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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

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Codex 2012
Another l1brul failure of a dev.
 

MicoSelva

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
There are some other images that have a bit more atmosphere:

TreasureRoom.jpg
BloodPoolRoom.jpg


The tokens however, are REALLY lame:

FireGiant256x256.png
Marilith256x256.png
Looks like Descent: Journeys in the Dark: The Videogame

Except Descent has actual figurines, so I guess it is more comparable to PoE (2D maps and 3D characetr models) than to KoTC2.
 

Mortmal

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The way it is, looks more like a RPG GM tool than an actual game...

Actually, I've seen GM tools that have much, much nicer looking tilesets and tokens than this...
cascade_locks.jpg

miadora_castle.jpg


Wouldn't mind a game looking like this.



Several tool sets looking a lot better indeed , http://www.fantasygrounds.com/screenshots/ :

fg2-screenshot-03.jpg


fg2-screenshot-04.jpg







Something ike those screenshots with a robust AI behind could be heaven. It should be a good idea to focus on that rather to try TOE graphic quality.
 

Scroo

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Codex 2014 Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2
Yeah, I'd totally play that. Looks nice, detailed and atmospheric. Pierre should hire an artist, but then again he would need to actually make money with his games for that and this would only be possible if he wasn't so goddamn retarded and there we've come full circle again.
 

Mortmal

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He could also contact the guys at FG2 and buy a license to use their tokens in his game. Plenty of classis AD&D tokens covering every creatures possible .The real hard part is the AI and we know from kotc he can do it .
 

Scroo

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Codex 2014 Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2
He could also contact the guys at FG2 and buy a license to use their tokens in his game. Plenty of classis AD&D tokens covering every creatures possible .The real hard part is the AI and we know from kotc he can do it .

That would actually be an amazing idea. Maybe someone should suggest that to him, we might at least get some laughs from his butthurt reaction, the stubborn fool :/
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
The most ironic thing about all this is how the guy even wrote some fucking book on economics, and then he fails SO FUCKING HARD at anything that has to do with efficient economic behaviour. Every other indie would jump on GoG the moment he has the chance, but he gets butthurt because his second game (which is pointless shit that has been done much much better in at least 10 games during the early 90s) isn't accepted by GoG too, along with KotC? Even a hobo with IQ 80 who hasn't had money in his hands for 20 years would see that this is a horribly retarded decision.
 

VentilatorOfDoom

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from the KotC buyer forum:

Weapon enchantments, Paladin & Psionicist

In the past weeks I've been working on foundation stuff, like how the computer should process ability bonuses of a certain type and apply the highest value to the ability. That's something that wasn't done in KotC.

Programming-wise, it's based on a vector of vectors. A vector is a list of variable size. So a vector could contain a list of enhancement bonuses to Strength, for example. It could contain an enhancement coming from a belt of Giant strength, an enhancement coming from gauntlets of Ogre power and an enhancement coming from a spell. Another vector could contain a list of deflection bonuses to AC. That list could contain a deflection bonus from a ring and a deflection bonus coming from the spell Shield of Faith. And so on. Since there can be many lists applying to the same character, we use a vector of vectors.

So because this is all foundation work, I can't display new screenshots. Instead, let's have a look at the enchantments I'm planning to have in the game. Then we can have a look at the class illustrations for Paladin and Psionicist.

Weapon enchantments

Greater Phasing, price 5: The weapon ignores 15 points of DR.

Draining, price 5: Upon hitting, inflicts one permanent negative level to the target.

Drinker, price 5: On a successful hit, the wielder gains 1d6 temporary HP that are drained from the target. Only for melee weapons.

Disrupting, price 5: Upon hitting, the target’s AC is reduced by one point (to a minimum of zero) until the end of combat. No save.

Force, price 4: Whenever you deal a critical hit, you deal a number of points of force damage equal to four times the weapon’s basic damage (e.g. 4d8 for a longsword).

