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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

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Okay, so I finished the second battle against Pizzeria the warlock. Every moment up to and including that battle I've absolutely loved. It felt like a huge accomplishment winning that fight. Took intelligent use of all my resources and spells.

I thought I was done with the sewers and I'd be returning to the surface for some quests and stuff, but no. Now I'm in an endless maze of halls and every two steps there's another massive battle. I love challenge. I'm not bitching about that. But it's fucking exhausting. I'm starved for 5 minutes of nonviolent exploration, NPC chitchat, a puzzle, a quest. Anything but another gang of magical rapebeasts and undead wizards literally bursting out of the walls for another drawn out battle.

Is it just me or does the pacing go to shit after the Pizarra fight? I'm quickly losing my will to play. Does it get better if I keep pushing on? I had so much fun up to this point. If nothing else KOTC2 has inspired me to give Dark Sun another go, so it's not all bad.

Come on, you know deep down, you like rapebeasts.
At the end of chapter 3, you'll have the opportunity to visit the village again.

For a couple of fights. Aside from this and a merchant, 1/2 quests to conclude quickly and then, back to business in chapter 4.

Don't get your hopes up, chapter 4 will dump even more rapebeasts on you.

I played the game at least 12 times but only completed it 3 times, chapter 1/2 are the best part, aside from a couple of memorable encounters.


youhomofo you may want to try the Hearkenwold module here:

https://www.nexusmods.com/knightsofthechalice2/mods/5?tab=description

Its very good and extremely classic feel. It plays alot like many of the first and second editon modules in my opinion while retaining the kotc 2 combat ai. Might be more along the lines of what you were enjoying.

This.
Hearkenwold is the kind of adventure you seek, it's well worth playing, plenty of cities to explore, damsels in distress and dragons.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Game is designed around blowing through your consumables liberally. And not playing the higher difficulties until you know what's coming.

A lot different game when you're planning for six fights before the next rest vs an unknown number.
 

Humanophage

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What is the point of Xantrix's (monk) build? He has extremely low Dex. I imagine the idea is that he grapples, so the Dex bonus to AC would be lost. However, it also means his initiative blows, so he won't start grappling important characters until they have already casted their spells. What's the idea there?
 

Pink Eye

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I'm very into cock and ball torture
What is the point of Xantrix's (monk) build? He has extremely low Dex. I imagine the idea is that he grapples, so the Dex bonus to AC would be lost. However, it also means his initiative blows, so he won't start grappling important characters until they have already casted their spells. What's the idea there?
It is a mystery. Some of the companions have weird stats, like I remember one of the druids you can get in prologue not having amazing initiative - which isn't good, in my opinion.

Better off optimizing your own party rather than relying on premade characters.
 

Mauman

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What is the point of Xantrix's (monk) build? He has extremely low Dex. I imagine the idea is that he grapples, so the Dex bonus to AC would be lost. However, it also means his initiative blows, so he won't start grappling important characters until they have already casted their spells. What's the idea there?
It is a mystery. Some of the companions have weird stats, like I remember one of the druids you can get in prologue not having amazing initiative - which isn't good, in my opinion.

Better off optimizing your own party rather than relying on premade characters.
Or a good wisdom for that matter....or 20 strength for a class that has almost no melee buffs (outside of Shillelagh).

Shit be weird yo.

At least the water druid has the good grace to have 18 wis 20 dex...even if Mantis is a really poor fit druid. Her feats are shit though. And she's the 2nd worst druid type (better than the fire druid though).

Considering how optimized the enemies in this game tend to be, I feel no shame in admitting that if I'm going to use a companion that I "fix" their stats to be not shit.

