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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Darth Canoli

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What's up with the "brother" issues he mentions...?
No clue. First time he's mentioned it. He most certainly never mentioned it in passing during email exchanges.


He mentioned it to me a couple of times, it's an unresolved issue dragging for quite some time, apparently.
It didn't stop him from updating the game, the crucial info is he'll be able to invest some money when the issue is resolved.
 

Tacgnol

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Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I'm guessing it's some dispute over a will? Those are often messy and take a while to resolve.
 

Pink Eye

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Does anyone remember the answer to this riddle? I'm hard stuck at it. I think it's the last one I need to solve before getting the final keymaster's key. Also need to email Pierre that you can't get hints at this Riddle Master's riddles. Even though you can get help for the others.
pI7Jmbs.png
 

Desiderius

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Insert Title Here Pathfinder: Wrath
Does anyone remember the answer to this riddle? I'm hard stuck at it. I think it's the last one I need to solve before getting the final keymaster's key. Also need to email Pierre that you can't get hints at this Riddle Master's riddles. Even though you can get help for the others.
pI7Jmbs.png
Salamander
 

Pink Eye

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Does anyone remember the answer to this riddle? I'm hard stuck at it. I think it's the last one I need to solve before getting the final keymaster's key. Also need to email Pierre that you can't get hints at this Riddle Master's riddles. Even though you can get help for the others.
pI7Jmbs.png
Salamander
Thank you very much! Question though. What's the logic behind it? I always go to straight to trying to combine ORMER WEATH since they're the middle worlds. Since he says you find illumination by joining the "middles".
 

Pink Eye

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No way. Holy fuck. I feel so stupid, lmao. And it does actually spell the whole word if you follow the middle letters from left to right.
GESOT REATI CALOR TRASE ORMER WEATH DUNOW TEDAS MIERA SERSA

Salamander. It all makes sense...
 

Pink Eye

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New patch!
https://store.steampowered.com/news/app/1233530/view/3296095971068770614
Hello everyone! This is a much-needed bug-fixing update for KotC 2, because the recent updates introduced a number of bugs in the game. My sincere apologies for that!

Special Thanks to Angry Lux and Atoch for all the very helpful bug reports!

If you find any bugs, please drop me a line at enquiries@heroicfantasygames.com so that I can fix the game quickly. A saved game would be very useful, too. Thank you!!

Here is the link of the latest Kickstarter update for those who may have missed it: https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/3617662

List of changes in Knights of the Chalice 2 Version 1.48
The list of party members in the top-right corner of the screen will now adjust the font size of the character names when they don't fit in the box space using the initial font size.

Added some code to accelerate gameplay in combat.

Fixed a bug with auto-cast spells and psionic powers incorrectly getting activated when loading a game.

Fixed a source of crashes that would occur after changing the name of a party member

Fixed a source of crashes when using Dispel Magic (Single Effect) or Greater Dispel Magic (Single Effect).

Fixed a source of crashes when certain casters are running out of spells.

Fixed a source of crashes when summoning creatures like the Tentacled Horror. That was due to the game sometimes creating new items (like a new magic scroll) to give to the newly-created creatures, and some code was missing to handle the effect of that change on the memory.

Fixed a bug with summoned creatures and the Creature Wizard which was due to the mislabelling of 'Major Fire Ring'(and other energy-protection rings) as 'Medium Fire Ring' in the code.

Fixed a bug with the game not allowing the player to manifest certain psionic powers (such as Energy Absorption) using the base Power Point expense.

Fixed a bug with the game not allowing a Monk to perform his or her additional Flurry attacks after defeating one or two enemies.

Fixed the token of the Fire Elemental summoned by the spell Summon Gargantuan Elemental (Fire).

Fixed a display issue with the spells Babau Slime and Barkskin when cast by enemies.

The Psychic Warrior feat Superior Psychometabolism will now improve the power Evade Burst from Move Action to Free Action.

In the Effects & Conditions tab of the Character Sheet, improved the display of 'Oversized Weapon Penalties'.

The game will no longer offer the 'Rapid Shot' option when your character is Slowed or acting during a Surprise Round.

Corrected the help entry for the feat Greater Control and Dominate (added the missing feat prerequisite).

Added a link to the feat Improved Firefly Familiar near the description of the Firefly familiar.

Sleeping arrows will now make the target Prone (not just Sleeping) if the target isn't already Prone. Receiving a sleep effect from spells such as Sleep and Deep Slumber will apply the condition Prone only if you're not already prone.