Vorpal, price 4: Only for slashing weapons. Whenever you deal a critical hit, the base damage increases by a number of points equal to 10 times the weapon's critical multiplier (e.g. 20 for a longsword).

Destruction, price 4: The weapon’s base damage increases by 3d6.

Greater Defending, price 4: Only for melee weapons. Provides a +4 Shield bonus to AC.

Brilliant Energy, price 4: Not for ranged weapons. Your weapon ignores all armour and shield AC bonuses, and you can still damage the undead and constructs.

Blinding, price 4: Upon hitting, forces a Willpower saving throw of DC 18. Failing it means the creature is blinded for 1d6 rounds.

Skewer, price 4: You trigger a critical hit whenever the attack roll exceeds the target’s AC by five or more. You still need to confirm the critical.

Stunning, price 3: Only for bludgeoning weapons. Whenever you deal a critical hit, the victim must succeed on a Fortitude saving throw of DC 16 or be stunned for one round.

Tripping, price 3: Upon hitting, forces a Reflex saving throw of DC 16. Failing it means the creature is prone.

Swift, price 3: Provides one extra attack at the full BAB.

Life Stealing, price 3: Only for slashing weapons. Upon dealing a critical hit, bestows a negative level on the victim and provides 1d6 temporary HP to the wielder.

Wounding, price 3: Upon hitting, reduces the target’s constitution by one point.

Slowing, price 3: Upon hitting, forces a Willpower saving throw of DC 16. Failing it means the creature is slowed for 1d4 rounds.

Dispelling, price 3: Upon hitting, cast Greater Dispel on the magic effect of highest caster level existing on the target. The wielder's character level is used for this check.

Disarming, price 2: Upon hitting, forces a Reflex saving throw of DC 14. Failing it means the creature is disarmed.

Phasing, price 2: Weapon ignores 5 points of DR.

Snaring, price 2: Only for ranged weapons. Target must succeed on a Reflex save of DC 14 or become entangled and stuck for 1d4 rounds, or until it breaks free (Strength check DC 16).

Holy, price 2: Can't combine with unholy. Weapon is good-aligned and deals 2d6 holy damage to evil creatures.

Unholy, price 2: Can't combine with holy. Weapon is evil-aligned and deals 2d6 unholy damage to good creatures.

Axiomatic, price 2: Can't combine with anarchic. Weapon is lawful-aligned and deals 2d6 axiomatic damage to chaotic creatures.

Anarchic, price 2: Can't combine with axiomatic. Weapon is chaotic-aligned and deals 2d6 anarchic damage to lawful creatures.

Flaming Burst, price 2: You deal 1d6 fire damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).

Icy burst, price 2: You deal 1d6 cold damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).

Shocking Burst, price 2: You deal 1d6 electricity damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).

Acidic Burst, price 2: You deal 1d6 acid damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).

Undead Destruction, price 2: Only for bludgeoning weapons. Upon hitting an undead creature, forces a Willpower save of DC 14 to avoid destruction.

Flaming Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 fire damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.

Icy Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 cold damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.

Shocking Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 electricity damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.

Acidic Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 acid damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.

Defending, price 2: Only for melee weapons. Provides a +2 Shield bonus to AC.

Flaming, price 1: You deal an additional 1d6 fire damage. Can't be combined with other elemental effects except Flaming Burst.

Frost, price 1: You deal an additional 1d6 cold damage. Can't be combined with other elemental effects except Icy Burst.

Shocking, price 1: You deal an additional 1d6 electricity damage. Can't be combined with other elemental effects except Shocking Burst.

Acidic, price 1: You deal an additional 1d6 acid damage. Can't be combined with other elemental effects except Acidic Burst.

Keen, price 1: Not for bludgeoning weapons. Increases the critical range. Bows confer the attribute to their ammunition.

Aberration Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Animal Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Construct Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Dragon Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Elemental Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Giant Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Magical Beast Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Monstrous Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Ooze Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Outsider Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Undead Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Ghost Touch, price 1: The weapon bypasses the 50% miss chance on attacks versus incorporeal creatures.

