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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

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Update #59: KotC 2 Version 1.37 Fixes Bugs & Adds Many New Features! :)

Hello everyone! Version 1.37 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. It can also be downloaded on Steam and GOG.

It's been about six weeks since the last Kickstarter update and in that period I was able to implement many changes and bug fixes in KotC 2. You'll find the complete lists below.

The three most important new features are probably the expanded Inventory Screen in full-screen mode, the display of the expected number of targets when mousing over spells, and in the latest version the single-panel Dialogue Interface both in full-screen mode and windowed mode.

Note: When you're doing puzzles, for now, please turn off the merged dialogue interface in the Game Options (under Display, at the bottom), as I've just noticed a display problem in the puzzle screens.

Feel free to scroll down and skip the lists of changes to read about the next development steps.

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Single-panel Dialogue Interface
Knights of the Chalice 2 Version 1.37
  • Reworked the Dialogue Interface in order to display the NPC/story dialogue and the possible answers in a single panel. However, you have the option to revert to the previous dialogue interface. To do so, please look for the option labelled 'Merged Dialogue Interface' in the Game Options screen, under 'Display'. Thank you so much Guido for the interface suggestion and the medieval graphics!
  • Improved the Cryptography Interface when mousing over a rune. Also added two buttons: 'Reveal a letter' and 'Resolve'. Reveal a letter will automatically decode a single random rune (if at least one rune hasn't been assigned to a letter yet). The Resolve button simply lets you complete the decoding successfully in one click.
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New buttons in the Cryptography Screen
  • In the Enchant Weapon or Armour dialogue box, added a checkbox allowing you to keep the existing name of the item you're enchanting. Note: if your weapon's name is in the form 'enhancement bonus + name' (for example +3 Excalibur) and your enchantment is a higher enhancement bonus, then the game will update the enhancement-bonus part of the name (e.g. +4 Excalibur).
  • Also reworked the Forge Weapon or Armour dialogue box so that you can use any name for the item.
  • Fixed issues with the Wade In and Mobility feats when you attack enemies by clicking on them rather than by using the combat-actions menu. You will now be able to continue your attacks simply by clicking on enemies (as long as you have some attacks left and some movement points). Note: Please use the combat-actions menu if you'd like to select the target for each one of your attacks.
  • Fixed a bug with ranged attacks when you have the feat Wade In, there is a surprise round, and you click on one of the enemies to start your ranged attacks.
  • Reworked the Modify Weapon screen slightly in the Module Editor.
  • The game will now display the energy type of the Death Throes ability when it's activated. The icon will also be adjusted according to the energy type. Also, both Globe of Invulnerability and Spell Resistance will no longer protect against Death Throes.
  • Added the chart of Carrying Capacity in the help entry for the Burdened condition.
  • Given a -4 penalty to initiative checks to the constructs at the beginning of the Tutorial Adventure.
  • When combat begins, the game will ignore any party-defeated scripts / scene scripts / tactics scripts associated with the party members (recruited companions may have one of these scripts, but they shouldn't be executed once the character becomes a party member). Also expanded the script command used to set the scripts of a character so that you can now change the party defeated (lost fight) script and other new scripts I'm planning to add (wounded script and turn script).
  • Fixed the display of spells with a repeating effect when a metamagic feat is applied.
  • Fixed an issue with cover and Reflex-Save Spread spells like Fireball and Shadow Storm. Any targets that do not have a line of sight to the centre of the spell will now be considered to benefit from Improved Cover, granting them +4 on the reflex saving throw.
  • Fixed an issue with the display of spell descriptors in the help system.
  • Fixed an issue with the Flat Footed condition remaining out of combat.
  • Fixed a problem with tiny status icons disappearing after opening the Formation Screen.
  • Fixed the duration of the spell Greater Stoneskin.
  • Fixed a problem with the scrollbars of small text boxes in the Module Editor.
  • Fixed a bug with the display of the expected effect of Grease and other ground-based terrain spells on flying creatures that don't have the Prone condition.
  • Fixed a bug with certain melee attack paths allowing your character to reach a creature standing atop battlements when your character shouldn't be able to do so.
  • Fixed a bug with the placement of rectangle spells like Grease near inter-square doors and walls.
  • Fixed issues with the Wizard feat Sleep and Hold Magic.
  • Corrected the help entry about movement in combat, as it stated that you move through squares occupied by allies at half speed. Actually, you move at normal speed through these squares.
  • Corrected an error (a missing word) in the help entry about Critical Hits.
  • Fixed a display issue in dialogue screens concerning the highlighting of the moused-over answer.
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Expanded Inventory Screen in full-screen mode
Knights of the Chalice 2 Version 1.36
  • When selecting spells during level-up, the tooltip and colour information indicating whether you have a scroll of a given spell will now take into account any scrolls placed inside containers.
  • The level-up Hit Point roll will now be saved by the game when you close a character's level-up window and then reopen it.
  • When opening a treasure chest on the map, or some other container on the map, if the container is empty, the displayed label will include '(Empty)'. For example: << Crate (Empty) >>.
  • When mousing over spells in the Character Sheet or in the Spell Quickbar, for most spells the tooltip will now let you know how many targets are within range of your spell.
  • In the Inventory Screen, picking up an item from the floor or from some container on the map will no longer close your inventory's bag slots. Also, purchasing an item will no longer close your bag slots.
  • When trading with someone, you can now buy five items in one go using the Left Shift key. Either push Left Click and click on the item you want to buy, or mouse over the item you want to buy and push Left Shift + B. Also added a mention of this shortcut key in the help system.
  • Losing the match against Jorad the Barbarian will not result in losing the game, if you have at least one surviving party member. Also, in the Module Editor you can now set a script that will control what happens after the party loses a battle.
  • During combat, when mousing over a creature, the initiative list will automatically scroll to that creature so that you can more easily see the creature's position in the initiative list.
  • The game will now hide the square grid when displaying spell animations.
  • Fixed a source of crashes when the party is split into two groups, if you have inactive recruited companions. Also, when the party is split or exploring special areas (sweltering, freezing or underwater areas), you won't be able to activate or deactivate characters in the Formation Screen.
  • Fixed a source of crashes in combat.
  • Fixed a couple of Steam/GOG achievements that weren't granted to the player when they should have been. The achievements are Shadow Expert and Shadow Master.
  • Improved the display of the expected effect of Break Enchantment and Greater Break Enchantment on characters and monsters.
  • Fixed a bug when casting a single-target damage spell on a Grappling target.
  • Fixed a problem with the display of energy vulnerabilities in the Inventory Screen.
  • Fixed a bug with the 50% energy vulnerability of Wizards and Sorcerers who have completed the Wizard transformation.
  • Fixed a bug with the 50% electricity resistance of Wizards / Sorcerers with the Meril transformation.
  • Fixed a bug with the AI when enemies are using the Bull Rush (Slide) action.
  • Fixed a bug with the duration of the Nauseated conditions obtained from Stinking Cloud.
  • Fixed a bug with characters receiving the Entangled condition even though they have been Swallowed Whole by a creature.
  • Fixed an AI issue with the Grapple / Swallow Whole action not being used as often as it should be based on enemy AI settings and feats.
  • Fixed a problem with the AI using potions of Greater Restoration and similar spells.
  • Fixed an instance where the game would suggest a five-foot step + attack but the five-foot step would lead to a square from which the character couldn't attack the enemy.
  • The Spell Quickbar will now remove spells you no longer have because you've used the Respec option to change the spell selection of the last level-up.
  • Fixed a problem with player characters and monsters being able to take an action immediately after receiving the Quicksand condition, which prevents creatures from taking any action.
  • Fixed a problem with the damage dealt by the Vorpal weapon enchantment.
  • Fixed a problem with the display of the expected critical-hit damage on monsters that have some Damage Reduction.
  • Fixed a problem with the display of the Psionic Power Point cost of psionic powers in the Spell Quickbar, and other issues with the quickbar.
  • Fixed several issues with the display of the ranged-attack arrow path.
  • Fixed a problem with the display of threatened areas when the party leader has received the Dominated or Controlled condition.
  • Fixed a display problem during combat when right clicking on a spell or Spell-Like Ability in the 'Activate Special' menu to open the help, and then closing the help window.
  • Fixed a bug with Death Throes and other spells when they inflict more than 30 damage dice.
  • When you resolve the Phantom Staircase puzzle, the Mysterious Scroll will now be removed.
  • Fixed Asharzaelle's missing Fear immunity as a Paladin with an Aura of Courage.
  • Fixed problems with the Vanishing Sword quest when the party returns to the inn.
  • Fixed a problem when duplicating the Tome of the Dead.
  • Fixed a problem with the treasure chest of the Lizardmen near the Coven of the Four Crones.
  • Fixed a dialogue when leaving the Soul Sucker Death Snare.
  • Fixed a problem in the help about the Death Knight Life Drain ability.
  • Corrected the alignment of Dargil the Dwarf in Chapter 4 of Augury of Chaos.
  • Fixed a broken link in the description of Psionic Fog.
  • Improved the description of the spell Mass True Strike.
  • Fixed an issue in the help entry for the feat Combat Reflexes.
  • Fixed an issue with the spell Mass Blur.
  • Improved the descriptions of the feats White Wizard Improved Widen, Red Wizard Improved Empower, Red Wizard Improved Maximise, Green Wizard Improved Widen and Blue Wizard Improved Widen to clarify that you still need to have the corresponding metamagic feat in order to receive the benefit.
  • Fixed a bug in the macOS version concerning the game options that allow you to skip the animation of the spells Scorching Ray and Produce Flame.
51e8333f1461c48eab5e7c7f729d32d1_original.png

Single-panel Dialogue Interface
Knights of the Chalice 2 Version 1.35
  • Fixed a source of crashes during combat when mousing over creatures not taking part in combat.
  • Fixed problems associated with sorting in the spell lists, module-selection boxes, file-selection boxes, etc. This bug was introduced in version 1.34 so I had to release version 1.35 quickly.
  • Fixed a bug with Thogar in Chapter 1 when you fight him as part of the main fight with Pizarra.
  • Tweaked the AI settings of Thogar and the AI settings of the other fighters in the same location.
Knights of the Chalice 2 Version 1.34
  • Expanded the Inventory Screen in full-screen mode. You now have much bigger boxes for party members, party items, and items on the floor.
  • Added 'Ready Versus' information to the tooltip that is displayed during combat when you mouse over a creature in the information mode. Also added the same information to the tooltip that's displayed when mousing over creatures in the initiative list on the right side of the screen.
  • Fixed the game freeze that could occur when the AI was trying to cast Dispel Magic or Greater Dispel Magic. It was quite difficult for me to fix this bug. Fortunately, I was able to create a battle setup that would reproduce the bug 100% of the time. In fact, it was related to scripted spells and the AI setting allowing a creature to help a specific ally. This would create errors when the ally is defeated.
  • Improved the AI for Dispel Magic and Greater Dispel Magic.
  • Fixed a bug in the movement of some monsters like the Giant Bees in the Prologue.
  • Fixed an error in the Strength check message when trying to pull the sword in the stone in the Green Cave of Augury of Chaos.
  • Fixed an inventory item display problem when picking up a stackable item like a potion of Cure Light Wounds and you already have items of the same type in your inventory. The item was picked up but the inventory display wasn't refreshed, so it seemed like the item disappeared.
  • Fixed a crash when switching to the Psionics tab in the Character Sheet in the Windows version only.
  • Fixed a display bug when reloading while the player was mousing over the combat-actions menu.
  • Fixed bugs in the diplomacy and intimidate dialogue answers when the player asks the Coven of the Four Crones about leaving the sewers.
  • Fixed the item check and Experience Point award when you try to cross the chasm leading to the battle arena of the Goblin tribes for the first time.
  • Fixed the script that runs after you slay the Giant Spiders in the Mysterious Cave containing the Lava Rift if you've used diplomacy to save Garett and Perry from the Giant Spiders before fighting the Giant Spiders.
  • Improved the item description for Gold Ingots and other ingots.
  • You can now click two times on column headers to sort lists in the reverse order. For example, you can click two times on '#' in the Load Saved Game window to sort the list of saved games according to the number of each saved game from low to high, then from high to low.
  • Fixed problems with the Spiked Gauntlets. When you equip them, any other weapons and any shield currently held by the character will now be moved to your backpack automatically.
  • In the macOS version, fixed a display problem in the Inventory Screen. Also, in the macOS version, when switching from full-screen mode to windowed mode, the window will be centred automatically.
4480828b3ccfd45b735ba22dad04a284_original.png

Single-panel Dialogue Interface
Knights of the Chalice 2 Version 1.33
  • Fixed a source of crashes when recruiting a new companion and when the party is reunited after a party split. Thank you Paschalis for the bug report and saved game!
  • Fixed a bug with the unarmed damage of Human Monks when reaching level 18 and above. Thank you Paisheng for the bug report!
  • Fixed a bug with the Finchbury quest 'Ghosts to the North' when you have a Cleric with the Banishment or Turning domain. Thank you Nicola for the report!
  • Fixed a rare out-of-combat movement bug when unveiling a map for the first time.
  • Fixed a bug when using the Party Formation screen following a party split.
  • Fixed a bug occurring when a creature swallows whole a summoned creature and another creature, and other issues with the Swallow Whole ability. Thank you Rida for spotting this!
  • Changed the Combat Experience Point awards during the Prologue of Augury of Chaos to 75% of the normal amount using scripts. Once you start Chapter 1, the Combat Experience Point awards are restored to 100%. Thank you Fred for this suggestion!
  • Improved the Golden Cuirass artifact which you can find in the Water Shrine map, where you fight the Shark Druid. I've reduced the armour penalty to Speed from -10 to -5. I've also given this artifact a new description with a bit of lore. Thank you Fred!
  • When casting spells with a repeating effect, such as Magic Missile or Scorching Ray, the game will now indicate the number of the current effect out of the total. For example: Magic Missile 1/5. Thank you Nicola for the suggestion!
  • Changed the shortcut keys to Quit to Desktop from Left Control + Escape to Left Shift + Escape. I had to do this because Control + Escape is already used by Windows to open the Windows Start menu. Thank you Nicola for spotting this!
  • The square grid will no longer be displayed during character creation, if you have the 'Display Square Grid' option switched on in the Game Options screen.
  • Added the Level Cap option in the Module Editor, in the Module Data screen. Also, you can now reset the Experience Points of party members to the amount required for their level. To do this, please use the 'Award' script action and select the option 'Reset XPs according to PC level'. Use this command at the beginning of the second module of a campaign to make sure that the level cap of the first module is respected, and the party members begin with just enough XPs for their current level.
  • Added a new script action allowing you to edit module properties, including the Combat Experience Point Scale Factor and the Level Cap.
  • In the Tutorial Module, fixed problems with the tokens of the Giant Scorpion and the Angel. Thank you Nicola for this bug report!
  • In the Tutorial Module, activating the book De Praestigia will remove the book from your inventory.
  • In the Tutorial Module, at the end of the adventure, you will receive a single Red Rose Insignia, not one for each party member.
  • In the Tutorial Module, I've given a single reduced-difficulty negative level to the two Giant Spider Sorcerers. These negative levels are applied when you play using the Easy or Normal difficulty mode.
  • In the Script Editor, improved the 'Search within scripts' function to allow searching for numbers such as the position of an activable zone. The function will also search within instruction names. Also improved the 'Search in filenames' function.
  • In the Script Editor, you can now push F12 while mousing over 'Add dialog answer' commands as an alternative to pushing ']', the right square bracket key. That will bring you to the corresponding 'If selected answer' command.
  • During the tavern duel, Jorad the Barbarian will no longer use combat manoeuvres.
  • Fixed a Script Editor display bug when you switch from windowed mode to full-screen mode (or from full-screen mode to windowed mode) and you then open the Script Editor.
  • Fixed a bug with Garret and Perry getting included in player fights after they return from the Mysterious Cave containing the Lava Rift.
  • Just before entering the Moon Crypt Death Snare, fixed the treasure chest from which you could get infinite Experience Points.
Next Steps for Knights of the Chalice 2
The next steps are the following:
  • Read and reply to posts on the Steam Forum, GOG Forum and the website Forums, and fix any remaining bugs and issues in the game mentioned by the players on the forums.
  • Work on the Kickstarter Social Goal promises. I've already implemented two of them: the auto Cure scroll/potion/wand recast option and the extra module settings (race and class restrictions). The remaining promises are: custom spell effect sounds, the new Druid spells Vampiric Spores, Creeping Doom and Iron Grip, a new option to display spell icons during level-up, a new option to display the monster injury status rather than the Hit Points, and a new option to distribute only 80% of Combat Experience Point awards.
  • Work on the other planned features: the upgrade of the Barbarian, Monk, Rogue and Mage Knight character classes, the iconised combat actions menu, new feats (including epic feats), new subraces, new spells, new Wizard familiars, new items, and new sound effects created by Robbie (thank you so much, Robbie!). The new spells I'm interested in include Wail of the Banshee, Mass Hideous Laughter, Reach, Mass Reach, Fly, Mass Fly, Vampiric Spores, and Creeping Doom. The new familiars I'm interested in include the Rat, the Parrot and the tiny Air Elemental.
  • Hire a graphic designer to create new sprites, new maps and other types of artwork. Recently, I talked a little bit about the new sprites in the latest Steam patch notes.
  • Work on the three upcoming adventure modules. Create the new world map & new dungeon maps.
As always, if you find bugs or if you have any feedback, thoughts and suggestions, please feel free to let me know here, or in the Forums, or by email at enquiries@heroicfantasygames.com.

