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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

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I didn't try with a cleric, maybe having a cleric or not in your party is also a variable of the equation, if a cleric makes the crypt more reasonable then I would say it's well thought but I've no idea about that.

Not just a cleric (turn undead works fine), a druid with quicksand makes the vampire encounter a breeze and of course, the mace "of destroying undead" you find in there.

The cleric also makes the forge (salamander) encounter easier with silence.

I also disagree with Roxor about the economy; not that i care much about economy balance; there is plenty of great items to buy and crafting an appropriate skewer weapon during chapter 2 is just too good.
 

Lacrymas

Arcane
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Sep 23, 2015
Messages
18,935
Pathfinder: Wrath
I have no idea how people still haven't realized high level D&D is, and always has been, bullshit. This not an issue of encounter design, it's an issue of system.
 

cruelio

Augur
Joined
Nov 9, 2014
Messages
370
I have no idea how people still haven't realized high level D&D is, and always has been, bullshit. This not an issue of encounter design, it's an issue of system.
It's bad but then throw in Pierre's homebrew Look Mom I'm a D&D Designer Too spells and SLAs and it becomes even more stupid.
 

cruelio

Augur
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Nov 9, 2014
Messages
370
- I must say I have absolutely no idea how some of you could have been restarting this game like a dozen times with different parties because you were hitting a wall at some point.
-Though obviously there's also plenty bullshit to come around before the late game. Domain of fiery rape in the moon crypt takes the cake in that regard for sure. I also have a love/hate relationship with the fucking sharkman druid in chapter 1 - this encounter is 75% based on luck

Hmm I wonder why mate. And no one restarted a dozen times with different parties (a thing YOU did), they just reloaded the encounter with their current party until they hit that 25% chance to win. That's because the game is fucking shit. You also aren't giving weight to a bunch of other completely bullshit encounters, because by the time you actually did them you had read and internalized this entire thread of people telling you how to minmax and game them perfectly AND were playing the game with cheat options.
 

Darth Roxor

Rattus Iratus
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And no one restarted a dozen times with different parties

i seem to recall 'this is impossible, restarting with a different party again' + endless sperging about the One True Party (tm) that is the sole possible option of beating this game being p. prominent in this thread

(a thing YOU did)

negative, i had three parties in total

first one, which was terrible, that crashed and burnt in the moon crypt
second that i won with
third that i took to chapter 4 and could win with if i felt like putting a spiked dildo up my ass
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,600
I have no idea how people still haven't realized high level D&D is, and always has been, bullshit. This not an issue of encounter design, it's an issue of system.
You can design good high level D&D encounter with ease, the best d&d was always at lower levels of course but that doesnt mean its impossible. The only thing that can fuck up encounters are wish, fly and teleport , those arent available in this computer game and not in most other games either.The Problem is again the absurd balancing and not following any guidelines at all.
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
i seem to recall 'this is impossible, restarting with a different party again' + endless sperging about the One True Party (tm) that is the sole possible option of beating this game being p. prominent in this thread
At least in my experience, the problem wasn't that few parties were viable (Tweed's kobolds gang triumphed, after all), but that there were many encounters where losing the initiative was not an option (at least until chapter 4, where the problem becomes that there is a single encounter copy-pasted ten times). If you can't reasonably expect to win an encounter without going first, then that encounter kinda sucks. I also have other minor complaints, but that's what ruined the game for me.

A game shouldn't expect the player to quick-load this much. I remember that when I was trying to successfully conclude an ironman run there were certain fights that I dreaded so fucking much.
 

Lacrymas

Arcane
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Sep 23, 2015
Messages
18,935
Pathfinder: Wrath
Not going first and losing because of it is a symptom of high level D&D. Enemy casters starting out pre-buffed is a consequence of that. You also start pre-buffed and that's why Sawyer was right. I just don't see how high level D&D can be fun and challenging in a non-bullshit way withhout redesigning the class progression. It's dead after 10th level, Jim.
 

NJClaw

OoOoOoOoOoh
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Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Not going first and losing because of it is a symptom of high level D&D. Enemy casters starting out pre-buffed is a consequence of that. You also start pre-buffed and that's why Sawyer was right. I just don't see how high level D&D can be fun and challenging in a non-bullshit way withhout redesigning the class progression. It's dead after 10th level, Jim.
It's funny you say that, because in this game the "not going first and losing" mostly happens to me at low and mid levels (during the last chapter you have so many busted ways to improve your initiative that you have to try really hard not to go first). Not only that, but I remember losing initiative at high levels a lot of times in KotC 1 and Kingmaker, and in both games you can easily come out on top.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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/3005245

Update #40: KotC 2 Version 1.07 Brings New Features & Adds Isometric Village Map! ^_^

Happy Halloween everyone! Version 1.07 of KotC 2 Augury of Chaos is now available for download at http://www.heroicfantasygames.com/DigiVendorPro/download.php for both Windows and MacOS.