The module editor is a nice little thing once you know what you're doing.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
What is the point of Xantrix's (monk) build? He has extremely low Dex. I imagine the idea is that he grapples, so the Dex bonus to AC would be lost. However, it also means his initiative blows, so he won't start grappling important characters until they have already casted their spells. What's the idea there?
I didn't have that problem with him. He was fine, and DEX is a good dump stat for him because he gets all the usual benefits from WIS IIRC? I was usually getting initiative from well-managed dialogues? Can't remember now but he ends up with a lot of speed so has more range than other grapplers* and his Saves are great (plus he gets Spell Resistance). Ended up not having room because I was using Pal for Grappling and Pal gives group bonuses but he does well with a Fire Mage. His ranged touch attack ends up being pretty good in that case if you don't want to get him gummed in an area you're nuking for instance.

You can Move (a lot) + Stunning Fist + Swift Grapple.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
What is the point of Xantrix's (monk) build? He has extremely low Dex. I imagine the idea is that he grapples, so the Dex bonus to AC would be lost. However, it also means his initiative blows, so he won't start grappling important characters until they have already casted their spells. What's the idea there?
It is a mystery. Some of the companions have weird stats, like I remember one of the druids you can get in prologue not having amazing initiative - which isn't good, in my opinion.

Better off optimizing your own party rather than relying on premade characters.
I like the companions in general but they each have a problem to solve if you want to get the most out of them. Biggest challenge with the Druid is how to get the most (or anything at all) out of the Rake he comes with. The Storm Warrior was a better fit for most of my parties and wasn't a fan of Water Specialization, but with Wind Mastery Gust of Wind gets really good.

Favorite party ended up with four or five companions and I designed starting characters that would swap out with them when I picked them up. Sorc + Warlock start out slow but end up covering spells well so ideal to start with Wiz and Psi and swap them out for more the more flexible companions. I think I had a Champ to swap out with the Pal you find last.
 

Humanophage

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What are people's considerations on Driaghan (I call him Blobert, the elemental) versus the Succubus Paladin? In my case, the Succubus is one level higher than the rest of the party. I quite like Blobert because of super-useful fast summoning of grapplers, his relative tankiness, and surprisingly solid AoE spells. On the other hand, the Succubus seems tailor-made for fighting demons and can add defensive capabilities. I also don't have any Clerics nor even a Monk, so it would be nice to detect evil. On the other hand, I do have nature. Neither are as good as the Warlock.

My current party:
Half-Giant Fighter - dual-wield, main close combat char
Half-Giant Mage Knight - reach weapon tripper, buffs with things like haste
Mantis Rogue - went from lame to very strong with the ring of invisibility
Kobold Red Wizard - damage dealer and summoner
Human Bard - buffs and confuses, heals the unconscious
High Elf Psychic Healer - oddly, more like a huge damage dealer with spare healing skills

I am leaning towards keeping Blobert. Dropping a crocodile on a wizard works very well. Then do the Succubus in an Archmage playthrough (it's my first time, doing Enchanter).
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I take 'em both. There seem to be several specific cases where having a Water Elemental is a benefit. I let the Succubus replace whoever was my Word of Honor source.
 

Humanophage

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I take 'em both. There seem to be several specific cases where having a Water Elemental is a benefit. I let the Succubus replace whoever was my Word of Honor source.
Hmm, good point, now the choice is even more complicated. Maybe I should replace the Rogue, then just bring him back temporarily for things like opening crates or forging documents. Alternatively, it's dropping the mage knight, but this way there is no dedicated tripper - and I found long-distance tripping to be tremendously useful.

Maybe I could alleviate that by giving a reach weapon to my fighter. This seems to magically expand the reach of the weapon in the off-hand.
 
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Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
I like the Pal doing CMs. Not like it's doing a ton of damage.
 

Humanophage

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What are some suggestions for item crafting? I understand skewer is very powerful in mid-game, but it seems to work best with the larger weapons.

I am currently thinking about making an enchanted glaive for skewering, something like this
+3 skewer giant barbed (+3 is to increase the chance to skewer, not sure if any of the remaining the 2-pointer enchantments are worth it, whilst giant and barbed are great for base damage and crit which would be getting multiplied due to skewer)

I am also not sure if I should perhaps replace giant-sized with dispel and lower the attack to +2, since this is the main weapon and it will be hitting before the off-hand (executioner axe, also centered on skewering). So it would remove any enchantments before the axe starts striking. On the other hand, enchantment removal could probably be done by some other character while the fighter would specialise on the big crit. The skewering is very nice, hitting multiple times for 150+ damage and annihilating a giant with 400+ HP in one go. Not sure if +1 and vorpal would be better than +3 and giant.

Also, it's pretty interesting how you're better off enchanting low-quality artefacts that might have some innate bonuses rather than crafting something anew. Nice touch.

BTW, the XP requirement seems broken. You can just have a trash mob fight with a character you aren't using, he'll gain a ton of XP from his low level, then you can spend it on enchantment.
 
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jungl

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Would a rpgmaker dnd hybrid game work? A game where you have all the 3.0 DnD rules but you mix them in with rpgmakers system. So you have stats like attack, defense, agility and luck adding modifiers over your 3.0 dnd character. Can have you also earn job points you earn in battle to learn feats and passives instead of leveling up. Levels determine what power of feats you have access too.
 

Dorateen

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Version 1.43 dropped yesterday:

Hi everyone! All hail
KotC 2
version
1.43
! It includes the upgrade of the Rogue and Monk character classes. There's a new feat for Dwarves and another for Barbarians. This update also brings a number of
bug fixes.

The new version may have new bugs, so if you find any, please drop me a line at
enquiries@heroicfantasygames.com so that I can fix the game quickly. Thank you!!

I'll post a new update on the
Kickstarter
page of KotC 2 shortly.

Here's the list of changes in version
1.43
:

  • Rogue upgrade
    : during character creation, you must now choose between
    Assassin, Fencer, Ninja and Swashbuckler
    . Each Rogue variant has cool benefits. Please read the in-game help for details. The Swashbuckler does not have any spell slots and it has its own class chart, so be sure to check out the help to see what benefits it gets and what feats it has access to.
  • Monk upgrade
    : during character creation, you must now choose between
    Way of the Candle, Way of the Heavens, Way of the Oasis, Way of the Pillar, and Way of the Seer
    . Each Monk variant has cool benefits, so again please see the in-game help for details.
  • All the Rogues and Monks in Augury of Chaos and the Tutorial Adventure have been upgraded. However, I haven't upgraded the pre-created characters in the Character Roster yet, because I don't want to overwrite the player's file. I'll look into that soon.
  • Added the feat '
    Dwarven Armour Training
    ' for Dwarves. With this feat, you do not receive any penalty to Speed when wearing Medium or Heavy Armour. If you are a Samurai or you have the feat Divine Armour of the Champion, and you're wearing armour, you gain a bonus of +1 to your Armour Class, instead.
  • Added a new feat for the Barbarian:
    Stilled Spirit Animals
    . With that feat, your spirit animals are stilled and silenced automatically, and you can activate them even when using a Heavy Shield or Tower Shield.
  • Fixed AI issues
    with Energy Shield, Mass Energy Shield, and summon elemental spells. Also, enemies won't use Blinding Strike on someone who's blinded, or Stunning Fist on someone who's stunned. Also tweaked the AI for Break Enchantment / Greater Break Enchantment.
  • Fixed a bug with the Rogue losing the '
    Improved Sneak Attack
    ' ability when the sneak attack damage gets updated on level up. Obtained at level 4, Improved Sneak Attack allows the rogue's sneak attack to work when the enemy is Nauseated, Cursed, Confused, Slowed or Prone.
  • Fixed bugs with the Fighter's feat
    Precise Swing
    . Also clarified the meaning of 'light concealment' in the Precise Swing help entry.
  • Fixed a bug with the Monk getting concealment from the
    Empty Body
    ability even when holding a shield or wearing armour.
  • Fixed several errors in the in-game
    help system
    . Also added the help entries associated with each Rogue and Monk specialisation option, as well as extra information in the help entries about the Barbarian, Rogue, Monk, the feat Cleave, the feat Whirlwind Attack, controls out of combat, and the 'Alarmed' condition.
  • Added some code to
    accelerate gameplay
    in combat and elsewhere.

