Update #62: KotC 2 1.45 Upgrades Mage Knight & Paladin, Improves AI & Speed + Review of Online Image Generator + My Ideas For The Upcoming Modules!
Hello everyone! The latest version of KotC 2 is version 1.45. It can be
downloaded here for both Windows and macOS. It can also be downloaded on
Steam and
GOG.
If you haven't updated your game on Steam or GOG yet, and you'd like to keep your Character Roster file, please be sure to
make a backup copy first as that file will be deleted when you update the game.
In the past month, I've been focusing on new feats for the
Mage Knight and
Paladin, bug fixes, AI improvements and speed improvements. The Half Giant also gained a new feat, Skirmisher, which cancels the size penalties of Half Giants.
In this update, I'm also writing a little bit about my ideas for the new modules (scroll down to read).
Recently, l discovered a new tool, a free AI-based image generation website:
www.dezgo.com. I couldn't resist using it to create a bunch of artwork that may go into KotC 2.
I was quite impressed, so I'm adding some of the newly-created artwork to this update. I'll post some more in the next update. Also, I've written some information about the tool below, after the recap of the latest KotC 2 updates (please scroll down to read it).
Only a few of the newly-created images that I'm posting here needed Photoshop work. For example, I had to fix the eyes of the female warrior in armour below.
Character Portraits. They can be used for Tokens, Dialogue Icons, Story Images and Character Illustrations.
New Feats for the KotC 2 Mage Knight
The new feats of the
Mage Knight are the following:
- Phase Spells: You can aim circle spells and single-target spells at creatures and squares located behind walls and large pillars.
- Improved Drinker Weapon: The effect of the Drinker weapon enchantment increases from 1d6 to 1d8. Requires level 5.
- Greater Drinker Weapon: The effect of the Drinker weapon enchantment increases from 1d8 to 1d10. Requires level 11, Improved Drinker Weapon.
- Improved Vorpal Weapon: The effect of the Vorpal weapon enchantment increases by 10 points. Requires level 11.
- Improved Energy Resistance Armour: The effect of Energy Resistance Armour and Shield enchantments increases by 10 points. Requires level 5.
- Time Control: You can cast the level-7 Wizard spell Time Control as a level-6 spell.
- Vortex Of Doom: You can cast the level-7 Wizard spell Vortex of Doom as a level-6 spell.
- Mass Mirror Image: You can cast the level-7 Wizard spell Mass Mirror Image as a level-6 spell.
- Greater Stoneskin: You can cast the level-7 Wizard spell Greater Stoneskin as a level-6 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Interposing Hand: You can cast the level-6 Wizard spell Interposing Hand as a level-5 spell and the casting time is reduced from a Standard Action to a Move Action.
- Greater Chaos: You can cast the level-6 Wizard spell Chaos as a level-5 spell, and affected creatures always receive the Berserk condition rather than the Confusion condition.
- Improved Freezing Sphere: You can cast the level-6 Wizard spell Freezing Sphere as a level-5 spell, and the radius increases from 10’ to 15’.
- Improved Blast Of Force: You can cast the level-5 Wizard spell Blast of Force as a level-4 spell, and the range increases from medium to long.
- Improved Shocking Grasp: The damage per level of your Shocking Grasp and Greater Shocking Grasp spells increases from 1d6 to 1d8 and you can cast the level-5 Wizard spell Greater Shocking Grasp as a level-4 spell.
- Improved Globe Of Invulnerability: You can cast the level-4 Wizard spell Globe of Invulnerability as a level-3 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Stoneskin Personal: You can cast the level-4 Wizard spell Stoneskin Personal (Wizard) as a level-3 spell.
- Improved Suppress Sword: You cast the level-3 Wizard spell Suppress Sword as a level-2 spell and the casting time is reduced from a Standard Action to a Move Action.
- Improved Haste: You can cast the level-3 Wizard spell Haste as a level-2 spell.
- Improved Flame Arrow: You can cast the level-3 Wizard spell Flame Arrow as a level-2 spell.
New Feats for the KotC 2 Paladin
The new feats of the
Paladin are the following:
- Greater Favour: You can cast Divine Favour, Shield of Faith, Enhance Weapon, Mass Protection from Alignment, Align Weapon, Protection from Energy, Enhance Ability, Mass Greater Protection from Alignment, Greater Enhance Weapon, Death Ward, Freedom of Movement Touch, Mass Death Ward, and Judgement with a Move Action. In addition, your spell Holy Sword creates a +6 Holy weapon rather than a +5 Holy weapon.
- Righteous Healing: You can cast Cure Light Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Mass Cure Serious Wounds, Heal, Remove Blindness, Remove Curse, Remove Ailment, Remove Paralysis, Remove Fatigue, Remove Fear, Remove Negative Levels, Lesser Restoration and Greater Restoration with a Move Action.
- Legendary Shield: The effects of Holy Shield, Heroic Shield and Mystic Shield now cover allies within 15' of the Paladin.
- Blessed Aura Of Courage: The radius of your Aura of Courage increases from 10 feet to 15 feet.
Now, let's review the list of changes in versions 1.44 and 1.45.
Isometric Temples and Ruins in the Jungle. Perfect for use as Location Icons in Regional Maps.
Knights of the Chalice 2 Version 1.45
- Added quite a lot of code to accelerate gameplay in combat and elsewhere.
- Fixed a bug preventing movement in combat when the party leader is a flying creature.
- Fixed a bug with the repositioning of party members at the end of combat when the party leader is a flying creature.
- Fixed a bug with the feat Fast Whirlwind Attack in the macOS version only.
- Fixed a bug when drinking a potion of Protection from Energy or Greater Protection from Energy.
- The game will now save a backup file of the player's Character Roster whenever you open the Party Creation screen. Actually, it will save a copy of the last three CharacterRoster.cml files (and give them the file extensions .bk1, .bk2 and .bk3). My sincere apologies for the unintentional deletion of the file in the update 1.44!
- Bards now have access to the Extend Spell Range feats.
- Improved the combat AI, mainly for enemy archers.
- Improved the AI when dealing with potions of Protection from Energy or Greater Protection from Energy.
- Fixed several issues in the AI when dealing with a Wall of Stone or Energy Wall separating the party members from the enemies.
- Improved the AI for Spell and Power Surge, Darkvision, Psionic Darkvision, Tower of Iron Will, Dispel Magic, and Greater Dispel Magic.
- Improved the AI for Energy Adaptation, Energy Absorption, Energy Shield and Mass Energy Shield when they can be used to reduce the damage from dangerous squares.
- Fixed a bug in the AI for Energy Absorption, Enhance Ability, Mass Enhance Ability, Transformation, and Mass Transformation.
- Fixed issues with the AI casting a spell using a wand.
- Fixed a bug with the combat log incorrectly saying that we've used a wand to cast a spell. Also fixed the combat log link to the Transformation condition.
- Fixed a bug with spells like Greater Ice Storm not affecting targets on different altitudes when cast on one of the towers in Chapter 4 of Augury of Chaos. That was due to Cover.
- Improved Cover and Standard Cover will now take into account altitude differences, if any. I made this change because creatures standing on a tower should nearly always get the benefit of Improved Cover versus opponents on lower ground. Also added a note about this in the help entry about Cover.
- Added some text and voice effects in the dialogue with Hallian, the head of the Adventurer's Guild. Also added a voice effect to a couple more dialogue scripts. Also added some extra information in three dialogue scripts of the Tutorial Adventure.
- Characters won't immediately recover with 1 Hit Point out of combat when you're exploring a map featuring map-wide dangerous terrain (underwater, sweltering or freezing). They will recover with 1 HP as soon as you leave the dangerous map.
- The game will no longer display the square grid over the Party Defeated screen.
- Information boxes displayed during combat for the acting character and the moused-over character will now adjust the font size automatically when the text can't be displayed entirely within the box.
- In the Druid's Character Sheet, the Feats & Abilities tab will display only the highest Natural Armour Enhancement bonus.
- Manifesting Psionic Eye Touch, Psionic Eye Personal, and Greater Psionic Eye Personal will no longer display 'No Effect'.
- Added the missing descriptions of the new Paladin feats Legendary Shield and Blessed Aura Of Courage.
- Added the missing help entry for Dismiss Terrain Effects, a combat action.
- Added the missing help entry for the Spell Resistance condition.
- Added some text in the help entries about the Barbarian's Spirit Animal Scorpion saying that you need to use the Full Attack action to receive the extra attack.
- Added some text in the help entries about the Barbarian's Spirit Animal Bull saying that the additional Bull Rush stacks with that from the feat Greater Bull Rush. Also improved the help entries for the Bull Rush combat action and the feats Greater Bull Rush and Improved Bull Rush.
- Improved the help entry about Combat Actions to clarify how Free Actions work, as well as Swift Combat Manoeuvres and special actions like the Five Foot Step.
- Added a reference to the Bypass Enemy ability of the Rogue in the help entry for the feat Overrun. Added a reference to Overrun in the help entry for the Rogue.
Knights of the Chalice 2 Version 1.44
- Added the feat Phase Spells for the Mage Knight. It allows you to cast spells through walls and pillars. Also given the feat Phase Spells to all Mage Knights in Augury of Chaos and the Tutorial Adventure. Enemy Mage Knights can make use of the feat.
