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Update #65: KotC 2 Version 1.52 Adds New Spells & Features + New Dungeon Images!
Hello everyone! I hope you're doing well. The latest version of KotC 2 is version 1.52. 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 the implementation of new spells, features and options. There are 19 new spells, including eight Druid spells, seven Wizard spells, two Rogue spells, one Cleric spell and one Psychic Warrior psionic power. There is also a new feat for the Druid and Storm Warrior: Wild Shape Mastery. See below for the description of all the new spells, as well as the new feat. Thank you so much Juhani for the awesome spell suggestions and design help!!
The new options and features include Custom Spell Sound Effects, Display of the Monster Injury Status, Expanded Information Tooltip for the Feint combat action, Increased or Decreased Combat Experience Point Awards, Stop Condition for the Auto Recasting of Healing Spells, New Search Functions for both the Inventory Screen and Spellbook Interface, and Deactivated Focus on Party Members when moving out of combat.
New isometric dungeon map for the upcoming KotC 2 modules.![]()
Version 1.51 also implemented 16 new sound effects that are played when you cast spells such as Hideous Laughter, Mass Hideous Laughter, Lesser Malison, Circle of Pain, Wail of the Banshee, Fly, Fly Psionic, Psionic Pounce, and Blindsight, or when you activate certain Spirit Animals of the Barbarian such as the Elephant Spirit Animal, Bear Spirit Animal, Jaguar Spirit Animal, Porpoise Spirit Animal, Eagle Spirit Animal, Rhinoceros Spirit Animal, and Cobra Spirit Animal. Finally, there's a new sound effect that is played when a Mirror Image is destroyed, and another for Centaur skill uses.
I really like the new sound effects. They really help make the new spells and Spirit Animals come alive. A Big Thank You to Robbie for the awesome Hideous Laughter, Wail of the Banshee and Death Metal sound effects!! I've got many more sounds from Robbie but I expect to implement them along with the upcoming adventure module.
A few days ago, I purchased the new Symbol Set 6 Isometric Cities for Campaign Cartographer 3+ from ProFantasy Software. It's a great tool for creating cool city maps with isometric castles, houses, etc. Some images can be found here and you can watch a video here. Be sure to email ProFantasy quickly if you'd like a pre-release offer before it expires on 24 November. I've sent suggestions to Ralf from ProFantasy for additional isometric city elements covering exotic settings such as Ancient Rome, Ancient Egypt, Arabian Nights, the Aztec Empire, etc.
List of the New Spells and Feat in KotC 2
Nymph Beauty: Druid spell of level 9. Enchantment. 15' radius circle centred on the caster. The caster turns into a lovely Nymph and radiates unearthly beauty so aching that it strikes mortal creatures dead. Living enemies within the area of effect must succeed on a Willpower saving throw or die. Sightless creatures, such as oozes, and blinded targets are not affected. Creatures with the lowest Hit Dice are affected first. The spell automatically ends after slaying three creatures. For every two caster levels after level 17, the spell may kill one more creature. Gold cost 500.
New Inventory Screen Search Function in KotC 2.![]()
Creeping Doom: Druid spell of level 9. Conjuration. Long Range. 1 round per two levels. 50' radius. No Saving Throw. Using this spell, you summon thousands of insects that readily devour the flesh of those unlucky enough to stay in their path. All creatures in the area of effect receive the Creeping Doom condition, giving a -4 penalty to Ranged Attack Rolls, -2 penalty to Armour Class, -2 penalty to Reflex saving throws, each round 6d6 + 1 per level points of piercing damage (subject to Damage Reduction, a Reflex saving throw reduces this damage by 50%), and spell casting or power manifesting requires a Concentration Check of difficulty class 10 + half of the Creeping Doom damage dealt on this round + spell level. Creatures within the affected area move at half speed and cannot charge. The damage is inflicted upon casting and then every round right before the caster's turn. Entering the area also deals damage.
Fungal Parasite: Druid spell of level 8. Conjuration. 40' cone effect. Duration 4 rounds + 1 per two levels. The caster launches a mass of parasitical fungal strands from his or her mouth. It envelops the targets and drains their blood, transferring it to the caster. The spell works like the Wizard spell Resilient Web. In addition to the terrain effect, targets in the area of effect immediately take 3d6 points of damage, unless they're immune to Disease. A Fortitude saving throw negates the damage. The caster gains temporary Hit Points equal to the damage dealt. From each target, you may not gain more than the target's current Hit Points. No Spell Resistance. The damage increases to 4d6 at level 17 and 5d6 at level 19.
Constrictor Arms: Druid spell of level 4. Alteration. Personal spell. Duration 1 round per level. The caster transforms his or her arms into powerful Constrictor Snakes. You gain a +4 bonus to Grapple checks and your Grapple attacks deal 2d6 points of bludgeoning damage. At level 11, the Grapple bonus increases to +6 and the Grapple damage increases to 3d6. At level 15, the Grapple bonus increases to +8 and the Grapple damage increases to 4d6. If you have a racial Constrict ability, instead of dealing 2d6, 3d6 or 4d6 points of damage, the damage from your Constrict ability increases by one die at level 7, two dice at level 11 and three dice at level 15.
Setting a Stop Condition for the Auto Recasting of Healing Spells in KotC 2.![]()
Greater Scorpion Stinger: Druid spell of level 6. Move Action casting time. Alteration. Personal spell. Duration Until End Of Combat. The caster transforms his or her tailbone into the powerful stinger of a Giant Scorpion. You gain an additional Sting natural weapon attack that deals 2d6 points of piercing damage and 2d2 points of Strength ability damage. In addition, creatures that fail on a Fortitude saving throw are Slowed for one round. At level 15, the damage increases to 3d6 points. You must use the Full Attack action to benefit from this extra attack. Casting the spell on someone who is under the effect of Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger or Greater Scorpion Stinger will first remove the existing effect.
Scorpion Stinger: Druid spell of level 3. Alteration. Personal spell. Duration Until End Of Combat. The caster transforms his or her tailbone into the powerful stinger of a Giant Scorpion. You gain an additional Sting natural weapon attack that deals 1d6 points of piercing damage and 1d2 points of Strength ability damage. At level 9, the damage increases to 1d8 points. You must use the Full Attack action to benefit from this extra attack. Casting the spell on someone who is under the effect of Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger or Greater Scorpion Stinger will first remove the existing effect.
Greater Crocodile Bite: Druid spell of level 4. Move Action casting time. Alteration. Personal spell. Duration Until End Of Combat. The caster transforms his or her mouth into the powerful maw of a crocodile. You gain an additional Bite natural weapon attack that deals 3d6 points of piercing damage and makes the target bleed for 1d6 rounds. At level 12, the damage increases to 4d6 points. You must use the Full Attack action to benefit from this extra attack. Casting the spell on someone who is under the effect of Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger or Greater Scorpion Stinger will first remove the existing effect.
Crocodile Bite: Druid spell of level 1. Alteration. Personal spell. Duration Until End Of Combat. The caster transforms his or her mouth into the powerful maw of a crocodile. You gain an additional Bite natural weapon attack that deals 1d8 points of piercing damage. At level 5, the damage increases to 2d6 points. You must use the Full Attack action to benefit from this extra attack. Casting the spell on someone who is under the effect of Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger or Greater Scorpion Stinger will first remove the existing effect.
[Druid / Storm Warrior] Wild Shape Mastery: With this feat, your spells Crocodile Bite, Scorpion Stinger and Constrictor Arms are improved from Standard Action Casting Time to Move Action Casting Time. Your spells Greater Crocodile Bite and Greater Scorpion Stinger are improved from Move Action Casting Time to Free Action Casting Time.
New Spellbook Interface Search Function in KotC 2.![]()
Wail of the Banshee: Wizard spell of level 9. Necromancy. Verbal component only. Close Range. 25' radius circle. You produce a terrible scream powerful enough to kill creatures that hear it. All living enemies in the area of effect instantly take 8 points of damage per level. A Fortitude saving throw negates the effect. If you have the feat Black Wizard Advanced Specialisation, the damage increases from 8 points per level to 10 points per level. Wail of the Banshee has no effect on creatures standing within a Silence area.