Vicious, price 1: Not for bludgeoning weapons. On a successful hit, the enchantment causes the target to bleed (it loses 1 HP per round). The damage is cumulative. It cannot exceed 10 points per round.

Barbed, price 1: Increases the weapon’s critical multiplier by one. Bows confer the attribute to their ammunition.

Distance, price 1: Only for bows and crossbows. This enchantment removes the penalty of -2 for shooting at a square located beyond 50% of the maximum range.

Entangling, price 1: Only for bows and crossbows. Upon hitting the target, magical roots grow from the arrow, entangling the target for one round. No save.

Armour enchantments

Armour enchantments will cost as much as weapon enchantments (not half as much as in D&D).

Fortification I, price 1: The user gains a 25% chance to avoid critical hits.

Fortification II, price 3: The user gains a 75% chance to avoid critical hits.

Fortification III, price 5: The user gains immunity to critical hits.

Invulnerability, price 3: Only for armour. The wearer gains DR 5 / magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 weapon would bypass eight points out of DR 10 / magic.

Greater Invulnerability, price 5: Only for armour. The wearer gains DR 10 / magic.

Bravery, price 3: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +1 to attack rolls.

Greater Bravery, price 5: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +2 to attack rolls.

Quickness, price 2: Only for armour. The wearer gains a +5 bonus to speed.

Greater Quickness, price 4: Only for armour. The wearer gains a +10 bonus to speed.

Red, price 5: For both armour and shields. All fire damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Green, price 5: For both armour and shields. All acid damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Blue, price 5: For both armour and shields. All electricity damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

White, price 5: For both armour and shields. All cold damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Black, price 5: For both armour and shields. All negative energy damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Acid Resistance I, price 2: The user gains Acid damage reduction 10.

Acid Resistance II, price 3: The user gains Acid damage reduction 20.

Acid Resistance III, price 4: The user gains Acid damage reduction 30.

Cold Resistance I, price 2: The user gains Cold damage reduction 10.

Cold Resistance II, price 3: The user gains Cold damage reduction 20.

Cold Resistance III, price 4: The user gains Cold damage reduction 30.

Electricity Resistance I, price 2: The user gains Electricity damage reduction 10.

Electricity Resistance II, price 3: The user gains Electricity damage reduction 20.

Electricity Resistance III, price 4: The user gains Electricity damage reduction 30.

Fire Resistance I, price 2: The user gains Fire damage reduction 10.

Fire Resistance II, price 3: The user gains Fire damage reduction 20.

Fire Resistance III, price 4: The user gains Fire damage reduction 30.

Sonic Resistance I, price 2: The user gains Sonic damage reduction 10.

Sonic Resistance II, price 3: The user gains Sonic damage reduction 20.

Sonic Resistance III, price 4: The user gains Sonic damage reduction 30.

Spell Resistance I, price 3: Only for armour. The user gains Spell Resistance 17.

Spell Resistance II, price 4: Only for armour. The user gains Spell Resistance 22.

Spell Resistance III, price 5: Only for armour. The user gains Spell Resistance 27.

Vitality I, price 2: Only for armour. Increases the Hit Points of the wearer by 10.

Vitality II, price 3: Only for armour. Increases the Hit Points of the wearer by 20.

Vitality III, price 4: Only for armour. Increases the Hit Points of the wearer by 30.

Fire Defence, price 3: Opponents hitting the character in melee take 1d4 fire damage. Can't be combined with other elemental damage. Only for armour.

Greater Fire Defence, price 5: Opponents hitting the character in melee take 1d6 fire damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Cold Defence, price 3: Opponents hitting the character in melee take 1d4 cold. Can't be combined with other elemental damage. Only for armour.

Greater Cold Defence, price 5: Opponents hitting the character in melee take 1d6 cold damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Electricity Defence, price 3: Opponents hitting the character in melee take 1d4 electricity damage. Can't be combined with other elemental damage. Only for armour.