Thank You For Your Support, Valiant Knights And Wise Mages of the Realm! Have Fun!! ^_^
 

Jermu

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Monk subclasses are not too useful other than way of the heavens (dex to damage rolls)
Rogue on the other hand has 3 very good options (all but ninja)
 

Darth Canoli

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1.43 isn't on gog, I don't know about galaxy but the regular download isn't up yet.

What are some suggestions for item crafting? I understand skewer is very powerful in mid-game, but it seems to work best with the larger weapons.

+1 Skewer with barbed is great, then anything increasing base damage like destruction and the likes works very well for a Samurai or a Barbarian due to their To hit bonuses.

Works with the DK + smite as well, probably paladin too, Gladiator might need some +X love but the fighter can go with a +1 weapon as well.

On a dual wielding fighter I like to use a dispelling weapon on his main hand and then the skewer weapon on his second hand, due to wade in.


Also, it's pretty interesting how you're better off enchanting low-quality artefacts that might have some innate bonuses rather than crafting something anew. Nice touch.

That's the idea, although, there's not many great artifacts tailored for a skewer enchantment (high damage + high crit multiplier)
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Ninja is great lol. Free Fast spells and an extra slot. Can Move buff with your slots and use Scrolls for your Standard.

All the Monks are solid too depending on the niche you want to fill. Image especially lets you take better advantage of your speed without getting ranched behind enemy lines. The True Seeing is perfect to Grapple casters. The +1 to attack is also much needed early/midgame since you're not full BAB. Finesse Monk could make you even more unkillable (combine with Mantis Two-weapon? Can't remember exactly how that plays out). Monk still needs Word of Honor badly tho.

DEX-to-dam on Rogue is huge.
 
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rojay

Augur
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Oct 23, 2015
Messages
493
First encounter of KotC in the Temple of Elemental Evil engine. Hadn't seen it before: https://www.youtube.com/watch?v=i4Ocj-ecqD8

Edit: he's stopped development on it, assuming Pierre would send a cease and desist notice as a result of the modding tools added with KotC2. Shame.
 
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Infinitron

I post news
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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/3570386

Update #61: KotC 2 Version 1.43 Upgrades The Barbarian, Rogue And Monk!​


Hello everyone! The latest version of KotC 2 is version 1.43. 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 mainly on the upgrade of three character classes: the Barbarian, Rogue and Monk. I've also spent time on the upgrade of the code in order to accelerate gameplay.

Here are the details of the upgrade of each class.

KotC 2 Barbarian Class Upgrade​



The main change to the class is the addition of Spirit Animals, which are supernatural abilities that the Barbarian can activate a number of times per day equal to Strength Modifier + Dexterity Modifier + Constitution Modifier. You must select two Spirit Animals at level 1 and you'll add one more Spirit Animal at levels 5, 10, 15 and 20, eventually giving you access to six Spirit Animals.

Here's the list of available Spirit Animals, which can also be found on the Barbarian webpage:

