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.
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!