Greater Electricity Defence, price 5: Opponents hitting the character in melee take 1d6 electricity damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Acid Defence, price 3: Opponents hitting the character in melee take 1d4 acid damage. Can't be combined with other elemental damage. Only for armour.

Greater Acid Defence, price 5: Opponents hitting the character in melee take 1d6 acid damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Death Ward, price 4: For shields and armour. The user gains immunity to death effects.

Resilient, price 4: For shields and armour. The user gains immunity to disintegration effects.

Spiked, price 2: Only for armour. Grappling opponents take 1d6 piercing damage per round.

Draconic, price 1: Only for armour. Provides a +2 circumstance bonus to Armour Class against attacks from creatures of the Dragon type. Circumstance bonuses stack with each other.

Arrow Protection, price 1: For shields and armour. Provides a +2 circumstance bonus to Armour Class versus Ranged attacks (but not touch attacks). Circumstance bonuses stack with each other.

Mirror, price 1: For shields and armour. Provides a +2 circumstance bonus to Armour Class versus ranged touch attacks. Circumstance bonuses stack with each other.

Light Weight, price 1: Only for armour. Reduces the item's weight by 80%. The item’s penalties remain unchanged.

Ghost Ward, price 1: For shields and armour. The Armour Class bonus provided by the item counts against incorporeal attacks.

And now, the class illustrations:

Paladin class illustration
Paladin.png


Psionicist class illustration
Psionicist.png
 

Mortmal

Arcane
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Messages
9,185
He could also contact the guys at FG2 and buy a license to use their tokens in his game. Plenty of classis AD&D tokens covering every creatures possible .The real hard part is the AI and we know from kotc he can do it .

That would actually be an amazing idea. Maybe someone should suggest that to him, we might at least get some laughs from his butthurt reaction, the stubborn fool :/

We should send ventilator of doom to discuss it, he was almost banned last time for daring to say he was not interested by RTS, not much to lose anymore :)
 

VentilatorOfDoom

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KotC buyer forum:

Doors & Walls, Rogue & Sorcerer, Fire Giant

Hi all, in this update we'll have a look at inter-square walls, doors, portcullises, script triggers, activable areas, adding items and weapons on the map, the item-stack screen and the monster-group screen. We'll also have a quick look at the module-launch screen and party creation screen. Finally, we'll have a look at the class illustrations for the Rogue and the Sorcerer and the token for the Fire Giant. (Click on screenshots to enlarge)

I didn't write an update earlier because I really wanted to finish all of the editors. And it's done, so now I'm finally able to work on the game itself.

Here's a screenshot showing the 'Other Tools' menu, and another showing the 'Set Altitude' mode:



Walls, doors, portcullises

In KotC, all walls were square blocks of five feet by five feet. But in FWE/KotC 2, walls will also exist as inter-square separators. I think this is very cool because most D&D modules use inter-square walls and not blocky walls. So with inter-square walls being in the game, we can create modules that are closer to the spirit of classic D&D modules.

In the module editor, when we select 'Add Walls' in the 'Other Tools' menu, and we mouse over a map, the space between squares is highlighted and we can add walls on the pointed-at space by clicking. If we keep the mouse button pressed, and drag the mouse, we can draw a wall of any length higher than 5 feet.

There is also a possibility to draw the wall on one side only, something which was used in the old Bard's Tale games and in Avernum to create one-way passages. To do this we press the left control key and keep it pushed while painting the walls.

Doors can exist in several forms. For example, a huge gate could exist as a large graphic plus an activable area superimposed on the graphic (activable areas are elements that the player will be able to click on and this clicking will launch a script). The gate's activable area would launch the gate's script. The gate's script would then check whether the player has the gate key or if the gate is already opened and if yes, it would teleport the party to the other side.

