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

0sacred

poop retainer
Patron
Joined
Feb 12, 2021
Messages
2,063
Location
MFGA (Make Fantasy Great Again)
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

Educated
Joined
Feb 27, 2024
Messages
678
Do you need (have) to create how many "companions" for your party? There is a minimum? The max is six?
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
7,017
Location
Small but great planet of Potatohole
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
Patron
Joined
Jul 22, 2019
Messages
14,945
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

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,066
Codex Year of the Donut 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!! :)
 

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