- Also added the Mage Knight feats Improved Drinker Weapon, Greater Drinker Weapon, Improved Vorpal Weapon, Improved Energy Resistance Armour, Time Control, Vortex Of Doom, Mass Mirror Image, Greater Stoneskin, Improved Interposing Hand, Greater Chaos, Improved Freezing Sphere, Improved Blast Of Force, Improved Shocking Grasp, Improved Globe Of Invulnerability, Improved Stoneskin Personal, Improved Suppress Sword, Improved Haste, and Improved Flame Arrow.
- Also added the Paladin feats Greater Favour, Righteous Healing, Legendary Shield, and Blessed Aura Of Courage.
- Also added the Half Giant feat Skirmisher. It cancels the size penalties of Half Giants. I've given that feat to all of the Half Giants in Augury of Chaos and the Tutorial Adventure.
- Given elemental-damage weapons to a bunch of Mage Knights who have the feat Improved Elemental Weapon in Augury of Chaos. Also given shocking weapons to a bunch of Storm Warriors who have the feat Storm Weapon in Augury of Chaos.
- Added Drinker weapon enchantment damage to the tooltip when mousing over enemies.
- Clicking on the Class button in the character sheet will open the help entry for the character's class. Previously, it would open the help entry for all classes.
- Changed the way the game loads the Character Roster file. Now it will load both the default roster (the file Data/BaseCharacterRoster.cml) and the player's roster. That way, I can modify the pre-generated characters without deleting the player's file. Also, the player's Character Roster file will no longer be deleted when uninstalling.
- Upgraded the pre-generated Barbarian, Monk and Rogue in the default Character Roster using the recent class upgrades.
- Fixed a source of freeze in combat when a Death Knight tries to use Life Drain on a player character wearing the Mantle of Frazzagar (or using the spell Globe of Invulnerability).
- Fixed a source of freeze in combat when you're playing a single character wearing the Mantle of Frazzagar (or using the spell Globe of Invulnerability). A freeze could happen if one of the enemies was scripted to cast a certain spell but that spell could not affect your character because of the Globe of Invulnerability. If the spell was supposed to have a metamagic effect, the AI could cycle infinitely between attempting to cast a metamagic and non-metamagic version of the spell.
- Fixed a bug with Spread spells like Fireball not finding any targets when aiming at a square adjacent to an inter-square wall or door.
- Fixed a bug with the AI sometimes casting Heal or Cleansing, or using a potion of Heal / Cleansing, in order to remove the Dexterity penalty caused by the size increase from Righteous Might or Enlarge (this penalty cannot be removed using Heal or Cleansing).
- Improved the AI for casting Mind Blast / Mind Blast (Psionicist) and the associated ability of Psionic Beetles.
- Improved the AI for casting Enhance Armour and Mass Greater Enhance Weapon.
- Fixed a bug with the targeting tooltip displaying the text 'Mirror Image' for targets that don't have the Mirror Image condition.
- Fixed a bug with the psionic power Demoralise not granting a saving throw.
- Fixed a bug with the Elephant Spirit Animal not applying the Shaken condition, when activated by a player character.
- Fixed a bug with the spell Cause Fear not upgrading an existing Shaken condition into the Cowering condition when targets succeed on their saving throw.
- Fixed a bug with the Swashbuckler being able to learn Rogue spells from spell scrolls, and the label 'Learn' being displayed on Rogue spell scrolls in the Inventory Screen.
- Fixed several bugs in the Module Editor when changing the name of a weapon / armour / item carried by a monster or NPC from the Inventory Tab of the Creature Properties interface.
- Fixed a bug in the Creature Wizard when creating a Mage Knight, Champion or Storm Warrior. They could receive a magic armour with an enchantment reserved to weapons, and they wouldn't receive a good magic weapon even at high levels.
- Fixed a bug in the Creature Wizard when assigning to a new creature feats that improve spellcasting.
- Fixed an issue in the Module Editor with the Creature Wizard needlessly creating duplicates of basic items like the +1 Light shield or +1 Full plate.
- Improved the search function of the help system, as searching for 'half giant' wasn't returning any help entries. Also fixed a number of broken links and errors in the help system.
- Corrected the descriptions of the spells Cause Fear, Cause Fear (Cleric), Scare, and Fear, to mention that they upgrade the Shaken condition into Cowering.
- Added some text in the help entries for the Destruction weapon enchantment, Valorous weapon enchantment, all of the Bane weapon enchantments, Vorpal weapon enchantment, and Double Damage Against Charging Creatures. Damage from these effects is not multiplied on a critical hit or through the Valorous enchantment.
- Also added some text in the help entries for Size, Enlarged, Reduced, the True Seeing condition, Natural Reach, Weapon Group Proficiency Reach Weapons, Solid Fog, and Acid Fog.
- Added quite a lot of code to accelerate gameplay in combat and elsewhere.
Building Interiors and a Mysterious Scroll. Great for Story Images and Puzzles. Use the Sepia Keyword.
