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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
late threats
And... were back to MMO raid thinking where the whole game is late game.

By late game you have your own tools to deal with whatever the game throws at you. Single-player cRPGs are about getting there.

95% of the game is played before Prismatic Void is even a thing.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath

Adreth

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This game hits you as hard if not harder in the lategame as it does anywhere else so detrimental suckfests of characters are still detrimental and can fuck you. It's why I don't like most of the martial classes in Augury. They're not much better than a Fighter for long enough and later on bailing anyone not named Barbarian without Wade In out takes money that could be used to make crafted gear or level up if you're playing Archmage. If you're going all in on a defensive pseudo-cleric just do that instead of being an unreliable grappler from the midgame on.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
By the late game you'll be wiping out entire scores of enemies in a single round and usually with one or two spells/abilities.
Yeah, that's the point.

Prot Alignment, Mass (including Neutral) at lvl2 (otherwise only available at lvl5) may be the most powerful spell in the game relative to when you get it.

Covers Word of Honor if you don't want a Sam or Champ. The AoE Shield abilities are Feat heavy but HG is doable if you're patient and have a way to deal with Speed issues. Bonus Feats kick in mid-game where the Breath Weapon stuff comes more into play, but the big personal saves bonus comes at level 2.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4114004

Update #83: KotC 2 1.72 Upgrades The Paladin & Module Data + Tips for Udio!​


Hello everyone! In the past month, again we had two updates for KotC 2. The latest version can be downloaded here for Windows and macOS, or from Steam and GOG.

The updates fixed various bugs, upgraded the Paladin class, introduced new title screen and music options for custom modules, and added new feats, including one for the Gladiator, five for the Paladin and two for all of the classes.

With the new Module Data options, you can set an introduction picture and a title picture that comes on top. For the upcoming adventure The Dark Arena, I recently created the introduction image below. I hope you like it!

88e0e8d99f9c941e76f4be8bad252792_original.png

The Paladin's upgrade includes the Paladin's Oath, the Lay On Hands ability, the Scare Undead ability, and five new feats. A big Thank You to everyone who contributed ideas and feedback for the Paladin!!

The Paladin's Oath is a choice made during character creation. Here are the seven possible options and the benefits granted by each one:

  • Oath of the Defender: at level 1, you gain six additional Hit Points and the Armour Class bonus from your spell Shield of Faith increases by one point. At level 11, you gain another eight additional Hit Points and the Caster Level of your spell Break Enchantment increases by one point.
  • Oath of the Hospitaler: at level 1, your Lay On Hands ability is improved from d6 to d8 and your spell Cure Light Wounds is empowered for free. At level 11, your Lay On Hands ability is improved from d8 to d10 and your spell Cure Serious Wounds is empowered for free.
  • Oath of the Avenger: at level 1, your Smite attack damage increases by two points and the bonuses from your spell Divine Favour increase by one point. At level 11, your Smite attack damage increases by another two points and the Difficulty Class of your spell Judgement increases by one point.
  • Oath of Devotion: at level 1, you gain one additional spell slot of level 1 and the spell level of your spell Freedom of Movement Touch is reduced by one. At level 11, you gain one additional spell slot of level 2 and the effect of your spell Enhance Ability increases by two points.
  • Oath Against Undeath: at level 1, you benefit from a +1 attack roll bonus against Evil Undead and the Difficulty Class of your Scare Undead ability increases by one. At level 11, you benefit from a +2 attack roll bonus against Evil Undead and +2 damage roll bonus against all Undead creatures.
  • Oath Against Fiends: at level 1, you benefit from a +1 attack roll bonus against Evil Outsiders and +1 AC bonus from your spell Mass Protection from Alignment. At level 11, you benefit from a +2 attack roll bonus against Evil Outsiders and +1 AC bonus from Greater Mass Protection from Alignment.
  • Oath Against Dragons: at level 1, you benefit from a +1 attack roll bonus against Evil Dragons and +1 damage roll bonus against large creatures and bigger. At level 11, you benefit from a +2 attack roll bonus against Evil Dragons and +2 damage roll bonus against large creatures and bigger.
Lay On Hands is a healing ability usable a number of times per day equal to your charisma modifier, while Scare Undead allows you to paralyse undead creatures.

cbc038f19f5fe94a0c412ec45baa080e_original.png

You can improve these abilities with the new Paladin feats, which include Extra Lay On Hands, Improved Lay On Hands, Improved Scare Undead, Fervent Faith, and Widened Protection. I've just updated the webpages for the Paladin, Gladiator, and Feats, so you'll find the details of all the new feats there.

Fervent Faith is particularly interesting for Paladins as it allows you to use Lay On Hands with a free action, Scare Undead with a move action, Divine Favour with a free action, and Shield of Faith with a free action.

The new Gladiator feat is Superior Throw Creature, a very powerful and unique feat.

The two new feats for all of the classes are Excellent Two-Weapon Fighting and Graceful Charge. Graceful Charge is particularly interesting because it allows your character to perform a charge through allied creatures, or even through enemy creatures if you have the feat Overrun or the Bypass Enemy ability of the Rogue.

Udio.com review and tips​

I tried the AI-based music generation website udio.com recently. Currently, with the free offering, you get five prompts per day (10 credits), plus 50 prompts per month (100 credits).

It works like this: you provide a text prompt and the AI generates, in a couple of minutes, two soundtracks of 32 seconds each, that you can download in mp3 format.

Then, if you like one of them, you can select 'extend' to have the AI generate 32 seconds more, seamlessly, either before or after the first 32-second soundtrack.

You can have the extension be a normal extension, an introduction sequence, or an ending sequence (outro). You can select instrumental, or with lyrics you provide, or with AI-generated lyrics. Selecting instrumental, or leaving the custom-lyrics field devoid of vocals, can be a good idea for the introduction sequence.

If you select AI-generated lyrics, first the AI will create some lyrics for you (which you'll be able to view afterwards by clicking on the song), and then the AI will create the soundtrack using some or all of these lyrics, or, unfortunately, it may ignore the lyrics entirely and use different words (which then won't be given to you in text form).

I'd recommend leaving the 'Advanced Features' untouched: setting a higher quality didn't seem to work, and setting a seed number resulted in a single output soundtrack using up two credits. Also, you'll want to avoid asking for 'scenery sounds' in the prompt or lyrics field, as this will mangle your soundtracks.

For the prompt, you can choose between the default Automatic Mode, or Manual Mode. Automatic Mode allows you to prompt for the emotions inspired by the song, e.g. 'an ominous song with a sense of despair', and the AI will determine the appropriate tags for your soundtracks.

However, you can select Manual Mode if your prompt is quite specific and you don't want the AI to rewrite it. I did get really nice results using the Automatic Mode, but my best results used some of the following words in Manual Mode:

  • in the style of Conan the Destroyer
  • in the style of Carmina Burana
  • in the style of Frodo of the Nine Fingers
  • in the style of The Map Room Dawn
  • in the style of Anvil of Crom
  • in the style of Conquest of Paradise
  • with a bass choir / tenor choir
  • with Latin lyrics / English lyrics
  • include sword clashes
It's very much hit-and-miss, though. You may think that you're asking for something quite simple (e.g. drums and cymbals) and yet it fails completely. And some other times, it creates a masterpiece. You could do an entire opera with it.

Sometimes, there are flaws in the output. That's more easily noticeable in songs with a single English-speaking singer. Some words may sound weird, or the person's voice changes. However, that's not too frequent.

If the vocals get cut off at the end of the 32 seconds, unfortunately, I've found that the AI will not do a good job completing them in the next sequence, producing a mangled word.

So, in that case, I think it's best to use the Crop feature before extending. Crop the last couple of lines of vocals from the generated soundtrack, and re-add the text of these lines to the custom lyrics of the extension. Or if you have a monthly or yearly subscription, you can try the inpainting function to regenerate a broken word.

Another problem is the lack of theme repetition, even if you ask for it in the prompt. For example, a small part of the soundtrack will sound great, and so, you'd like for it to be repeated; but it won't be, as the AI really wants to do something different in each 32-second sequence. It'd be so nice if we could highlight a part that should be used as the song's recurring theme!

However, in this Youtube video, there are tips that you can use to repeat the style of a verse. Essentially, you have to use in the custom-lyrics field the words [Verse 1] and [Chorus] in the first generation, and then [Verse repeats] and [Chorus repeats] in extensions. [Instrumental repeats] may work too. You can ask ChatGPT to write lyrics together with this kind of metadata.

Once you have a nice soundtrack, you can use Audacity for improvements or corrections. The functions I use most often are fade in, fade out, compressor (to increase the volume), and amplify (with a negative value, to reduce the volume).

All in all, despite the flaws, Udio is quite amazing in my opinion. It's particularly impressive for choir-based songs, the kind that may be very difficult to create without the AI. I was able to create ten amazing new tracks for The Dark Arena.

930dc59362d7990b247d27575803b78a_original.png

Two thumbs up, and I highly recommend using it if you're creating a KotC 2 module! In my humble opinion, it's the musical equivalent of Dall-E 3.

Now, let's review the changes introduced by the latest KotC 2 versions, 1.71 and 1.72.

List of changes in KotC 2 version 1.72​

  • Added the Paladin's Oath. You select an Oath at level 1 and receive unique benefits at level 1 and level 11. You can choose between the Oath of the Defender, Oath of the Hospitaler, Oath of the Avenger, Oath of Devotion, Oath against Undeath, Oath against Fiends, and Oath against Dragons.
  • Added the Paladin abilities Lay On Hands and Scare Undead. A big Thank You to everyone who contributed ideas and suggestions for the Paladin!
  • Added the Paladin feats Extra Lay On Hands, Improved Lay On Hands, Improved Scare Undead, Fervent Faith, Widened Protection.
  • Augury of Chaos: reviewed the Paladin NPCs to give them the new Paladin abilities. Also updated the pre-generated Paladin player characters.
  • Added the new Gladiator feat Superior Throw Creature.
  • Fixed a bug with the Mage Knight's feat Improved Enhance Ability.
  • Fixed a bug with the Paladin's feat Mystic Shield. Thank you for the bug report Christiano!
  • Added new sound effects for the spells Boulder Strike, Fireball, Lay On Hands, and Scare Undead.
  • Fixed bugs with the script commands "Give HPs" and "Set HPs". Thank you so much Kai for the heads-up!
  • Fixed a bug with party items that have charges not getting replenished when the party rests, if the item was stored in a container.
  • Added missing text in the help entry for the condition Halted.
  • Fixed an error concerning Reach Weapons in the help entry for Weapon Groups.
  • Fixed a display bug in the Module Editor, in the equipment page of the Creature Editor, when right clicking on an item and bag items were displayed.
  • Fixed some issues in the inventory screen when your backpack is full, or when using Spiked Gauntlets.
  • Corrected an error in the text of the help entry for the Light Weapon Restriction of the Mantis, and added a link to it in the help entry for the Mantis.
  • Added a tooltip information bubble in the Effects interface of the Creature Editor, saying that only permanent effects can be added in this screen (rounds-based conditions can be given through a pre-battle script). Thank you Kyle for the heads-up!
  • The alignment Lawful Good will be selected automatically when creating a Paladin.
  • Fixed some issues in the character-creation interface when choosing a class specialisation option and then clicking cancel (the selected option wasn't getting reset).
  • Fixed a bug in the character-creation interface where the Hit Points of a newly-created character would be displayed as "uninjured" in the character sheet, rather than the actual number of HPs.
97e9908ae243ceceb1d7cc380e600088_original.png
The new Module Data screen allowing you to set an introduction image, party-creation music, etc.

List of changes in KotC 2 version 1.71​

  • New Feats: Added two new feats accessible to all the character classes: Excellent Two-Weapon Fighting, and Graceful Charge. Graceful Charge allows you to bypass creatures when charging, especially if you also have the feat Overrun. Very useful for all melee classes! Excellent Two-Weapon Fighting reduces or eliminates the attack-roll penalties when fighting with two weapons. Great if you'd like to use two large weapons and your character isn't a Fighter or Gladiator! Fighters and Gladiators can receive a different benefit if they take the feat. Thank you so much Kyle for these awesome feat suggestions!
  • Engine: Spells with a line area of effect will now stop when hitting a tall obstacle (being defined as any square of altitude 15 ft above the origin square or higher). The reason for this change is that I've seen the AI use Lightning Bolt through castle towers, which doesn't seem right.
  • Engine: Large creatures, when squeezing, won't take falling damage when one of the squares they occupy changes altitude (unless it's the creature's 'main' square, the top-left corner of the area occupied).
  • Engine: Added a few speed optimisations to accelerate the AI and gameplay.
  • Module Editor: In the Module Editor, you can now set for a module a custom (1000 * 730 pixels) introduction screen, a custom (1000 * 730) title image that will appear on top of the introduction screen, a custom music for the introduction screen, a custom music for the party-creation screen, a custom music for the character-creation screens one and two, a custom music for the character-creation screens three and four, and a custom music for the 'Escape' menu during play. Please go to your module's Module Data screen to set these.
  • Module Editor: In the Script Editor, added the possibility to retrieve the 'Name of the item user or caster'. This allows us to have items that apply an effect or cast a spell directly on the character holding the item. Thank you so much Kai for the heads up in the forums!
  • Bug Fix: Fixed a bug with the Mage Knight feat Improved Shocking Grasp not improving the damage from Shocking Grasp and Greater Shocking Grasp. Thank you so much Christiano!
  • Bug Fix: Fixed a bug with the Wizard spell Globe of Invulnerability having no effect. Thank you so much Christiano and frgrndrgns for the heads up!
  • Bug Fix: Fixed a source of crashes when using the Delay action in large battles. Thank you Christiano for the bug report!
  • Bug Fix: When creating a Rogue character, the game will now require you to select a Rogue specialisation. Thank you Christiano for the heads up!
  • Bug Fix: Fixed a bug with the Cleric/Bishop feat Fast Touch Domain Powers. Thank you so much Christiano for the heads-up!
  • Bug Fix: Fixed a bug that occurred whenever a script command would remove from a dual-wielding character his or her main-hand weapon. Thank you Kyle for the heads-up!
  • Bug Fix: Fixed a bug with the spell Produce Flame not getting empowered when cast by Fire Druids. Thank you Christiano for the heads-up!
  • Bug Fix: Fixed errors associated with the feat Epic Overrun.
  • Graphics: Fixed a graphics issue associated with Dwarf paperdoll images.
  • Augury of Chaos: Added a line in the Quest Journal entry for the quest of the Vanishing Sword highlighting the fact that if you go to any location not leading you towards the sword, the quest will be marked as cancelled. Thank you Kyle!
  • Help Entries: Improved the in-game description of the spell Halt Undead and, in the help entry for magic weapons, added a note saying that you need at least a +1 enhancement value on a weapon or armour in order to enchant the item with other enchantment types like Flaming.
  • Weapon/Armour Enchantment: In the weapon and armour enchantment interface, a note '+1 Required' will appear when the selected item hasn't yet received any enchantment. Thank you so much Kyle for the heads up!

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • Work on sprites from 3D models, new story images & the upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and some voiceovers.
  • Implement new features such as monster abilities, subraces, feats, familiars, items.
  • Fix remaining issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you have any feedback, suggestions or bug reports, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Many Thanks For Your Support, Honourable Paladins of the Kingdom!! Stay well :)
 

Darth Canoli

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Only one cloud can occupy a space at a time though. That can be used to your advantage when needed.