But doors can also exist as an inter-square element. In FWE/KotC 2, such doors can cover a length of 5 feet, 10 feet, 15 feet or 20 feet (i.e. anything from one square to four squares). Basic doors do not require a key or a script, and they are opened simply by clicking on them. Once they're opened, they will be displayed in 50% transparency and the 'open' icon will be displayed on top.



Locked doors will typically require a key and the key check will be conducted by a script, as it was in KotC. Unlike KotC, I'm not planning to allow listening at the door as an action that can be performed on all doors, because in most cases it's not useful. But the possibility will still be there, using scripts.

Another type of door is the portcullis. A single portcullis can cover up to four squares.
Compared to doors, the differences are the following:
1) Portcullises don't block the line of sight and field of view.
2) Portcullises don't block ranged attacks.
3) Portcullises may be lifted by a strong character.

Normally, locked doors and portcullises will be unlocked using a script. But in some scenarios, we might actually expect the player to destroy a door or lift a portcullis during combat. I'm not entirely sure whether this feature will be in the game, but just in case, I've added the possibility of associating to a door and portcullis the following information:
* Difficulty class to lift with a strength check
* Difficulty class to break with a strength check
* Difficulty class to pick the lock with a dexterity check
* Hardness and hit points to destroy with sheer damage
For example, I'm imagining a scenario where the player characters have to assault a castle and as long as they don't destroy the gates, they have to face attacks from archers and spellcasters on the towers and they can't kill the boss who's in the courtyard inside.

Note that outside combat, it should not matter how many hit points a door has, because the party can be assumed to have an infinite amount of time to strike at the door (assuming the door is destructible).

To assign to a door/portcullis a script, or any of the other pieces of data mentioned above, we select the option 'Edit Door And Script-Trigger Data' in the 'Other Tools' menu, and then left click on a door or portcullis. A dialogue box appears allowing to set the door's script and the other data (see the screenshot above).

Script triggers and activable areas

As the creators of a module, let's assume that we want the party to fall into a hidden hole as they walk down a corridor. How do we do this? By assigning a script to all of the squares that should trigger the fall. The script will tell the programme to teleport the party to the lower level and give falling damage to the party characters. What interests us here is how to assign the script to the squares.

We select the 'Set Triggers And Indexes' option in the 'Other Tools' menu. Then on the left side of the screen, a dropdown box appears allowing to choose an index from 1 to 100 (or 0 to remove script triggers). Select an index (normally you should select the first index that has not yet been used in the map). Then left click squares on the map. On each square where you clicked, you'll see '#1' indicating that the square contains the index number one. Right clicking on a square removes the index.

To assign a particular script to all squares containing the index #1, we select the option 'Edit Door And Script-Trigger Data' in the 'Other Tools' menu, then we left click on a square containing #1. A dialogue box appears, allowing to pick from a dropdown box a script out of all the scripts that exist in the module's folder. There's also a convenient 'View' button that will automatically open the Script Editor and the selected script so you can quickly review whether this is the right script. Closing the script editor will automatically bring back the dialogue box for script selection.



As mentioned above, activable areas are just zones that the player will be able to click on and something will happen. It can be as simple as allowing the player to examine an object such as a statue, a pool or a piano. Or it can be more complicated such as a chasm that will allow the player to climb down, but only if he selects 'use item' and then clicks on a rope in his party inventory. It could be a small button on the wall, a bunch of levers on the floor, a deep well, a treasure chest, anything.

The idea here is to superimpose an activable rectangle on top of the graphic of the object we're interested in. To do this we select 'Add Activable Objects' in the 'Other Tools' menu. Then we draw a rectangle as if we were in a real-time strategy game trying to select a bunch of military units. Left click, keep the button pushed, then drag the mouse, then release. The rectangle will be recorded as a new activable zone and it will be drawn in green on the map (the green rectangle is only displayed in the editor and will not be displayed in the game, except maybe if the player pushes Tab to highlight activable things).

