The link appears to be dead?Alright, seeing all you guys suffer made me go back and get it working again.
Set it to fullscreen in-game for the best experience.
Hark, hark! Come and get:
AdolfSatan's
SMALL UI FIX
So, the issue with the game is that the menus have been designed on the very bizarre resolution of 1000x730, and while the game scales to your native res, the ui does not. Best possible solution right now is to make a compromise and get everything to run at that.
What this fix does is resize your screen, launch kotc2, then back to native after you close it.
It's set to run on standard installation directories and a 1920x1080 res. If you've got any other configurations, right click kotc2res.bat > edit with notepad and adjust accordingly, it's just 4 lines, super-easy to understand, no programming knowledge required. If something doesn't run, right click > properties > compatibility tab > check admin rights box
UPDATED LINK 2022
ChangeScreenResolution.exe goes to C:\Windows
kotc2res.bat goes to C:\Knights of the Chalice 2
KotC2fix is a shortcut, place on desktop or wherever
Alternatively, if you're on win 7, 10, or 11, go to System Settings > Display, and set everything to 125%
Knights of the Chalice 2 Version 1.31
I managed to fix quite a few bugs in the last few days by having the computer fight against itself many times in the goblin-arena battle and in the final battle.
- Fixed a source of crashes in combat when the AI selects an opponent.
- Fixed a source of crash when the player uses a scroll or spell-like ability after having triggered someone's ready versus spell status.
- Fixed a source of crash when leaving a game while combat is taking place and then opening the Module Editor.
- Fixed the pathfinding of large creatures. In certain circumstances (the goblin-arena battle) they where crossing dangerous squares needlessly.
- Tweaked a few AI settings in the goblin-arena battle.
- The AI will now use the Coup de Grace action much more often when it's possible to do so.
- Improved the AI when a spellcaster is running out of spell slots or psionic power points.
- Improved the AI when the enemy is very far.
- Added the missing Help Entry for Break Enchantment Check.
- When someone's casting is disrupted due to a condition such as Prone (applied through a Ready Versus Spell action), any 'Damaged While Casting' condition on the caster will be removed.
- Casters who received the Quicksand condition through a Ready Versus Spell action will now lose their spell.
- When a character is knocked out during any out-of-combat situation (and not killed), he or she will recover immediately with 1 Hit Point.
- Fixed a bug with the AI using the Curing domain power spell-like ability on allies who aren't wounded or blinded.
- In the Tutorial Module, when you visit the merchants for the first time, your Quest Journal will be updated to let you know what the party needs to do next.
- In the Tutorial Module, added some text providing extra advice before the battle against the thugs who attack you while you're climbing the stairs.
- Fixed a bug when launching a Charge using the combat-actions menu on the left side of the screen.
- Fixed a bug when using the Counterspell option using the combat-actions menu.
- In the modifier-list help for concentration checks, changed "Caster level + 3" to "Caster level + 3 from Difficulty Options".
- Reworked the dungeon map of the Tutorial Module to prevent Filanthir from flying to inaccessible areas while combat is taking place.
- Improved the Help Entry about Game Options.
- Fixed problems with the difficulty settings. Changes made by changing the main difficulty level while playing will now be saved correctly.
- Fixed all of the Robes of Defence. They now correctly provide a bonus to Armour Class between +4 and +8.
- Fixed the reduced-difficulty negative levels on Smurgan in the Tutorial Module (Smurgan has only 3 HD so I've reduced his negative levels from 3 to 2).
- Fixed a text error at the end of the Combat Manoeuvres recap in the Tutorial Module.
Thank you, Valiant Heroes of the Realm! Enjoy!! ^_^
- The AI will now use the Coup de Grace action much more often when it's possible to do so.
Try to use my link if it doesn't work for you. Maybe reso will. 3 posts above yours.Yeah the game does not like the Windows scaling 125% setting, it is causing major issues with the UI, font etc
Setting it to 100% fixes the problem but fuck me I can't have Windows at 100% all the time
Edit: 150%, bizarrely, works fine...
Well now I'm going "1 wizard casting sleep on himself at the back + 5 combat reflexes bullies on the path" strat. EZ.The AI will now use the Coup de Grace action much more often when it's possible to do so.
Actually it's easy. Allow fighter level only to 10, then fighters would learn caster levels. That makes things more realistic even with high level parties.Agree. However this is of curse DnD though. Choosing the right spell for the right occasion and, especially in big encounters, aiming it where it can do most damage is also "disposing of forces in combat". And is often not obvious. It is like deciding where your artillery should fire.
Thoughts on Monk?Since you get 6 characters, there's no need for hybrids in general. You can use the specialized classes and really specialize them in their core strengths. By the end your casters will have so many spell slots they'll be hammering out spells every turn and don't need any combat capability, while your pure fighters have the job of wading into the enemy lines and taking out high priority targets (or grappling them).
Fighter is my favorite martial class because of extra feats (if you play with the two feats per level option you can get pretty much EVERY feat by the end, if you play by normal D&D rules you can still get pretty much every feat that's useful) and because of Wade In, which is a feat you get later on that allows you to use your full attack after moving. This is insanely valuable, especially when dual wielding, since it means ANY enemy within walking distance will receive the full 10 or more attacks.
Wizard is top tier, especially lategame when you equip her with robe of the archmage and crown of the archmage, which give +1 spell slot for ALL spells level 1-9. You can use your massive fuckoff nukes every turn in the hard lategame battles which is very important. The wizard gets a bunch of spells that are useful from start to finish. Grease will be your early to midgame workhorse and is a level 1 spell. The level 2 spell web is amazing mid-game. The level 3 spell stinking cloud is the best spell in the game imo because it only relies on a fortitude save for anyone caught within it; spell resistance does NOT negate its effect. Anyone who gets nauseous loses all actions. At level 8 you get a spell that lets you cast spells as a movement action rather than a full action, and then you can fire two nukes per turn. Level 9 spells contain some absolute nukes that can kill or disable entire mobs of enemies in one go.
Psionic is another top dog. Power points mean maximum flexibility compared to spell slots. Low level spells scale upward in power by investing additional power points into casting them. A low level spell that usually costs 1 PP to cast can have 20 PP invested in it to increase its effect massively. The level 1 spell stomp is another workhorse that stays useful till the end, knocking down enemies caught in the cone and damaging them in the process. Has a healing spell at level 2 that is personal but can be used on other characters with a feat, and scales with PP investment. Only the cleric's Heal spell heals more HP than this one. Like the wizard, gets a spell that lets you cast as a movement action at level 8 which means two nukes per turn as long as you don't move. Has some delicious nukes at high levels, not as many as the wizard but still good. And even the top tier nukes can be improved by investing more PP into the cast. Decerebrate is an awesome single-target spell that can permanently remove a strong enemy from the battlefield by turning them into a useless retard who can't act at all ever again unless a cleric uses a top tier healing spell on him.
Druid is decent and has more utility than the Cleric overall. Quicksand is a level 2 workhorse spell that, again, stays useful until the end. Mid-level druid spells are mostly underwhelming tbh, except for the summons which serve as good meatshields and baleful polymorph which is especially useful to deactivate enemy wizards by turning them into toads. Lategame spells are pretty good, including fun stuff like a whirlwind that deals damage and has a chance to stun and earthquake which has a MASSIVE AoE. Gets access to Cleric healing spells and is generally more useful than the Cleric, but I ran with both of them anyway.
Oops. Piece of shit hosting. Here ya goThe link appears to be dead?
I believe (half-giant) monk and psychic warrior (when buffed up) are what Pierre says are the best grapplers.Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
I think any class with access to Strength Focus can work as a grappler. I used a gladiator, but fighters and barbarians should would just as well. The important part is to have him be a half-giant, and later get him the belt that increases his size even further for ultimate grapplage. Some source of permanent true seeing is also handy to pin down all the blurry and mirrored assholes, of which there are plenty.
As for domains, I've not experimented with too many of them, but I can tell you that Life is ass, and Trickery is pretty good. Many a time a clutch automatic long-distance trip with a glaive helped me out.
I also wouldn't get a druid unless you're planning on not using NPCs, because the game throws a pretty good and hard to miss druid NPC at you really early.
For a grappler, regardless of class, Half-Giant is the best race because he has +4 because of size that no other race has. As of classes, in theoryThoughts on Monk?
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
1) Fighter - Damage dealer / tank
2) Cleric
3) Druid
4) Wizard
5) Psion
6) Barbarian - Grappler / tank
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
That's a terrible idea. You'll end with hybrids but much worse than most hybrids.Actually it's easy. Allow fighter level only to 10, then fighters would learn caster levels. That makes things more realistic even with high level parties.Agree. However this is of curse DnD though. Choosing the right spell for the right occasion and, especially in big encounters, aiming it where it can do most damage is also "disposing of forces in combat". And is often not obvious. It is like deciding where your artillery should fire.
Don't summon him (her) here.Anonymous Wife Scholar?
Ah man I had no idea there were companions, are they good and worth using?
Thoughts on Monk?
Also which class is best as a grappler? Monk seems to have some benefits as a grappler but I'm not sure I like the idea of a STR monk, probably other classes are better at it
At the moment this is what I'm considering as a party:
1) Fighter - Damage dealer / tank
2) Cleric
3) Druid
4) Wizard
5) Psion
6) Barbarian - Grappler / tank
I could use some suggestions on domain powers for my cleric... Banishment and Disruption seem pretty good. Flux seems amazing for healing, also could be combined with the power that maximises Harm/Inflict spells.
I believe (half-giant) monk and psychic warrior (when buffed up) are what Pierre says are the best grapplers.
I also wouldn't get a druid unless you're planning on not using NPCs, because the game throws a pretty good and hard to miss druid NPC at you really early.
Ah man I had no idea there were companions, are they good and worth using?
Wait what. So I can use 6 custom characters and then add the half-giant barbarian and some other person ON TOP of that?Ah man I had no idea there were companions, are they good and worth using?
pretty decent to round up a role that your initial party doesn't have. You can get to 8 party member from them.
The barbarian is good and has 20 STR thus help you get pass cheks. The druids can do druid thing, the water one is Mantis so you can go ham with him making a hybrid. Paladin has a lot of unique interaction packaged into one class.