Modron
Arcane
- Joined
- May 5, 2012
- Messages
- 11,356
You forgot to tag MerchantKing.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.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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Cool it with the anti-nanatic remarks. You'd be in Gran Soren prison if I didn't collect all that evidence.gnomes are fags.
Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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Cool it with the antinanatic remarks. There is no Gnome conspiracy.I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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yeah, gnomes are too dumb for it.Cool it with the antinanatic remarks. There is no Gnome conspiracy.I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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Oryeah, gnomes are too dumb for it.Cool it with the antinanatic remarks. There is no Gnome conspiracy.I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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This is exactly what a conspirator would say.Cool it with the antinanatic remarks. There is no Gnome conspiracy.I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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Why ruin an utopia?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?!
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?!
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.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.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.
Cool it with the antinanatic remarks.yeah, gnomes are too dumb for it.Cool it with the antinanatic remarks. There is no Gnome conspiracy.I feel we're due for another evil gnome conspiracy, a la Arcanum.Some gnomes are more equal than other gnomes.Delete this from your game.Speaking of race relations, in Hearkenwold the party can run into a band of gnomes and a kobold character will call out their corruption.
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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.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 dialogueOh 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?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.
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.You mean bones of the 6 gazillions?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.![]()
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.
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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.
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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.
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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.
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- 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:
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!
- 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.
Thank You So Much For Your Support, Legendary Heroes!! Enjoy![]()
- Implement new features such as new monster abilities, subraces, feats, familiars, items.
- Continue work on the encounters, monsters and scenario of the upcoming KotC 2 module.
You should try Hearkenwold then
That's an unfair comparison. Initiative rolls gain in importance in KotC2 as the level increases. Hearkenwold is a lower level campaign than KotC.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.