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![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Wrath](/forums/smiles/campaign_tags/Campaign_Wrath.png)
Honestly besides the Iceblink guy does anybody even make any module for KotC 2?
Except dorateen, no one. Its far too much work and the community is ridiculously small, its basically this thread.
Honestly besides the Iceblink guy does anybody even make any module for KotC 2?
lost all progress along with hdd because of blackouts this winter. won't bother again until war ends.
Honestly besides the Iceblink guy does anybody even make any module for KotC 2?
You shouldn't say that. If he reads this, he will start working on it and include it in the next updates, which will further delay the release of any new modules that I have already paid for. He will react the same way as before when he switched from 2D ugly tokens to 3D isometric ones instead of opting for decent and affordable 2D sets. By now, you should know that he doesn't appreciate simplicity, common sense, or making money. Anyone could already use Inkarnate or a similar tool to create these assets if they wanted to, but there simply isn't a desire to do so. The main issue is that it requires an excessive amount of work, comparable to writing a complete official D&D campaign, including drawing maps and scripting everything. It's an overwhelming amount of work to expect for free, especially considering the deal he offered doesn't justify it.Gandalf is working on a project.
That's a good update for the editor, with some much welcome changes. The Fog effect is something I've wanted to see for a while.
From what I've observed, one of the barriers to module building is that the editor doesn't come with an in-toolset map maker. Yes there are some art assets that can be placed, and of course you could load the maps used in the tutorial or Augury of Chaos. But otherwise requires a builder to find a map to work within the 64 x 64 tile dimension specs, or else create one from scratch. Also, the switch to isometric perspective midstream is perhaps a cause of disappointment in expectations. I think KotC2 is stronger as a simple 2D/top down game to create dungeons and combat scenarios. If the game was presented as an Isometric game from the start, I probably would not have looked into making a module.
The key is, at least for me, it's a hobby project not a job. I enjoy what I'm doing. Using Inkarnate or any other tile map maker is valid, but it still involves a third party program. Neverwinter Nights, Solasta, even FRUA, aren't like this. An end-user can just load up those toolsets and start designing areas for their module. I've no problem with how KotC2 is set up, nor would I ask Pierre to include such a utility. Just pointing out a consideration for other people who might want to make a straight-forward dungeon crawl.
To achieve a professional-quality result within a reasonable timeframe, it would take a small team working for a year. However, no one would undertake such an endeavor for the small number of copies sold.
The problem is, I think he considers KOTC2 as a hobby too. To achieve more popularity, it would require more serious modules. When it was released, it was only popular among a fraction of grognards, the masochistic ones. No one outside the codex play this while it could become the heir to the gold box SSI games with D20 OGL ruleset instead of AD&D.The key is, at least for me, it's a hobby project not a job. I enjoy what I'm doing. Using Inkarnate or any other tile map maker is valid, but it still involves a third party program. Neverwinter Nights, Solasta, even FRUA, aren't like this. An end-user can just load up those toolsets and start designing areas for their module. I've no problem with how KotC2 is set up, nor would I ask Pierre to include such a utility. Just pointing out a consideration for other people who might want to make a straight-forward dungeon crawl.
To achieve a professional-quality result within a reasonable timeframe, it would take a small team working for a year. However, no one would undertake such an endeavor for the small number of copies sold.
Update #73: KotC 2 1.62 Adds Fog Effect + New Cellar Map For The Dark Arena!
Hello everyone! I hope you're well. In today's update, we'll do a recap of the changes in version 1.62 of Knights of the Chalice 2 and we'll have a look at a new isometric map I've created for the upcoming adventure module, The Dark Arena.
The new map is the first underground level below Crossroad Castle. It contains a bunch of interesting locations, including the cellar of the inn, the castle's jail cells, several caves, and a couple of temples. The second underground level is the Catacombs map that we reviewed in the previous update.
Cellar below the inn of Crossroad Castle, the Riddle of Fire.![]()
On the personal side of things, I'm finally reaching the end of a protracted and painful inheritance process. As a result, I should be having my own place before the end of the year. However, in the meantime, it's a huge source of stress and distraction for me. It's a difficult time but it should be over soon. I really hope so!
In coming weeks, I expect to be working on a few additional adventure maps for The Dark Arena, as well as the 1.63 update for KotC 2.
