Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

rojay

Augur
Joined
Oct 23, 2015
Messages
530
is there some reason he does not make the extra modules like saltmarsh and the tokens available to be downloaded via steam workshop? I realize you can get them at Nexus, but why not just make it a little easier? Is it hard to implement?
Do you mean Salthill Adventures? because that wasn't ready for prime time when I played it. If there's a conversion of the old AD&D Saltmarsh module, I'm in.
 
Joined
Jul 8, 2006
Messages
3,066
is there some reason he does not make the extra modules like saltmarsh and the tokens available to be downloaded via steam workshop? I realize you can get them at Nexus, but why not just make it a little easier? Is it hard to implement?
Do you mean Salthill Adventures? because that wasn't ready for prime time when I played it. If there's a conversion of the old AD&D Saltmarsh module, I'm in.
oh, I mean salthill, yeah, sorry.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,577
Anyway, I forgot what a trip this (and to a lesser extent KotC1) is. What other game lets you grab the guy you're fighting and throw him at one of his buddies killing them both in the process? :lol:
Baldur's gate 3 do it , i cant remember anything else doing that.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
2,049
I wish there was a token pack with early Magic The Gathering art tokens.
Wanted to make it happen, but then Pierre kept adding shitty tokens he'd buy in asset sales and the work was neverending. Coupled with getting some weeks of heavy workloads and I dropped the idea. Still consider picking it back up if at some point I have lots of free time and Pierre shows any sign of being done with adding cheap assets or AI bullshit to the game.
 

Lios

Cipher
Joined
Jun 17, 2014
Messages
437
I wish there was a token pack with early Magic The Gathering art tokens.
Wanted to make it happen, but then Pierre kept adding shitty tokens he'd buy in asset sales and the work was neverending. Coupled with getting some weeks of heavy workloads and I dropped the idea. Still consider picking it back up if at some point I have lots of free time and Pierre shows any sign of being done with adding cheap assets or AI bullshit to the game.

Once I tried to replace all tokens in the game with a custom pack from nexus (the one that has some high quality square tokens), and by the time I was done and ready to enjoy the game, a shitty update from Pierre wiped out every change I made and i was back at square one.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
14,000
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Wanted to make it happen, but then Pierre kept adding shitty tokens he'd buy in asset sales and the work was neverending. Coupled with getting some weeks of heavy workloads and I dropped the idea. Still consider picking it back up if at some point I have lots of free time and Pierre shows any sign of being done with adding cheap assets or AI bullshit to the game.

Once I tried to replace all tokens in the game with a custom pack from nexus (the one that has some high quality square tokens), and by the time I was done and ready to enjoy the game, a shitty update from Pierre wiped out every change I made and i was back at square one.

The sad life of the graphics whore.

Pierre is Codex Buddha, trying to teach you a sublime truth and lead you to a better way, but you just come here and bitch.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
14,000
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
New patch today.

https://store.steampowered.com/news/app/1233530/view/516321579225842408?l=english

Hi everyone! Here's Version 1.81 of Knights of the Chalice 2.

It fixes a few bugs (including a problem with Dispelling weapons that could cause a crash) and improves the Gladiator's Blinding Strike by adding extra damage (one point per two levels). The Gladiator's feat Improved Blinding Strike is also improved. Thank you so much Christoffer for all the bug reports!

  • Fixed a bug that could cause a crash when targeting a ranged-touch spell and your mage is holding a Dispelling weapon. When calculating the percentage to hit the target with the spell, the game was resetting the current spell to Dispel Magic, due to the Dispelling effect.
  • Added a note in the help entries for Hit Points, Sweltering, Freezing and Underwater saying that, on a map with continuous damage, unconscious characters don't return to one Hit Point automatically after combat because they cannot rest properly. They do recover when you leave the dangerous map.
  • The Monk's Dodge Bonus from Wisdom will now take into account the character's Generic-type bonuses to Wisdom, if any. Previously, only the highest enhancement bonus was taken into account.
  • Fixed a bug with the Gladiator feat Powerful Blinding Strike I.
  • The Gladiator's Blinding Strike attack will now deal damage equal to the character's normal damage plus one point per two levels. Also updated the help entries of the Gladiator and Blinding Strike ability.
  • Improved the Gladiator feat Improved Blinding Strike. In addition to increasing the duration of the Blindness effect, it will increase the Blinding Strike Difficulty Class by one point. Updated the help entry for the feat Improved Blinding Strike.
  • Added some links in the help entries of the other Gladiator feats associated with the Blinding Strike ability.
  • Updated the in-game chart of subraces, in the help entry about subraces, with a line concerning the Aviara Elf.
  • Updated all the dialogue scripts that had the text "please click on the image below". This is incorrect now that the image can be displayed above the text rather than below. The scripts were both in the module Augury of Chaos and in the Tutorial Adventure.
  • Expanded the script command Set module property to allow a module's introduction script to distribute basic clothing (but no weapons) to the party members. If you want to include basic weapons, please use the Distribute equipment script command instead.

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, Stalwart Defenders of the Realm! May Your Dice Always Roll Critical!
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,434
Location
The Crystal Mist Mountains
I uploaded a video that features some new content that will be available when the Hearkenwold adventure continues. The most recent updates to Knights of the Chalice 2 added the option to turn off the shadow effect around tokens. This is a big deal, because I used a lot of Gold Box style art that was inserted as custom tokens, but retained a circle around the image. This option now gets rid of that (see the minotaur and gorgon icons in the video). In the display options, "show token shadows" should be de-selected.

Another addition is a button on the dialogue box that can increase the font size to bold type for easier readability. I like the default setting, but it's there if players want to use it.