Thank You For Your Steadfast Support, Legendary Defenders of the Realm! Enjoy!! :)
 

FriendlyMerchant

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New patch!
https://store.steampowered.com/news/app/1233530/view/3296095971068770614
Hello everyone! This is a much-needed bug-fixing update for KotC 2, because the recent updates introduced a number of bugs in the game. My sincere apologies for that!

Special Thanks to Angry Lux and Atoch for all the very helpful bug reports!

If you find any bugs, please drop me a line at enquiries@heroicfantasygames.com so that I can fix the game quickly. A saved game would be very useful, too. Thank you!!

Here is the link of the latest Kickstarter update for those who may have missed it: https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/3617662

List of changes in Knights of the Chalice 2 Version 1.48
The list of party members in the top-right corner of the screen will now adjust the font size of the character names when they don't fit in the box space using the initial font size.

Added some code to accelerate gameplay in combat.

Fixed a bug with auto-cast spells and psionic powers incorrectly getting activated when loading a game.

Fixed a source of crashes that would occur after changing the name of a party member

Fixed a source of crashes when using Dispel Magic (Single Effect) or Greater Dispel Magic (Single Effect).

Fixed a source of crashes when certain casters are running out of spells.

Fixed a source of crashes when summoning creatures like the Tentacled Horror. That was due to the game sometimes creating new items (like a new magic scroll) to give to the newly-created creatures, and some code was missing to handle the effect of that change on the memory.

Fixed a bug with summoned creatures and the Creature Wizard which was due to the mislabelling of 'Major Fire Ring'(and other energy-protection rings) as 'Medium Fire Ring' in the code.

Fixed a bug with the game not allowing the player to manifest certain psionic powers (such as Energy Absorption) using the base Power Point expense.

Fixed a bug with the game not allowing a Monk to perform his or her additional Flurry attacks after defeating one or two enemies.

Fixed the token of the Fire Elemental summoned by the spell Summon Gargantuan Elemental (Fire).

Fixed a display issue with the spells Babau Slime and Barkskin when cast by enemies.

The Psychic Warrior feat Superior Psychometabolism will now improve the power Evade Burst from Move Action to Free Action.

In the Effects & Conditions tab of the Character Sheet, improved the display of 'Oversized Weapon Penalties'.

The game will no longer offer the 'Rapid Shot' option when your character is Slowed or acting during a Surprise Round.

Corrected the help entry for the feat Greater Control and Dominate (added the missing feat prerequisite).

Added a link to the feat Improved Firefly Familiar near the description of the Firefly familiar.

Sleeping arrows will now make the target Prone (not just Sleeping) if the target isn't already Prone. Receiving a sleep effect from spells such as Sleep and Deep Slumber will apply the condition Prone only if you're not already prone.

Thank You For Your Steadfast Support, Legendary Defenders of the Realm! Enjoy!! :)
No! If you do this... Infinitron will lose his job!
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Is it worth brute forcing the game on Archmage? I'm already getting a taste of what the game will be like during the Necromancer fight in the tutorial where I have to instantly reload if the Necromancer manages to hit anything less than shit on his first spell cast.
 

Darth Canoli

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Is it worth brute forcing the game on Archmage? I'm already getting a taste of what the game will be like during the Necromancer fight in the tutorial where I have to instantly reload if the Necromancer manages to hit anything less than shit on his first spell cast.

You don't have to, if you enjoy the game on super easy mode, go for it.

But you'll never level-up in the Codex eyes if you don't tackle and beat Archmage, you'll be forever a Rustyling...
 

Desiderius

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Insert Title Here Pathfinder: Wrath
The medium difficulty is a good challenge once you’re familiar with the systems. Archmage if you use your consumables. First run on Easy is handy to get a feel for all the different feats. But difficulty can be adjusted at any time (I think) if what you’re on gets too boring.

Haven’t done full AM yet (and probably won’t on this module) but my guess is that you’d need to stay underleveled to raise cash for lvling which would generate a lot more overall EXP so it may not end up that much harder than medium difficulty.
 

Pink Eye

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Is it worth brute forcing the game on Archmage? I'm already getting a taste of what the game will be like during the Necromancer fight in the tutorial where I have to instantly reload if the Necromancer manages to hit anything less than shit on his first spell cast.
It's okay to play on medium difficulty. The game will push you around silly if you don't know what you're doing on Archmage.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
I just finished the tutorial. Once I figured out that I have to use slide, bullrush, and pull to deal with the enemies, it became trivial even on Archmage. After that, I dispatched all the enemies with ease. I think I will go ahead and play the main game on Archmage, as so far it didn't seem any more difficult than KotC 1.

