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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Dorateen

Arcane
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The Crystal Mist Mountains
I've also gotten use out of our rogue as a backup range attacker. Especially nearing the end, I now have two characters in the party with Rapid Shot (Ranger and the Rogue). That has been great for taking down the mirror images of enemy spell casters, along with the fights around the castle with enemies positioned on the wall.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Oh for fuck sake. You do both.
Yes, but the question still remains. Why would you use them as a *pure* spell caster. Which is what this guy is saying:
There's evidently an argument that this is more effective than going for sneak attacks
You're using a class that doesn't get that many specialized feats for it compared to any other spell oriented class.

The question was why would you boost INT. I answered because Mantis starts at 14 and that's just a little too low. A little DEX won't be missed that badly since the Sneaks are generating so much damage and there is no DEX to Dam. And you start with 20.
 
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Darth Canoli

Arcane
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Location
Perched on a tree
<goes into cahoots with bandits>
<extorts merchants with fake documents>
<sells copy of document to obviously evil bastard>
<gets money promised from bandits the next day>
<turns on bandits, kills them>
<turns in bandit body for bounty>

This game is great :D

Nice, I never tried that since you can't align with Yanos (well, he throws you in a pit naked either way), looked like the evil path wasn't this interesting (same for the witch's cave, evil way gives a lesser reward).
Aside from the demon's quest from the tavern, I don't think many evil choices pay off.


Sure he does but casting spells is not what Rogues are about. You tell me that you pump INT instead of physical stats on a rogue? Mind you, i haven't played with a rogue so i have no practical knowledge but i always thought that you use rogue spells as secondary rogue tool, for buffs and if needed try a low DC spell. This is how i planned mine at least. You tell me that some people use Rogue as spellcaster first and pump INT, not DEX?

Since most of the rogue's spells are buffs, he doesn't need more than 13/14 INT anyway.
The Rogue is a killing machine against anything not immune to crits, which is a lot of ennemies and with four weapons, you can always pick/make one efficient against those (slimes mostly) or just use him to tank then.


I've also gotten use out of our rogue as a backup range attacker. Especially nearing the end, I now have two characters in the party with Rapid Shot (Ranger and the Rogue). That has been great for taking down the mirror images of enemy spell casters, along with the fights around the castle with enemies positioned on the wall.

Using rapid fire to get rid of mirror images when with a mantis rogue, high movement and self true seeing works better.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,289
Please hurry up Pierre I want to play again :negative:
https://steamcommunity.com/discussions/forum/1/3183487463215080980/

This is a good link to read. Using this and one of the youtube videos listed in the comments I got the game working again.

edit - So you don't have to look up the app/depot/manifest numbers

.\DepotDownloader.exe -app 1233530 -depot 1233531 -manifest 1823549824689465694 -username XXXX -password XXXXXX (where the XXXX stuff is your steam account info)

Only thing not listed in the instructions (though it was in the comments of one of the youtube vids) is that you might need to download .Net runtime

https://dotnet.microsoft.com/en-us/download/dotnet/6.0/runtime?initial-os=windows

This of course assumes you're using steam. I think GoG has baked in rollback features.
 
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Jermu

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Hi all! Here is version 1.40 of KotC 2. It's a small update. Here's the list of changes:

  • Fixed a source of crashes when recruiting a new companion and summoning a creature This bug was introduced in version 1.39. My apologies for that! Anytime there's a bad bug like that, please email me at enquiries@heroicfantasygames.com
    That's the quickest way for me to fix the issue. I heard about the bug only today (thank you Juhani!!).
  • Fixed a problem in the High Sewers script about the buried treasure of the Sharkman Druid
  • Fixed an issue with the free trip attempt conducted as part of an Attack of Opportunity or Ready Versus Approach command.
  • Expanded the in-game chart of damage rolls according to each size category.
  • Fixed the help for the Death Knight special ability ' Conviction ' in the Feats & Abilities tab of the Character Sheet.
  • Added some code to accelerate gameplay during combat. I haven't finished doing this. I'll add more optimisation code in coming updates.

Thank You, Stalwart Knights And Puissant Wizards! Take care! ^_^
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,881
https://store.steampowered.com/news/app/1233530/view/4822806821990281069

Knights of the Chalice 2 Version 1.40
Hi all! Here is version 1.40 of KotC 2. It's a small update. Here's the list of changes:

  • Fixed a source of crashes when recruiting a new companion and summoning a creature. This bug was introduced in version 1.39. My apologies for that! Anytime there's a bad bug like that, please email me at enquiries@heroicfantasygames.com. That's the quickest way for me to fix the issue. I heard about the bug only today (thank you Juhani!!).
  • Fixed a problem in the High Sewers script about the buried treasure of the Sharkman Druid.
  • Fixed an issue with the free trip attempt conducted as part of an Attack of Opportunity or Ready Versus Approach command.
  • Expanded the in-game chart of damage rolls according to each size category.
  • Fixed the help for the Death Knight special ability 'Conviction' in the Feats & Abilities tab of the Character Sheet.
  • Added some code to accelerate gameplay during combat. I haven't finished doing this. I'll add more optimisation code in coming updates.
Thank You, Stalwart Knights And Puissant Wizards! Take care! ^_^
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,743
Location
Perched on a tree
One thing that rattles me is the Barbarian's rage "fix", I didn't even report it because I thought it was a compensation while waiting for the Barbarian revamp.
Limited rage makes the Barbarian (in its actual form) not worth picking.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,442
Location
The Crystal Mist Mountains
I finished Augury of Chaos and wanted to share a couple of thoughts. These are things I had been contemplating, but I intended to complete the module first. Of course, this commentary does not apply to Archmage or Ironman runs, which are an entirely different level of play meriting its own discussion and analysis, and deservedly so. Rather, I wanted to look at the game design in general.

Going back to the Fantasy World Engine's development, this is a system that allows players to create powerful characters and build powerhouse parties. It is 3.5 Dungeons & Dragons on steroids. Consequently, I think when Augury of Chaos was being put together, it became necessary to make super monsters and super villains to threaten such statistical super men. This is why we get ungodly creations like Queen Sattram, why enemies have waves of reinforcements arriving or devils conjured in the middle of battle. The engine includes spells like Prismatic Void, and other magic of mass destruction, which required combat with dozens of opponents in order to make these tools relevant. Did Pierre go overboard with encounters in some places? Perhaps, but I have to respect the sheer audacity of difficulty thrown at the player, and it made for a unique exercise in patience and perseverance.

One of the reasons Augury of Chaos has its justifiably earned reputation as a hardcore computer role-playing game is due to the restrictions on resting. However, I found there are a number of factors that now mitigate this to an extent. The introduction of Finchbury content makes Chapter 1 a more relaxed exploration. The climactic encounter of the Chapel was not an issue if you are running fifth level characters by that time. As soon as you reach the sewers, there are rest spots available, even with limitation as well as one you can use continually. Notwithstanding isolated death snare scenarios, in the High Sewers I thought the availability of rest spots was generous. Furthermore, since the earliest updates there were options to allow recovery of hit points after every battle and there are legitimate feats that do the same. I had a stockpile of astragalus, which restores all of a character's spell slots. I know the purpose of restricting resting is to create some tension, but with all the consumables and scrolls, I never felt I was in danger of running out of resources. And there was not any encounter I could not take on at full strength, if I wished. All this made me wonder if a more traditional resting system was implemented, would it have even made a difference.

Augury of Chaos is a fun adventure with an interesting dungeon complex. Again, Finchbury puts everything in context, giving the module a proper beginning and ties it all together by the end. The character/party building is sublime. I'm looking forward to The Dark Arena module.
 
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Butter

Arcane
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Messages
8,881
https://store.steampowered.com/news/app/1233530/view/3320856891222480325

Knights of the Chalice 2 Version 1.41
Hello everyone! KotC 2 version 1.41 is here.

On this occasion, I've just created a new app branch named 'previous' for KotC 2 on Steam (thank you Nicola for the suggestion!). I'll put the last stable version in there in case the latest version has game-breaking bugs.

To access the 'previous' branch, please right click on KotC 2 in your Steam library then click on 'Properties'. Then click on the tab labelled 'Betas'. Then click on 'previous'.

However, I recommend just playing with the latest version. Simply let me know by email at enquiries@heroicfantasygames.comif there's a serious problem with the latest version, please. Thank you!!

