Update #76: KotC 2 1.65 Adds New Editor Features + New Preview Images!
Hi everyone! In the past month, I worked on the map data file for a few large maps of the upcoming KotC 2 module, The Dark Arena. In addition, I released the KotC 2 update 1.65 a few days ago. The latest version can be
downloaded here for Windows and macOS, or from
Steam and
GOG.
I also purchased the Audio Odyssey Humble Bundle containing most of the sound effects and soundtracks that can be found on
Ovani's website. Version 1.65 has three of the new sound effects.
Exploring the cellars and ancient corridors underneath Crossroad Castle.
I also worked on the sprites and dialogue icons of some of the main NPCs that you will find in the upcoming module. Here's one of them, below.
Sir Althor is the Knight Commander.
On a personal note, the inheritance process I've had to go through is finally over. That is really awesome, but it comes with some new challenges. I've got the family home but I need to renovate it, remove the clutter, buy furniture and do so many other time-consuming things associated with it.
Derelict tower in the countryside.
List of changes in Knights of the Chalice 2 version 1.65
- Added three new sound effects. There are two new door-opening sound effects and one new sound effect for lightning ambient sound sources, that may be used with electricity-damage traps.
- Fixed a source of crashes that could occur infrequently when launching a game.
- Fixed a bug that could occur when loading the Settings file.
- Fixed a bug in the Module Editor with the button 'Apply Image Size', in the box that appears when entering data about an activable zone.
Derelict tower interior with a couple of treasure chests.
- Added 'depth-sorted' activable zones. You can now have zones containing an image (a statue, a pool, etc) that will be displayed in the right order so that characters in front of the object will be displayed on top of the object and characters behind the object will appear behind the object. When entering the name of the activable zone, simply add ',Sorted' so that the object will use depth sorting. Otherwise, the images are printed below characters by default, or above characters if you add ',Overlay' to the name of the activable zone.
- Pushing the H key in the editor and keeping it pressed will hide the images contained in Sorted zones. This may be useful if you want to align the Sorted image with the backdrop image underneath, for example if you have a barrel as a Sorted zone and the backdrop also has the barrel image and you want them to be in the same area. Press Tab and then repeatedly press H to see if your zone is perfectly aligned.
A mysterious Time Corridor.
- When moving and resizing activable zones in the Module Editor, pushing the right control key instead of the left control key will hide the tooltip text.
- In the Module Editor, fixed a source of crashes when you have several maps sharing the same background image.
- In the Module Editor box designed to edit Activable Zone data, when the cursor is in the 'HP/Nb.Particles' input box, pressing the Tab key will now move the cursor to the next input box, 'Hardness/Max.Size'. Pressing Tab again will return the cursor to the 'HP/Nb.Particles' box. Pressing Tab while the cursor is in one of the 'Position' input boxes will also switch between the input boxes for the x and y position, and pressing Tab while the cursor is in one of the 'Size' input boxes will switch between the input boxes for horizontal and vertical size.
- In the Module Editor, ambient sound effects will now be playing.
Giant Frog statue within the Swamp Dungeon.
- Added a new sound source: Lightning field. This ambient sound source can be placed anywhere on a map easily using the menu of the Module Editor.
- Added a new animation for vertical lightning. This effect can be placed anywhere on a map easily using the menu of the Module Editor. There are two parameters, the first one is the opacity percentage and the second one is the scaling factor. Zones are named like this: 'Lightning Animation,100%,50%'.
- For the moving-water animation, you can now set the scaling factor. Zones are named like this: 'Water Animation,70%,60%'. The first number is the opacity, the second one is the scaling factor. You can now have a moving-water effect even on small rivers.
- Fixed an issue with terrain conditions like 'Fog Cloud'. The game wasn't removing them from the Character Sheet after the end of combat (although they would get removed at the start of the next fight). Thank you so much Dorateen for letting me know about this!
- Added a mention of the new editor features in the help entry for the Module Editor.
Sunrays and a pool within the Swamp Dungeon.
Next Steps for Knights of the Chalice 2
Similar to the
previous update, the next development steps are the following:
- Work on the map data, NPCs, monsters and scenario of the upcoming KotC 2 module.
- 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 Steam, GOG, heroicfantasygames.com, and by email.
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 So Much, Legendary Knights of the Realm! Let's Keep Forging Onwards and Upwards