The second step is to left click on the activable rectangle we've just drawn. A dialogue box appears, allowing to type a description and select a script from all available scripts. I've also added the possibility to record hit points, a hardness, and a 'destroyed' script. This is in case we want the player to destroy the object (like the phylactery of a lich) during combat. Again, I'm not totally sure this feature will make it into the game.

Adding items and weapons on the map, and the item-stack screen

Items and weapons can be given to monsters through the Creature Editor's inventory page. But they can also be dropped on the map directly, for the player to collect. To do this we select 'Add Items' or 'Add Weapons And Armour' in the 'Other Tools' menu. Then on the left side of the screen, we have a list of all the items and weapons that have been created in the Item Editor and Weapon Editor. Left click on an item in the list to select it, then mouse over a square on the map and left click to drop a copy of the selected item. If you click several times on the same square, several copies of the item will be created.



Since squares can contain big stacks of items, we need an easy way to review the list of all the items laying on a square. To do this we select 'Edit & Select Items & Weapons' in the 'Other Tools' menu. Then we left click on a square containing items. A dialogue box appears displaying the list of items on that square and you get options to duplicate, delete, move into a container, set the quantity, or view an item in the Item Editor or Weapon Editor.

Using the 'Edit & Select Items' mode, you can also easily move around item stacks on the map. Just draw a rectangle around the items you want to move, they will then be selected and a red rectangle will appear around them. Now you can click and drag one of the selected items, and all of the selected stacks will be dragged. Release the mouse button when you're happy about the position. You can also use the shortcuts Control+X / Control+C / Control+V respectively to cut, copy and paste the selected item stacks. (In the 'Edit & Select NPCs' mode, these shortcuts will instead cut, copy and paste any selected creatures).

Monster group screen

I recently added this screen. It's a list of all the creature groups found in the current module. To open the screen, select 'Creature Groups' in the 'Special' menu. A dialogue box appears, displaying the various groups, their name, number of group members and encounter challenge rating. There are also tick-mark buttons that can be used to set the name of a group, hide a group in the game (in which case you will need a script to reveal that group), hide a group in the editor only (useful when a map contains several battles happening on the same spot, like a gladiatorial arena), view (this opens the map containing the group and scrolls the view to that group) and break-up (the group members will no longer be considered to be part of a group).

I think it will be useful to have the encounter challenge rating right there, so that adjusting the difficulty level will be easier.



A word on groups, since I haven't talked about them earlier. Unless we specify that creatures are part of a group, they will not fight together - instead, only those monsters that have the player characters in their field of view will attack (leaving any other monsters to stand idle).

To specify a group, it's ultra easy: first select the 'Edit & Select NPCs' mode in the 'Other Tools' menu. Then draw a rectangle around the creatures you want to have in the group. A red rectangle will appear around the selected creatures. (More creatures can be added to, or removed from the selection by pushing Left Control and keeping it pushed while you draw another rectangle). Then left click on the creature that should be the leader of the group. That creature will be set as leader and every selected creature will be a member of the group under the leader. (To break-up the group, just click the leader again.)

With the old tools of KotC, every time I wanted to create a group, I had to enter the index number of the leader into the character sheets of all group members. So the new system is a little bit better I think.

Module-launch screen and party creation screen

These are the things I've done very recently (this week-end, actually) - the first few works for the game itself and not for the editor. The module-launch screen is just an extremely simple dialogue box where you select a module out of the ones that exist in the 'Modules' folder. (Each module is actually a folder contained within the 'Modules' folder).



The party-creation screen is the first screen that is displayed after the player selects a module. It displays two character lists: the character roster and the selected party members. The character roster is the list of all the characters you've created, or 'exported' from a module. And the selected party members, of course, it's the list of the characters that you are going to play the module with. And all these functions, view, delete, add, etc, I have yet to implement them. The 'create new character' button opens the character-creation screen, for which I had already done some work but it's not completely finished.

The 'load saved game' button will be used when you're playing a series of modules that are connected together, like 'Champions 1', 'Champions 2' and 'Champions 3'. You want to start 'Champions 2' with the exact same party that you had when you finished 'Champions 1' and you want to keep their inventory. So you select that option.

Class illustrations for the Rogue and the Sorcerer

Rogue class illustration
Rogue.png


Sorcerer class illustration
Sorcerer.png


Token for the Fire Giant

Here is one of the many tokens drawn by Roman, the artist. Because we're using tokens now, we can have more variety in monsters and bigger sprites too. The size of the token here is 256x256 but the normal fire giant will be 128x128.

FireGiant256x256.png
 

thesheeep

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I never understood the issue with the perspective, I thought it was perfectly fine tbh.
I think this has a lot to do with perception.
Some people, like me, cannot stand this Ultima-like mix of different entities on the screen using a strong display of different perspectives defying any logic. Some things are isometric, some are, too, but in the other direction. Some are top-down. Some are entirely different. And all of that in one scene.
It's the main reason I never played the Ultimas (those that had this "perspective", at least).

I just can't stand it when what I see looks an M.C. Escher painting. Had a constant headache when playing KoTC. Totally worth it, though.
 
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Yep, that perspective tempts you to crane your neck sometimes. It feels as if you can get a better look if you just move a little bit to the l-...oh, right

Guy's cheese obviously slipped off his cracker. Anyone sane would jump at the chance of wide advertisement and distribution via GOG even with the charge, especially with all the appetites for TB games freshly whetted via D:OS.
Jeff Vogel used to sing this same tune. Game is too niche, it would devalue the franchise, not worth even a symbolic tax investment, etc etc.

Guess whose games are permanently on week long deals now? :M
 

Jack Dandy

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I can't help but feel a bit bad for Vogel.
I mean yeah he still has his fans I suppose, but with all these released\up-n-coming open world TB RPGs ... damn , his only source of income probably takes a pretty big hit.
 

Hobo Elf

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I can't help but feel a bit bad for Vogel.
I mean yeah he still has his fans I suppose, but with all these released\up-n-coming open world TB RPGs ... damn , his only source of income probably takes a pretty big hit.

Poor Vogel has to put in actual effort now to make his games because we aren't living in an age of RPG drought anymore.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Vogel is mad. All indies seem to be mad. Vogel tries to make RPGs inspired by modern Bioware tripe now because that's the kind of RPG he really really likes, while completely forgetting that exploration and C&C is what made his games worthwile despite the utter shit graphics. But because his Apple using fanboys fap over anything he farts out so he doesn't even ntice the decline in quality frm Geneforge 5 to Avadon.
 

Morkar Left

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so he doesn't even ntice the decline in quality frm Geneforge 5 to Avadon.

Maybe he does. But he's old now with nothing left after making the same games over and over again for a decade. I think he just doesn't really care. It's his job that he likes most of the time but nothing more. As long as his sales are up nothing will change, only streamlining to make the games easier to develop and easy multiplatform compatibility.
 

Nim

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Vogel came very close to going broke after releasing BoA, a game the community wanted, and was mostly saved by a really good selling Avernum 4, a game the community panned. Can you really blame him that he doesn't give a shit about what the forumites think ?
 

Loriac

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I don't know if its just me, but I would pay good money for a game like this that was a true turn-based rpg; perhaps overland travel map with a small icon to represent your party, static screens for towns, choose-your-own text galore, and the above view for turn-based battles.

The screenshot above just looks impossibly cool.
 

Jaesun

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Yeah I would play the shit out of that too.

Why in the hell hasn't anyone DONE a table top like cRPG before???

And if someone finally did, the Codex would throw buckets of cash at it...
 

Loriac

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Yeah I would play the shit out of that too.

Why in the hell hasn't anyone DONE a table top like cRPG before???

And if someone finally did, the Codex would throw buckets of cash at it...

Can you imagine that, plus say D:OS's interactive environments, a pathfinder open gl ruleset (if that isn't possible then 3.5E), and a module toolkit to make your own custom adventures? You'd never need to buy another RPG again.
 

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