Fiddling with the Module Editor

Feel free to discuss anything related to the creation of new KotC 2 adventures using the toolset.

Fiddling with the Module Editor

Postby eddieballgame » Mon Apr 04, 2022 8:58 pm

Decided to play with the Module Editor & it is powerful.
Especially after the 1.3 update.
Using a copy of the original module I decided to make some adjustments.
First, I made all the forest tiles accessible still giving the AC bonus & limiting movement.
Then I removed those worthless (?) deer & replaced them with attacking wolves.
Increased the groups of snakes to 3, some additional creature adjustments, & put down some treasures to make traversing the entire map meaningful.
Thought I would share this with any would be creators to get them motivated.
I will add, it appears zones can be huge...though not sure what the limit is; so even a 1 zone module could be quite the challenge.
eddieballgame
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Fiddling with the Module Editor

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Re: Fiddling with the Module Editor

Postby BlueSalamander » Sun Jun 12, 2022 9:54 pm

Thank you for posting your experience with the KotC 2 Module Editor eddieballgame!

Best regards 8-)
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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