endgame challenge quests.
  • Five new highly rewarding errands for endgame areas.
  • Several new encounter types to find on Ultimate quests.
  • New hero barks.
Dev Note: Existing late-game save files likely already qualify for both Runesmith quests, meaning they'll appear one after the other. That obviously won't be the case for fresh playthroughs.

Dev Note #2: The new Ultimate-tier encounters also increase the potential difficulty of Endless and Gauntlet runs.

[h3]BALANCE:[/h3]
  • Nadia's Insta-kill chance is reduced by half on bosses.
  • Dark Feast's attack power increased from 200% to 250%.
  • Dark Feast's buff power increased from 100% to 120%.
Dev Note: As you can probably deduce from the small amount of changes, we feel gameplay balance is in a pretty good spot right now. We're however looking for all kinds of feedback on the new rune abilities, as they do shake things up more than a bit.

[h3]GAMEPLAY & QOL:[/h3]
  • You can now click through post-quest tally to skip the animations.
  • Enemies now wait for effects like poison and burn to fully proc before acting for more visual clarity.
  • Wording for Skull Seed now clearly mentions that only one skeleton can be summoned at a time.
Dev Note: Skipping the tally currently only works in quests. Errand reward screen can't be skipped yet as it's waiting for a general rework.

[h3]COSMETICS:[/h3]
  • Hex debuff now features much nicer visuals and FX.
  • Improved visuals for the Blast Prism rune ability.
  • Improved visuals for the Nexus ability.
  • Improved visuals for the Boost ability.
  • Improved visuals for the Pure Force rune ability.
  • Improved visuals for the Magnetic Field rune ability.
  • Improved the look of shockwaves created by several abilities.
  • Added new visuals signifying actor's debuff immunity.
  • Sunny weather has been improved on mountain areas.
  • Some high level encounters now trigger boss music.
  • Added more variety to wind sounds.
  • Fixed and improved rune upgrade effects and visuals.
  • Fixes to stun effect showing incorrectly in some cases.
  • Proper sound effect for food consumption.
  • Improved experience bar sound effects.
  • Fixed and improved boss death animation.


[h3]BUG FIXES & MISC STUFF:[/h3]
  • Max health regeneration granted by skills now won't heal above wounded level.
  • Heroism skill now correctly increases damage to minibosses.
  • Fixed several typos in hero barks and dialogue.
  • Some changes to texture packaging that should result in smoother loading at the cost of slightly larger file size.
  • Coin collecting sequence has been heavily optimised.
  • Rune tooltips now correctly update during upgrading.
  • Fixed an issue with Erzsie's rejoin scene being tied to a wrong character.
  • Enemies found sometimes in Trader/Master/Runesmith quests now correctly reflect the stage of the game.



[h3]FUTURE PLANS:[/h3]
Just like after previous major updates, we're going into rapid hotfix mode to address any immediate bugs or balance issues you might have as quickly as possible.

As for the next big thing, we're currently working on adding the next character along with their runes and storyline as well as a general revamp of the travel and survival systems. While this work happens simultaneously, we'll likely split it into two separate updates.


As always, thank you for your continued patience and support! If you encounter any issues, would like to check our current development roadmap or make any suggestions, feel free to drop by our community forums. You can also follow me on Twitter or join MoaCube's Discord server for more frequent updates. Oh, and Happy Holidays!

-Tom