AI-based Image Generation
The image generator I've been using can be found at
www.dezgo.com. It produces square images covering 512 x 512 pixels based on your text query.
It's pretty good at creating landscapes and environmental artwork, even isometric environments. You often get better results when you add 'highly detailed realistic picture' at the end of your query.
You can use keywords such as Cyberpunk, Steampunk, Dark Fantasy, Medieval, Arabian, Egyptian, Norse, Manga Style, 3d Style, Isometric, Portrait, Painterly, Pastel, Sepia, style of Gerald Brom, style of Luis Royo, Throne Room, Great Hall, Cave of Crystals, etc.
You can use multiple browser tabs to create multiple images. Using the same query two times will produce different images.
You can be very descriptive in your text queries. However, when the query is too complicated, the AI will probably ignore some parts of it.
A drawback of using a long text query is that when you save the file, the file name is the text query, so you may have to shrink the file name afterwards due to the operating-system limit on file name size.
The AI can create character portraits. Sometimes that works very well. Often, though, there's a problem with the eyes, or the character has three arms or some other weird feature.
It can create objects such as magic weapons, shields, jewellery, statuettes, etc. It can create maps of fantasy islands and continents.
It usually fails at producing good images containing more than one character, or combat scenes.
I'm looking forward to much higher image sizes in the future. Potentially, the AI could create in a few minutes an entire isometric dungeon map covering 10,000 pixels horizontally and vertically, each time with a different style and design. Imagine that!
For the moment, considering the limited size, it can provide textures and objects that I might use in adventure maps. I'm looking into using custom isometric wall and floor textures in
Campaign Cartographer 3+ with the
Perspectives 3 add-on.
In conclusion, I recommend you try out this new tool, especially if you're interested in creating a new adventure module or if you want to create new tokens for characters and monsters. When it works, it's quite impressive.
Some Ideas For The Upcoming Adventure Modules
Fred recently asked me about what I'm planning for the
new modules, so I'll reproduce my answer here. Thank you so much Fred for all the encouragement!
Okay, so it's definitely not set in stone yet, but the idea for the first module, The Dark Arena, is to have a regional map with at least two important places where you can receive new quests: the Adventurer's Guild, and the stronghold of the Knights of the Chalice.
The stronghold may be similar to the fortress found in the beginning of
KotC 1 or in the D&D module The Keep on the Borderlands (see the
KotB mod for
Temple of Elemental Evil).
You will be able to explore the map freely in the first part of the game. The second part of the game, with gladiatorial combat, will probably be more linear.
My sources of inspiration for the slave-gladiator part include a Dark Sun module that I love: the one called Freedom (AD&D 2nd Edition). My sources of inspiration also include the Dark Sun module called Bloodsand Arena (D&D 4th Edition), the two
Dark Sun computer role-playing games, and
KotC 1.
The second module, Forces of Chaos, and the third module, Heart of Evil, will concern an invasion by an army of monsters, and the recovery of ancient artifacts of power.
So, for the moment, my sources of inspiration include the D&D 3.5 module called Red Hand of Doom, the Dark Sun module called Road to Urik (AD&D 2nd Edition), the two
Dark Sun CRPGs, the roguelike CRPG
ADOM, and the classic CPRGs
The Bard's Tale II,
Temple of Elemental Evil, Baldur's Gate 2, Planescape: Torment, Neverwinter Nights 2: Mask of the Betrayer, Champions of Krynn, and
KotC 1.
Isometric Arabian Palaces and Marketplace. Great for Location Icons in Regional Maps.
Next Steps for Knights of the Chalice 2
For the most part, the next development steps remain unchanged from the
previous update:
- Reply to posts on the Steam Forum, GOG Forum and the website Forums, and fix any remaining bugs and issues in the game mentioned by the players on the forums or by email.
- Work on the Kickstarter Social Goal promises. They include: custom spell effect sounds, the new Druid spells Vampiric Spores, Creeping Doom and Iron Grip, a new option to display spell icons during level-up, a new option to display the monster injury status rather than Hit Points, and a new option to distribute only 80% of Combat Experience Point awards.
- Work on planned features: the iconised combat actions menu, new feats (including epic feats), new subraces, new spells, new Wizard familiars, new items, and new sound effects. The new spells I'm interested in include Wail of the Banshee, Mass Hideous Laughter, Reach, Mass Reach, Fly, Mass Fly, Vampiric Spores, and Creeping Doom.
- Hire a graphic designer to create new sprites, new maps and other types of artwork.
- Work on the three upcoming adventure modules. Create the new world map & new dungeon maps.
As always, if you find bugs or if you have any feedback, thoughts and suggestions, please feel free to let me know here, or
in the Forums, or by email at
enquiries@heroicfantasygames.com.
Thank You For Your Steadfast Support, Mighty Warriors and Sage Wizards! Enjoy!!