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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Modron

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Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
You forgot to tag MerchantKing.
 

MerchantKing

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Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.

35zdmDh.jpg
Delete this from your game.

gnomes are fags.
Cool it with the anti-nanatic remarks. You'd be in Gran Soren prison if I didn't collect all that evidence.
 

MerchantKing

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Reinhardt

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Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.

35zdmDh.jpg
Delete this from your game.

Some gnomes are more equal than other gnomes.
I feel we're due for another evil gnome conspiracy, a la Arcanum.
Cool it with the antinanatic remarks. There is no Gnome conspiracy.
yeah, gnomes are too dumb for it.
 

Serus

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Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.

35zdmDh.jpg
Delete this from your game.

Some gnomes are more equal than other gnomes.
I feel we're due for another evil gnome conspiracy, a la Arcanum.
Cool it with the antinanatic remarks. There is no Gnome conspiracy.
yeah, gnomes are too dumb for it.
Or goyim kobolds already know so there is no point.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.

35zdmDh.jpg
Delete this from your game.

Some gnomes are more equal than other gnomes.
I feel we're due for another evil gnome conspiracy, a la Arcanum.
Cool it with the antinanatic remarks. There is no Gnome conspiracy.
This is exactly what a conspirator would say.
 

Gandalf

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Oh dear, the second module I'm currently working on in my spare time has two kobolds and zero gnomes in it. Should I balance things up?!
 

Gandalf

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Oh dear, the second module I'm currently working on in my spare time has two kobolds and zero gnomes in it. Should I balance things up?!

You could have the kobolds discuss how their empire is built on the bones of the exterminated gnome race.
Both of them are merchants, so that already fit this picture very well, I think. What does not fit is they stand in different places, so they can't really talk with each other face to face. I could try to add telepathy dialogue or pidgeon mail or add other kobolds that could talk with each other. I don't know yet, I need to think about it.
 

mediocrepoet

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Oh dear, the second module I'm currently working on in my spare time has two kobolds and zero gnomes in it. Should I balance things up?!

You could have the kobolds discuss how their empire is built on the bones of the exterminated gnome race.
Both of them are merchants, so that already fit this picture very well, I think. What does not fit is they stand in different places, so they can't really talk with each other face to face. I could try to add telepathy dialogue or pidgeon mail or add other kobolds that could talk with each other. I don't know yet, I need to think about it.

Dialog with the party for some reason? :lol:
Hey, wasn't there a Merchant King in these parts?
 

MerchantKing

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Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.

35zdmDh.jpg
Delete this from your game.

Some gnomes are more equal than other gnomes.
I feel we're due for another evil gnome conspiracy, a la Arcanum.
Cool it with the antinanatic remarks. There is no Gnome conspiracy.
yeah, gnomes are too dumb for it.
Cool it with the antinanatic remarks.
 

AdolfSatan

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Joined
Dec 27, 2017
Messages
2,098
Oh dear, the second module I'm currently working on in my spare time has two kobolds and zero gnomes in it. Should I balance things up?!

You could have the kobolds discuss how their empire is built on the bones of the exterminated gnome race.
Both of them are merchants, so that already fit this picture very well, I think. What does not fit is they stand in different places, so they can't really talk with each other face to face. I could try to add telepathy dialogue
You could make it one of those flavor texts where if you have a psionicist in the party, you can pick up the telepathic conversation, and if not, just go on ignorant on the whole matter.
 

Reinhardt

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Messages
33,102
Oh dear, the second module I'm currently working on in my spare time has two kobolds and zero gnomes in it. Should I balance things up?!

You could have the kobolds discuss how their empire is built on the bones of the exterminated gnome race.
You mean bones of the 6 gazillions? :smug:
reminds me british lostbelt from fate grand order where version of britain is literally built from corpses of dead fairies. more wars between clans - more land - more fairies - more wars.
 

Infinitron

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Update #79: KotC 2 1.67 Fixes Bugs + Update On Music & The Upcoming Module!​


Hi everyone! In the past month, I focused on the new music tracks for the upcoming KotC 2 adventure modules. I also worked on some encounters of The Dark Arena and I looked into AI voice generation. In the last few days, I added support for polygonal activable zones in the Module Editor. I wasn't able to work on KotC 2 as much as I would have liked, but still, we're moving in the right direction.

d973cb08172fd1ff0aade588b5bd81ca_original.png

I've finished working on the 42 new music tracks (see below the track names) based on music from three different music packs. That took a while as most of them needed some edits and all of them needed to have their volume adjusted to the same level as that of existing music tracks. Anyway, I'm happy with the result; there's a lot of excellent music in there.

0967a29682040ae1685ec7042087bfc3_original.png

I've looked into voice production using the Tortoise text-to-speech AI and I've got it working. I haven't made voice-over files yet, but I've found that the quality is pretty good. So, I'm planning to create a few voices and use them for voice-over in some parts of the new module.

I recently implemented polygonal activable zones (see the image below) that can be placed anywhere using the Module Editor. This is mostly useful with isometric maps, where corridors, walls, and objects often have the shape of a parallelogram rather than that of a rectangle.

1fe0e1d1fbed02e425b33f7f14fa014a_original.png

That new feature will be available in the editor once I release version 1.68. Currently, it works like this: you place an activable zone as normal, then mouse over a point inside the rectangle and press Q to add a polygon point. Pressing Left Shift+Q removes the last point. Once you've placed three points, you can press Return to have the editor complete a parallelogram by placing the fourth point automatically.

Also, I recently added a few new features for text boxes in the Module Editor. Pressing Left Control + Backspace will erase the previous word. This is useful when you have a lot of text to remove and using Backspace alone would take a while. In addition, pressing Left Control + the left or right arrow key will move the cursor to the previous word, or to the next word. These features will be available in version 1.68.

List of changes in KotC 2 version 1.67​

  • Added a speed optimisation in 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 crashes introduced 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.
9d110fbe2f0cec5ec66cb4821d7aa02e_original.png

  • Fixed a display bug with the environmental fog not appearing progressively after loading.
  • Fixed the position of prone sprites for 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.

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 modular sprites for Dwarves. Also look into story images and a possible upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and voice-over using text-to-speech AI.
  • Implement new features such as new monster abilities, subraces, feats, familiars, items.
  • Fix any remaining issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you find bugs or if you have any feedback and suggestions, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Thank You So Much For Your Support, Legendary Heroes!! Enjoy :)
 

luj1

You're all shills
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So in other words, he is only working on voice acting, music and implementing more tech

This is useless, where is the content?
 

luj1

You're all shills
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  • Implement new features such as new monster abilities, subraces, feats, familiars, items.

More of this you crazy man

  • Continue work on the encounters, monsters and scenario of the upcoming KotC 2 module.

And more of this

Pierre should really learn more from Hearkenwold, which ironically is the most supreme way to play his own game

Combat encounters in Hearkenwold > AoC
 

Reinhardt

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Sep 4, 2015
Messages
33,102
kotc2 is one of the very few games that has proper combat encounters, in a sense you feel enemies are not just passively waiting for you in a room guarding chest(they are, but feeling that they know your are coming and prepared for you is here). that's what good dm should do.
 

luj1

You're all shills
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You should try Hearkenwold then as it's fairer and less of a linear mindless gauntlet of initiative rolls, while maintaining, if not exceeding, the overall complexity of combat encounters, and optimising them. I'm not even kidding.
 

Serus

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You should try Hearkenwold then as it's fairer and less of a linear mindless gauntlet of initiative rolls, while maintaining, if not exceeding, the overall complexity of combat encounters, and optimising them. I'm not even kidding.
That's an unfair comparison. Initiative rolls gain in importance in KotC2 as the level increases. Hearkenwold is a lower level campaign than KotC.
 

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