Interesting, I never use defensive clouds and I'm not about to start.
Why would you hunker down when you could just go full offense for a better result?
Destroy your enemies, see them driven before you and hear the lamentations of their women...
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Only one cloud can occupy a space at a time though. That can be used to your advantage when needed.

Interesting, I never use defensive clouds and I'm not about to start.
Why would you hunker down when you could just go full offense for a better result?
Destroy your enemies, see them driven before you and hear the lamentations of their women...
More move actions for me, less for the enemy.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
It's like, what do you think Ready vs actions are for lol
 

Butter

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Knights of the Chalice 2 Version 1.73
Hello everyone! Version 1.73 of Knights of the Chalice 2has landed.

Today's update adds new monster sprites for the Marilith and Giant Frog, a new soundtrack, and a new introduction screen for Augury of Chaos. There are also a few bug fixes and an engine speed improvement when casting summoning spells.

  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes and Wise Mages of the Realm! Enjoy :)
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4136458

Update #84: KotC 2 1.73 Adds New Marilith and Giant Frog Sprites + Title Screen & Soundtrack!​


Hi everyone! In the past month, I spent some time improving my isometric-sprite recording script to facilitate the creation of new sprites from 3D models in the Unity engine. KotC 2 version 1.73 was released recently, adding new sprites for the Marilith and the Giant Frog.

583ffd44d22d0f786b0de492c58327b2_original.gif

The latest version can be downloaded here for Windows and macOS, or from Steam and GOG. In addition to the new sprites, the update fixed a few bugs and added a new title screen and title soundtrack for Augury of Chaos.

6ec27e93e63f6f546afe13aba2a8b6e6_original.png

Separately, I couldn't resist creating a bunch of additional soundtracks for The Dark Arena.

5d0a7ac587b426a313d8856f7e735e06_original.png

This latest batch includes some of my favourite tracks (Gods Of Death, Reconquest).

I'm planning to add a new interesting feature for the Script Editor: a script text import and export function. With this function, module creators will be able to submit a dialogue script in text form to ChatGPT or Claude 3.5 and ask the AI to expand the dialogue tree based on your description of the encounter and the characters involved.

After that, you'll be able to import the output into the Script Editor for use in the game. I implemented the export function yesterday, so now I just have to do the import function.

I've also been working on a new alternative set of spell icons. The new set will feature high-resolution icons. There will be a new game option allowing you to select the classic set or the modern set.

Concerning new modules, please feel free to try out this combat module created by Gandalf: https://www.nexusmods.com/knightsofthechalice2/mods/8?tab=files. Thank you, Gandalf!!

7a67ccbfa6fb9bf60548fde42c5cb459_original.gif

List of changes in KotC 2 version 1.73​

  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
0272ed8afcf9e9b7bd02de55a40a9dad_original.png

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • Work on sprites from 3D models, new story images & the upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and some voiceovers.
  • Implement new features such as monster abilities, subraces, feats, familiars, items.
  • Fix remaining issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you have any feedback, suggestions or bug reports, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Heartfelt Thanks for your Unwavering Support, Fearless Knights of the Realm! Enjoy :)
 

Gandalf

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Joined
Sep 1, 2020
Messages
763
Knights of the Chalice 2 Version 1.74
Hello everyone! Version 1.74 of Knights of the Chalice 2 is here.

Today's update adds new monster sprites for the Evil Eyes, a new soundtrack for the Tutorial Adventure, new title and story images for the Tutorial, a new prologue image for Augury of Chaos, a new script text export and import function, and bug fixes covering the enemy AI, pathfinding, shortcut keys, and graphics.

Module creators can use the script text export and import function to ask ChatGPT or Claude.AI to expand a dialogue script based on your indications. They might not do a stellar job yet, but since new improved AIs are getting released rather frequently, I'm sure that this feature will come in handy.

