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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Gandalf

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Joined
Sep 1, 2020
Messages
848
Knights of the Chalice 2 Version 1.75

Hi everyone! Version
1.75 of Knights of the Chalice 2 has landed.

Today's update introduces
high-resolution spell icons, which can also be used as dialogue icons. I hope you'll like them!

I'll post a new Kickstarter Update with screenshots in coming days.

  • Graphics:
    Added a brand new set of high-resolution spell icons, featuring more than 600 new icons for spells and psionic powers.
  • Graphics:
    Expanded the set of existing spell icons. For example, there are now unique icons for each version of the Summon Elemental spells.
  • Graphics:
    Added a new option under 'Display' allowing you to revert to the classic set of spell icons, if you prefer that one.
  • Module Editor:
    You can use the new spell icons in scripted dialogues
    . This works because the format of the new spell icons is the same as the format of dialogue icons (64*64 pixels).
  • Voice Effects:
    Increased the volume of voice effects and non-localised sound effects, by playing them as stereo sounds even if the sound file uses the mono-channel format.
  • Sound Effects:
    Added a new sound effect for a metal gate or door opening: '
    Door opening 4.wav
    '.
  • Help Entries:
    Improved the help entries for the feats Armour Expertise I and Armour Expertise II. Also added a link to these feats in the help entry for 'Restricted Dexterity Bonus'.
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, Valiant Paladins and Wizards of the Realm! Take care!! ^_^
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,804
new spell icons are mostly very good, finally something else than new pointless sprites
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,153
"Oh hey I wonder if this campaign might be fun to play ironman?"
*Level 1 dwarf summons level 7 large earth elemental to annihilate my level 1 party*
"Oh hey I wonder if this campaign might be fun to savescum my way through because it's total horseshit."
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,598
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/4183669

Update #86: KotC 2 Version 1.75 Adds New Set Of 600 High-Resolution Spell Icons! :)


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 1.75 added high-resolution spell icons, which can also be used as dialogue icons. It took me ages to complete the set, and then I had to upgrade the interface and fix a few bugs in order to display the new icons correctly. But now it's finally done. I hope you like the result!

07e4e43a38244e073e037cb61437f473_original.png

Separately, I couldn't resist creating a bunch of additional soundtracks for the upcoming KotC 2 adventure module The Dark Arena.

452ac053f8dc95be37d081794be4fd91_original.png

The new soundtracks include the ten-minute vocal soundtrack The Seeker, three-minute instrumental soundtrack Arenas Of Destiny, four-minute vocal soundtrack Far Away, and five-minute instrumental soundtrack Ready For Adventure. I can't wait to have these soundtracks play at suitable times in the upcoming modules!

9a217ea561ec7303000cd60915eb626b_original.png

Coming Up in KotC 2 Version 1.76​

In the last few days, I've been working on a new custom dialogue interface feature. I've done some tests with a new dialogue box. I'll present it later on, once I'm happy with the result.

It's a bit more complicated than I thought initially because a bigger dialogue box is needed in full-screen mode. A separate custom graphic is also needed, ideally, for the frame of the dialogue icon because some dialogues have an icon and some don't.

Finally, it may be good to have a new player option for bold text inside the dialogue box in order to improve readability.

A script could also be used to change the style of the dialogue interface during the course of the adventure, perhaps depending on the player's choice (good or evil, law or chaos, for example) or based on the creature the party is conversing with.
30b7fb2f36e19062b2e8149050eca71b_original.png


Apart from work on the new module The Dark Arena, I'm planning to add story images for the module Augury of Chaos, plus new monster sprites for the Giant Snake, Giant Crab, Giant Scorpion, Giant Beetle, Snakeman, Gargoyle, Drake, Babau, and Mummy. I'm not forgetting the Mantis, but that will probably come later on.

List of Changes in KotC 2 Version 1.75​

  • Graphics: Added a brand new set of high-resolution spell icons, featuring more than 600 new icons for spells and psionic powers.
  • Graphics: Expanded the set of existing spell icons. For example, there are now unique icons for each version of the Summon Elemental spells.
  • Graphics: Added a new option under 'Display' allowing you to revert to the classic set of spell icons, if you prefer that one.
6917bb46be109ec9870fae845de5d238_original.png

  • Module Editor: You can use the new spell icons in scripted dialogues. This works because the format of the new spell icons is the same as the format of dialogue icons (64*64 pixels).
  • Voice Effects: Increased the volume of voice effects and non-localised sound effects, by playing them as stereo sounds even if the sound file uses the mono-channel format.
  • Sound Effects: Added a new sound effect for a metal gate or door opening: 'Door opening 4.wav'.
  • Help Entries: Improved the help entries for the feats Armour Expertise I and Armour Expertise II. Also added a link to these feats in the help entry for 'Restricted Dexterity Bonus'.
60a608f7d6154ae1535604039031f8f1_original.png

Next Steps for Knights of the Chalice 2​

The next development steps are the following:

  • Work on the custom dialogue box, new story images for Augury of Chaos, and new monster sprites from 3D models. Continue work on the encounters & scenario of the upcoming KotC 2 module.
  • 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!

Deepest Thanks for Your Unwavering Support, Brave Heroes of the Realm! Enjoy ^_^
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,449
Location
The Crystal Mist Mountains
I've been steadily working on the new content being added to the Hearkenwold Adventure Module. Here is a sample video I just uploaded, showing part of the Sewers beneath the city of Saldanus, a location that will be central to the next update.

The party fights a pair of black puddings. Deadly monsters that have high damage reduction and immunities and can destroy items. But at least they are susceptible to fire.



There's a chance the release date is going to slip into October.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,107
Location
Small but great planet of Potatohole
Is Pierre capable of creating a campaign which isn't a linear death gauntlet? Something in Hearkenwold format would be great.
His "linear death gauntlets" aren't bad judging by last time. However i'd like to see something else as well. I think he is capable of making such campaign. The question is if he wants to.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,350
Location
Eastern block
Alright gonna make something imba this time,

2 Half-giant Gladiators frontliners with Reach Weapons and Greater Trip
1 CC mage
1 nuker mage
1 Cleric


What else? I think Pally or Death Knight for some negative aura

I had yuuge successes with Trip feats and AoE DoT spells, just cooked monsters.
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,804
for powergaming party I would bring 1-2 psionicists and melee only use fighter/barbarian/monk
so if neither of cc/nuker mage is psio then I would bring one

pala/death knight are something I would never use if I wanted to optimize as much as possible but I have used both plenty and are still okayish I prefer em over most hybrids

so for your setup if u want easier early game bring fighter/monk/barbarian or bard which would be my choice
or psionicist which is pretty much great for every situation

also depends on if you want to have 2 or 3 melee units, 2 is totally fine thats what I had for my ironman grind
 
Last edited:

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,804
Knights of the Chalice 2 Version 1.76
Hello everyone! Version 1.76 of Knights of the Chalice 2 is here.

Today's update adds 59 story images to the module Augury of Chaos, three new dialogue interface designs (Knight, Aztec and Undead) which can be selected in the Game Options, and the possibility for module creators to display custom dialogue interfaces.

I'll post a new Kickstarter Update with screenshots tomorrow.

