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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Pikoman

Educated
Joined
Dec 30, 2023
Messages
57
Okay, after getting my fair share of difficult and challenging modules for NwN, I am ready to step up my power level of 3/3.5e DnD autism and attempt a playthrough of Augury of Chaos.

Any tips for a total newcomer to KotC2? I am familiar with its iteration of DnD, but the lack of a point buy system irks me greatly first of all. There's the option of clicking max stats for everything, but I'd rather not use cheats like that. I rolled a party of a Half-giant Barbarian, Half-giant Fighter, Mantis Monk, Human Cleric, Human Wizard and Halfling Rogue. Is that an okay party composition? What should I focus on build-wise for those toons?
 

MerchantKing

Learned
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Jun 5, 2023
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1,818
I'm not sure why libertarians who should be most opposed to the ideas and policies of technocracy somehow end up using the tools that will end up ushering in the technocractic dystopia... Or at least why they don't consider it.
 

rojay

Augur
Joined
Oct 23, 2015
Messages
552
Okay, after getting my fair share of difficult and challenging modules for NwN, I am ready to step up my power level of 3/3.5e DnD autism and attempt a playthrough of Augury of Chaos.

Any tips for a total newcomer to KotC2? I am familiar with its iteration of DnD, but the lack of a point buy system irks me greatly first of all. There's the option of clicking max stats for everything, but I'd rather not use cheats like that. I rolled a party of a Half-giant Barbarian, Half-giant Fighter, Mantis Monk, Human Cleric, Human Wizard and Halfling Rogue. Is that an okay party composition? What should I focus on build-wise for those toons?
That is a fine party composition. You're going to miss some stuff you could collect in the opening if you had a druid, but depending on how you manage it there's a chance to pick up a druid fairly early. I'm not sure I'd go with two half-giants, but I'm no build-expert. There are tons of ways to customize your characters but generally if a character is going to be using ranged weapons or ranged spell attacks you want to take point blank shot and precise shot fairly early. Improved initiative is a good choice for any character but it does tend to make the game a lot easier.
 

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
https://www.kickstarter.com/project...-revolutionise-old-school-crpgs/posts/4238031

Update #88: KotC 2 1.77 Adds Subrace, Familiars & Restricted Items + New Module: Salthill Adventures!​


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

Version 1.77 added 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 fixed a bunch of bugs and added a saving throw bonus or penalty on flying creatures for wind-based and ground-based spells.

After releasing version 1.77, I worked on some of the encounters to be found in the upcoming module The Dark Arena. I also worked on KotC 2 version 1.78 (please see below for more about version 1.78).

7c2ad89dc66fe7c9a90746f743505bcd_original.png
The Dark Arena
Finally, I created a bunch of new soundtracks for the new modules (tracks 68 to 88) thanks to a new feature of Udio.com which allows you to create a two-minute soundtrack in just one click. With the free plan, you can create three two-minute soundtracks per day. You can still do the normal 30-second extensions.

List of Changes in KotC 2 Version 1.77​

  • 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.
04dd262d87175ee24cd3c257d2231723_original.png
Salthill Adventures
  • 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.
7be3d0a674d979cd1897878a2c94dfea_original.png
Salthill Adventures
  • 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.

Coming Up in KotC 2 Version 1.78​

I should be able to upload version 1.78 very soon. It will add a new monster ability, the Ground Death Throes.

This ability works like a wall of fire (or cold, acid, electricity, sonic) appearing on the squares occupied by the creature when it's defeated. You can set the effect's duration and the amount of damage.

Version 1.78 will also fix a bunch of bugs I found after uploading version 1.77 and add a few speed optimisations and AI improvements.

New Module: Salthill Adventures​

I'm happy to announce that Zent has created and released a cool new module for KotC 2 called Salthill Adventures!

You start with a party of six level-one adventurers sent to reclaim the Salthill area and you finish around level six.

5c2baa1c0ccb64bc4bc0b149f457072f_original.png
Salthill Adventures
I've had a chance to play through about half of the module so far. Its strong points include excellent, haunting custom music, gorgeous background maps, custom creature tokens, custom monsters with detailed descriptions (do check the Info tab), some story images, and a number of difficult, tactical combat encounters with new enemies coming in waves.

In addition, the arcane and divine spell lists were remade in the spirit of Baldur's Gate II.

