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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,287
Location
Eastern block
Last time I used 2 Gladiators with Greater Trip as frontline + various ground spells / cloud spells

Fucking poetry in motion
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,923
Knights of the Chalice 2 Version 1.73
Hello everyone! Version 1.73 of Knights of the Chalice 2has landed.

Today's update adds new monster sprites for the Marilith and Giant Frog, a new soundtrack, and a new introduction screen for Augury of Chaos. There are also a few bug fixes and an engine speed improvement when casting summoning spells.

  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
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 game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes and Wise Mages of the Realm! Enjoy :)
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,525
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
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4136458

Update #84: KotC 2 1.73 Adds New Marilith and Giant Frog Sprites + Title Screen & Soundtrack!​


Hi everyone! In the past month, I spent some time improving my isometric-sprite recording script to facilitate the creation of new sprites from 3D models in the Unity engine. KotC 2 version 1.73 was released recently, adding new sprites for the Marilith and the Giant Frog.

583ffd44d22d0f786b0de492c58327b2_original.gif

The latest version can be downloaded here for Windows and macOS, or from Steam and GOG. In addition to the new sprites, the update fixed a few bugs and added a new title screen and title soundtrack for Augury of Chaos.

6ec27e93e63f6f546afe13aba2a8b6e6_original.png

Separately, I couldn't resist creating a bunch of additional soundtracks for The Dark Arena.

5d0a7ac587b426a313d8856f7e735e06_original.png

This latest batch includes some of my favourite tracks (Gods Of Death, Reconquest).

I'm planning to add a new interesting feature for the Script Editor: a script text import and export function. With this function, module creators will be able to submit a dialogue script in text form to ChatGPT or Claude 3.5 and ask the AI to expand the dialogue tree based on your description of the encounter and the characters involved.

After that, you'll be able to import the output into the Script Editor for use in the game. I implemented the export function yesterday, so now I just have to do the import function.

I've also been working on a new alternative set of spell icons. The new set will feature high-resolution icons. There will be a new game option allowing you to select the classic set or the modern set.

Concerning new modules, please feel free to try out this combat module created by Gandalf: https://www.nexusmods.com/knightsofthechalice2/mods/8?tab=files. Thank you, Gandalf!!

7a67ccbfa6fb9bf60548fde42c5cb459_original.gif

List of changes in KotC 2 version 1.73​

  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
0272ed8afcf9e9b7bd02de55a40a9dad_original.png

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • Work on sprites from 3D models, new story images & the upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and some voiceovers.
  • Implement new features such as monster abilities, subraces, feats, familiars, items.
  • Fix remaining issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you have any feedback, suggestions or bug reports, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Heartfelt Thanks for your Unwavering Support, Fearless Knights of the Realm! Enjoy :)
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
842
Knights of the Chalice 2 Version 1.74
Hello everyone! Version 1.74 of Knights of the Chalice 2 is here.

Today's update adds new monster sprites for the Evil Eyes, a new soundtrack for the Tutorial Adventure, new title and story images for the Tutorial, a new prologue image for Augury of Chaos, a new script text export and import function, and bug fixes covering the enemy AI, pathfinding, shortcut keys, and graphics.

Module creators can use the script text export and import function to ask ChatGPT or Claude.AI to expand a dialogue script based on your indications. They might not do a stellar job yet, but since new improved AIs are getting released rather frequently, I'm sure that this feature will come in handy.

