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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Use your items/scrolls/acorns of earthquake.
 

Serus

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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.
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.

As to difficulty, I didn't find it THAT difficult. Just a few reloads but then i played on the second hardest difficulty, not the highest one. For example the goblin arena fight - against both tribes at once - is harder for me.
 
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Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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.
 

KainenMorden

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Codex Year of the Donut
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.
Could you give some examples of cheese you've used
 

Darth Roxor

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First you use stinking cloud

then you use another stinking cloud

followed up with a stinking cloud.

Someone giving you a problem? Fart in his face.

Any advice on how to get through the beginning of Chapter 3?

STINKING CLOUD
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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.
Could you give some examples of cheese you've used
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.
 

Torus

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Can also haste and run way back into the tunnel. The classic RTWP tactic that also works in turnbased as it turns out.
 

Tweed

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If you did the hag's riddles and you made the right choices you should have two scrolls of tornado blast, if not...well it sucks to be you.
 

Ryzer

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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.
 

Mauman

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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.
That's....an interesting list.

I'd also disagree with a lot of it.
 

Ryzer

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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.
That's....an interesting list.

I'd also disagree with a lot of it.
Interesting, share your opinions as I'm probably terrible with quite a lot of classes.
 

Covenant

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For one thing, sorcerer can only cast one spell at a time (notwithstanding movement/free action spells), and it shares slots for both cleric and wizard spells. Given you can have eight party members, the gain in flexibility isn't worth the lack in efficacy caused by their relatively slow spell progression.

I have mixed feelings about monks so far but they can get absolutely ridiculous AC and saving throws; I feel like if I knew how to leverage that better, I could make better use of them.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
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):
0.jpg

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.
 

Jermu

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List that does not have psionicist ranked 1 is probably shit

Monk was okay class before dex to dmg but now it should be only second to Fighter when considering melee classes. Wade-in is too good (edit forgot about barbarian buff so dont know how well that class does now)
 
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kinzadza

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Bishop is quite good because there is a lot of domains with great powers, not having lv8 and lv9 spells is offset by having lots of useful abilites that can be used more often, probably A/A+ rank

Rogues with the new subclasses are good, especially dex to dmg and sneak attack against immune enemies. At least B

Ranger is surprisingly useful, u really want at least one ranged attacker because there are many fights where u have bad terrain, traps, disabling spells etc. They get str to dmg by default so u can freely max str and dex with them, and they have some good spells as well. Ammo is a non-issue most of the time. There is special ammo, and lots of good ranged weapons in the game. Ranger is A rank at the minimum

Psionicist is the strongest caster by far.
 

Serus

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I don't know if something wasn't changed in Psionicist lately. When i played i had a feeling that he was only the strongest caster early game. Later in game Wizard became at least as good, probably even slightly better. It is mostly about spells and wizard's spells at higher levels are slightly stronger. Still it was very close, i wouldn't trade any of them for a second of the other.

The casters able the cast more than 1 type of magic/psionics weren't that good but then i only had in the party the story Warlock and she is worse than an own Warlock would be. Still, i suppose if someone wanted a heavy-melee setup then a perhaps a Warlock would be a good choice? Maybe even Psychic Healer? Just guessing here.
 
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FriendlyMerchant

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eEo9MuO.png


cool video worth watching (kinda nobrainer since its from Pierre)
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.
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.
 

LabRat

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Shadow Storm spell is also great in final battles. If you're not sure you can kill their wizards on first turn. At least prevent them can't cast spell above 8th-level.
 

Covenant

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Messages
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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.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
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.
So you're saying that the problem is your Death Knight's PP is too small?

:philosoraptor:
 

Dorateen

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The Crystal Mist Mountains
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.
 

Covenant

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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.
Worked like a charm, thank you.

And honestly the Death Knight has been more trouble than he's worth. He rarely gets sneak attacks (I flank when I can, but it's not that often), and otherwise he's a poor fighter. I'm going for Greater Feint to see if that makes a difference.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/3695664

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.

e328fe2026df9280acc47ad83cf1744f_original.png
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.

9b96c1ea081e3550e5e1ac9a31c0b055_original.gif
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! ^_^

fb69ad51602353aab57e471d97281f34_original.gif
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.
ed3f2b75f0798fbfe75d24ebf5a64acc_original.png
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:

  • 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.
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 Loyal Support, Wise Mages and Fearless Warriors! Best Regards :)
 

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