Does anyone have any suggestions for class + race combinations that are good fun and powerful?
 

Pink Eye

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Does anyone have any suggestions for class + race combinations that are good fun and powerful?
You'll want a flexible party that can cover most skill checks. First one that comes to mind is Rogue - or Bishop with Trickery Domain - lots of checks that require a rogue. Some of which can make certain fights easier. Other checks can help you either get a surprise round or prevent an enemy from acting on first round. Other thing is that Rogue isn't that bad of a martial. It gets access to Mirror Image, Blur, Displacement, and Stoneskin; which are absolutely fantastic. It also can use wizard scrolls.

Another class is Bard. The songs it provides for party are very nice. Love the buff that increases DC of spells. It, too, also, has checks exclusive to Bard. Just as how Rogue can be used to make fights easier, get surprise rounds. So too can Bard. Speaking of which. Here's an encounter that favors it. Somewhere in Main Campaign you'll be caught in a Death Snare (these are challenge rooms you need to beat if you want to get out); where a Mastermind Flayer will call forth a Devil Lord. Only the bard can delay it or give it negative levels to make the fight manageable.

Besides those two. Rest comes down to what the party needs. For starters you're going to need spellcasters. How many depends. My recommendations will be: Warlock, Sorcerer, Wizard. I like Warlock because it gets access to a devastating spell called tornado blast. It does so much damage - can one tap some enemies. It also gets access to another spell that allows it to raise DC of spells. Which is desired if you want to win the fireworks war in end game content. Next is Sorcerer. Unlike Warlock, Sorcerer gets access to both Wizard and Cleric spellbooks. All at full progression. This is important because it means you have a contingency in the event Bishop or Cleric falls during battle. Wizard, unlike the aforementioned classes, has access to unique feats and a familiar. Familiar is nice because of the bonuses you can get from it. May not seem much, but the familiar bonuses do help.

So, after all is said and done, what would MY ideal party look like with the above put into consideration: Mage Knight (Blur, Displacement, Mirror Mage, Plus it can use wizard scrolls), Rogue, Bard, Sorcerer, Cleric, Wizard. Additionally I like to have my Wizard as an enchantment specialist because of Sleep, Chaos, and Confusion. Those spells help a lot in early to mid game content; but are useless in end game, lol, since everyone and their mother has innate Mind Blank which makes them immune to enchantments.

Besides that. I don't really have much else to say. Oh yeah! You get two important companions. Pizzara the Warlock and a Kobold Sorcerer. Hang on to those. They are going to be essential in end game content; where encounters devolve into Fireworks: Wizards edition.
 

ItsChon

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Does anyone have any suggestions for class + race combinations that are good fun and powerful?
You'll want a flexible party that can cover most skill checks. First one that comes to mind is Rogue - or Bishop with Trickery Domain - lots of checks that require a rogue. Some of which can make certain fights easier. Other checks can help you either get a surprise round or prevent an enemy from acting on first round. Other thing is that Rogue isn't that bad of a martial. It gets access to Mirror Image, Blur, Displacement, and Stoneskin; which are absolutely fantastic. It also can use wizard scrolls.

Another class is Bard. The songs it provides for party are very nice. Love the buff that increases DC of spells. It, too, also, has checks exclusive to Bard. Just as how Rogue can be used to make fights easier, get surprise rounds. So too can Bard. Speaking of which. Here's an encounter that favors it. Somewhere in Main Campaign you'll be caught in a Death Snare (these are challenge rooms you need to beat if you want to get out); where a Mastermind Flayer will call forth a Devil Lord. Only the bard can delay it or give it negative levels to make the fight manageable.

Besides those two. Rest comes down to what the party needs. For starters you're going to need spellcasters. How many depends. My recommendations will be: Warlock, Sorcerer, Wizard. I like Warlock because it gets access to a devastating spell called tornado blast. It does so much damage - can one tap some enemies. It also gets access to another spell that allows it to raise DC of spells. Which is desired if you want to win the fireworks war in end game content. Next is Sorcerer. Unlike Warlock, Sorcerer gets access to both Wizard and Cleric spellbooks. All at full progression. This is important because it means you have a contingency in the event Bishop or Cleric falls during battle. Wizard, unlike the aforementioned classes, has access to unique feats and a familiar. Familiar is nice because of the bonuses you can get from it. May not seem much, but the familiar bonuses do help.

So, after all is said and done, what would MY ideal party look like with the above put into consideration: Mage Knight (Blur, Displacement, Mirror Mage, Plus it can use wizard scrolls), Rogue, Bard, Sorcerer, Cleric, Wizard. Additionally I like to have my Wizard as an enchantment specialist because of Sleep, Chaos, and Confusion. Those spells help a lot in early to mid game content; but are useless in end game, lol, since everyone and their mother has innate Mind Blank which makes them immune to enchantments.

Besides that. I don't really have much else to say. Oh yeah! You get two important companions. Pizzara the Warlock and a Kobold Sorcerer. Hang on to those. They are going to be essential in end game content; where encounters devolve into Fireworks: Wizards edition.
Well I generally like to play with two Martial Classes. I was looking at Mantis Gladiator and Centaur Death Knight. The DK's aura ability meshes well with the Centaur's charge and wanting to get into the thick of a bunch of enemies. The Mantis Gladiator seems cool because with oversized two-weapon fighting, I can have a Gladiator that uses four reach weapons and deal tons of damage with good grapple abilities and range. That leaves me with four slots, as I need to make room for both the Warlock and the Sorcerer that I will be getting later into the game. Wizard, Rogue, Bard, and Cleric? I was hoping to fit a druid in as well though. Would a Bishop with the trickery domain fill the niche of a Rogue and a Cleric?

EDIT: I read somewhere that Psionisicist is very important/useful too?
 

Pink Eye

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I was looking at Mantis Gladiator and Centaur Death Knight.
Oooh. Death Knight is nice. That aura where it lowers saving throws of enemies is fantastic. Combos really well with Bard's song of increasing DC of spells. Plus you get a feat that increases the range of Death Knight's Aura. Gladiator Mantis is another good one. Last Archmage run. I had one in party, and it did like 20 attacks per round with multiple one handed weapons plus juicy combined fighting style feat lines, meant it destroyed most enemies. My set up for it was one reach weapon then bunch of weapons that increase Str score and or give keen/vorpal effect. Very delicious.

Would a Bishop with the trickery domain fill the niche of a Rogue and a Cleric?
Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.

I read somewhere that Psionisicist is very important/useful too?
Warlock! It can fulfill Psionisict role! Warlock gets access to both Wizard and Pisonisict spellbooks all at full progression.
 

ItsChon

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Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.
Just to confirm, if there is one of those dialogue options that says [Rogue], I can select it with my Bishop?
 

Pink Eye

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Yeppers. It can. Bishop can also get more domains to play with too. I like the domain that gives it free extend spell range, and the other one that gives free spell penetration feat - don't ask me what their names are though, I've already forgotten, lol.
Just to confirm, if there is one of those dialogue options that says [Rogue], I can select it with my Bishop?
Usually it should say [Rogue] OR [Trickery - Domain].
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Here is the party composition I went with.

Firenze - Centaur Death Knight
Kacht-Ta - Painted Mantis Gladiator
Lurcano - Human Bard
Greythorn - Human Geomancer Druid
Peregrin - Halfling Bishop
Aria - Elf Blue Wizard

With the intent to recruit two more companions. A bit light on front liners but hopefully we can compliment that with some summons from the Druid and Bishop. A quick question though, I loaded up the game and while I was able to use the [Bard] option in the opening conversation, in the inn I can't trade bard skills with the two chicks or preform for money with the innkeep. Any reason why?
 

Pink Eye

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Firenze - Centaur Death Knight
Kacht-Ta - Painted Mantis Gladiator
Lurcano - Human Bard
Greythorn - Human Geomancer Druid
Peregrin - Halfling Bishop
Aria - Elf Blue Wizard
Looks good to me. By the way. Bishop has access to a couple of domains that can conjure up some strong creatures. Be sure to check it out. I don't remember which one it is, but one of them can summon up a tentacled horror - that one carried me thoughtout the early game. Oh yeah, remember to pump Cha up a bit; those domain summons have duration based on Cha score. As for druid. I'd rather Water domain. For heals mainly, and also because there's a pond right after prologue in first chapter where she can pass checks in order give party a couple of cleansing potions - make sure you save those. After you beat first chapter you will lose all loots; it'll be in a chest that you have to fight to get back. If you didn't use any healing curatives. They'll still be there. You're going to need them.
Any reason why?
That's a really good fucking question. I don't know either. I used to to think it was bugged or maybe it's content the developer never got around to implementing. I just ignore it.
 

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