Here's the list of changes in version 1.41:

  • Added some code to accelerate gameplay during combat. That's still a work in progress but you should notice some improvement when moving through the effect of Stinking Cloud and other terrain spells.
  • Added a transparency effect on character sprites when they're standing within a magical cloud.
  • The Barbarian's Rage will now grant a +2 bonus to Willpower saving throws (+3 with Greater Rage and +4 with Mighty Rage). Also updated the in-game help entry of the Barbarian class to reflect this.
  • Started work on the selection of Barbarian spirit animals during character creation. Please note: they don't do anything yet. But you can already check out their help entries. Feel free to comment on the spirit animals.
  • You can no longer use the Ranger's Critical Shot ability against targets that are immune to Critical Hits.
  • Fixed the spell school of the Necromancy spell Dominate Undead.
  • A Burdened character will no longer be able to move items from a Bag of Holding to any of the inventory slots.
  • The game will now display character Hit Points on top of sprites if the option to display the HPs in combat is turned on.
  • Fixed a bug with the Bishop's feat Extra Turning.
  • Fixed a bug preventing you from casting the Druid spell Summon Efreeti when you have immunity to fire damage.
  • Fixed a rare bug with dialogue answers containing the name of an NPC.
  • Added a link to the condition 'Dying' in the help entry for the feat Die Hard.
  • Added extra tooltip information in the second page of Character Creation when mousing over the ability scores.
  • Fixed a sprite issue in the second page of Character Creation.
  • Fixed a scrolling issue in the stairway ambush of the Tutorial Adventure.
  • Fixed a broken link in the help entry for the Energy Shield condition.
  • Fixed a typo in the help entry for Perfect Balance.
  • Fixed a typo in the help entry for Halflings.
Best Regards, Noble Paladins And Wise Mages! Enjoy! :)
 

overtenemy

Augur
Joined
Sep 6, 2007
Messages
293
I was about to post and ask about the barbarian and monk changes because I'm about to finally start and don't want to make a party if they were right around the corner. The barb stuff must be close but there's no mention of monk in the notes. Any educated guesses on ETA?
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,289
Those spirit animals are going to make the Barbarian TOP fucking tier. (seriously, look at the list in the game)

At will blindsight? Pounce? A fucking sonic breath weapon?! Holy shit I'm excited.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,289
Can't say I'm a fan of how wands are dealt with.

For one, not being able to craft them severely limits your options to what's in the game. It'd be nice to have a wand of magic missile or fireball for instance, but I guess that's not going to happen :(

And recharging them....oh boy howdy is this pure retardo....

So a wand of mass blur that costs 1500 to buy costs 2500 gold, 200 xp (which seems like a lot), and A FUCKING WATER GEM to recharge?!

What in the God damn fuck? I mean, I get that wands are better in KoTC than standard 3.5 due to how they actually scale, but it should NOT cost more to recharge a wand than to buy it in the first place. Never mind the gem requirement (which is just pure stupidity).

I'd rather have crappy wands that I can use on a regular basis then this shitty system :/
 
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mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Can't say I'm a fan of how wands are dealt with.

For one, not being able to craft them severely limits your options to what's in the game.
Most games don't feature craftable or rechargeable wands at all. :dealwithit:
Also as Canoli says above, crafted wands were abused to trivialize the difficulty and design of KOTC1 by some players. It's better to have a pretty solid idea of what resources the players are rolling with when designing interesting encounters.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
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Eh....no worries. I dealt with it :smug:


hEltkvv.jpeg


rLFuB6u.jpeg


:troll:

On a more serious note, maybe I'll try my hand at making some new wands for variety. Like maybe a wand of haste or electric loop.
 

Infinitron

I post news
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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/3543207

Update #60: KotC 2 Version 1.41 Fixes Bugs & Accelerates Gameplay!​

user avatar

Hello everyone! The latest version of KotC 2 is version 1.41. It can be downloaded here for both Windows and macOS. It can also be downloaded on Steam and GOG. In the past month, I've been focusing on bug fixing. I've also been replying to posts on the main forum, GOG forum and Steam forum.
I've added new code to accelerate combat gameplay and a new option to turn off the calculation of the chance to hit of enemy Attacks of Opportunity. Finally, I've started implementing the upgrade of the Barbarian character class, which will allow you to select the character's Spirit Animals. Thank you so much Juhani for the awesome class-upgrade suggestions!