  • Interface:
    Added a new button within the dialogue interface screen allowing you to switch the text style between standard and bold. This can also be changed in the. Game Options under Display.
  • Graphics:
    Added 59 story images for the module Augury of Chaos, plus a few additional scripted scene descriptions. There are two images of the lava rift, two images of the Kobold Erzimon, two images of the Sea Hag, one image of the Sharkman, one image of Finchbury, five images of the Demon Maphistor, two images of the Frost Giant Jarl, one image of the dark ceremony, two images of the Coven of the Crones, two images of the juggling lady, two images of the throne-room Balor, two images of the throne room with Yanos, two images of the underwater cave, three images of the Lich Xadriphar, two images of the Soul Sucker Mastermind, one image of the Goblin arena, two images of the Angel Lyrian, one image of the Giant Spider Prince, one image of the Giant Spider Queen Sattram, two images of the Efreeti, five images of the Genie Lokkad, two images of the stone statues, two images for Chapter One introduction, two images for Chapter Two introduction, one image for Chapter Three introduction, one image for the Finchbury haunted house, one image of the Castle Gate Marilith, one image for the Guild of Adventurers, one image for the undead of Xadriphar's crypt, two images for the Moon Crypt, two images of the Evil Eye Emperor, and one image for the encounter with the Vampire Lord.
  • Graphics:
    Added three new dialogue interface designs (Knight, Aztec and Undead) which can be selected by the player in the Game Options under Display. If the player doesn't select one, the interface is selected by the module. If the module doesn't select one, the default interface (the classic one) is used. Please note: if a module has a custom dialogue interface design and you want to see it, then you shouldn't select a specific interface design in the Game Options.
  • Module Editor:
    Added the possibility for a module to use a custom dialogue interface design. This can be set in the Module Datascreen. A dialogue interface includes 5 images: one in size 1000x326 for the windowed interface when a splash image isn't displayed, one in size 1000x326 for the windowed interface when a splash image is displayed, one in size 1200x400 for the full-screen interface when a splash image isn't displayed, one in size 1200x930 for the full-screen interface when a splash image is displayed, and one small image in size 80x80 for the frame of the dialogue icon. You'll find the files for the three new interfaces in the folder Graphics/Dialogue.
  • Module Editor: Scripts can now also be used to modify the dialogue interface during the course of the adventure.
  • Module Editor: Fixed a bug in the Script Editor that occurred sometimes when pushing the F12 key.
  • Module Editor: Fixed a bug in the Script Editor when pressing escape while mousing over the search box of an image selection box.
  • Help Entries: Added some text in the help entries for attacks of opportunity (AOOs) and the feat Great Cleave saying that AOOs don't grant Cleave attacks.
  • Spell Descriptions: Improved the descriptions of the spells Fireball, Power Fireball, Rogue Fireball, Lightning Bolt, and Electric Sphere.
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 For Your Loyal Support, Fearless Warriors and Mages! Best regards :)

new module coming any day now

sad-pablo-lonely.gif
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,598
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/4211030

Update #87: KotC 2 1.76 Adds 59 Story Images + Three Dialogue Interface Designs + Krita AI Tools!​


Hi 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 1.76 added 59 story images to the module Augury of Chaos, three new dialogue interface designs (Knight, Aztec and Undead) which can be selected in the Game Options, and the possibility for module creators to display custom dialogue interfaces.

dd02269ebc9282dbe7b6cc94b42e0bae_original.png

In coming months, I’d like to focus more on the development of the upcoming adventure module, The Dark Arena.

Other areas of interest include new monster sprites and a bunch of specific features such as class-restricted items, character-restricted items, cursed items, custom summoning spells, and scripts that would be executed when entering or leaving a map.

PVGames recently released a new monster sprite pack. I’ll get it a bit later on.

AI tools for digital-painting software Krita​

Krita is a digital-painting application, a free alternative to Photoshop. You can download it here. I feel that Krita deserves a mention here for a couple of free plugins that implement integrated AI tools. The two tools of special interest to me are the object selection tool and the AI generation tool. You can find the Krita plugins here.

d95510c7436d56914824dd06b79e000e_original.png

With the object selection tool, you let the AI draw the outline of an object automatically. For example, if you have an image of a dungeon room and you click on a table, it will create a selection around the table. Alternatively, you can draw a rectangle around the object that interests you, like the table, and the AI will create a selection around it.

It’s not perfect, but it can be very helpful. It can be a lot of work to select an object manually, especially characters or any object with an outline that cannot be selected easily using a polygonal selection.

The other tool is the inpainting AI generation tool. I think that you need an Nvidia graphics card for this tool, and the speed of generation will depend on your graphics card.

With this tool, you can make a selection somewhere in your image (possibly using the selection tool described above), and then have the AI fill the selection with anything.

For example, using the dungeon room example, you could draw a rectangle somewhere on the table and specify “a candle” in the text box of the tool. Then the AI will draw a candle in the area you specified, nicely integrated with the rest of the image.

If you specify “Strength 100%”, the generation is based only on the text you provide (and the surrounding area of the image). If you specify any strength below 100%, such as 80%, the generation will take into account the existing image within your selection. So, for example, if you draw a red rectangle before generating, the candle generated by the AI will be red. The AI will try to keep the shape and colour of your drawing.

Here’s a video about the object selection tool and how to install it, and here’s a video about the generation tool and how to install it. Two thumbs up for these excellent tools!

6a6deadff3e2169d1191a7edd68468af_original.png

List of Changes in KotC 2 Version 1.76​

  • Interface: Added a new button within the dialogue interface screen allowing you to switch the text style between standard and bold. This can also be changed in the Game Options under Display.
  • Graphics: Added 59 story images for the module Augury of Chaos, plus a few additional scene descriptions. There are two images of the lava rift, two images of the Kobold Erzimon, two images of the Sea Hag, one image of the Sharkman, one image of Finchbury, five images of the Demon Maphistor, two images of the Frost Giant Jarl, one image of the dark ceremony, two images of the Coven of the Crones, two images of the juggling lady, two images of the throne-room Balor, two images of the throne room with Yanos, two images of the underwater cave, three images of the Lich Xadriphar, two images of the Soul Sucker Mastermind, one image of the Goblin arena, two images of the Angel Lyrian, one image of the Giant Spider Prince, one image of the Giant Spider Queen Sattram, two images of the Efreeti, five images of the Genie Lokkad, two images of the stone statues, two images for Chapter One introduction, two images for Chapter Two introduction, one image for Chapter Three introduction, one image for the Finchbury haunted house, one image of the Castle Gate Marilith, one image for the Guild of Adventurers, one image for the undead of Xadriphar's crypt, two images for the Moon Crypt, two images for the Evil Eye Emperor, and one image for the encounter with the Vampire Lord.
  • Graphics: Added three new dialogue interface designs (Knight, Aztec and Undead) which can be selected by the player in the Game Options under Display. If the player doesn't select one, the interface is selected by the module. If the module doesn't select one, the default interface (the classic one) is used. Please note: if a module has a custom dialogue interface design and you want to see it, then you shouldn't select a specific interface design in the Game Options.
  • Module Editor: Added the possibility for a module to use a custom dialogue interface design. This can be set in the Module Data screen. A dialogue interface comprises five images in PNG format: one in size 1000x326 for the windowed interface when a splash image isn't displayed, one in size 1000x326 for the windowed interface when a splash image is displayed, one in size 1200x400 for the full-screen interface when a splash image isn't displayed, one in size 1200x930 for the full-screen interface when a splash image is displayed, and one small image in size 80x80 for the frame of the dialogue icon. You'll find the files for the three new interfaces in the folder Graphics/Dialogue. For a custom interface, the files would be placed within the MapBackdrops folder of your module.
7c89f1d50af9889ed46443264779b503_original.png

  • Module Editor: Scripts can now also be used to modify the dialogue interface during the course of the adventure.
  • Module Editor: Fixed a bug in the Script Editor that occurred sometimes when pushing the F12 key.
  • Module Editor: Fixed a bug in the Script Editor when pressing escape while mousing over the search box of an image selection box.
  • Help Entries: Added some text in the help entries for attacks of opportunity (AOOs) and the feat Great Cleave saying that AOOs don't grant Cleave attacks.
  • Spell Descriptions: Improved the descriptions of the spells Fireball, Power Fireball, Rogue Fireball, Lightning Bolt, and Electric Sphere.

Next Steps for Knights of the Chalice 2​

The main areas of interest are the following: the encounters and scenario of the upcoming KotC 2 module The Dark Arena, new monster sprites, voice effects for Critical Hits and monsters, some story voiceovers, new monster abilities, subraces, feats, familiars and items, and new special features such as class-restricted items.

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!

Boundless Thanks to Our Courageous Guardians and Spellcasters! Keep Shining Bright!
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,512
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1233530/view/4534653721987122279?l=english
Knights of the Chalice 2 Version 1.77
Hello everyone! Version 1.77 of Knights of the Chalice 2 has landed.

It adds the Aviara Elf subrace, two Wizard familiars, and for module creators the possibility for items to be cursed or restricted (see details below). It also fixes a bunch of bugs and adds a saving throw bonus or penalty on flying creatures for wind-based and ground-based spells.

New Subrace: Added a new Elf subrace, the Aviara Elf (or Winged Elf), who has the ability to fly. The Aviara penalties are -2 Dex, -5 Speed, and 50% vulnerability to Sonic damage. Also updated the help entry for Elves.
Flying Creatures: Added a -2 Reflex saving throw penalty for non-prone flying creatures against the effect of wind-based spells (Gust of Wind, Greater Gust of Wind, Vortex of Doom, Tornado Blast, Sirocco, Whirlwind).
Flying Creatures: Added a +2 Reflex saving throw bonus for non-prone flying creatures against the effect of ground-based spells (Stomp, Greater Stomp, Earthquake).
New Familiars: Added two new Wizard familiars, the Rat and the Parrot. The Rat grants a +1 bonus on Spell Penetration checks and the Crawling Familiar skill, while the Parrot improves your Colour Spray spell and grants the Rogue Pick Pocket skill and Flying Familiar skill. Also added five new 64x64 item icons for the new familiars (two for the Rat and three for the Parrot), and updated the help entry for familiars.
Epic Toughness Feat: The bonus from the feat Epic Toughness will increase by five points if you have the Toad Wizard Familiar or the Toughbone Half-Giant subrace.
Module Editor: Added the 'restricted' status and 'cursed' status for weapons, armour, and other items. These can now be set in the Item Editor and Weapon Editor. The system is quite flexible. Items can now be restricted to a character class, a class specialisation (or Cleric domain), a race or subrace, a combination of race/subrace and class/class specialisation, a specific character, or a comma-separated list of any of the above. When a restricted item can't be used by a character, it will be marked with a blue square in the Inventory Screen. The character won't be able to equip the item or activate it. Cursed items can't be unequipped by the player. They could be removed through a story script, or through the item's script.
Interface: Restricted items that can't be used or equipped by a character will be marked with a blue square underneath the icon of the item, in the Inventory Screen.
Interface: When typing special characters in multi-line text boxes, pushing one of the Alt keys will have the same effect as pushing one of the Shift keys. This may be useful for the macOS version, as I've been having trouble inputting the special characters using the Shift keys only. Also, pressing Alt+M will input the question mark character.
Bug Fix: Fixed a bug with skill checking for the Aquatic Familiar skill (Water Familiar skill) provided by Toad and Snake Wizard Familiars.
Bug Fix: Fixed a bug with a duplicate entry of the feat 'Widened Colour Spray' in the Help Search screen.
Bug Fix: Fixed a bug in the Help Entry system when using the Help Search screen several times.
Bug Fix: Fixed a bug with items inside a container not being activable out of combat when they should be.
Bug Fix: Fixed a display bug in the Creature Editor when displaying Centaur sprites in the Creature Properties screen. Also fixed a minor display issue in the Weapon Details screen and Item Details screen.
Enemy AI: Fixed a minor enemy-AI issue with flying spellcasters when considering the use of a wind-based spell.
Help Entries: Improved the Help Entries for Intelligence, Skills and the feats Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, and Spell Resistance.
Character Creation: Fixed a bug with character sub-types (such as 'Stable') when changing the race in the single-screen character-creation interface.
Character Creation: Improved the display of character skills during character creation.
Weapon Enchantment: Fixed an issue with weapon icon selection when enchanting a weapon with a unique/custom icon located within the WeaponIcons folder of a module.
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.

Thank You So Much, Legendary Heroes of the Realm!! Enjoy :)
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,804
subclass trash
rat great
parrot meh unless I forgot how useful pick pocketing is

flying familiar provides 1 free turn in pretty hard fight so its not totally wasted
 

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