In the following battle, the party has a rough time with some gorgons who turn most of the characters to stone. Fortunately, a Paladin with Greater Restoration can reverse the condition. But what happens when the paladin himself is petrified? Leave it to a sly wizard to pull out a Stone to Flesh scroll.

 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,652
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Do we know anything about the other two official modules Pierre announced during the Kickstarter?

On a scale from Realms Beyond to my lack of desire to work how real are they?
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,659
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
the other two official modules
There's going to be THREE more!

Pierre is hard at work at official module #2 but his progress is slowed down by his idiotic quest of procuring more shitty assets nobody asked for. I'd rather he just kept going with top-down graphics and tokens.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,652
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
The last time I tried those ugly models he added, I almost couldn't believe my eyes (it was around the time he added the tutorial area, I think).

If I don't have the second module by August 2025, I'm going to find the first person who complained about the tokens and I'm going to punch him in the face.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
14,000
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
The hybrid thing including having this weird generic 3D human model with a different coloured skin for clearly non-human looking races, e.g. mantis, half-salamander is fucking whack. He should actually just carve all that shit out and dump it and go back to making the modules. They'd actually look better by having a cohesive look instead of this weird mish mash with half ass 3D models since he can't afford all the modeling he'd need done.

His heart's in the right place, but damn man.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,027
Location
Small but great planet of Potatohole
Stop bitching about Pierre's selection of graphic style. It is done. Finito. To se ne vrati. We have what we have and no posts on Codex will make the tokens back. Not that i miss them, they are ugly as an average Codexer after playing Oblivion for 10 hours without pause
Anyway the tokens need top-down environments which Pierre is not making either. They look out of place otherwise. And making your own requires large amounts of autism and free time some would rather spend playing something (or drinking).
I don't mind the "art" Pierre is using, i can see what is where in the game well enough. Everything more is a bonus. If Pierre went with current look from the start everyone would be content today instead of complaining.
In other news the incoming campaign will certainly look (slightly?) better than similar parts in the Augury so that's another thing to consider.
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,478
I enjoyed the variety of graphics and Pierre should spend his time acquiring that stuff if he wants to. Sure a new module would be great metaphor fantazio being was released and gamer slurped that slop up with its ps2 graphics. Combat and exploring new adventures is fun and all buts its also the same shit combat we seen for 50+ years now guys, dnd or shin megami, we treaded that hamster wheel enough to be patient let him cook.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,205
Location
Djibouti
Stop bitching about Pierre's selection of graphic style. It is done. Finito. To se ne vrati. We have what we have and no posts on Codex will make the tokens back.

There's no need to get them back. There's still an option in the game to use them instead of the dumbo sprites.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,027
Location
Small but great planet of Potatohole
Stop bitching about Pierre's selection of graphic style. It is done. Finito. To se ne vrati. We have what we have and no posts on Codex will make the tokens back.

There's no need to get them back. There's still an option in the game to use them instead of the dumbo sprites.
You can have tokens but not top-down view tied to them. They look silly without it. And you need to be autistic - or hope for someone who is and will do the job for you. Pierre won't do neither.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
681
I've decided to play this game for autistic, hoping it is better than Solasta. This shouldn't be difficult, since Solasta was just a 5ed manual with graphics and nothing more: no true tactical fights, no true elevations to care of, no interesting story, no meaningful skillchecks, no meaningful choices and consequences, no significant or branched dialogues.

For what I know, at least in this game party choices and combat should be something interesting.

Is it "complete", now? Is it waiting significant patches/updates?
Is there any help for the builds?
What's the levelcap?
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,027
Location
Small but great planet of Potatohole
For Augury of Chaos:

1. It is complete. Pierre still add some small patches and occasional upgrade but nothing substantial. For all practical purposes the module is finished and free of bugs.

2. Why? Just do your own or you can ask here. I'm not the most knowledgeable, I only played once but there are people here who played more.

Don't listen to difficulty nazis (commies?). The game has difficulty levels and they might be needed for the best enjoyment. I like the highest difficulty except with feats coming every 3 levels instead of 4. Not a huge difference but it makes humans less overpowered and other races more interesting to choose for other reason that LARPing. It also leaves a room for some experimenting and/or error. But that's just my opinion.

3. I believe it was 20? And yes, that means all those silly very high level spells that can decimate your party or clean the screen in one cast are in.

Remember, this is based on 3rd edition with author's changes.


Edit 1: Don't listen to the guy below, Half-Giant is the best fighting race not some overgrown insects! :outrage:

Edit 2: Pinning, bull rushing and other CMs are really good in this game. H-G are best in performing them -> Edit 1.
 
Last edited:

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
6,077
Pathfinder: Wrath
Is it "complete", now? Is it waiting significant patches/updates?

It is. Pierre is just wasting time buying cheap asset to plug in whatever he needs for his next campaign I guess. The current campaign is feature complete.

Is there any help for the builds?

Mantis Gladiator. But this game has no-noncombat skills (all non-combat related checks are either Class checks or Attributes checks). There is 0 need to fluff your build, this is combat fag build through and through.

What's the levelcap?
20
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
681
Thank you all.

What I'm gonna say it's almost suicidal but, at the moment, I'm undecided between this and Original Sin I. It's not a question of "which of the two is better" but which one I feel more affine now.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,027
Location
Small but great planet of Potatohole
Is there any help for the builds?
bring psionicist and wizard and you are pretty much good to go, following guide for first playthrough is retarded
also play tutorial
Yes and get annihilated in the tutorial. Or did Pierre change it? It is the only game i ever played where the tutorial had some of the most difficult moments of the whole game. Well, one such moment.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom