Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
It's flawed but I actually like the new art style. Can't stand the abstract circle tokens he had before.... I also can't stand card games for the same sort of reason.

If it was on Steam I'd buy it right now.


It looks nice, certainly will be better for Pierre's diet sales than the original graphics but i think nice tokens look allright and it did give a nice tabletop vibe. People don't like it though. I have no problem with more abstract presentation myself. Still, pretty is good if done with any taste and i prefer pretty as well, if available.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,398
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
I prefer tokens.

Same. Mostly because they fit better into the rest of the game (rest of the campaign is still top-down pen and paper dungeon map style), and because they have higher visual clarity when it comes to judging the amount of space a character takes up, distances between characters, etc.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
I prefer tokens.

Same. Mostly because they fit better into the rest of the game (rest of the campaign is still top-down pen and paper dungeon map style), and because they have higher visual clarity when it comes to judging the amount of space a character takes up, distances between characters, etc.
You mean the base campaign. If there will be others it might not be the case, right? Also i never had any problems with judging space and distances with the projection used in KotC1, is it different here? Can you activate some kind of grid in the "isometric" mode?
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,080
I want to try editor when it comes out so tokens are again much better for planning encounters.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,398
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Depends on what style he chooses to pick for the other modules. And what style users will use for their modules (I'll certainly go for top-down made with Campaign Cartographer's dungeon plugin).
 

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
Did he ever offer an explanation for why he used those weird round tokens when he could have used awesome old school square tiles instead?

I guess it's more work to draw a tile that shows a whole monster, compared to a token that just shows a portrait of a monster.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,949
Location
Small but great planet of Potatohole
Imagine everyone abandoning rpg maker and instead making KotC2 modules. Just imagine rpg games steam section.
Won't work if they can't make anime-like graphics and sex games. Also you'll have to dig through dozens of piles of shit to find a diamond. Having said that it would be nice to have some diamonds of old school crpgs even if it meant getting dirty.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,080
Also you'll have to dig through dozens of piles of shit to find a diamond.
That's exactly what i'm talking about. And i bet you can make porn modules. Just use daz or something from illusion games like 99% of rpg maker shit.
 

plem

Learned
Joined
Dec 4, 2021
Messages
155
Imagine everyone abandoning rpg maker and instead making KotC2 modules. Just imagine rpg games steam section.

I'm holding out hope that something like a smaller version of the NWN modding community will form
 

plem

Learned
Joined
Dec 4, 2021
Messages
155
It's flawed but I actually like the new art style. Can't stand the abstract circle tokens he had before.... I also can't stand card games for the same sort of reason.

If it was on Steam I'd buy it right now.



reminds me a bit of Eschalon, which is not a bad thing at all. I'd buy the game even if it had ASCII graphics though
 

ItsChon

Resident Zoomer
Patron
Joined
Jul 1, 2018
Messages
5,387
Location
Երևան
Steve gets a Kidney but I don't even get a tag.
While I liked KotC 1's graphics, it did have a glaring weakpoint in that it didn't allow for locations to be fleshed out at all. As great as the game was, it would have been much more memorable and enjoyable if the locations we visit had at least some element of interior design. Hard to be awed by a location or impressed by a city when it's all just empty floor.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,689
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/3416337

Update #56: Expanded Guidebook, MP3 Soundtracks & New KotC 2 Version 1.23!

Hello everyone! The expanded guidebook and MP3 pack and the new version 1.23 of KotC 2 Augury of Chaos are now available for download here for both Windows and macOS.

Sadly, in February my attention was diverted away from KotC 2 many times because of a horrid inheritance procedure and three medical appointments. 'Horrid' is a euphemism here.

Nevertheless, I was able to finish adding the village content to the guidebook, increasing the number of pages from 330 to 410. I also made the guidebook more interesting by adding images to many pages. In addition, the guidebook pack now contains MP3 soundtracks and KotC 2 splash screens.

fe8b0b93e466e0122bee0684731e4e6f_original.png

I also made a number of improvements to the game and the module editor. Please see below for details.

Importantly, I completed the Steam requirements for the release of KotC 2 on Steam - everything aside from setting the release date. There will be three items on Steam: the base game, the Archmage Pack containing the guidebooks, soundtracks and artwork, and the Archmage Edition bundle containing the base game and the Archmage Pack.

