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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Serus

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Because people seem to like desert geography, here is a video showing an encounter in one of the desert areas from Hearkenwold
I know i would like since I liked very much KotC.
A propos, sequels when? ;)
It is designed more like an open-ended, ongoing campaign. I'm working on new content right now, which will be added to the module later next year.
Does it mean that the sum of exp and levels to be gained rises as well or you somehow scale down the content that already exists?
 

Dorateen

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It is designed more like an open-ended, ongoing campaign. I'm working on new content right now, which will be added to the module later next year.
Does it mean that the sum of exp and levels to be gained rises as well or you somehow scale down the content that already exists?
No scaling, but the adventure itself is non-linear. Through free exploration, it is possible early on to wander into combat meant for higher level characters, and the player might later find encounters that the party is much stronger for. The content I am presently working on is designed for 10th level characters, which is where the module leads up to this point.
 
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Dadd

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God he is using cheap 3D model as portrait, the kind you find in Western Visual Novel shovelware in Steam

Just don't use sprite at all Pierre, jesus this just makes your games looks like a cheap slop
This makes the game look soulful
 
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Dadd

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Did he update the visuals sometime this year? Looks better than how I remember from last year.
 

vitellus

the irascible
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fuck you
Codex+ Now Streaming!
Did he update the visuals sometime this year? Looks better than how I remember from last year.
you can alternate between sprites (decline) or tokens (incline), but idk when that was added. i've only played since just recently
 

Infinitron

I post news
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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
Ever more isometric: https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/3976636

Update #78: New Preview Images from The Dark Arena + Update On New Sprites!​


Hello everyone! In the past month, I worked on a bunch of things for KotC 2, including some encounters of the upcoming module The Dark Arena, new soundtracks, text-to-speech AI, 3D asset purchases, and the 3D tools that can be used to create sprites from 3D models. I also worked on version 1.67 of KotC 2, but it's not ready yet as I'd like to add some more things before I release it.

cdcd02c13bd5cf0dd755115958fc8d82_original.png

On the graphics front, I'm planning to improve the character-creation interface so that your choice of race and gender will automatically display something that's appropriate for your character.

I'd like to add modular sprites for dwarves, just like I added modular goblins earlier. I've already got the required artwork from the Medieval Underdeep pack of PVGames. However, it's a bit limited when it comes to weapons for dwarves: there's only a sword, handaxe, battleaxe, greataxe, off-hand axe, and some shields. I guess it's not a big issue. For example, the greataxe sprite could be used when wielding a halberd.

422d39ccdaced96f0e065c0a8c4668e4_original.png

For the Centaur, I recently purchased some very nice animated 3D models that I'm planning to turn into isometric sprites. I've got a male centaur, female centaur, and another male centaur.

For the Mantis, I haven't found a really good 3D model on the 3D asset stores. There's a free Mantis model on OpenGameArt that I've been working on a bit using the 3D tool Blender; I might just use that model if I can't find someone to create a better one. I did contact a couple of 3D creators recently, but they didn't reply. I ended up buying a good bunch of animated 3D models from three online retailers.

f51bf0da5c2de5cd54e4cfcc3d3720a7_original.png

You may be wondering why I should be acquiring 3D models for a sprite-based game. That's because it's much easier to create large sprite sheets using animated 3D models, which can be scaled up and rotated at will. That's particularly true for high-resolution sprites with eight possible orientations.

522c0f4287fb025751f9ccee754cb422_original.png

Anyway, for the Mantis, and possibly a few other models like the Mimic or even this six-armed creature, if you know 3D animation and you'd like to help with animating that model, or improving the texture, please email me at enquiries@heroicfantasygames.com. Thank you!! Or if you know someone who might like to create a four-armed Mantis model for the game, please feel free to drop me a line.

For the Drake, I might use one of the winged gargoyle models which I purchased recently.

Here's the list of the models I've acquired together with their Youtube links: Animals Pack (includes a Scorpion, Crab, Frog, Crocodile and other animals), Beetle, Six-Armed Naga Queen / Marilith, Hell Watcher / Evil Eye (includes a boss version and minion version), Hydra, Snake, Basilisk / Snakefolk, Male Centaur, Female Centaur, Soul Eater / Babau, Gargoyle / Devil, Gargoyle / Drake, Stone Gargoyle, Mummies pack, Genie, and Fairy.

I've also got the following free models: another Male Centaur, Demon Girl, Bear, Tiger, Felguard / Satyr, and Warriors. Finally, I've got some monster sprites from PVGames that I might add to the game at some point, including the Dragonfly, Hungry Plant and others.

573a9818b94b57bfdb70c3e6cbcf211a_original.png

Separately, on the music front, I've been given the excellent Fantasy Open World RPG music pack as a gift from BlackMid. Thank you so much, BlackMid!! Using that music pack, I've created two new soundtracks that will be used in the upcoming KotC 2 modules. From my earlier music-pack purchases on Humble Bundle, I still have many other music files to convert to the OGG format. We'll definitely have a lot of new music tracks in the new modules!

On the sound effects front, I've purchased the Swordfighter sound pack. I'm thinking to use that sound pack to play male and female warrior shouts and screams when a character achieves a Critical Hit, or when defeating a foe. There will be an option to turn that effect on and off, and maybe also a new option to turn off the existing voice effect that is played when combat begins.