1dc6ca5f8a2867eb97fce18f9623b087_original.png

In the first half of October, I focused on the KotC 2 guidebook and on the GOG launch of KotC 1. In the second half, I prepared the new version 1.07 of KotC 2. In November, my first priorities are again the GOG launch of KotC 1 and the KotC 2 guidebook.

List of improvements in KotC 2 version 1.07
  • Fixed the Rogue dialogue option to unlock the crate in the starting map.
  • Fixed a problem with feats disappearing on level-up after selecting the first feat out of several bonus feats.
  • Spellcasters will be more careful when Silenced even if they have the feat Metamagic Silent. Dispel Magic may also be used more often by the AI whenever enemies are grappled or paralysed within magical terrain effects.
  • Fixed a bug introduced in version 1.06 preventing you from importing a character file in the editor.
  • Added a type-in search box in the help system, as well as big navigation buttons allowing you to go back, forward and up within the help. If you type in a word in the search box and push enter, the game will list all of the help entries (including spells) containing the word you've typed in. You can click on any of the search results to display them. The search box can be useful for example if you want to see all the things that affect something like initiative checks or concentration checks, or if you want to know all the methods that can be used to reduce a monster's spell resistance.
  • Changed the spell Reduce so that it can now be used on both enemies and allies.
  • Added a button above the Party-Items box allowing you to display items inside containers. Also, mousing over items in the Party-Items box will now display the name of the character carrying each item and whether the item is inside a container.
  • Fixed a bug with damage applied in combat several times when underwater, sweltering or freezing.
  • Fixed a bug associated with spellcasters summoning monsters.
  • Fixed a bug with the effect of conditions being applied several times when the acting character is knocked out or killed during his or her own turn.
  • Fixed a bunch of broken links and other issues within the help system.
  • Added an information box displaying the character skills in the character sheet. Simply click on the 'Info' tab to display it. This information box is also displayed in the Character-Creation screen.
  • During character creation, the game will keep track of the number of ability-score points you have left, unless you've selected the option to remove racial ability-score totals. This means, for example, that you can transfer two points from Charisma to Strength, and if you want to keep increasing Strength you'll have to remove some more points elsewhere first.
  • Added a new enemy-AI setting: 'Rush to the enemy'. It means the creature will not take a single move action and then use Ready Versus Approach. Instead, it will just use both of its move actions to get closer to the enemy, even if that's not enough to reach the enemy on the same turn. Creatures with intelligence 5 or below will also behave like that. I gave this AI setting to the creatures in the underwater cave, as it didn't seem to make sense for them not to rush the intruders. If you want to use this setting, simply launch the Creature Editor, select a monster, then click on the 'Intelligence' tab, then find the 'Rush to the enemy' option within the drop-down box near the 'Setting name' button.
  • Fixed some issues with AI pathfinding when player characters are surrounded by other enemies.
  • Added the isometric-torchlight animation and chimney-smoke animation in the editor. I had to work on the editor's menu system to allow for sub-menus, or else the menus would have been running out of space. You will find the new options 'Add Isometric Light' and 'Add Chimney Smoke' in the 'Other Tools' menu of the editor.
  • Added 'Transparency' squares in the editor. These special squares are used to allow characters to move behind isometric buildings. The characters will then be displayed with 50% transparency so that it looks like they're standing behind the building. Also added new code for the characters to be displayed with 25% transparency (75% opacity) whenever they're walking through forest or jungle squares. You will find transparency squares in the 'Squares' box. Simply scroll down to the bottom.
  • Rangers will now start the game with a Longbow.
  • Made party movement smoother and faster on large maps.
  • Added the isometric village map. From the first room when you start the module, simply climb the ladder in order to visit the village. You can explore it, find a few goodies and do some trading with a single NPC. I have not had the time to fill it up with quests and other NPCs yet.
  • Added to the game the soundtrack called 'The Chalice' from Manuel. There is a short version and a long version and they're slightly different. Currently, the long version can be heard in the village map. Do you like the new soundtrack? Feel free to comment on this and everything else.
  • The Paladin will now receive additional benefits from Divine Grace and Aura of Courage, as well as access to the feat Divine Shield. Paladins will also get free proficiency with Heavy and Tower Shields.
  • Improved the Cleric Domain Banishment. It now allows you to cast some spells with a move action.
  • You should now be able to select the Tome of the Dead during dialogue even if you've used it to summon a Vrock.
  • Improved the Black Wizard's Path to Lichdom transformation option. Now the Wizard will go unconscious with -10 Hit Points whenever he or she takes a number of points of damage that would normally kill the character. The Wizard also gets a +2 bonus to Constitution.
  • Improved the White Wizard's Celestial Ascent transformation option. Now the Wizard will get a +4 bonus to initiative rolls and all summoned creatures will receive a +2 bonus to attack rolls.
  • Improved the Green Wizard's Construct Transformation. Now the Wizard will get a +4 bonus to concentration checks and a +4 bonus to Strength. The Red Wizard and Blue Wizard don't really need improvements.
P.S. I'm not sure if I've mentioned it before, but there are some graphic assets you can use to create maps in the folder Graphics/MapBackgrounds.