The allowed character classes are the basic four - Fighter, Rogue, Cleric and Wizard. I suggest taking a couple of Clerics with a summoning domain for an easier time.

You can download the module from Nexus or from here. Here is the forum page about the module and here's a Youtube video of the module.

Kudos and a big Thank You to Zent for creating this interesting, exciting new module!

1cfb5a8f2a4220492676ce87475a3cc1_original.png
Salthill Adventures

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 feats and new 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!

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

rojay

Augur
Joined
Oct 23, 2015
Messages
552
A new module dropped on Saturday

Salthill Adventures by Zent

https://www.nexusmods.com/knightsofthechalice2/mods/10

Anyone give it a try yet? I'll check it out a little later. Looks like a combat focused adventure for characters of level 1 to 6.
It's ok. I've only played for a couple of hours. It's pretty clear that the dev's first language is not English, but that's not really a problem. It's really just an odd adventure.

The first few combats were ridiculously easy, despite the fact that I had no armor/weapons. I bulldozzed through the first combat but the second featured an enemy who was doing 50+ damage/hit against my level 2 characters. The second time with that encounter I think the only damage I took was from the enemies who hit you with force damage when they die. I learned to focus on the enemy that was one-shotting my characters.

I had a few bugs too with areas that should have been open being blocked. At first I thought it was intended, but when I reloaded it wasn't a problem.

When you leave the opening map, if you meet both the doe and the cat you can choose to follow one of them or split your party and follow both. The first time I had that choice I followed the cat, which led to encounters with some bandit-types and a quest to kill a pig. But the pig never spawned.

I ended up going back and following the doe, which leads to an encounter with some mushroom-druids who ask you to go pick 3 mushrooms. When you bring the mushrooms back the mush-druid says hey great let me give you my old armor and a club, but he never did and then other mushroom druids attack and everybody goes away. If you try to exit the map at a certain point, the game just says, "we're going to flesh this quest out later" or words to that effect.

I'm glad people are putting modules out for the game and I don't expect them all to be HW quality but I hope we get better modules going forward.
 

Abu Antar

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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
All Events > Knights of the Chalice 2 Events >
Knights of the Chalice 2 Version 1.78
Hi everyone! Happy Days: Version 1.78 of Knights of the Chalice 2 has landed.

It fixes a tonne of bugs (I'm surprised I found so many at this stage). It also adds the new monster special ability "Ground Death Throes", accessible from the Feats & Special Abilities tab of the Creature Properties screen, in the Creature Editor.

This ability produces a terrain effect appearing on the squares occupied by the creature when it's defeated.

I've made it as flexible as possible by allowing absolutely any type of dangerous terrain effect. That includes Fire, Cold, Electricity, Acid, Sonic, Prismatic Wall, Grease, Resilient Grease, Web, Resilient Web, Entangle, Wall of Blades, Spike growth, Quicksand, Fog Cloud, Solid Fog, Incendiary Cloud, Acid Fog, Stinking Cloud, Cloudkill, Psionic Fog, Antimagic Cloud, Darkness, Silence, Insect Plague, and Creeping Doom.

You can set the effect's parameters like the duration, the amount of damage, caster level and difficulty class. I think the ability will help creating memorable fights, as both the AI and player will get more use out of the Slide, Bull Rush, Pull, and Throw Creature actions.

Notes for module creators: Please import the spell entry "Ground Death Throes" into your spell list if you'd like to use this monster ability. Also, if the effect you're using is Fire, you may want to add a Fire-based Death Throes ability to the creature so that any pre-existing Web or Grease squares will be destroyed before applying the Ground Death Throes.

Finally, there are a few speed optimisations and combat-AI improvements, and a new option under 'Display' allowing you to turn off token shadows.

Feel free to check out the latest Kickstarter update if you haven't already done so: please click here.

Added the "Ground Death Throes" monster ability. It can be selected in the Module Editor from the Feats tab of the Creature Properties screen.
Improved the AI when performing the Ready Versus Spell action and a five-foot step cannot be taken.
Increased the AI's avoidance of Stinking Cloud squares.
Fixed a source of crashes in the Module Editor when setting a creature group after changing the unique name of a creature in the group.
Fixed a button-display bug in the Script Editor in full-screen mode.
Fixed a display bug with the 'bold text' button during dialogue when there isn't any dialogue icon.
Fixed an out-of-combat bug occurring when a large creature is patrolling a map out of combat.
Added a speed optimisation I had to implement for the execution of "Ground Death Throes" to be smooth.
Fixed an out-of-combat slowdown issue when walking through Natural Fog squares.
Added a check for duplicate item names or duplicate weapon names (somehow there were two copies of the Silver Garlic Amulet with the same name in the item file of Salthill Adventures, resulting in a slowdown issue).
Added some text in the Module Editor tooltip when pushing the control key in the Edit NPCs mode, as you can also use it to duplicate terrain.
Fixed a combat-log issue when drinking a potion.
Fixed a bug where an enemy would move into a Stinking Cloud square, get the Nauseated condition, and still perform an attack immediately afterwards (in the same round), due to the game not immediately removing the creature's remaining actions for the current round.
Mousing over Instant Death squares in combat will now display 'Instant Death' rather than 'Blocked Path' (don't forget you can push enemies into them).
Fixed a display bug in the tooltip that appears when mousing over creatures in the initiative list, when displaying a readied action and no condition.
Added a new game option under 'Display' allowing you to turn off the outglow (shadow) around tokens. Note: if there are some transparent pixels between a token and its outglow, it's because the token graphic has some transparent pixels on its edge that should be opaque (you can use a magic-wand selection around any of the tokens of the base game to see what pixels should be opaque, simply click on the four corners using the 'add selection' mode to get the circle's edge).
Added under 'Display' a duplicate line for 'Display The Injury Status of Enemies', which previously was only found under 'Difficulty' and that can be confusing.
Fixed a problem with map scrolling using the arrow keys when the map is smaller than the screen.
Fixed a source of crashes when a script tries to start combat with creatures that aren't visible.
The spell Ghoul Touch will no longer produce a Ghoul Sickness effect if your Touch Attack misses the target.
Fixed a combat-log display issue with Death Throes and Splash weapon-enchantment effects.
Fixed errors and improved the help entry for the Break Free combat action.
Fixed some issues with some Spell Focus feats not being applied to the Break Free Difficulty Class of Web and Entangle (e.g. Ranger Spell Focus with Ranger Web spell, Druid Spell Focus with Entangle or Fungal Parasite). The break free DC from Glue Arrow will also benefit from Ranger Spell Focus.
Fixed a bug in the Creature Wizard associated with the Mage Knight feats Spell Focus Wizard Evocation, and Greater Spell Focus Wizard Evocation.
Added the spell class category 'Wizard [Astral]' in the spell editor (meaning a spell that could be used or learnt only by a mage without a celestial attunement).
Fixed a combat bug that could occur when a character died or was knocked unconscious due to moving into an Acid Fog square and depending on the result of a saving throw.
Fixed a tooltip error when mousing over squares affected by the spell Incendiary Cloud.
Fixed a bug with the Search box of the Arcane, Divine and Psionics tabs of the Character Sheet.
Fixed a bug with the damage of the psionic power Psionic Fog, and another bug with the combat-log display of Psionic Fog damage.
Added Difficulty Class, Saving Throw chance, and expected damage information to the tooltip for Creeping Doom squares.
Fixed an issue with the Module Editor not indicating a change in the current map after opening the Creature Editor by clicking on a hidden creature in the "Edit NPCs" mode.

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 For Your Support, Mighty Warriors and Mages of the Realm!! Rejoice :)
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
768
Did dev add more goofy needless character models? That will sure help to compete with the likes of bg3...
 

Gorgiy

Literate
Joined
Nov 15, 2024
Messages
13
Did dev add more goofy needless character models? That will sure help to compete with the likes of bg3...
That's right, let there be only text descriptions instead of all the images, only this will satisfy a true purist from the world of RPG))
 

JarlFrank

I like Thief THIS much
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KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Did dev add more goofy needless character models? That will sure help to compete with the likes of bg3...
That's right, let there be only text descriptions instead of all the images, only this will satisfy a true purist from the world of RPG))
The point is that the tokens look and play much better than the stupid asset store models Pierre keeps tossing into the game.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,660
Fake damsel in distress isn't a bad idea (even if it's not particularly novel). Not sure why Pierre is intent on blaring from the speakers the fact that this woman is lying, though.
 

Jvegi

Arcane
Glory to Ukraine
Joined
Nov 16, 2012
Messages
5,560
What exactly happened that made you guys stop bitching about the tokens after god knows how many years?
 

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