Mass Fly: Wizard spell of level 8. Alteration. Close Range. All allies in a 10' radius gain the ability to fly for one round per level. You can fly to areas of different altitude as well as ignore ground-based terrain effects. If you have the feat Green Wizard Advanced Specialisation, you cast Mass Fly as a level-7 spell.
Circle of Pain: Wizard spell of level 7. Necromancy. 10' circle spell. Medium range. All living creatures in the area of effect take 1d6 per level points of Negative Energy damage. A Willpower saving throw reduces the damage by half. Creatures that failed on their saving throw receive the Agony condition for 1d4 rounds, unless they’re immune to Mind Affecting effects. The Agony condition inflicts a penalty of -4 on Attack Rolls, Concentration Checks and Strength Checks.
Blink: Wizard spell of level 7. Alteration. Personal range. One round per level. You ‘blink’ back and forth in and out of existence randomly and very quickly. A 50% miss chance applies to all physical attacks made against you, unless they are Grapple attacks or attacks performed using weapons that have the Ghost Touch enchantment. True Seeing and Blindsight do not negate the 50% miss chance. Blink cannot be cast on creatures that have the Incorporeal subtype. Gold cost 350.
Mass Hideous Laughter: Wizard spell of level 5. Enchantment. Mind affecting. This spell works like Hideous Laughter, but all enemy targets in a 10' radius are affected. Medium Range. Targets must succeed on a Willpower saving throw or gain the Hideous Laughter condition. The Difficulty Class is reduced by four points if the target's type is different from the caster's type. Affected creatures fall Prone, laughing uncontrollably. For 1 round per level (up to 10 rounds), they can take no other action.
Mass Hideous Laughter (Rogue): Rogue spell of level 4. Enchantment. Mind affecting. This spell works like Hideous Laughter (Rogue), but all enemy targets in a 10' radius are affected. Medium Range. Targets must succeed on a Willpower saving throw or gain the Hideous Laughter condition. The Difficulty Class is reduced by four points if the target's type is different from the caster's type. Affected creatures fall Prone, laughing uncontrollably. For 1 round per level (up to 10 rounds), they can take no other action.
Lesser Malison (Wizard): Wizard spell of level 5. Necromancy. Melee Touch spell. Living creatures only. For 10 rounds, the subject receives a penalty of four points on Attack Rolls, Saving Throws, Spell Resistance and Ability Checks. A Willpower saving throw reduces the penalty to two points.
Lesser Malison (Cleric): Cleric spell of level 4. Necromancy. Melee Touch spell. Living creatures only. For 10 rounds, the subject receives a penalty of four points on Attack Rolls, Saving Throws, Spell Resistance and Ability Checks. A Willpower saving throw reduces the penalty to two points.
Fly: Wizard spell of level 4. Alteration. Touch spell. The recipient gains the ability to fly for one round per level. You can fly to areas of different altitude as well as ignore ground-based terrain effects.
Fly Psionic: Psychic Warrior power of level 4. Alteration. Personal. The character gains the ability to fly for one round per level. You can fly to areas of different altitude as well as ignore ground-based terrain effects. If you have the Psychic Warrior feat Superior Psychometabolism, this power is also affected, making it a move-action power.
Resilient Grease (Rogue): Rogue spell of level 3. Conjuration. The spell Resilient Grease (Rogue) functions like the spell Grease (Rogue), but the effect covers a 15' square and it cannot be removed with an area-of-effect spell that deals fire damage.
New option allowing you to adjust Combat Experience Point Awards in KotC 2.![]()
List of changes in KotC 2 Version 1.52
- Fixed a bug that would occur when you fight the Giant Spiders in the Mysterious Cave and at least one of the kids takes enough damage to go below -10 Hit Points. In the following dialogue, there would be a glow effect, and the game would freeze after selecting a dialogue option.
- Fixed a bug with the spell Mass Hideous Laughter not applying the -4 penalty on Difficulty Class when the target's type is different from the caster's type.
- Given the feat Wild Shape Mastery to enemy Druids and Storm Warriors in Augury of Chaos and the Tutorial Adventure. Also given the feat Improved Bull Rush to Giant Spider Queen Shiwang in Augury of Chaos. Also removed the Reach special ability of the smaller Giant Spider in the group of Giant Spider Queen Shiwang.
- Improved the tooltip information when selecting a target for a Feint combat manoeuvre. The game will now indicate the target's Dexterity bonus to Armour Class, or if the target has already lost its Dex bonus to AC, the game will let you know about that, as well as the cause. If you have the Sneak Attack ability, the game will also let you know if the target is already vulnerable to your Sneak Attack damage (due to Flanking or some other condition) and it will tell you if the creature is immune to Critical Hits. That way, you'll have all the information you need to select a target for Feint properly.
- The AI will no longer attempt a Feint if the target does not have a Dexterity bonus to Armour Class, or if they're already vulnerable to a Sneak Attack. Also fixed some other AI issues with the Feint combat manoeuvre.
- Removed a redundant line in the Combat Log when someone uses the Feint combat action. Also, in the Effects & Conditions tab of the Character Sheet, right clicking on 'Condition: Feint' will now open the help entry for Feint.
- Improved the AI when the enemy uses the Ready Versus Spell combat action and it has magic scrolls or spell-like abilities.
- You can now have custom spells that make use of custom sound effects. Any wav files contained within the Sounds folder of a module will be available to select in the Spell Editor when editing a spell. The Spell Previewer will use the custom sounds and you can also listen to them by clicking on the buttons of the Spell Editor.
- Added a new option in the Game Options screen, under 'Difficulty', allowing you to display the injury status of enemies instead of their Hit Points. I find it more interesting to play with this option. Seeing a creature drop to the 'Almost Dead' status seems to be more rewarding, somehow.
- Added a new option in the Game Options screen, under 'Difficulty', allowing you to adjust Combat Experience Point Awards. You can reduce the awards by up to 30%, or increase them by up to 30%. However, you shouldn't increase the awards if you're trying to unlock Archmage Mode achievements.
- Added a new option in the Game Options screen, under 'Gameplay', allowing you to set a Stop Condition for the Auto Recasting of Healing Spells. You can let the game stop recasting after the target character has recovered 95%, 90%, 85% or 80% of his or her Hit Points, or once the target could not be healed for the expected healing amount of a single spell use, or once the target could not be healed for the maximum healing amount of a single spell use. You can use any of these options to avoid wasting a spell slot / wand charge / magic scroll / potion on a character that's nearly back to full health. Credit goes to Fred for suggesting this cool option to me! Thank you so much Fred!!
New option allowing you to display the injury status of enemies instead of their Hit Points in KotC 2.![]()
- Added a new option in the Game Options screen, under 'Display', allowing you to specify whether items inside containers should be included in the Party Items box, in the Inventory Screen. Previously, you could set this option through the Inventory Screen by clicking on the round button in the top-right corner of the Party Items box. You can still do that, but now the setting will be saved so that you don't have to click on the button every time you restart the game.
- Added a new option in the Game Options screen, under 'Display', allowing you to deactivate the focus of the game view on the party when moving out of combat. Please note: this only applies to movement resulting from a single click to go somewhere. Movement by pressing a mouse button and keeping it pushed, or by pressing a numpad key and keeping it pushed, will still focus the view on the party.
- Added a duplicate 'Full Screen Mode' option in the Game Options screen under 'Display'. The same option is already available under 'Gameplay' but people might look for it under Display, so it's best to have it under both Display and Gameplay.
- Added the Inventory Screen Search Function. Simply type in the name of an item and the game will look for it within the Party Items box. If it's not there, the game will also look within the backpack items of the current character. You can also press the up and down arrow keys to find the previous match or next match within the Party Items box.
- Added the Spellbook Interface Search Function in the Character Sheet when displaying the character's arcane, divine or psionic spellbook. Simply type in the name of a spell or psionic power and the game will look for it. If there is a match, the spellbook will switch to the correct spell level. Please note: searching for a spell in the arcane spellbook will only go through arcane spells (not divine spells or psionic powers). Likewise for the divine and psionic spellbooks. Also, you can press the up and down arrow keys to look for the previous match or next match. Finally, you can press Return to cast the spell or manifest the psionic power.
- Fixed some issues in the Inventory Screen when displaying the inventory of NPCs. Also fixed some issues with using items while trading or while a script is being executed.
- Fixed auto-recasting for the Bard spell 'Healing Song'. It wasn't working because earlier I called that spell 'Sonnet of Solace'.
- Fixed a text display issue in the tabs of the Character Sheet and Game Options screen, as well as the tabs of the Creature Properties screen in the Module Editor.
- Fixed some issues with out-of-combat movement by pressing the left mouse button and keeping it pushed, or by clicking to go somewhere.
- Corrected the position of the Spell Quickbar when the option to display the Combat Log in combat is turned off, or when playing in full-screen mode.
- Updated the in-game help entry about Controls Outside Combat with information on the Local Map Screen and the auto recasting of healing spells. Also clarified the description of the Conviction ability of the Death Knight in the in-game help entry for the Death Knight. The saving throw bonus does not depend on having an Intelligence ability score above 10.
- The game will now save the current tab of the Game Options screen when you close the screen.
- Added some code to accelerate gameplay in combat.
Expanded Information Tooltip for the Feint Combat Manoeuvre in KotC 2.![]()
List of changes in KotC 2 Version 1.51
- Improved the AI for opponents that should rush to the enemy immediately.
- Tweaked the Mysterious Cave encounter that occurs immediately after resting inside the cave.
- Added some code to accelerate gameplay in combat.
- Added the 19 new spells described above. Also added the new Druid and Storm Warrior feat Wild Shape Mastery, described above.
- Given the new spells to all the enemies that should have them in Augury of Chaos and the Tutorial Adventure.
- The feat Black Wizard Advanced Specialisation will now improve the spell Wail of the Banshee, in addition to its existing benefits. The feat Green Wizard Advanced Specialisation will reduce the spell level of Mass Fly, in addition to its existing benefits.
- Improved the spell Greater Stoneskin. The Damage Reduction is now 20 + one point for every level of the caster beyond 13.
- Improved the spells Heroism, Mass Heroism, Greater Heroism, and Mass Greater Heroism by making the Heroism and Greater Heroism conditions a lot more similar to the 3.5 OGL. Previously, in KotC 2 these conditions would grant a bonus to Attack Rolls and Willpower Saving Throws. Now, they will grant a bonus to Attack Rolls, all Saving Throws, and all Ability Checks. Also changed the spell descriptions and the in-game help entries to reflect this.
- Improved the spell Mass Heroism from Standard Action Casting Time to Move Action Casting Time.
- Fixed a source of crashes in the macOS version.
- Fixed some issues with pressing A while mousing over the name of a party member in the top-right corner.
- Fixed a bug with secondary natural weapons affecting sound effects and the Critical Hit range for secondary natural weapons only.
- Fixed a bug in the recording of the remaining points of Stoneskin Personal and Greater Stoneskin.
- Fixed a bug with the feat Fast Touch Domain Powers being available to Clerics from level 1 in the Windows version only.
- Fixed a problem with Ray of Enfeeblement dealing 1d6 + 1 per level points of Strength damage instead of 1d6 + 1 per two levels (rounded up) points of Strength damage.
- Fixed a bug in the Sun Bolt Domain Power of the Cleric, as well as the Sun Bolt spell-like ability of the companion Monk Xantrix. They were not requiring a Ranged Touch Attack.
- Fixed a bug with the effects of the psionic power Psychic Turmoil, due to a spell-entry error.
- Fixed a bug with the spell Vampiric Blast not getting improved at levels 15 and 17, due to a spell-entry error. Also fixed a bug with the damage of the spell Discharge not receiving the +1 point per level, due to a spell-entry error.
- Fixed a spell-entry error affecting the Bard spell Pipes of Pain.
- Fixed spell-entry errors affecting the AI for the spells Circle of Death, Undeath to Death, and Undeath to Death (Cleric).
- Fixed several issues with the Druid spell Insect Plague.
New option allowing you to turn off the focus on the party when moving out of combat in KotC 2.![]()
- Added a Horse Canter sound effect when you use the Centaur skill dialogue option in Augury of Chaos.
- Fixed a problem with the display of magic effects (such as Hideous Laughter) on Babaus and Orcs when they're Prone.
- Fixed some centring issues with the high-resolution sprites of the Orcs when Prone.
- Fixed an error in the description of the psionic power Energy Shield (Psionicist).
- Fixed a broken link and other errors in the in-game help entry for Concentration Checks.
- Fixed a broken link in the in-game description of the spell Silence (Rogue).
- Added the radius in the in-game descriptions for Mass Freedom of Movement (Cleric) and Mass Freedom of Movement (Druid).
- Corrected the information about Reach Weapons in the in-game help entry about Weapon Groups.
- Fixed errors in the help entries that list the feats associated with Wizards attuned to a specific moon.
- Added 16 new sound effects: Magic hideous laughter.wav, Magic hideous laughter short.wav, Magic wail of the banshee 1.wav, Magic wail of the banshee 2.wav, Magic wail of the banshee 3.wav, Death metal thunder guitar clip.wav, Death metal thunder guitar clip short.wav, Mirror image destroyed.wav, Jaguar roar.wav, Eagle screaming.wav, Elephant snorting.wav, Elephant trumpeting.wav, Dolphin underwater.wav, Bear roar.wav, Horse canter.wav, and Snake snarling.wav. A Big Thank You to Robbie for the awesome Hideous Laughter, Wail of the Banshee and Death Metal sound effects!!
- Fixed an issue in the sound effect Snoring giant.wav.
- Most of the Spirit Animal powers, as well as Psionic Pounce, Blindsight, Fly, and Fly Psionic, will now make use of the new animal sound effects I've just added to the game.
- Upgraded the sound effects for all the versions of the spells Hideous Laughter and Malison.
- Added a new sound effect that plays when a Mirror Image gets destroyed by a physical attack or by the spell Magic Missile with the feat Dispelling Magic Missile.
- Added 17 new spell icons: Crocodile-Bite.png, Crocodile-Bite-Alt.png, Scorpion-Stinger.png, Scorpion-Stinger-Alt.png, Scorpion-Stinger-Extra.png, Insect-Plague-Creeping-Doom.png, Spirit-Animal-Eagle-Fly.png, Spirit-Animal-Eagle-Mass-Fly.png, Wail-Of-The-Banshee.png, Wail-Of-The-Banshee-Shout.png, Hideous-Laughter-Mass.png, Web-Fungal-Parasite-Vampiric-Spores.png, Long-Reach-Long-Arm.png, Long-Reach-Long-Arm-Mass.png, Greater-Mirror-Image.png, Greater-Mirror-Image-Mass.png, and Enhance-Ability-Strength-Constrictor-Arms.png.
New isometric dungeon map for the upcoming KotC 2 modules.![]()
Next Steps for Knights of the Chalice 2
We're getting much closer now to the point where I'll be able to really focus on the new modules. I'm looking forward to that. I'll be working with Juhani to improve the module scenario and design. I will also look into adding the remaining adventure elements submitted by high-tier Kickstarter backers. For the time being, the next development steps are the following:
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.
- Upgrade the enemies of Dorateen's Hearkenwold adventure module with the new spells and feat.
- Work on planned features, including the Iconised Combat Actions Menu and a few other features I'd like to implement. New subraces, familiars & items are also planned but these may come a bit later on.
- Work on the three upcoming adventure modules. Create the new world map & new dungeon maps.
- Hire a graphic designer to create new sprites, new maps and other types of artwork.
- 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 players on the forums or by email.
Thank You For Your Stalwart Support, Dear Champions of the Realm! Best regards![]()