  • Spirit Animal, Bear: This is a Free Action supernatural ability. Activating this spirit grants you 50% Energy Damage Reduction (all energy types) for 3 + Constitution Modifier rounds.
  • Spirit Animal, Bull: This is a Free Action supernatural ability. Activating this spirit allows you to take one extra Bull Rush, Slide, Pull or Swap combat manoeuvre as a free action each round for 3 + Constitution modifier rounds.
  • Spirit Animal, Cobra: This is a Free Action supernatural ability. Upon activation, you gain the Tumble ability for 3 + Dexterity Modifier rounds, allowing you to avoid enemy attacks of opportunity while moving. This version of Tumble does not prevent you from wearing Medium or Heavy Armour.
  • Spirit Animal, Crocodile: This is a Free Action supernatural ability. Upon activation, you gain the [Water] subtype for 3 + Dexterity Modifier rounds, allowing you to fight very well while Underwater or Swimming. You also receive a +2 bonus to Attack Rolls even if you're not underwater or swimming.
  • Spirit Animal, Eagle: This is a Free Action supernatural ability. Upon activation, you gain the [Flying] subtype for 3 + Dexterity Modifier rounds, allowing you to fly to areas of different altitude as well as ignore ground-based terrain effects.
  • Spirit Animal, Elephant: This is a Standard Action supernatural ability. Activating this spirit allows you to deal sonic damage in a 20' cone as a Breath Weapon. The damage is equal to 1d4 points per level + half of your Strength Modifier. A Reflex Saving Throw reduces the damage by 50%. The Difficulty Class is based on your Constitution. Enemies who fail their save receive the condition Shaken for 1d4+1 rounds. After using this ability, you must wait for two rounds for the ability to recharge, allowing you to use it again.
  • Spirit Animal, Jaguar: This is a Free Action supernatural ability. Activating this spirit grants you the Pounce ability for the current turn, allowing you to perform a Full Attack at the end of a Charge.
  • Spirit Animal, Porpoise: This is a Free Action supernatural ability. Upon activation, you gain the Blindsight ability for 3 + Constitution Modifier rounds, allowing your attacks to ignore all Concealment, Invisibility and Mirror Images, and giving you immunity to the Blinded condition.
  • Spirit Animal, Rhinoceros: This is a Free Action supernatural ability. Activating this spirit grants you an increase in Damage Reduction equal to your Strength Modifier for 3 + Constitution Modifier rounds.
  • Spirit Animal, Satyr: This is a Free Action supernatural ability. Activating this spirit grants you a +10 bonus to your Willpower Saving Throws for 3 + Constitution Modifier rounds. You also get a +2 bonus to Armour Class.
  • Spirit Animal, Scorpion: This is a Free Action supernatural ability. For the current turn, you gain an extra attack with your main (primary) weapon. If you are fighting with two manufactured weapons, you instead gain two extra attacks, one with each hand.
  • Spirit Animal, Spider: This is a Free Action supernatural ability. Upon activation, you gain immunity to movement-hampering effects for 3 + Dexterity Modifier rounds. You also receive a +10 bonus to Speed and 20% Concealment.
Barbarians can also select the following new feats:

  • Extended Spirit Animals: The duration of your Bear, Bull, Crocodile, Cobra, Eagle, Porpoise, Rhinoceros, Satyr and Spider Spirit Animals increases by two rounds.
  • Fast Spirit Animal Elephant: You activate your Spirit Animal Elephant with a Move Action rather than a Standard Action.
  • Improved Spirit Animal Elephant: The radius of the Breath Weapon produced by your Spirit Animal Elephant increases by 50%, from 20' to 30'.
  • Breath Weapon Shaping: Your Breath Weapon no longer affects allies in the area of effect.
  • Stilled Spirit Animals: You can activate your Spirit Animals silently and without moving. Consequently, you can activate a spirit animal even when you are subject to the effect of spells like Silence and Hold Person (Wizard). You can also activate a Spirit Animal even when you are using a Heavy or Tower Shield.

KotC 2 Rogue Class Upgrade​

During character creations, Rogues must now select a Rogue Specialisation option. You can choose between Assassin, Fencer, Ninja and Swashbuckler.

  • Rogue Specialisation, Assassin: As the focus of your extensive training, you have learnt secret killing techniques that work even against seemingly invulnerable opponents. You receive a +1 bonus to all Damage Rolls. Your Sneak Attack ability works even against targets that are immune to Critical Hits. The Sneak Attack damage against them is reduced to four-sided dice.
  • Rogue Specialisation, Fencer: As the focus of your extensive training, you have mastered the art of using thin swords like the Rapier and light weapons like the Short Sword to inflict a maximum amount of damage to your opponents. You receive the feat Weapon Finesse for free at level 1. In addition, you gain the Greater Weapon Finesse ability: whenever you're attacking with a Finesse or light weapon, and you're not Grappling, you apply your Dexterity Modifier to Damage Rolls instead of your Strength Modifier if your Dexterity Modifier is higher than your Strength Modifier.
  • Rogue Specialisation, Ninja: You are a Shinobi, a dreaded master of espionage, stealth, deception and assassination. Your exacting training grants you benefits related to your magical abilities. You receive a +2 bonus to Willpower Saving Throws. You get the feat Fast Spells for free at level 1. In addition, you gain one extra spell slot of each available spell level.

