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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

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Jun 8, 2018
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Perched on a tree
I really never understood why Pierre didn't make at least one small dlc for kotc1 with 2 or 3 additional profession, maybe a race. No, wrong, i did, it was Pierre being himself. Thankfully it is not important anymore. Hell, someone will probably port kotc1 into kotc2 engine some day.

KotC 2 engine is really good now with some options to get ultra accelerated combat, x2/x4 walking speed, removed redundant explosions from spells and the module editor.
I think the main reason behind KotC 2 was to reduce the cost or art assets and to add a module editor.
Mission accomplished!

Now, about KotC 1 in KotC 2 engine, it'd be just great, just let's hope it'd increase the encounter difficulty because the new classes/races, feats and spells are way more powerful, it's far from an easy job.
 

Serus

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It already looks 10 times better than anything Jeff Vogel ever made, so that's unnecessary...

It is on every aspect but it doesn't mean he doesn't need a GOOD graphic designer to increase his customer base, sell a trillion of copies, buy a yacht, an island and never work again (after he releases his trilogy).
What trilogy? I seem to be poorly informed.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
It already looks 10 times better than anything Jeff Vogel ever made, so that's unnecessary...

It is on every aspect but it doesn't mean he doesn't need a GOOD graphic designer to increase his customer base, sell a trillion of copies, buy a yacht, an island and never work again (after he releases his trilogy).
What trilogy? I seem to be poorly informed.

From the Kickstarter page:
e56e10cf793d757ffa0dad5fb4bc9f38_original.png


He always intended to release multiple modules for KotC2.

The Dark Arena, Forces of Chaos, and Heart of Evil are already being worked on.
 

InD_ImaginE

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Pathfinder: Wrath
As scale, Pierre is basically doing Pathfinder AP like Owlcat, only that he is mostly solo devs.

And the finished product is probably less buggy and is as unbalanced, so it's really a positive on Pierre side.

On the other hand, Pierre rather "perfectionist" side would means that we probably gonna be in 2030 when all modules are released.
 

plem

Learned
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are wizards and clerics still spontaneous casters like in KoTC1?

Yes, you get a number of spells to select or learn per spell level, and can cast a set number of these adjusted for modifiers. This increases as characters advance.

that's good to know, I really like that system since it incentivizes usage of a wider variety of spells. in games like ToEE and BG I rarely prepare more situational spells because it'd be taking a slot I could use for more general purpose spammy spells.
 

Serus

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are wizards and clerics still spontaneous casters like in KoTC1?

Yes, you get a number of spells to select or learn per spell level, and can cast a set number of these adjusted for modifiers. This increases as characters advance.

that's good to know, I really like that system since it incentivizes usage of a wider variety of spells. in games like ToEE and BG I rarely prepare more situational spells because it'd be taking a slot I could use for more general purpose spammy spells.
On the other hand it makes spellcasters even stronger relative to non-spellcasters and they don't really need that in D&D. Still i agree that it is more enjoyable.
 

Cryomancer

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To be honest levels 1-12 are the most interesting of those three. I'd rather have some more 3-13 or similar modules than a 21-30 game. Oh well, others will do them.

I din't even knew that KoTC2 allow lv 21+ gameplay.

are wizards and clerics still spontaneous casters like in KoTC1?

Yes, you get a number of spells to select or learn per spell level, and can cast a set number of these adjusted for modifiers. This increases as characters advance.

that's good to know, I really like that system since it incentivizes usage of a wider variety of spells. in games like ToEE and BG I rarely prepare more situational spells because it'd be taking a slot I could use for more general purpose spammy spells.
On the other hand it makes spellcasters even stronger relative to non-spellcasters and they don't really need that in D&D. Still i agree that it is more enjoyable.

But KoTC also makes magical items stronger and lacks really game breaking spells like stop time. Also, enemies have better AI so they target casters more.

NO SPELLCASTERS IN MY MODULE!

Cool. Will be a historical module? Or about what?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
are wizards and clerics still spontaneous casters like in KoTC1?

Yes, you get a number of spells to select or learn per spell level, and can cast a set number of these adjusted for modifiers. This increases as characters advance.

that's good to know, I really like that system since it incentivizes usage of a wider variety of spells. in games like ToEE and BG I rarely prepare more situational spells because it'd be taking a slot I could use for more general purpose spammy spells.
On the other hand it makes spellcasters even stronger relative to non-spellcasters and they don't really need that in D&D. Still i agree that it is more enjoyable.

Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...
 

Serus

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Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...

Meh...

Wade in + skewer weapon!

Or Whirlwind (+ associated feats) + samourai (devastating crits) + reach weapon + damage enchantments or paralyse...
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.
 

Reinhardt

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Messages
32,079
Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...

Meh...

Wade in + skewer weapon!

Or Whirlwind (+ associated feats) + samourai (devastating crits) + reach weapon + damage enchantments or paralyse...
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.
casters are ghey tho
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...

Meh...

Wade in + skewer weapon!

Or Whirlwind (+ associated feats) + samourai (devastating crits) + reach weapon + damage enchantments or paralyse...
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.

Some enemies in the later encounters have really high spell resistance. The spider queen for example is very difficult to damage with spells and will pelt you with level 9 spells while she's at it.
But if you manage to approach her with a melee character and grapple her... she won't be able to use any of her spells, as you can't cast while grappled.

Enemy fighters will try the same with your characters btw, go for grapple to make you unable to cast spells.
 

Serus

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Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...

Meh...

Wade in + skewer weapon!

Or Whirlwind (+ associated feats) + samourai (devastating crits) + reach weapon + damage enchantments or paralyse...
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.
casters are ghey tho
I don't plan to get to know any of them intimately tho so it should be ok.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,079
Luckily KotC2 adds enough cool shit to fighter classes to allow them to compete!

Grapple, trip, etc...

Meh...

Wade in + skewer weapon!

Or Whirlwind (+ associated feats) + samourai (devastating crits) + reach weapon + damage enchantments or paralyse...
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.
casters are ghey tho
I don't plan to get to know any of them intimately tho so it should be ok.
grappling each other oiled bodies to prevent casting is pretty intimately.
 

DY050503

Educated
Joined
Jan 22, 2022
Messages
59
Why every character in this game walking/moving so rush?
 

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