Currently, I am working on completing the GOG requirements and updating the website so that the game can be released on the website, too.

New Features in KotC 2 Augury of Chaos
  • Added three places in Finchbury where you can use the Nature skill to collect medicinal herbs. Also added a couple of hidden gems in the wilderness.
  • Added a skill or item check when the player is climbing down the passage that leads to the Green Cave for the first time. The item you can use is a rope, which you may now buy from Tiliana.
  • Added two short songs in the Music folder (Tavern Song Harpsichord and Mandolin).
  • Fixed a bug in the Script Editor when using the top-right search box on imported scripts.
  • Fixed an issue in the Module Editor when pushing the Escape key once. Sometimes, this would close several dialogue boxes in one go.
  • In the Module Editor, pressing Left Shift and keeping it pushed will now highlight activable zones in yellow. Activable zones that have an associated script or contain items will be highlighted in orange. This can be useful when you're working on a map featuring a green background, making it difficult to see activable zones displayed using the default green colour. I've also added a note about this in the help entries.
  • In the Module Editor, when viewing the Creature Properties screen for a monster or character, in the Feats and Special Abilities tab you can find the list of that creature's Spell-Like Abilities, if any. If you right click on the name of a spell-like ability (e.g. Scorching Ray), the help screen for the corresponding spell will now be displayed. Previously, you had to push F1 to display the help, then search for the spell to get its information sheet.
  • In the Script Editor, you can now mouse over an 'If', 'End If' or 'Else' script instruction and push '[' or ']' (the left square bracket key or the right square bracket key) to jump to the corresponding 'If', 'End If' or 'Else' script instruction. The left bracket will bring you to the beginning of the 'If-End If' or 'If-Else' block while the right bracket will bring you to the end of the 'If-End If' or 'Else-End If' block.
  • In the Script Editor, you can now press ']' while mousing over an 'Add dialog answer' instruction. This will make the top box select the associated 'If selected answer' instruction. You can also press '[' while mousing over an 'If selected answer' instruction. This will make the top box select the associated 'Add dialog answer' instruction.
  • Expanded the guidebook pack. The PDF guidebook itself now covers everything about the village and its surroundings, including the ruined version of the village when you return at the end of Chapter 3. I've also updated the section about companions and the section about the final battle. I've also added many images to the guidebook. The number of pages increased from 330 to 410.
  • Separately, I've added 54 game soundtracks in MP3 format and a couple of soundtracks in WAV format to the guidebook pack. Also added a bunch of KotC 2 splash screens. You'll find everything inside the guidebook file, which is about 330 MBs now.
Next Steps for Knights of the Chalice 2
  • Finish working on the requirements for the release on GOG.
  • On the website, update the KotC 2 Screenshots page and the KotC 2 Features page. Also add a link to the Nexus Mods page for Knights of the Chalice 2 to the left-side menu of the website, as well as a link to a new page where you'll be able to buy the game and the Archmage Pack directly from the website.
  • Once the release date has been set and the Steam store page is available, upload the new video on YouTube, post a new Kickstarter update, prepare a mass email for players and the news outlets, and prepare new posts for Facebook, Twitter, Instagram, the Steam forum, GOG forum, and the website. Also add to the website menu a link to the KotC 2 store page on Steam.
  • I will also contact the RPG YouTubers to see if they can review the game or do an interview, as well as other RPG developers on Twitter to see if they can do a post or two on Twitter.
  • Update a few things on the Steam page of KotC 1 - the search tags and a missing marketing image.
Seems like I have to say this every month (apologies), but yes, I will let everybody know once the release date has been set and I will Count On Everyone to Help Spread the Good Word when the time comes!

As always, if you find bugs or if you have any feedback, thoughts and suggestions, please feel free to let me know here, or in the Forums, or by email at enquiries@heroicfantasygames.com.

Thank You For Your Stalwart Support, Brave Heroes of the Realm! Best regards :)
 

PorkaMorka

Arcane
Joined
Feb 19, 2008
Messages
5,090
Seems like he's wasting time / treading water and a lot of this stuff won't matter to the success of the release.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom