If you mean the very big fight at the beginning of 3rd chapter - the single most important thing is to use earthquake spell from the consumable at the beginning. It probably can be done without it but that's for masochists or the challenge. Other than that, normal stuff, kill as many (casters first) with AOEs or disable them - as fast as you can. I didn't find any special "trick" to win this fight. It is all about effectively using spells and other assets. And a bit of luck - but no excessive amounts were needed for me. I like this fight because it isn't gimmicky like some other fights in KotC2. Just my party and the enemy and zombies. No, wait, no zombies.Any advice on how to get through the beginning of Chapter 3? the difficulty curve goes into bullshit area here. There are so many enemies, my party get destroyed very fast because of enemy casters spamming AOE spells too. Silence spell is not very effective since it covers a small area. Chaos is mandatory in this fight.
French love cheese. This game loves cheese. Use cheese to your advantage. Cheese.Any advice on how to get through the beginning of Chapter 3? the difficulty curve goes into bullshit area here. There are so many enemies, my party get destroyed very fast because of enemy casters spamming AOE spells too. Silence spell is not very effective since it covers a small area. Chaos is mandatory in this fight.
Could you give some examples of cheese you've usedFrench love cheese. This game loves cheese. Use cheese to your advantage. Cheese.Any advice on how to get through the beginning of Chapter 3? the difficulty curve goes into bullshit area here. There are so many enemies, my party get destroyed very fast because of enemy casters spamming AOE spells too. Silence spell is not very effective since it covers a small area. Chaos is mandatory in this fight.
Any advice on how to get through the beginning of Chapter 3?
Earthquake, grease, prismatic whatchamacallit, summons galore, blocking of parts of battlefields. Use scrolls liberally. Bring along NPCs that offer to join you. Oh, and reloading.Could you give some examples of cheese you've usedFrench love cheese. This game loves cheese. Use cheese to your advantage. Cheese.Any advice on how to get through the beginning of Chapter 3? the difficulty curve goes into bullshit area here. There are so many enemies, my party get destroyed very fast because of enemy casters spamming AOE spells too. Silence spell is not very effective since it covers a small area. Chaos is mandatory in this fight.
That's....an interesting list.From what I've played here is the tier list of Classes:
S+ Warlock : The ability of combining arcane spells and psionic spells clearly rank it up above
S+ Sorcerer same as above
S+: Psychic healer same as above
S: Barbarian extreme damage output combined with powerful AOE spell and capacities: Rage and spirit animal. A must have
A-: Fighter: one feat each level , it's pretty nice.
A+: Wizard/ Psionicist/druid/: thanks to having access to great AOE spells and very large spell pool
A: Samourai: 2 weapon-style combo warrior type.
A+: Paladin: very worth it, great special abilities and healing spells, almost an S tier
B: Rogue : low damage output compared to their counterparts, has some utilities regarding dialogue but it's not worth it
B: Bard: good support special abilities but a mediocre fighter overall, I would rather take a barbarian.
C: Ranger : terrible damage output close range and long range, underwhelming overall, it's not worth it and you need to waste space slots for ammo.
C: Death knight: you gain shitty special abilities in exchange of feats, take the warrior instead
C: Mage knight/ Storm warrior/ psychic warrior: jack of all trades but excel in nothing, mediocre warriors and mediocre spellcasters
C+: Bishop: because the turn undead spell combined with feats is quite useful
E: monk: trash, provides no utility, I don't get it what its utilities are.
I don't think I'm wrong on this ranking tier.
I also don't catch it why there are so much feats adding meaningless damages or some bonus to a special spell when there are many feats granting a bonus to an entire spell class, feels like bloat to me.
Interesting, share your opinions as I'm probably terrible with quite a lot of classes.That's....an interesting list.From what I've played here is the tier list of Classes:
S+ Warlock : The ability of combining arcane spells and psionic spells clearly rank it up above
S+ Sorcerer same as above
S+: Psychic healer same as above
S: Barbarian extreme damage output combined with powerful AOE spell and capacities: Rage and spirit animal. A must have
A-: Fighter: one feat each level , it's pretty nice.
A+: Wizard/ Psionicist/druid/: thanks to having access to great AOE spells and very large spell pool
A: Samourai: 2 weapon-style combo warrior type.
A+: Paladin: very worth it, great special abilities and healing spells, almost an S tier
B: Rogue : low damage output compared to their counterparts, has some utilities regarding dialogue but it's not worth it
B: Bard: good support special abilities but a mediocre fighter overall, I would rather take a barbarian.
C: Ranger : terrible damage output close range and long range, underwhelming overall, it's not worth it and you need to waste space slots for ammo.
C: Death knight: you gain shitty special abilities in exchange of feats, take the warrior instead
C: Mage knight/ Storm warrior/ psychic warrior: jack of all trades but excel in nothing, mediocre warriors and mediocre spellcasters
C+: Bishop: because the turn undead spell combined with feats is quite useful
E: monk: trash, provides no utility, I don't get it what its utilities are.
I don't think I'm wrong on this ranking tier.
I also don't catch it why there are so much feats adding meaningless damages or some bonus to a special spell when there are many feats granting a bonus to an entire spell class, feels like bloat to me.
I'd also disagree with a lot of it.
Knights of the Chalice 2 Version 1.56
Hello everyone! Here is the latest version of KotC 2. It's a small update.
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any more bugs and annoyances. A saved game may be very helpful, too. Thank you!!
Feel free to check out the YouTube video I made about the planned changes of the Open Game License (OGL):
![]()
YouTube™ Video: OGL 1.1: Thank You. I Will Now Destroy My Video Games.
Views: 588
The new OGL 1.1 from WOTC will make the current OGL unauthorised. Revoked! Illegal! Completely banned retroactively! AND it will prevent the creation of OGL video games.
The video also has a bunch of preview images from the upcoming adventure module KotC 2: The Dark Arena.
Feel free to sign the open letter at https://www.opendnd.games/ and the petition at https://www.change.org/p/hasbro-please-take-no-action-regarding-the-open-gaming-license-v1-0a
There's an interesting update from Ryan Dancey here: https://www.change.org/p/hasbro-please-take-no-action-regarding-the-open-gaming-license-v1-0a/u/31237145
I'll post a new Kickstarter update soon.
Thank You So Much For Your Support, Brave Heroes of the Realm! Take care
List of changes in Knights of the Chalice 2 Version 1.56
- When mousing over the name of a party member in the top-right corner of the main view, the tooltip will now indicate the character's level and negative conditions, and it will tell you if the character is suffering from ability damage, ability drain or level drain. This new feature is intended to facilitate healing after combat.
- Fixed a bug with the Aura of Dread special ability of Death Knights, and the Paladin feat Blessed Aura of Courage. The game was giving a negative value to the radius of the Aura of Dread ability. Thank you so much Christopher for letting me know about this bug and for the suggestion to facilitate after-combat healing!
- Fixed a bug with the Decerebrated condition not being processed as Helpless and not reducing a character's Strength and Dexterity to zero.
- Fixed a bug with the modifier lists for Strength and Dexterity when a character is Helpless or Pinned. Also fixed the modifier lists for Intelligence and Charisma when a character is Feebleminded. Corrected the help entry for the condition Feebleminded to mention that it also affects Charisma. Also corrected the description of the spell Feeblemind.
- In Augury of Chaos, given the spell Boulder Strike to 20 Druids and Storm Warriors who are able to cast it. Also given the feat Aura of Terror to 13 Death Knights that have at least six class levels.
- Added some code to accelerate gameplay in combat.
I don't know about that. I had older French woman who was my differential equations teacher, for both the elementary and advanced ODE classes. It was somewhat attractive to hear and she too was still quite attractive for her age, especially as she was Mediterranean looking from southern France and petite. I still fantasize about that Shiksa even today.French speakers tend to have terrible accents when speaking English even if they know it well in writing but Pierre... he is on another level.![]()
cool video worth watching (kinda nobrainer since its from Pierre)
So you're saying that the problem is your Death Knight's PP is too small?Is there a console or wizard mode anything like that? I accidentally equipped my Death Knight with a +10 Power Points crown, and it now seems impossible to remove it ('Not enough power points!', even after using Figs to restore them to 10/10). I've done a few battles since then and really don't want to backtrack, but permanently losing the helm spot is a kick in the teeth.
Worked like a charm, thank you.I suppose you could go into the Module Editor, open up Augury of Chaos and then open item editor. Find the crown and remove the power points condition, and anything else that could prevent removal. Save, and then when you start the module again the item should be changed so the character can take it off.
Update #67: KotC 2 Version 1.56 Fixes Bugs + Update on The Dark Arena
Hello everyone! I hope you're well. The latest version of KotC 2 is version 1.56. It can be downloaded here for both Windows and macOS. It can also be downloaded on Steam and GOG. In the past month, I released two bug-fixing updates and I worked on the upcoming adventure module, The Dark Arena.
Preview image from The Dark Arena![]()
Also, after the announcement from Wizards of the Coast that the Open Game Licence would be updated, I published a video on YouTube calling on people to reject these plans. And it seems we've won! A few days ago, Wizards said that they will leave the original OGL untouched. It's a great result! Thank you so much to everyone for having made your voice heard loud and clear!! Congratulations: thanks to YOU and your efforts, creators will be able to keep making OGL video games and other types of content!
The YouTube video also contains some preview images from The Dark Arena.
This month, I also received the long-awaited ruling on the family-home inheritance. It is exactly as I was expecting it. Now, the only question is how long it's going to take for this ruling to actually come into effect. Hopefully, not much longer. I'm so looking forward to that, and having my own place at last.
Some animations I made for The Dark Arena
Recently, I created a new moving water animation effect for the game. It will be available in the next version of the game, version 1.57. The water animation effect is applied in the Module Editor using a new menu option under 'Other Tools'. You can specify the effect's opacity from 1% to 100%. Lower the opacity to create a subtler effect.
I've also added a new game option allowing the player to turn this effect on and off. Here's a GIF animation showing what the effect looks like with 100% opacity.
Moving Water Animation Effect![]()
Also, since there's a drawbridge in the map of Crossroad Castle (see the world map here), I couldn't resist creating a drawbridge animation for The Dark Arena. Here's a GIF animation showing what it looks like, below. That feat requires quite a few Half Giants! ^_^
Drawbridge Animation for The Dark Arena![]()
I'm planning to add more animations to the game. The ones I am interested in are the rain, falling snow, falling leaves, glowing will-o’-the-wisps, and moving natural fog. I've already done a bit of work on the rain effect.
Now, let's review the changes from the last two updates.
List of changes in KotC 2 Version 1.56
- When mousing over the name of a party member in the top-right corner of the main view, the tooltip will now indicate the character's level and negative conditions, and it will tell you if the character is suffering from ability damage, ability drain or level drain. This new feature is intended to facilitate healing after combat.
- Fixed a bug with the Aura of Dread special ability of Death Knights, and the Paladin feat Blessed Aura of Courage. The game was giving a negative value to the radius of the Aura of Dread ability. Thank you so much Christopher for letting me know about this bug and for the suggestion to facilitate after-combat healing!
- Fixed a bug with the Decerebrated condition not being processed as Helpless and not reducing a character's Strength and Dexterity to zero.
- Fixed a bug with the modifier lists for Strength and Dexterity when a character is Helpless or Pinned. Also fixed the modifier lists for Intelligence and Charisma when a character is Feebleminded. Corrected the help entry for the condition Feebleminded to mention that it also affects Charisma. Also corrected the description of the spell Feeblemind.
- In Augury of Chaos, given the spell Boulder Strike to 20 Druids and Storm Warriors who are able to cast it. Also given the feat Aura of Terror to 13 Death Knights that have at least six class levels.
- Added some code to accelerate gameplay in combat.
List of changes in KotC 2 Version 1.55
- Added the new Druid / Storm Warrior spell Boulder Strike. You'll find the spell's description here. Earth Druids benefit from an increased range when casting this spell.
- Fixed a bug with infinite enemy grapple attacks from enemies that have the feat Greater Grapple. This was due to the recent change in the feat Greater Grapple.
- In the Feat selection screen, when right clicking on the feat Improved Throw Creature, this would open the help entry for Improved Grapple. The game will now open the correct help entry.
- In Augury of Chaos, given the 'Rush to the Enemy' AI setting to the Mimics of the Lower Sewers.
- Fixed a source of crashes when the AI tries to cast Chromatic Orb and the caster's level is above 20. Also fixed the Chromatic Orb damage when the caster level is above 20.
- Fixed a bug with enemy Mage Knights not making use of the feat Phase Spells.
- Improved the in-game help entries for Dexterity, No Dexterity Bonus to AC, Flat-Footed, Falling, Balancing, Bull Rush, Trip, and Earth Sphere.
- Fixed a display bug when mousing over the list of party-member names in the top-right corner of the main view.
- Fixed a tooltip display issue in the Module Editor when mousing over creatures.
Preview image from The Dark Arena![]()
Next Steps for Knights of the Chalice 2
Unchanged from the previous update, 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.
- 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.
- Fix any remaining issues mentioned on the Steam Forum, GOG Forum, website Forums, and by email.
- Implement new features such as new monster abilities, subraces, familiars, items & weather effects.
Thank You For Your Loyal Support, Wise Mages and Fearless Warriors! Best Regards![]()