KotC 2 Rogue Specialisation, Swashbuckler​



Rogue Specialisation, Swashbuckler: The Swashbuckler is also known by many other names: Cavalier, Musketeer, Buccaneer, Marauder, Privateer, Freebooter, Treasure Hunter, Scoundrel, Rascal or Blackguard, to name but a few. The Swashbuckler is a jack-of-all-trades, a flamboyant fighter with enough guile to charm the unsuspecting and sufficient adroitness to pick locks and evade dangerous traps. This Rogue specialisation option is quite different from the others, as you will not gain any spell slots. However, you can still activate Wizard spell scrolls and wands containing a Wizard spell.

The following abilities are restricted to the Swashbuckler:

  • Insightful Strike: You gain the feat Weapon Finesse and you receive a bonus to Damage Rolls equal to your Intelligence Modifier on all Finesse attacks against targets not immune to Critical Hits, when you're not grappling.
  • Panache: If your Charisma Modifier is at least one, you gain a bonus on all Saving Throws and Initiative Rolls. This bonus is equal to your Charisma Modifier (after modifications).
  • Precise Swing: Your melee attacks, including attacks with a Reach weapon, ignore both Cover and Light Concealment.
  • Death Blow: You can perform a Coup De Grace as a Standard Action rather than a Full Round Action, and you do not provoke attacks of opportunity when doing so.
The following feats are restricted to the Swashbuckler:

  • Enhanced Sneak Attack: Your Sneak Attack damage increases by 1d6 points. Requires: Level 12.
  • Shake It Off I: Each round, the character gets a free saving throw to remove the following effects: blind, sleeping, fascinated, reduced, shaken, agony, bane, prayer, fatigued, sickened. The saving throw type and DC is the same as the original saving throw against the effect. If the effect resulted from a spell without a saving throw, the character gets a Fortitude save versus the normal spell DC. Effects that did not originate from a spell or SLA cannot be removed using Shake it Off. Effects in the list that were supposed to persist after the end of combat are automatically removed when combat ends. The Fighter character class also has access to this line of feats.
  • Shake It Off II: Same as Shake It Off I, but the character also gets saving throws against the following effects: dazed, held, slowed, confusion, berserk, hideous laughter, command, cowering, exhausted, baleful polymorph. Requires: Shake It Off I.
  • Shake It Off III: Same as Shake It Off II, but the character also gets saving throws against the following effects: stunned, dancing, controlled, dominated, cursed, malison, crushing despair, frailty, enfeeblement, nauseated. Requires: Shake It Off II.
  • Resistance I: The character gains Damage Reduction 1 / -. Requires: Level 6.
  • Resistance II: The character gains Damage Reduction 2 / -. Requires: Level 12, Resistance I.
  • Resistance III: The character gains Damage Reduction 3 / -. Requires: Level 18, Resistance II.

KotC 2 Monk Class Upgrade​

During character creation, Monks must now select a Monk Specialisation option. You can choose between the following options.

