Iluvcheezcake
Prophet
Technically you can insert the monster manual illustrations instead of the current horribad portraits, correct me if I am wrongAll I want is a mod that swaps tokens for monster manual illustrations
Technically you can insert the monster manual illustrations instead of the current horribad portraits, correct me if I am wrongAll I want is a mod that swaps tokens for monster manual illustrations
That seems like work.Technically you can insert the monster manual illustrations instead of the current horribad portraits, correct me if I am wrong
Hello everyone! Version 1.83 of Knights of the Chalice 2 is here.
It adds some new features in the Module Editor and fixes a bunch of bugs.
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.
- Expanded the altitude selector to cover altitudes between +125 and -125 in the Module Editor (up from between +100 and -100).
- In the Module Editor, added "Add Waterfall Splash Animation" under "Other Tools". It's just a nice visual effect for waterfalls and fountains. When you select this and click on the map, it will create an activable zone named "Splash Animation,70%,50%". The first percentage is the opacity, the second number is the scaling factor. You can also modify the number of particles and the speed of the animation by left clicking on the activable zone in the "Edit Activable Zones" mode (the animation speed will be modified by the number labelled 'hardness').
- Added a red display for ground traps (rectangular or polygonal), similar to how traps were displayed in Baldur's Gate. The effect works with activable zones named "Trap". When their 'hidden' status parameter is 0, and a script is attached to them, they will be displayed with red transparency in the game view. The script should set the hidden status to 1 after the trap has been disarmed or triggered.
- In the Module Editor, fixed sound issues when closing a map with the Ctrl+Q hotkeys.
- In the Module Editor, added two new sound sources: "Waterfall small" and "Waterfall heavy". For these effects, added to the Sounds folder the files "Waterfall small.wav" and "Waterfall heavy.wav".
- Added a couple of frog croaking sound effects into the Sounds folder: "Frog toad croaking short.wav" and "Frog toad croaking long.wav".
- In the Creature Editor, fixed a display issue in the immunities tab concerning the blindness immunity and the patterns/gaze attacks immunity when the creature has blindsight.
- In the Creature Editor, fixed a source of crashes when clicking on "create character using the player-character creation interface".
- In the Creature Editor, in the inventory tab, fixed a bug when right-clicking on a weapon or item, then pushing escape. This would change the name of the weapon or item, adding "_0002" at the end.
- In the Module Editor, fixed a bug with the display of polygonal activable zones when there are more than one polygonal zones on a map. Only the first one was displayed correctly. Also fixed a bug when copying a polygonal activable zone using the Control+C and Control+V shortcut keys.
- In the Module Editor, fixed an issue with the Control+Z shortcut keys to undo the last change after trying to place an item or weapon on any obstacle squares.
- Water-animation effects will no longer be displayed beyond the boundaries of the map.
- Added natural sorting whenever displaying a sorted list of files or names in the Module Editor. This means that, for example: "My Soundtrack 10.ogg" will come right after "My Soundtrack 9.ogg" (even though the character '1' comes before '9'), and "Goblin_Dialogue_2" will come right after "Goblin Dialogue 1" (spaces, underscores and hyphens will not be differentiated for the purpose of sorting).
- In the macOS version, fixed the use of Left Control + Left-Click-And-Drag to move activable zones in the Module Editor. Since the Control key converts left-mouse-button clicks into right-mouse-button clicks, I had to allow the use of Right-Click-And-Drag to move activable zones in the macOS version. Note: if you have problems when using the standard arrow keys in the macOS version (e.g. to resize an activable zone), please use the numpad arrow keys instead.
- In the macOS version, fixed a bug with Quick Save loading. When selecting Load Quick Save from the main menu or the module editor, the game would open the "select saved game" screen instead of loading the quick save directly.
Thank You So Much, Champions of Destiny! Glory Awaits!!
P.S. The latest Kickstarter Update can be found here: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/4301481
Not sure how I managed to play the game without Frog toad croaking short.wav" and "Frog toad croaking long.wav".
Pierre is a perfectionist, part of his autism. Be thankful, You have good AI for the same reason you have frog's sounds. The same reason you have dozens of types of stones in Dwarf Fortress. Different people, same personality disor... quirks.Not sure how I managed to play the game without Frog toad croaking short.wav" and "Frog toad croaking long.wav".
100%, you take the good with thePierre is a perfectionist, part of his autism. Be thankful, You have good AI for the same reason you have frog's sounds. The same reason you have dozens of types of stones in Dwarf Fortress. Different people, same personality disor... quirks.Not sure how I managed to play the game without Frog toad croaking short.wav" and "Frog toad croaking long.wav".
I'm working with the latest 1.83 build and added the waterfall splash effect and sound to one of the areas in Hearkenwold. There is also a large presence of bugbears in this location.
It's a pretty good fight for a 4th level party, and the enemy gained initiative. That's usually a death sentence in KotC2, but somehow we managed to pull through.
As for the next chapter of the module, it is taking me longer than I wanted but I'm getting there. Just finished setting up an encounter with an antagonist, so moving closer to finishing up.
I'm working with the latest 1.83 build and added the waterfall splash effect and sound to one of the areas in Hearkenwold. There is also a large presence of bugbears in this location.
It's a pretty good fight for a 4th level party, and the enemy gained initiative. That's usually a death sentence in KotC2, but somehow we managed to pull through.
As for the next chapter of the module, it is taking me longer than I wanted but I'm getting there. Just finished setting up an encounter with an antagonist, so moving closer to finishing up.
What did I do that makes you think I'm a Canuck?Dorateen, I never realized you are a Canuck (is this term still in use in English?).
Are you not? Sorry then. Anyway, I don't have much against Canadians (other than them voting a Fidel Castro's son into power for the last decade). No harm done.What did I do that makes you think I'm a Canuck?Dorateen, I never realized you are a Canuck (is this term still in use in English?).
Probably the best thing I played in the last 15 years besides Grimoire and UnderrailLooks great.