Next Steps for KotC 1 and KotC 2
  • Get KotC 1 onto the GOG retail platform and send out GOG keys of KotC 1.
  • Additional work on the KotC 2 Augury of Chaos PDF guidebook, including module-creation info.
  • Create the tutorial module. Add content in the Augury of Chaos village map. Fix any bugs and issues.
  • Read and reply messages on the HeroicFantasyGames.com forums, Discord server, Facebook, Youtube, Twitter, Instagram.
  • Rework the character-creation screen to allow the player to customise his character sprites.
  • Add a new local-map screen, that is to say an expanded version of the minimap.
  • Add feat-selection recommendations, as in KotC 1.
  • Add names to the KotC 2 Credits Screen as appropriate, and assign forum labels.
  • Add the new feats / items / spells / features that were promised during the Kickstarter campaign.
  • Post the solutions to the KotC 2 Kickstarter Puzzle Challenge on Facebook.
  • Continue working on the Steam page for KotC 2 and start working on the Steam version of KotC 2.
Special Thanks
Special thanks to Paulo for the awesome help in developing the Mac OS version of KotC 2!

Special thanks to Juhani for the incredible help in creating the guidebook and the tutorial module!

Special thanks to Guy, Frank, Marko, Fred and all the other people on the Discord channel, the forum, the KS page and RPG Codex for the amazing help in improving KotC 2 Augury of Chaos! It's much appreciated!

Thank You For Your Support, Dear Knights and Wizards of the Realm! Enjoy! :)
 
Last edited by a moderator:

Tweed

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harsh circumstances
Pathfinder: Wrath
At least in my experience, the problem wasn't that few parties were viable (Tweed's kobolds gang triumphed, after all), but that there were many encounters where losing the initiative was not an option (at least until chapter 4, where the problem becomes that there is a single encounter copy-pasted ten times). If you can't reasonably expect to win an encounter without going first, then that encounter kinda sucks. I also have other minor complaints, but that's what ruined the game for me.

A game shouldn't expect the player to quick-load this much. I remember that when I was trying to successfully conclude an ironman run there were certain fights that I dreaded so fucking much.

It really does come down to initiative, if you don't get the right people going first just reload. However, class plays a massive role as well. Some of the classes simply are not ideal for the insane shit the game tosses at you. I redid my party one time due to xp loss from deaths, not banking xp, and to make two class changes. I had two gladiators, 2 psions, 1 wizard, and 1 cleric. Once the psionics hit a certain level they can start sweeping up a lot of the easier stuff by themselves and that's essential because even if you win initiative you almost always have more stuff coming down the pipe every round.

Besides, kobolds are actually well suited for most of the classes, save perhaps cleric, but he still did great. The extra movement speed make a difference for the tanks when they need to close with something. The only real problem is the size issue, once something grapples you all bets are off and wind spells knocked me around a lot in some of those fights.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,600
It comes down to initiatives only because it match you against overpowered critters homebrewed with the best gear possible and far too numerous , in a normal 3.5 game you could stomach losing init .The whole module makes no sense either , a dungeon must have an ecology , there's a reason for each monsters location. You then gather info before the adventure to buy equipment to counter what you think you will encounter.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,626
The game is hard and uses a normal initiative system, I'd rather reload than play the mass of other games which sacrifice one aspect when not the two.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,600
The game is hard and uses a normal initiative system, I'd rather reload than play the mass of other games which sacrifice one aspect when not the two.
you can also play solasta who do it perfeclty right with even more combat depth.
 

CryptRat

Arcane
Developer
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Sep 10, 2014
Messages
3,626
I've got little doubt I'll greatly enjoy Solasta, one more turn-based D&D game with full party creation is never anodyne and always great news (or at least most of the time :)), and there are plenty of other RPGs with small parties released during recent years that I liked too.

However KOTC2 is different, KOTC2 is fresh air because, unlike those games, it is a return to a big party of eventually 8 or 9 permanent characters + additional occasional controllable allies and crazy, large scale battles.
 