Knights of the Chalice 2 Version 1.41​

  • Added a Steam branch allowing players to download the previous version of KotC 2. To access the 'previous' branch, please right click on KotC 2 in your Steam library then click on 'Properties'. Then click on the tab labelled 'Betas'. Then click on 'previous'. GOG users also have access to the previous version of the game.
  • Added some code to accelerate gameplay during combat. That's still a work in progress but you should notice some improvement when moving through the effect of terrain spells like Stinking Cloud.
  • Added a transparency effect on character sprites when they're standing within a magical cloud.
  • The Barbarian's Rage will now grant a +2 bonus to Willpower saving throws (+3 with Greater Rage and +4 with Mighty Rage). Also updated the in-game help entry of the Barbarian class to reflect this.
  • Started work on the selection of Barbarian Spirit Animals during character creation. Please note: they don't do anything yet. But you can already check out their help entries. Feel free to comment. :)
  • You can no longer use the Ranger's Critical Shot ability against targets with immunity to Critical Hits.
  • Fixed the spell school of the Necromancy spell Dominate Undead.
  • A Burdened character will no longer be able to move items from a Bag of Holding to inventory slots.
  • The game will now display character Hit Points on top of sprites if the option to display the HPs in combat is turned on in the Game Options screen.
  • Fixed a bug with the Bishop's feat Extra Turning.
  • Fixed a bug preventing you from casting the Druid spell Summon Efreeti when you have immunity to fire damage.
  • Fixed a rare bug with dialogue answers containing the name of an NPC.
  • Added a link to the condition 'Dying' in the help entry for the feat Die Hard.
  • Added extra tooltip information in the second page of Character Creation when mousing over the ability scores. Also fixed a sprite issue in the second page of Character Creation.
  • Fixed a scrolling issue in the stairway ambush of the Tutorial Adventure.
  • Fixed a broken link in the help entry for the Energy Shield condition. Also fixed typos in the help entries for Perfect Balance and Halflings.

Knights of the Chalice 2 Version 1.40​

  • Fixed a source of crashes when recruiting a new companion and summoning a creature. This bug was introduced in version 1.39.
  • Fixed a problem in the High Sewers script about the buried treasure of the Sharkman Druid.
  • Fixed an issue with the free trip attempt conducted as part of an Attack of Opportunity or Ready Versus Approach command. It was ignoring the size category of enemies.
  • Expanded the in-game chart of damage rolls according to each size category.
  • Fixed the help for the Death Knight special ability 'Conviction' in the Feats & Abilities tab of the Character Sheet.
  • Added some code to accelerate gameplay during combat.

Knights of the Chalice 2 Version 1.39​

  • Added a new option in the Game Options screen under 'Display'. You can now turn off the calculation and display of the chance to hit of enemy attacks of opportunity in order to accelerate gameplay. Simply click on 'Display Enemy AOO Percentages' under 'Display'. Do this if attack calculations are slowing down your game.
  • Fixed a performance issue during combat when a character has many conditions and effects.
  • During combat, the game will now display the character class of the acting character and the class of any moused-over character.
  • After a charge or a full attack, if your character can perform a swift combat manoeuvre, the game will no longer skip to the next character in the initiative list even if you have the option 'Automatic End of Turn' switched on.
  • Fixed a source of crashes occurring when a character is falling down and a script is triggered, such as the dialogue displayed in the tutorial when a character is knocked out for the first time.
  • Fixed a bug with the spells Remove Curse and Mass Remove Curse.
  • Fixed a bug with the feats Improved Magic Missile and Greater Magic Missile.
  • Fixed a bug with Spell Penetration bonuses from items that should apply to the caster level check when targeting enemies that have Spell Resistance.
  • Fixed a bug with the number of uses of Barbarian Rage not being reduced properly after activation. Also, you won't be able to start a Rage out of combat.
  • Fixed a problem with the five-foot step action ignoring inter-square cover. This problem was more visible in the Hearkenwold module.
  • Fixed a problem with the game displaying a five-foot step move + attack when actually you can't take a five-foot step to reach the enemy. That was related to inter-square covers. This problem was more visible in the Hearkenwold module.
  • The game will now remove the Monk's 'Flurry Of Blows' condition when combat ends or when your character is knocked out.
  • Using the Curing ability on allies when your character also has the Flux domain will no longer require a ranged-touch attack roll.
  • In the 'Activate Items And Special Abilities" box, you can now right click on a line to open the help entry for the associated spell, if any. Also fixed a bug in the 'Activate Items And Special Abilities' box if you click on the heading to change the order of the list of abilities.
  • Fixed some scrolling issues when using the single-panel dialogue interface.
  • Added a bit of text in the help entry about Damage Reduction explaining how 'DR / x AND y' works, as well as 'DR / x OR y'.
  • The help entries for spells will now indicate if a spell is a Spread spell, in the list of descriptors.
  • When you have to select an item in your inventory as part of a dialogue taking place during combat, you'll now be able to open bags and chests in order to select items contained inside.
  • Fixed a display issue in the Weapon or Armour Details screen.
  • In the Inventory Screen, fixed an issue with the display of weapon and armour names when mousing over item slots.
  • In the Inventory Screen, fixed the comparison tooltip when mousing over Wands and other items with charges. Also fixed the comparison tooltip when mousing over Shields.
  • In the weapon and armour enchantment box, fixed an issue with the expected enchantment cost when it exceeds 10 points.
  • Fixed a link to the help entry for the Grease spell in the text of the Tutorial Adventure.
  • Added some text in the Tutorial Adventure: << Note that Ronja has multiple attacks. Left clicking on a nearby enemy directly, without using the Combat Actions menu, will let her perform all her attacks on the same enemy automatically until the target is defeated or your character has run out of attacks. However, you can use the attack commands in the Combat Actions menu to give more precise orders. You will then be able to select a different target for each one of your attacks. You will also be able to take a five-foot step in the middle of your attacks.>>
  • Added some more text in the Tutorial: << When you're viewing someone's Character Sheet, pressing the left or right arrow keys will switch the Character Sheet to the next party member. However, if the Character Sheet's active tab is one of the spell tabs (Arcane, Divine or Psionic), then pressing the left or right arrow keys will switch to the next party member that has spells of the same type as the active tab. Therefore, if you want to cycle between all of the characters, and not just magic users of a certain type, you should switch to the Attack tab before pressing the left or right arrow keys. >>

Knights of the Chalice 2 Version 1.38​

  • When the game's dialogue interface displays the list of your party members and you have to select one or several party members, mousing over the name of each character will now display the character class and level, and you can now right click to open the character sheet of the moused-over character.
  • The feat Healing Focus now allows a Psychic Healer to activate Cell Division as a level-1 power. Also corrected the in-game help entry for Healing Focus.
  • You can now right click on the spells of a character in the Party Creation Screen to display the help entry of each spell.
  • Fixed display problems in Puzzle Screens when the single-panel dialogue interface option has been switched on in the Game Options screen.
  • Fixed character name display problems in the Level-Up Screen.
  • Fixed a bug in the level-up Hit Point rolls above level 20.
  • Fixed the Halberd sprite used by the weapon named Severance.
  • Fixed a bug with the AI when the enemy uses the Slide action to free allied mages from a grapple.
  • Fixed a typographical error in the help entry for Game Controls Out Of Combat.
  • Fixed a bug when trying to pick up items after the party has failed on a hidden search check.
  • Fixed the gold amount check when booking a room at the inn after using the skill Word of Honour.
  • Allies will now be marked as 'Defeated' (not Unconscious) if their Hit Points drop to zero or below.

Next Steps for Knights of the Chalice 2​

Essentially, the next steps remain unchanged from the list presented in the previous update:
  • Continue replying to posts on the Steam Forum, GOG forum and the website Forums, and fix any remaining bugs and issues in the game mentioned by the players on the forums or by email.
  • Work on the Kickstarter Social Goal promises. The remaining promises are: custom spell effect sounds, the new Druid spells Vampiric Spores, Creeping Doom and Iron Grip, a new option to display spell icons during level-up, a new option to display the monster injury status rather than the Hit Points, and a new option to distribute only 80% of Combat Experience Point awards.
  • Continue working on the other planned features: the upgrade of the Barbarian, Monk, Rogue and Mage Knight character classes, the iconised combat actions menu, new feats (including epic feats), new subraces, new spells, new Wizard familiars, new items, and new sound effects. The new spells I'm interested in include Wail of the Banshee, Mass Hideous Laughter, Reach, Mass Reach, Fly, Mass Fly, Vampiric Spores, and Creeping Doom.
  • Hire a graphic designer to create new sprites, new maps and other types of artwork.
  • Work on the three upcoming adventure modules. Create the new world map & new dungeon maps.
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, Valorous Heroes of the Realm! Enjoy! :)
 

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