  • Monk Specialisation, Way Of The Candle: Your focus on pious meditation in a candlelit monastery has granted you profound insights into energy manipulation through mystical means. You receive a +1 bonus on all Damage Rolls. You also gain an Energy Shield personal-range Free Action supernatural ability, as the spell Energy Shield (Wizard). You can use this ability once per day from level 1 to 3, twice per day from level 4 to 6, three times per day from level 7 to 9, four times per day from level 10 to 12, five times per day from level 13 to 15, six times per day from level 16 to 18, and seven times per day from level 19.
  • Monk Specialisation, Way Of The Heavens: Your long and exacting training as an ascetic Whirling Dervish has granted you an extraordinary sense of balance, precision and speed. You receive the feat Weapon Finesse for free at level 1. In addition, you gain the Greater Weapon Finesse ability: whenever you're attacking with a Finesse or light weapon, and you're not grappling, you apply your Dexterity Modifier to Damage Rolls instead of your Strength Modifier if your Dexterity modifier is higher than your Strength modifier.
  • Monk Specialisation, Way Of The Oasis: Your past life as an ascetic Desert Monk has granted you deep insights into Fata Morganas and other mirages. You get a Mirror Image personal-range Free Action supernatural ability, as the Wizard spell Mirror Image. You can use this ability once per day from level 1 to 6, twice per day from level 7 to 12, three times per day from level 13 to 18, and four times per day from level 19.
  • Monk Specialisation, Way Of The Pillar: You have spent long periods of time living ascetically atop a stone pillar, like an ancient Stylite. As a result of this harsh lifestyle, your body has become extraordinarily robust. You receive the feat Toughness for free at level 1. Your Stunning Fist attack works even against targets that are immune to Critical Hits. In addition, your Stunning Fist attack benefits from a damage bonus equal to your level.
  • Monk Specialisation, Way Of The Seer: Like the Pythia, the Oracle of Delphi, you are a practitioner of the art of divination through dreamlike trances. Consequently, no enemy creature can hide from your sight. You receive a +1 bonus on all Attack Rolls. You also gain a True Seeing personal-range Free Action supernatural ability, as the spell True Seeing (Wizard). You can use this ability once per day from level 1 to 6, twice per day from level 7 to 12, three times per day from level 13 to 18, and four times per day from level 19.

KotC 2 Mage Knight Upgrade​

I'm planning to upgrade the Mage Knight character class, too. However, I don't think that it will have a specialisation option. I'm just planning to create a bunch of new feats for the class. I've got ideas for around 15 to 20 new Mage Knight feats.

Now, let's review the list of changes in versions 1.43 and 1.42.

Knights of the Chalice 2 Version 1.43​

  • Rogue upgrade: during character creation, you must now choose between Assassin, Fencer, Ninja and Swashbuckler. Each Rogue variant has cool benefits.
  • Monk upgrade: during character creation, you must now choose between Way of the Candle, Way of the Heavens, Way of the Oasis, Way of the Pillar, and Way of the Seer.
  • All the Rogues and Monks in Augury of Chaos and the Tutorial Adventure have been upgraded. However, I haven't upgraded the pre-created characters in the Character Roster yet, because I don't want to overwrite the player's file. I'll look into that soon.
  • Added the feat 'Dwarven Armour Training' for Dwarves. With this feat, you do not receive any penalty to Speed when wearing Medium or Heavy Armour. If you are a Samurai or you have the feat Divine Armour of the Champion, and you're wearing armour, you gain a bonus of +1 to your Armour Class, instead.
  • Added a new feat for the Barbarian: Stilled Spirit Animals. With that feat, your Spirit Animals are stilled and silenced automatically, and you can activate them even when using a Heavy Shield or Tower Shield.
  • Fixed AI issues with Energy Shield, Mass Energy Shield, and summon elemental spells. Also, enemies won't use Blinding Strike on someone who's blinded, or Stunning Fist on someone who's stunned. Also tweaked the AI for Break Enchantment / Greater Break Enchantment.
  • Fixed a bug with the Rogue losing the 'Improved Sneak Attack' ability when the sneak attack damage gets updated on level up. Obtained at level 4, Improved Sneak Attack allows the rogue's sneak attack to work when the enemy is Nauseated, Cursed, Confused, Slowed or Prone.
  • Fixed bugs with the Fighter's feat Precise Swing. Also clarified the meaning of 'light concealment' in the Precise Swing help entry.
  • Fixed a bug with the Monk getting concealment from the Empty Body ability even when holding a shield or wearing armour.
  • Fixed several errors in the in-game help system. Also added the help entries associated with each Rogue and Monk specialisation option, as well as extra information in the help entries about the Barbarian, Rogue, Monk, the feat Cleave, the feat Whirlwind Attack, controls out of combat, and the 'Alarmed' condition.
  • Added some code to accelerate gameplay in combat and elsewhere.
  • Updated the webpages for the KotC 2 Barbarian, Rogue, Monk, Paladin, Psychic Healer, Psychic Warrior, and the KotC 2 Download & Buy page at www.heroicfantasygames.com.

Knights of the Chalice 2 Version 1.42​

  • Upgraded the Barbarian class with the 12 Spirit Animals and several new feats: Extended Spirit Animals, Fast Spirit Animal Elephant, and Improved Spirit Animal Elephant. Barbarians with the Elephant Spirit Animal can also take the feat Breath Weapon Shaping (it will apply both to the Elephant Spirit Animal and the Drake's Breath Weapon). The Barbarian class now also gets the feat Die Hard for free at level 1, a bonus feat at level 2, two Rage uses per day from level 1 and more afterwards, and a higher Damage Reduction that increases to DR 10 by level 20. Also, entering a Rage now does not take any time at all. Previously, it was processed as a free action. The change means that you can enter a Rage and then use a free-action Spirit Animal power, and you'll still have your move action and standard action available this turn.
  • Improved the AI. Enemy Barbarians will be able to use their Spirit Animals correctly. Also, enemies will be able to take a swift combat manoeuvre, or a Death Knight Life Drain, immediately after a charge. Also, enemy Psychic Warriors will be able to use the Psionic Pounce power correctly.
  • All the Barbarians in Augury of Chaos and the Tutorial Adventure have been upgraded, so they have Spirit Animals and the other benefits of the class. However, I haven't upgraded the pre-created characters in the Character Roster yet, as I don't want to overwrite the player's file. I'll look into that.
  • I was also able to upgrade the Barbarian enemies in Dorateen's module Hearkenwold. The updated creatures will appear in the next version of the module, expected to be released by the end of summer. Thank you so much for your efforts and for this awesome adventure module, Dorateen!!
  • Reworked a lot of the code to improve gameplay speed during combat and elsewhere. You should be able to see a difference both while playing and when using the Module Editor.
  • Fixed a bug with the effect of the Druid's Earth Sphere on the spell Magic Stone.
  • Fixed a bug preventing you from unlocking Archmage mode Steam/GOG achievements when you have a Cloudtop or Guardian Half-Giant in the party. Please start a new game to obtain the achievements.
  • Fixed several bugs concerning the Paladin's spell Holy Sword. Also, the spell Holy Sword will now grant a +2 bonus to all Damage Rolls, increasing to +4 from level 17.
  • Fixed a bug with the Ratmen in the Low Sewers when you select the [Assassin] skill option. Also fixed a scrolling issue when you select that option.
  • Fixed a bug with the Creature Wizard applying the effect of some Barbarian and Samurai feats two times when creating a character or monster.
  • Fixed errors in the help entry for the Haste condition. Fixed errors in the spell descriptions for the Death Knight Life Drain and the spells associated with supernatural Cleric Domain Powers. Improved the help entry for Special Abilities with some details about supernatural and extraordinary abilities.
  • Fixed a bug with the Damage Reduction ability of the Barbarian and Samurai, and the feats that increase the DR.
  • Fixed a tooltip issue in the Level-Up screen.
  • In Augury of Chaos, when leaving the inn, any blood stains on the floor of the first level of the inn resulting from your battles will be cleared. Also added a script command to do this for any map of any module.

Next Steps for Knights of the Chalice 2​

In the coming month, I will probably focus on the new feats I'm planning to add to the game, as well as replies to forum messages and bug fixing. For the most part, the next development steps remain unchanged from the list presented in the previous update:

  • Reply 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. They include: 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 Hit Points, and a new option to distribute only 80% of Combat Experience Point awards.
  • Work on planned features: the upgrade of the Mage Knight character class, the iconised combat actions menu, newfeats (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 Awesome Support, Legendary Heroes of the Realm! Enjoy!! :)
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,154
1.43 isn't on gog, I don't know about galaxy but the regular download isn't up yet.
On Galaxy it's always up to date. I know that because it's the ONLY game that I own on GOG that updates side by side with steam.
 

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