Dorateen

Arcane
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Aug 30, 2012
Messages
4,437
Location
The Crystal Mist Mountains
Official release date? Only game I want to play rn

November 12 on the forums, Pierre said:

Yes, of course, Steam and GOG are planned for KotC 2, don't know exactly when, because I'd like to finish the guidebook / tutorial / village map and maybe even introduce the PVG sprites for characters and monsters.

He's working on fixes for version 1.08 right now.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,066
Well, if you're not dead-set on getting it on steam/gog you can always email Pierre for a copy.

The one I'm waiting for is Dorateen 's campaign port. How's that coming along?
 

Infinitron

I post news
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Messages
100,191
Enjoy the Revolution! Another revolution around the sun that is. 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/3030580

Update #41: KotC 2 Version 1.08 & PDF Guidebook! KotC 1 to be released on GOG on 1 December!

Hello everyone! Version 1.08 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. You will also be able to download the first version of the 330-page Augury of Chaos PDF Guidebook, if you've pledged as Paladin or above. Here's a preview of the guidebook:

5ed63a6a72268385e83b19bd417ec9c4_original.png

The other important announcement today is the release of KotC 1 on GOG.com in a few days!

KotC will be coming to GOG on 1 December 2020 at 3 pm CET / 2 pm UK time / 9 am Eastern Time.

ffc299500818debe63003082713a5c3d_original.gif

The GOG version features a leaderboard and 117 challenging achievements for you to unlock through the GOG Galaxy client. After the release, you'll find the store pages there: KotC 1, Free Demo, KotC 2.

Please Spread the Word about the GOG launch, Noble Paladins and Wise Mages! Feel free to retweet my tweet about it. Thank You! :)

List of improvements in KotC 2 version 1.08
  • You can now use the 'Forge Weapon' dialogue box to craft arrows, crossbow bolts, sling bullets, sleep arrows and slaying arrows.
  • Created the new feats Heroic Concentration and Heroic Initiative.
  • Fixed the Wizard feats Spell Focus and Greater Spell Focus.
  • Fixed a bug that prevented weapon and armour enchanting in KotC 2 version 1.06 and 1.07.
  • Learning a spell contained in a bag will no longer crash the game.
  • Creatures who selected 'Ready versus Spell' and then received a condition like Stunned, Dazed or Quicksand will no longer be able to take their ready action.
  • Fixed the Mage Knight feat Fast Enhance Ability.
  • Fixed a crash that occurred on level up when you had only a few spells left to pick.
  • Effect icons will be displayed immediately after loading a game (if the option to display effect icons out of combat is selected).
  • In the macOS version, fixed the 'Add Sound Source' sub-menu in the editor.
  • Fixed a few issues with enchanting / forging / recharging.
  • Fixed the display of energy resistances in the inventory screen.
  • Fixed a bug where enemy psionics users would manifest 'Purification' when they don't need it.
  • The Healing Domain and the feat Healing Mastery now confer the Healing skill to characters.
  • Fixed a bug with enemies not triggering AOOs while moving near the party members.
Solutions & Winners of the KotC 2 KS Puzzle Challenge
A few days ago, I uploaded the solutions of the Puzzle Challenge to the Facebook page. Here is the link: https://www.facebook.com/media/set/?vanity=HeroicFantasyGames&set=a.654469415219523. Congratulations to the Grand Winner, Guy Iluz, and the Second-Place Winner Guido Martin Trucco!

Next Steps for KotC 1 and KotC 2
  • Will do a mass email & some marketing to announce KotC 1 on GOG and the version 1.08 + guidebook.
  • Once KotC 1 is on GOG, send out GOG keys of KotC 1. Work with GOG on the KotC 2 store page.
  • Improve the Barbarian. Add local-map screen (expanded minimap). Allow enchanting quest items.
  • Add feat-selection recommendations. Add the new feats / items / spells / features as promised.
  • Add guidebook module-creation info. Create tutorial module. Add content in village map. Fix any bugs.
  • Read & reply on HeroicFantasyGames.com forums, Discord server, Youtube, Instagram, Steam and KS.
  • Rework the character-creation screen to allow the player to customise his character sprites.
  • Add names to the KotC 2 Credits Screen as appropriate, and assign forum labels.
  • Continue working on the Steam page for KotC 2 and start working on the Steam version of KotC 2.
The KotC 2 Barbarian class will soon get a nice upgrade with several unique features, thanks to Juhani.

Thank You For Your Support, Fearless Heroes of the Realm!! Enjoy! :)
 
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AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,066
You can now use the 'Forge Weapon' dialogue box to craft arrows, crossbow bolts, sling bullets, sleep arrows and slaying arrows.
Looks like ranger and zen archer priest are finally viable builds. Would roll another party to try them out but perhaps I'll wait for a couple more versions to see if the most offending encounter designs get revamped.
 

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