Statue of an Angel Paladin.![]()
List of changes in Knights of the Chalice 2 Version 1.62
- Added the new animated Fog Effect in the Module Editor. You can change the parameters of a map's fog, including speed, angle, opacity, and frequency, in the Edit Map Data screen of the Module Editor.
- In the module Augury of Chaos, added the new Fog Effect to the maps of Finchbury and Ruined Village.
Semi-transparent fog displayed over the characters in the map of Crossroad Castle.![]()
You can set the parameters of a map's fog in the Edit Map Data screen.![]()
- Fixed some issues with the text size for the information displayed when mousing over a creature in combat.
- Added new script commands to set a creature's sprite, or record a creature's token, sprite, or square size. Also fixed some issues with the script command that sets a creature's token. Dorateen is planning to use the new commands to display a boat when the party is travelling along rivers in the updated version of his KotC 2 adventure module, Hearkenwold. Thank you so much for all the hard work, Dorateen!! Kudos!
- Added a new script command allowing the module creator to override the player's display mode selection - tokens or animated sprites - for a while.
- Added new script commands to record or set a creature's immunities. For any of the immunities and damage types, you can choose between normal, immunity, resistance 25%, resistance 50%, resistance 75%, reverse effect, vulnerability 25%, vulnerability 50%, vulnerability 75%, or vulnerability 100%. For instance, when a creature with 100% vulnerability to Fire receives Fire damage, the damage is doubled. Reverse effect means that a creature will recover Hit Points instead of getting hurt.
- Fixed an issue in the Script Editor with the << Auto-add 'Add Answer' and 'Display Dialog' >> feature associated with the Set Dialog command. The editor wasn't displaying the automatically-added lines. You had to click on 'Refresh' to display them and if you didn't, the Script Editor could crash afterwards. Also, that feature will now work even when the 'Auto-add' checkbox is not currently being displayed (depending on the editor's currently displayed screen, the 'Auto-add' checkbox could be hidden when you click on 'Okay' to add the Set Dialog command to your script).
- Fixed an issue with the Shift + WIN shortcut keys that can be used to end combat. Sometimes, when pressing these keys, the game would skip all of the monsters, including those that are supposed to join the fight in later rounds. Now it will only skip the current monsters and you'll have to press the keys again if there are additional monsters coming in subsequent rounds.
More Preview Screenshots from the New Cellar Map
A mysterious cave made more dangerous by the presence of sharp spikes.![]()
Spiral staircase leading to the second underground level below Crossroad Castle.![]()
A mysterious Fire Temple underneath Crossroad Castle.![]()
Armoury room underneath Crossroad Castle.![]()
A mysterious cave with scattered magic books and a pentagram.![]()
A strange pool. Do you dare drink from it?![]()
One of the jail cells of Crossroad Castle.![]()
A cellar of the inn, the Riddle of Fire.![]()
Next Steps for Knights of the Chalice 2
Nearly 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.
- Continue working on the upcoming adventure modules. Create new adventure maps & regional maps.
- Hire a graphic designer to create new sprites and other types of artwork.
- Implement new features such as new monster abilities, subraces, familiars, and items.
- Fix any remaining issues mentioned on the Steam Forum, GOG Forum, website Forums, and by email.
Thank You So Much For Your Support, Valiant Heroes! A Bold Warrior Fears Nothing! Enjoy!![]()
The problem is, I think he considers KOTC2 as a hobby too. To achieve more popularity, it would require more serious modules. When it was released, it was only popular among a fraction of grognards, the masochistic ones. No one outside the codex play this while it could become the heir to the gold box SSI games with D20 OGL ruleset instead of AD&D.
What I recommend to any module builder is to make a point of doing something, anything, in your module every day. No matter how small or tedious. Whether it is a conversation, a combat encounter, scripting an interaction or working on a map. I also love non-linear design and I'm a completionist, so I'll play through all the content that is available.This week, I've just opened the kotc2 editor and closed it immediately after looking at the piles of work that needs to be done.
for me it went "ok, let's make starting area > how about adding secret area to starting area > how about adding unbeatable secret boss to secret area in starting area > how about adding bad end to unbeatable boss in secret area in starting area > how about adding bonus for further plays for every bad end collected > ok, let's just make starting area..."Starting small is also a very good advice.
I'd say the question is moot when it was kickstarted to begin with.Did he make any profit?
Will there ever be a KOTC3?
Small Update / Patch Notes
Posted Sat, August 19
Knights of the Chalice 2 Version 1.63https://store.steampowered.com/news/app/1233530/view/3666546210108181879
Hello everyone! I hope you're well. Here's version 1.63 of Knights of the Chalice 2. It's a small update. Here's the list of changes:
Separately, I've finished working on a new large isometric background image for a mountain map that will be used in the upcoming adventure module,
- Fixed a bug with the 'auto-add actions' feature of the 'Set Dialog' command in the Script Editor. In version 1.62, actions would be added automatically even when you're only editing an existing script line, not adding a new one.
- Fixed a bug that could occur in the Module Editor when changing something in the Edit Map Datascreen. This would happen only if you played the game before launching the editor.
- Fixed display bugs in full-screen mode when environmental effects such as fog are displayed on a map that is smaller than the screen. Thank you so much @Dorateen for letting me know about this bug and about the one with 'auto-add actions'! Be sure to check out Dorateen's module Hearkenwold if you haven't already done so. There's also a forum thread for the module.
- Added three new environmental sound effects that can be placed on any map using the Module Editor: Ship wood creaking, Sea waves, and Seagulls. These should be a great addition for any map featuring a boat, beach, harbour or large river. In the Module Editor, you'll find them in the menu under
'Other Tools' and then under 'Add Sound Sources'.
The Dark Arena. I'll present it in the next Kickstarter update, coming soon. I think that's the last one of the big maps I wanted to work on for The Dark Arena. I have a few more maps to do, but they will be smaller.
I'm mostly focusing on The Dark Arena now, but rest assured, I'll keep on improving the base game and particularly the graphics, as promised.
Meanwhile, please feel free to spread the word about the KotC 2 goodness to RPG newcomers -- meaning people who only know Baldur's Gate 3. Thank you!!
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved gamemay be very helpful, too.
Thank You For Your Support, Dauntless Knights of the Realm! Best Regards ^_^
Update #74: KotC 2 1.63 Adds Sea Sounds + New Mountain Map & Ice Plane Map!
Hi everyone! In the past month, I focused on the creation of two new isometric maps for the upcoming KotC 2 adventure module, The Dark Arena. There was also a small update for KotC 2 that fixed a few bugs and added three new environmental sound effects to the Module Editor (see details below).
A strange temple at the top of the mountain. A dangerous place indeed!![]()
The new maps are a really big mountain-path map and a smaller map designed for an ice plane or dimension. I expect that both of them will make good use of the new fog and falling snow effects. I'm adding to this update a bunch of preview images from the new maps. I hope you'll like them!
A waterfall and a small bridge to cross the sparkling water.![]()
I've now completed all of the big maps I wanted to do for The Dark Arena, so it shouldn't take much longer for me to finish work on map creation for the new module. After that, I'll be able to focus on adding monsters and NPCs and creating scripts for the new scenario and dialogues.
Explore strange new worlds and make new friends... and enemies.![]()
A Big Thank You to Juhani for the massive help on the new scenario and also for taking care of the official Discord channel!
Please feel free to spread the word about the KotC 2 goodness to RPG newcomers, meaning people who only know Baldur's Gate 3. Thank you!!
A small glade in the forest at the base of the mountain.![]()
List of changes in Knights of the Chalice 2 Version 1.63
- Fixed a bug with the 'auto-add actions' feature of the 'Set Dialog' command in the Script Editor. In version 1.62, actions would be added automatically even when you're only editing an existing script line, not adding a new one.
A bridge over a large chasm. Watch out for the Singing Mountain's gusts of wind!![]()
- Fixed a bug that could occur in the Module Editor when changing something in the Edit Map Data screen. This would happen only if you played the game before launching the editor.
Unique blue crystals in the mysterious plane of ice.![]()
- Fixed display bugs in full-screen mode when environmental effects such as fog are displayed on a map that is smaller than the screen. Thank you so much Dorateen for letting me know about this bug and about the one with 'auto-add actions'! Be sure to check out Dorateen's module Hearkenwold if you haven't already done so. There's also a forum thread for the module.
A windmill and cart at the top of the mountain.![]()
- Added three new environmental sound effects that can be placed on any map using the Module Editor: Ship wood and rope creaking, Sea waves, and Seagulls. These should be a great addition for any map featuring a boat, beach, harbour or large river. In the Module Editor, you'll find them in the menu under 'Other Tools' and then under 'Add Sound Sources'.
Climb the mountain without fear and push enemies over the edge, lest you fall off yourself.![]()
Stairway leading to the temple at the top of the mountain.![]()
A forebodding cave entrance in the mountain's midst.![]()
Next Steps for Knights of the Chalice 2
Unchanged from the previous update, the next development steps are the following:
- Continue working on the upcoming adventure modules. Create new adventure maps & regional maps.
- Hire a graphic designer to create new sprites and other types of artwork.
- Implement new features such as new monster abilities, subraces, familiars, and items.
- Fix any remaining issues mentioned on the Steam Forum, GOG Forum, website Forums, and by email.
The temple's rooftop, and yes, you'll probably have to fight monsters over there as well!![]()
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.
Your Steadfast Support Is Much Appreciated, Brave Knights of the Realm! Thank You!![]()
Knights of the Chalice 2 Version 1.64
Hello everyone! Here's version 1.64 of Knights of the Chalice 2. It's a small update. Here's the list of changes:
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved gamemay be very helpful, too.
- Fixed a source of crashes in combat when the player's party is far from the enemy and an enemy caster is considering using a summoning spell. Thank you
Warlord Mal for the bug report! Also fixed another bug with the AI.- In the final battle of the Tutorial Module, gave the AI setting 'Rush To The Enemy' to two Mummies, a Vrock, a Skeleton and a Giant Skeleton. Also, upon selecting the Surprise Roundoption, one of the Giant Skeletons wasn't surprised; that is now fixed.
- Added a note in the descriptions for the three feats of the 'Shake It Off'feat line explaining that the effect takes place on the caster's turn, not on the turn of the affected character.
Thank You So Much For Your Support, Legendary Heroes of the Realm! Enjoy![]()
Update #75: KotC 2 1.64 Fixes Bugs + New Isometric Maps For The Dark Arena!
Hello everyone! In the past month, I focused on a bunch of new isometric maps for the upcoming KotC 2 adventure module, The Dark Arena. There was also a small update for KotC 2 that fixed a few bugs and improved the Tutorial Adventure. Finally, Warlord Mal posted a nice video of the KotC 2 Tutorial Adventure on YouTube. Thank you so much, Warlord Mal!
Magic library within Crossroad Castle. That's where you'll meet the Head Wizardess, Elaraelitha.![]()
The maps I worked on this time were a bunch of round-tower interiors, a megalithic site used by Druids and Clerics of Thorgrum, a forest map with ruined towers, a Time Corridor, and the regional map covering the area surrounding Crossroad Castle.
Megalithic site used by Druids and Clerics of Thorgrum for ceremonies and rituals.![]()
Aside from one or two small cave maps, I think I've done just about all the adventure maps I wanted to do for The Dark Arena. I probably won't be focusing on map graphics as much in coming months, so I'm keeping some preview images to present in the next updates.
Holy Chalice on display in one of the towers of Crossroad Castle.![]()
Next, I'll be focusing on setting up the maps (adding obstacle areas, map transitions, sound sources, torch lights, etc), adding monsters and NPCs, and creating scripts for the new scenario and dialogues.
Regional map covering the area surrounding Crossroad Castle. Places of interest are highlighted.![]()
List of changes in Knights of the Chalice 2 Version 1.64
- Fixed a source of crashes in combat when the player's party is far from the enemy and an enemy caster is considering using a summoning spell. Thank you Warlord Mal for the bug report! Also fixed another bug with the AI.
Armoury where you'll be able to meet the Captain of the Guards, Sir Philip.![]()
- In the final battle of the Tutorial Module, gave the AI setting 'Rush To The Enemy' to two Mummies, a Vrock, a Skeleton and a Giant Skeleton. Also, upon selecting the Surprise Round option, one of the Giant Skeletons wasn't surprised; that is now fixed.
- Added a note in the descriptions for the three feats of the 'Shake It Off' feat line explaining that the effect takes place on the caster's turn, not on the turn of the affected character.
Ruined tower standing on the bank of a river.![]()
Next Steps for Knights of the Chalice 2
Similar to 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 upcoming adventure module by preparing the maps and adding NPCs and monsters.
- Hire a graphic designer to create new sprites and other types of artwork. I should be able to look into this quite soon, as the house inheritance issue should be sorted out in a month or so (finally).
- Implement new features such as new monster abilities, subraces, familiars, and items.
- Fix any remaining issues mentioned on the Steam Forum, GOG Forum, website Forums, and by email.
Thank You So Much, Valorous Paladins and Wise Mages! A Bold Warrior Fears Nothing! ^_^