Graphics: Added a new sprite for the Evil Eye (with four variations: red, black, blue, purple).
Augury of Chaos: Updated the module Augury of Chaos so that Evil Eyes in the module will use the new sprite.
Graphics: Added a prologue image for Augury of Chaos displayed after you've finished assembling your party in the party-creation screen.
Graphics: Added a couple of title images for the Tutorial Adventure (Citadel of Shadows).
Music: Added a new soundtrack for the Tutorial Adventure.
Graphics: Added a couple of story images for when you meet Valiann in the Tutorial Adventure.
Graphics: Added three story images for when you meet Princess Sadina in the Tutorial Adventure.
Graphics: Added two story images for when you meet Thulak in the Tutorial Adventure.
Graphics: Added a story image for when you meet Loremaster Astaroth in the Tutorial Adventure.
Graphics: Added a couple of story images for when you enter the hall of the Pool of Communion in the Tutorial Adventure.
Sound Effects: Added a new 'Portcullis chain.wav' sound effect.
Module Editor: Added the load as text and save as text functions in the Script Editor.
Bug Fix: Fixed some issues with items that grant an ability increase (day-long or permanent) upon use, or that cast a spell upon use.
Bug Fix: Fixed an issue with items within bags not applying their effect.
Bug Fix: Fixed a bug during character creation when right clicking on the selected subrace to open the help entry for the selected race.
Bug Fix: Added a line in the help entry for Feats explaining that you always get at least one feat at level 1 (you can get one or two depending on the difficulty setting).
Bug Fix: The Half Giant Skirmisher feat will now be reflected in the Attack Bonus statistic during character creation.
Bug Fix: Fixed a display bug with the spell Hypnotic Pattern. When showing who will be affected, the game will now assume an average roll for the maximum number of Hit Dice affected by the spell.
Bug Fix: Fixed a couple of bugs resulting in the game displaying an incorrect expected path during combat.
Bug Fix: Fixed an enemy AI bug with some far-away enemies failing to move towards the party members.
Bug Fix: Fixed a bug with the shortcut key for 'Slide' (Q) and other issues with keyboard checking.
Bug Fix: Fixed a sprite display bug introduced in version 1.73.
Bug Fix: In the Module Editor, fixed a bug when setting more than three points for a polygonal activable zone. Please note: it will only work with convex zones (meaning not 'U' shaped). Please use several zones if the shape of the zone is more complicated.
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 game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes of the Realm! Enjoy! :)
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,525
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
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4138746

Update #85: KotC 2 1.74 Adds New Evil Eye Sprites + Tutorial Story Images & Soundtrack!​


Hello everyone! In the past month, we had one update for KotC 2. The latest version can be downloaded here for Windows and macOS, or from Steam and GOG.

Version 1.74 added new monster sprites for the Evil Eyes, a new soundtrack for the Tutorial Adventure (now named Citadel of Shadows), new title and story images for the Tutorial, a new prologue image for Augury of Chaos, a new script text export and import function, and bug fixes covering the enemy AI, pathfinding, shortcut keys, and graphics.

7dd9e293f0fc8307c2f68bd13b74ea32_original.gif

Module creators can use the script text export and import function to ask ChatGPT or Claude.AI to expand a dialogue script based on your indications. They might not do a stellar job yet, but since new improved AIs are getting released rather frequently, I'm sure that this new feature will come in handy.

9b9ae2c3190b5ff14f062c785df4a745_original.png

Coming Up in Version 1.75​

After releasing version 1.74, I implemented a volume improvement for mono-channel voice and sound effects. From version 1.75, mono sounds that aren't specified to have a position on the map will be played by the game as if they were stereo sounds. This really improves volume levels, especially for voice effects.

I've also been focusing on new high-resolution (64x64 pixels) spell icons. Nearly half of the 553 required icons are done. The updated spell icons should appear in the next KotC 2 version, 1.75. I'll add a new game option under 'Display' allowing players to choose between the new icon set and the current icon set. So far, I really like the new icons and I'm looking forward to seeing how the game looks with them.

Other areas of focus include the upcoming module The Dark Arena, story images for the module Augury of Chaos (I already have a bunch of them, I just need to add them to the module), and the addition of new monster sprites for the Giant Snake, Giant Crab, Giant Scorpion, Giant Beetle, Snakeman, Gargoyle, Drake, Babau, and Mummy. For some of these, I might create a version holding weapons (magic or not).

Another thing I'd like to add is the possibility for a module to change the appearance of its dialogue interface.

a247c2d45a4cac92907d903ef35a6300_original.png

Gandalf's Module: Svendalf's Encounters​

Gandalf has made the latest version of his module available on Nexus. Compared to the earlier version, the module now includes more content, new party-creation and character-creation soundtracks, and a much more balanced difficulty level.

I talked about the module earlier in this Kickstarter update. You start at level 1 and finish at level 4. Try to play without the "maximum ability scores" option on your characters for a better combat challenge. You can take at least one Cleric or Bishop with a summoning domain for an easier time.

I highly recommend you try it! Thank you so much Gandalf, kudos and congratulations!!



List of changes in KotC 2 version 1.74​

  • Graphics: Added a new sprite for the Evil Eye with four variations: red, black, blue, purple.
  • Augury of Chaos: Updated the module Augury of Chaos so that Evil Eyes in the module will use the new sprite.
  • Graphics: Added a prologue image for Augury of Chaos displayed after you've finished assembling your party in the party-creation screen.
  • Music: Added a new soundtrack for the Tutorial Adventure (Citadel of Shadows).
  • Graphics: Added a couple of title images for the Tutorial Adventure.
4b2ff6a4d2fbb78d357a13eb9d7a9503_original.png

  • Graphics: Added a couple of story images for when you meet Valiann in the Tutorial Adventure.
  • Graphics: Added three story images for when you meet Princess Sadina in the Tutorial Adventure.
  • Graphics: Added two story images for when you meet Thulak in the Tutorial Adventure.
  • Graphics: Added a story image for when you meet Loremaster Astaroth in the Tutorial Adventure.
  • Graphics: Added a couple of story images for when you enter the hall of the Pool of Communion in the Tutorial Adventure.
  • Sound Effects: Added a new 'Portcullis chain.wav' sound effect.
  • Module Editor: Added the load as text and save as text functions in the Script Editor.
  • Bug Fix: Fixed some issues with items that grant an ability increase (day-long or permanent) upon use, or that cast a spell upon use.
  • Bug Fix: Fixed an issue with items within bags not applying their effect.
  • Bug Fix: Fixed a bug during character creation when right clicking on the selected subrace to open the help entry for the selected race.
  • Bug Fix: Added a line in the help entry for Feats explaining that you always get at least one feat at level 1 (you can get one or two depending on the difficulty setting).
  • Bug Fix: The Half Giant Skirmisher feat will now be reflected in the Attack Bonus statistic during character creation.
  • Bug Fix: Fixed a display bug with the spell Hypnotic Pattern. When showing who will be affected, the game will now assume an average roll for the maximum number of Hit Dice affected by the spell.
  • Bug Fix: Fixed a couple of bugs resulting in the game displaying an incorrect expected path during combat.
  • Bug Fix: Fixed an enemy AI bug with some far-away enemies failing to move towards the party members.
  • Bug Fix: Fixed a bug with the shortcut key for 'Slide' (Q) and other issues with keyboard checking.
  • Bug Fix: Fixed a sprite display bug introduced in version 1.73.
  • Bug Fix: In the Module Editor, fixed a bug when setting more than three points for a polygonal activable zone. Please note: it will only work with convex zones (meaning not 'U' shaped). Please use several zones if the shape of the zone is more complicated.
d5f3fe025a6a992005c55d29ee66370e_original.png

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • Work on sprites from 3D models, new story images & the upgrade of spell icons.
  • Work on voice effects for Critical Hits & monsters, and some voiceovers.
  • Implement new features such as monster abilities, subraces, feats, familiars, items.
  • Fix any issues mentioned on Steam, GOG, heroicfantasygames.com, or by email.
If you have any feedback, suggestions or bug reports, please feel free to let me know here, in the Forums, or by email at enquiries@heroicfantasygames.com. I appreciate it!

Profound Gratitude for Your Steadfast Dedication, Valiant Defenders of the Kingdom! ^_^
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,287
So wait, this frog eater expects me to shell out 35 Jewros for an indie title... whilst it's on sale?
Someone please explain to this man how effective pricing works. He's fucking losing money.
 

KainenMorden

Educated
Patron
Joined
Aug 19, 2022
Messages
939
Codex Year of the Donut
So wait, this frog eater expects me to shell out 35 Jewros for an indie title... whilst it's on sale?
Someone please explain to this man how effective pricing works. He's fucking losing money.

Do you want to support an indie developer that makes games that mainstream devs will never make?

I understand why some think it should be priced lower and it would sell more, etc but let's be real, this game would just get refunded way more. It is the type of game that appeals to a niche audience, even on the codex.
 

the mole

Arbiter
Shitposter
Joined
Aug 1, 2019
Messages
1,933
So wait, this frog eater expects me to shell out 35 Jewros for an indie title... whilst it's on sale?
Someone please explain to this man how effective pricing works. He's fucking losing money.

Do you want to support an indie developer that makes games that mainstream devs will never make?

I understand why some think it should be priced lower and it would sell more, etc but let's be real, this game would just get refunded way more. It is the type of game that appeals to a niche audience, even on the codex.
my ego is big enough to want to beat it but also big enough to not pay 40 dollars for it
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,287
Do you want to support an indie developer that makes games that mainstream devs will never make?
What the fuck am I? Social services? I ain't supporting shit. He's putting out a product, I as the buyer am deciding if the price is worth it.
It is the type of game that appeals to a niche audience, even on the codex.
That's a fair point though, but if he's in it for the money niche products that are niche even on the Codex ain't the way to go.
I'll prolly end up getting it though, I just like complaining.
 

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