Graphics: Added a new sprite for the Evil Eye (with four variations: red, black, blue, purple).
Augury of Chaos: Updated the module Augury of Chaos so that Evil Eyes in the module will use the new sprite.
Graphics: Added a prologue image for Augury of Chaos displayed after you've finished assembling your party in the party-creation screen.
Graphics: Added a couple of title images for the Tutorial Adventure (Citadel of Shadows).
Music: Added a new soundtrack for the Tutorial Adventure.
Graphics: Added a couple of story images for when you meet Valiann in the Tutorial Adventure.
Graphics: Added three story images for when you meet Princess Sadina in the Tutorial Adventure.
Graphics: Added two story images for when you meet Thulak in the Tutorial Adventure.
Graphics: Added a story image for when you meet Loremaster Astaroth in the Tutorial Adventure.
Graphics: Added a couple of story images for when you enter the hall of the Pool of Communion in the Tutorial Adventure.
Sound Effects: Added a new 'Portcullis chain.wav' sound effect.
Module Editor: Added the load as text and save as text functions in the Script Editor.
Bug Fix: Fixed some issues with items that grant an ability increase (day-long or permanent) upon use, or that cast a spell upon use.
Bug Fix: Fixed an issue with items within bags not applying their effect.
Bug Fix: Fixed a bug during character creation when right clicking on the selected subrace to open the help entry for the selected race.
Bug Fix: Added a line in the help entry for Feats explaining that you always get at least one feat at level 1 (you can get one or two depending on the difficulty setting).
Bug Fix: The Half Giant Skirmisher feat will now be reflected in the Attack Bonus statistic during character creation.
Bug Fix: Fixed a display bug with the spell Hypnotic Pattern. When showing who will be affected, the game will now assume an average roll for the maximum number of Hit Dice affected by the spell.
Bug Fix: Fixed a couple of bugs resulting in the game displaying an incorrect expected path during combat.
Bug Fix: Fixed an enemy AI bug with some far-away enemies failing to move towards the party members.
Bug Fix: Fixed a bug with the shortcut key for 'Slide' (Q) and other issues with keyboard checking.
Bug Fix: Fixed a sprite display bug introduced in version 1.73.
Bug Fix: In the Module Editor, fixed a bug when setting more than three points for a polygonal activable zone. Please note: it will only work with convex zones (meaning not 'U' shaped). Please use several zones if the shape of the zone is more complicated.
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes of the Realm! Enjoy! :)
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4138746

Update #85: KotC 2 1.74 Adds New Evil Eye Sprites + Tutorial Story Images & Soundtrack!​


Hello everyone! In the past month, we had one update for KotC 2. The latest version can be downloaded here for Windows and macOS, or from Steam and GOG.

Version 1.74 added new monster sprites for the Evil Eyes, a new soundtrack for the Tutorial Adventure (now named Citadel of Shadows), new title and story images for the Tutorial, a new prologue image for Augury of Chaos, a new script text export and import function, and bug fixes covering the enemy AI, pathfinding, shortcut keys, and graphics.

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Module creators can use the script text export and import function to ask ChatGPT or Claude.AI to expand a dialogue script based on your indications. They might not do a stellar job yet, but since new improved AIs are getting released rather frequently, I'm sure that this new feature will come in handy.

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Coming Up in Version 1.75​

After releasing version 1.74, I implemented a volume improvement for mono-channel voice and sound effects. From version 1.75, mono sounds that aren't specified to have a position on the map will be played by the game as if they were stereo sounds. This really improves volume levels, especially for voice effects.

I've also been focusing on new high-resolution (64x64 pixels) spell icons. Nearly half of the 553 required icons are done. The updated spell icons should appear in the next KotC 2 version, 1.75. I'll add a new game option under 'Display' allowing players to choose between the new icon set and the current icon set. So far, I really like the new icons and I'm looking forward to seeing how the game looks with them.

Other areas of focus include the upcoming module The Dark Arena, story images for the module Augury of Chaos (I already have a bunch of them, I just need to add them to the module), and the addition of new monster sprites for the Giant Snake, Giant Crab, Giant Scorpion, Giant Beetle, Snakeman, Gargoyle, Drake, Babau, and Mummy. For some of these, I might create a version holding weapons (magic or not).

Another thing I'd like to add is the possibility for a module to change the appearance of its dialogue interface.

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Gandalf's Module: Svendalf's Encounters​

Gandalf has made the latest version of his module available on Nexus. Compared to the earlier version, the module now includes more content, new party-creation and character-creation soundtracks, and a much more balanced difficulty level.

I talked about the module earlier in this Kickstarter update. You start at level 1 and finish at level 4. Try to play without the "maximum ability scores" option on your characters for a better combat challenge. You can take at least one Cleric or Bishop with a summoning domain for an easier time.

I highly recommend you try it! Thank you so much Gandalf, kudos and congratulations!!



List of changes in KotC 2 version 1.74​

  • Graphics: Added a new sprite for the Evil Eye with four variations: red, black, blue, purple.
  • Augury of Chaos: Updated the module Augury of Chaos so that Evil Eyes in the module will use the new sprite.
  • Graphics: Added a prologue image for Augury of Chaos displayed after you've finished assembling your party in the party-creation screen.
  • Music: Added a new soundtrack for the Tutorial Adventure (Citadel of Shadows).
  • Graphics: Added a couple of title images for the Tutorial Adventure.
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  • Graphics: Added a couple of story images for when you meet Valiann in the Tutorial Adventure.
  • Graphics: Added three story images for when you meet Princess Sadina in the Tutorial Adventure.
  • Graphics: Added two story images for when you meet Thulak in the Tutorial Adventure.
  • Graphics: Added a story image for when you meet Loremaster Astaroth in the Tutorial Adventure.
  • Graphics: Added a couple of story images for when you enter the hall of the Pool of Communion in the Tutorial Adventure.
  • Sound Effects: Added a new 'Portcullis chain.wav' sound effect.
  • Module Editor: Added the load as text and save as text functions in the Script Editor.
  • Bug Fix: Fixed some issues with items that grant an ability increase (day-long or permanent) upon use, or that cast a spell upon use.
  • Bug Fix: Fixed an issue with items within bags not applying their effect.
  • Bug Fix: Fixed a bug during character creation when right clicking on the selected subrace to open the help entry for the selected race.
  • Bug Fix: Added a line in the help entry for Feats explaining that you always get at least one feat at level 1 (you can get one or two depending on the difficulty setting).
  • Bug Fix: The Half Giant Skirmisher feat will now be reflected in the Attack Bonus statistic during character creation.
  • Bug Fix: Fixed a display bug with the spell Hypnotic Pattern. When showing who will be affected, the game will now assume an average roll for the maximum number of Hit Dice affected by the spell.
  • Bug Fix: Fixed a couple of bugs resulting in the game displaying an incorrect expected path during combat.
  • Bug Fix: Fixed an enemy AI bug with some far-away enemies failing to move towards the party members.
  • Bug Fix: Fixed a bug with the shortcut key for 'Slide' (Q) and other issues with keyboard checking.
  • Bug Fix: Fixed a sprite display bug introduced in version 1.73.
  • Bug Fix: In the Module Editor, fixed a bug when setting more than three points for a polygonal activable zone. Please note: it will only work with convex zones (meaning not 'U' shaped). Please use several zones if the shape of the zone is more complicated.
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Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • Work on sprites from 3D models, new story images & the upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and some voiceovers.
  • Implement new features such as monster abilities, subraces, feats, familiars, items.
  • Fix any issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you have any feedback, suggestions or bug reports, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Profound Gratitude for Your Steadfast Dedication, Valiant Defenders of the Kingdom! ^_^
 

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