The music pack from Ovani that I bought earlier also contains a bunch of monster voice effects for Goblins, Trolls, Orcs, Naga creatures, Demons, Dragons, Skeletons, Zombies, Ghosts and other monsters. I'm planning to add some of these to the game.

Finally, I've been looking into the Tortoise text-to-speech AI voice tool using the Jarods Journey Youtube videos. I'm not sure yet if I'm going to be able to make use of it. Still, it would be cool to have a voice for some parts of the story and dialogues, especially if I can have a proper voice for a dwarf, an elf, a villain, etc. I'll have to spend more time on this to find out.

e8a52d507830d1291318cd94543e3e4f_original.png

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters, monsters and scenario of the upcoming KotC 2 module.
  • Work on the conversion of 3D models into isometric sprites, and on the modular dwarf sprite.
  • Work on voice effects for Critical Hits and monsters, text-to-speech AI, and new soundtracks.
  • Implement new features such as new monster abilities, subraces, feats, familiars, and items.
  • Fix any remaining issues mentioned on Steam, GOG, heroicfantasygames.com, and by email.
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. I appreciate it!

Thank You For Your Steadfast Support, Fearless Mages And Warriors Of The Realm!!

Even If You Get Only Three Wishes From The Genie, I Wish You All The Best For The Year Ahead!! ^_^
 

Tweed

Professional Kobold
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No mention of kobold models. Someone needs to tell Pierre that this is a dragonbold household and not a dogbold one. Of course, I highly doubt these models are going to look any good and when it comes time to play again I'll probably just whip up some portraits with the almighty power of AI.
 

Serus

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90% of text is

sprites
3d models and animations
text-to-speech AI voice tool

I want more chalice no need to focus on pointless shit :negative:
The graphic stuff is understandable, once he started to do "isometric" graphics he had to continue. This time the whole module will be made in "isometric" so there is need for the models. OTOH, wtf is text-to-speech AI tool for in a KOTC game? There isn't even that much text let alone a need to voice it.
 

MerchantKing

Learned
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Jun 5, 2023
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No mention of kobold models. Someone needs to tell Pierre that this is a dragonbold household and not a dogbold one. Of course, I highly doubt these models are going to look any good and when it comes time to play again I'll probably just whip up some portraits with the almighty power of AI.
>we wuz dragonz and sheeeeit
Typical Kobold "reasoning"
 

Serus

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Small but great planet of Potatohole
Why does he insist in focusing on all the things none of the KOTC2 players care about?

:rage:
That's Pierre's genius. He made a game so ugly and priced it so badly that no one wanted to buy it. Other than people who already knew how good it is, like us. So now he tries to make it slightly less ugly (for some), to sell to a few more people. At this point it won't matter when it comes to sales anyway. He is an idiot-savant. Which, to be fair, is mostly a good thing for us who play his games. Usually. Long live Pierre Begue, he is by far my favourite French person. At least alive one, perhaps of all time. People like Saint Louis, Napoleon or Alexandre Dumas didn't make any CRPGs which makes Pierre automatically better than them.
 

Butter

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Knights of the Chalice 2 Version 1.67
Hello everyone! Here's version 1.67 of Knights of the Chalice 2. My apologies for the bug when loading very simple maps, that should be fixed now.

Here's the list of changes:

  • Added a speed optimisationin the script command used to show or hide a creature. Hopefully this won't have any unexpected effects with character movement during combat. If you find any, please email me about it. :)
  • Fixed a source of crashesintroduced in version 1.66 when loading a map that hasn't got any activable zone in it. This would also generate a crash when using the spell-animation previewer in the Module Editor because the previewer uses a very simple map.
  • Activable zones can now use jpg images(not just PNG images).
  • The script command that sets the altitude of a square can now set negative altitudes.
  • The script command 'Expend spell slots' now allows negative values, allowing you to have a character regain spell slots of a given spell level (up to the character's maximum number of spell slots of that level). Likewise, the script command 'Expend power points'now allows negative values, allowing you to have a character regain power points.
  • Fixed a display bug with the environmental fognot appearing progressively after loading a game.
  • Fixed the position of prone spritesfor humanoid creatures that do not use the modular sprite model.
  • Added a new spell sound (Magic holy bells.wav), a new item image(reishi-mushrooms.png), a new spell that can't be learnt (Second Chance), and in the file 'Data/BaseItems.iml' a new item (Reishi) associated with the new spell.
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.

I posted a new Kickstarter Update yesterday.

Thank You For Your Steadfast Support, Fearless Mages And Warriors Of The Realm!! Happy New Year :)
 

luj1

You're all shills
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It is designed more like an open-ended, ongoing campaign. I'm working on new content right now, which will be added to the module later next year.
Does it mean that the sum of exp and levels to be gained rises as well or you somehow scale down the content that already exists?
No scaling, but the adventure itself is non-linear. Through free exploration, it is possible early on to wander into combat meant for higher level characters, and the player might later find encounters that the party is much stronger for. The content I am presently working on is designed for 10th level characters, which is where the module leads up to this point.

better design than AoC imo
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,304
The only place that gnomes AND kobolds deserve is under my boot, being ground into a fine paste.

Debating which is better is like trying to figure out if cow shit or dog shit is better eating.
 

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