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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

0sacred

poop retainer
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Codex Year of the Donut
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.


Oh I thought I needed to git gud for the base game because I got annihilated in the tutorial.
 

Litmanen

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Do you need (have) to create how many "companions" for your party? There is a minimum? The max is six?
 

Serus

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Do you need (have) to create how many "companions" for your party? There is a minimum? The max is six?
Six you make yourself plus two NPCs. There are like 10(?) to choose from, some available very early, some later, some might not be recruited in a given playthrogh depending on your starting party setup. This gives total of 8 "slots" and I suggest having them all filled.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Do you need (have) to create how many "companions" for your party? There is a minimum? The max is six?

I like to cover as many skills (based on race/class) as I can for dialogue options. Usually they're about modifying combat or opening up different C&C rather than just skipping combat.

Six won't feel like too many.
 

Infinitron

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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/4282042

Update #90: Upgraded Sprites for Elementals + New Cave Map for The Dark Arena!​


Hello everyone! Happy New Year! 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 1.81 fixed some bugs and improved the Gladiator class.

In December, I worked on a few encounters to be found early in the upcoming module, The Dark Arena, on the main map of the Crossroad Castle area.

b3c1141eaf1ad1956f5d857698feee5d_original.png

In the process, I improved the Module Editor's text copy/paste function so that it's more compatible with text-generation AI like ChatGPT.

I also added a script command allowing the module creator to change the minimum Experience Point award for combat encounters. Normally, the minimum reward for combat is 25 XPs, but now you'll be able to increase it, reduce it or remove it.

These Module Editor improvements will be coming soon in KotC 2 Version 1.82.

daaf73ac37eb8fd0b3890b8a442eec9e_original.png

As part of a quest, I needed a cave map, and I wasn't completely happy with my existing maps. So I ended up creating a new isometric cave map of size about 3000x3000 pixels.

95a3c216dda5e6f65b612809b38907ac_original.gif
New Air Elemental Sprite
Afterwards, for some reason I thought about the elementals of KotC 1. They use a colour-cycling technique to improve their appearance. So I wondered why KotC 2 couldn't have a similar effect.

f239f425b545c559f92622c32f8a9e0f_original.gif
New Fire Elemental Sprite
I ended up creating new sprite animations for the Air Elemental, Fire Elemental and Water Elemental using the Gradient Map tool in Photoshop.

ad61b958471c781c493dcfe55e2184a8_original.gif
New Magma Elemental Sprite
I also created a new Magma Elemental that reminds me of the character burning effect from Street Fighter 2.

b9662a0255b7abba91429e27c08f6762_original.gif
New Water Elemental Sprite
The sprite upgrade and the Magma Elemental will be coming soon, in KotC 2 Version 1.82.

d96f43867033ee89882a0d4290110957_original.png

List of Changes in KotC 2 Version 1.81​

  • 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.
797073038b732f9f6618016f2828289a_original.png

  • 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 for the Gladiator class and Blinding Strike ability, and updated the webpage for the Gladiator class.
  • 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.
35a9a9e0576ed4ed2bd35380b9e00925_original.png

Next Steps for Knights of the Chalice 2​

Unchanged from the previous update, the main areas of interest include the encounters and scenario of the upcoming KotC 2 module The Dark Arena, new monster sprites, voice effects for Critical Hits and monsters, possibly some voiceovers, 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 really appreciate it!

Sincerest Thanks, Noble Defenders! May Legends Be Sung of Your Valour!! :)
 

InD_ImaginE

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What went wrong with this game?
dS64RCC.png

High price and 0 marketing. Game also from screenshots looks like butt ugly shovelware objectively (which is natural as Pierre is just bashing various asset stores asset and uses token).

If I have no prior knowledge of Pierre KotC 1 or I am not in Codex, this game is easy skip or won't aven appear in recommendation.

Ironically hiring someone with a bit of marketing and community experience would make the game wonder.
 

Serus

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What went wrong with this game?

Ironically hiring someone with a bit of marketing and community experience would make the game wonder.
I disagree. This kind of game is really too niche. It's another level of combat autism. For sure a bit of marketing would help, but would not make the game wonder.
It's not just "combat autism". It is one the most faithful recreation of D&D 3.x on computers. Also it has an editor - which only one person we all know uses - but if the game sold more, who knows.
Better presentation + marketing (+ easier tutorial, lol) = possibly an indie (semi)-hit. It's too late now, especially with Pierre, in his genius, selling the next module as a dlc instead of a new game. The production values are still lacking as well. Perhaps he can't due to legal issues but i think he doesn't want either way.
 

felipepepe

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Besides the art style, niche appeal, high price and bad marketing, it was also barebones when it launched. The tutorial adventure and the Augury of Chaos prologue are better and more accessible introductions than immediately going to the dungeon.

I used to think Pierre could turn this around by making some tweaks and a soft "Director's Cut" relaunch when the new module came out, but now he also crammed tons of pointless AI-generated stuff... it's truly remarkable how he managed to make it even less marketable.
 

AdolfSatan

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Not to mention that it took a couple revisions before it was rid of all game-crashing bugs. I keep a copy of v1.00 (or was it 1.01?) stashed in my backup drive because it deserves to be archived for future generations to suffer like we did.

But indeed, it’s as if common business sense were trying to catch up with him, but he always managed to outrun it.
 

Litmanen

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Do you guys, I mean as the Codex, know him personally, or has he just made a name for himself as 'Pierre' everywhere and become kind of a brother to all of you?
 

Litmanen

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Do you guys, I mean as the Codex, know him personally, or has he just made a name for himself as 'Pierre' everywhere and become kind of a brother to all of you?
Please watch the last 2 minutes of this video:



Starting at the minute 3:40.

This isn't satire, this is the honest to God trailer for Kickstarter. I love him so much.

Yeah, I had seen this video before. It makes you think for sure.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Besides the art style, niche appeal, high price and bad marketing, it was also barebones when it launched.
The game only launched on Steam when the tutorial and the town were added, IIRC. Version 1.0 was only sold on his own website, and sent out to Kickstarter backers.

I, of course, am still keeping the installer for version 1.0 around for historical interest.
And because it's the most ball-breakingly ridiculous challenge in any D&D game ever. It didn't even have any of the difficulty options yet! Just pure cock & ball torture, as Pierre intended.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Besides the art style, niche appeal, high price and bad marketing, it was also barebones when it launched.
The game only launched on Steam when the tutorial and the town were added, IIRC. Version 1.0 was only sold on his own website, and sent out to Kickstarter backers.

I, of course, am still keeping the installer for version 1.0 around for historical interest.
And because it's the most ball-breakingly ridiculous challenge in any D&D game ever. It didn't even have any of the difficulty options yet! Just pure cock & ball torture, as Pierre intended.
The biggest challenge was getting through things without crashing to desktop. :lol:
 

Serus

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Shame he didnt focus on making the tokens more presentable. The figurines and ai slop and different styles are just terrible
So are the tokens the way he made them. They certainly weren't a strong selling point for very many people. We are talking about potentially SELLING the game to more people than a handful of autists with "prestigious" tastes. The argument: "You can make them yourself!" doesn't work in this case.
He should have made it similar to KotC 1, slightly upgraded, instead. People liked KotC 1 graphics. Indie level but distinct enough from other games. Probably seemed a lot of work to Pierre at the time but since he ended abandoning tokens anyway... I don't think tokens would have worked marketing-wise no matter what. They certainly needed to look better if they were to have a fighting chance at all.
 

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