Thank You For Your Awesome Support, Brave Knights and Wise Wizards of the Realm! Rejoice!! :)
 

Sacibengala

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This guy is a machine. Judging for the games that I bought this year, this is the one with more constant updates, and it's one man. And I was in doubt of getting this because of the price tag. Shame on me.
 

almondblight

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Hope people in the community help him find a good and affordable sprite artist. Look at the difference folks here made when they helped Craig Stern get a better artist for Telepath Tactics/Together in Battle.
 

Darth Canoli

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Hope people in the community help him find a good and affordable sprite artist. Look at the difference folks here made when they helped Craig Stern get a better artist for Telepath Tactics/Together in Battle.

I don't know about you but I help him to track bugs and suggested a fair amount of QoL features along with some improvements for the weakest classes like the monk and the paladin.
 

Jermu

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weakest classes like the monk

Monk is weak? I found monk mantis great for my first archmage playthrough. Even though some feats are wasted (ki strike, stunning fist) at least for me since I prefer to use weapons over fists other feats are at least somewhat useful. Belt of the lion is quite awkward in some scenarios so having wade-in makes playing melee more pleasant.
But if you made these suggestions before release then Im not familiar how monk was in beta or if some things got changed before release.

For my archmage ironman grinding I would replace rogue for monk if only rogue did not have so many good dialogue options.

But yeah for main melee guy I still prefer fighter or gladiator over monk.
 
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Darth Canoli

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Monk is weak? I found monk mantis great for my first archmage playthrough. Even though some feats are wasted (ki strike, stunning fist) at least for me since I prefer to use weapons over fists other feats are at least somewhat useful. Belt of the lion is quite awkward in some scenarios so having wade-in makes playing melee more pleasant.
But if you made these suggestions before release then Im not familiar how monk was in beta or if some things got changed before release.

For your first?
I've done so many archmage runs I can't even count them, latest being low magic.

You find the monk strong?
Compared to what?

Have you played a dual-wielding fighter with a good skewer weapon (x4 crit multiplier + big base damage >100-200 crit damage) ?
That's my base for a comparison.
DK, Barbarian, Samurai hold their ground, the monk, on the other hand has a lower BAB and nothing to improve it (like the samurai when using a single weapon, the barbarian rage or smite)

Unarmed damage is quite weak, even if you pick a half giant, of course, you can use weapons but why would you do that since it becomes a fighter with a lower BAB and less good feats?
 

Jermu

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For your first?
I've done so many archmage runs I can't even count them, latest being low magic.

I actually misspoke for my first full run which was normal and switching to hard at around middle of the game. I have played with monk on archmage but not full playthrough.
I have finished game 3 times now once with normal-hard twice with archmage. Past month I have been grinding archmage ironman got probably around 60 hours on those attempts for now dying to coffin vampire is my best result so far. I have not done full playthrough with all the classes yet still missing ranger, barbarian, psychic healer and mage knight. Ranger and psychic healer are the only classes I have not touched yet.


You find the monk strong?
Compared to what?

If we are talking about only pure melee classes without any casting potential my ranking would go like this:
1. Fighter 2. Gladiator 3. Monk 4. Death Knight 5. Samurai 6. Barbarian

I might put too much value for wade in but considering how much movement monk gets attacking pretty much any enemy anywhere with full attack without provoking attack of opportunity is nice. And yeah all of those classes hit harder than monk but besides fighter most of time only once. On the other hand having 14str is quite limiting early so tickling enemy many times is most of time worse than hitting once hard so I might overvalue mantis monk.

Another reason is why I rank mantis monk so high is that I find early game more harder than middle/late game besides few encounters for ironman grinding (considering that I probably should rank samurai over death knight). Mantis monk starting with 20-22 AC is quite nice without losing any movement. Middle-late game value of melee becomes lower for the reasons you know already so Im not going to list em. It is still nice to have 1 guy that hits hard middle-lategame and fighter is obviously the best choice for that.

Comparing melee classes to caster classes is probably not fruitful so I dont even try to rank all the classes.

Have you played a dual-wielding fighter with a good skewer weapon (x4 crit multiplier + big base damage >100-200 crit damage)?
That's my base for a comparison.
Yup and same time with mantis monk I used both of those classes for my first full playthrough. Fighter is better.

DK, Barbarian, Samurai hold their ground, the monk, on the other hand has a lower BAB and nothing to improve it (like the samurai when using a single weapon, the barbarian rage or smite)

Yup other than wade-in monk does not get much from levels other than some more movement + some stuff to help with survivability.

Unarmed damage is quite weak, even if you pick a half giant, of course, you can use weapons but why would you do that since it becomes a fighter with a lower BAB and less good feats?

Agreed when Im comparing monk to other classes I ignore unarmed abilities helpfulness.

In a nutshell what I think monk has going for it is high survivability/movement and getting the best melee ability in the game. Then is that worth it compared to higher early game dmg that other classes bring Im not so sure anymore :D For the next module I start with mantis monk since I have a lot more experience with chalice now than I played with monk last time so I might change my mind.
 
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almondblight

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Darth Roxor

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I've come to the conclusion that this game is still kind of retarded. Even with the extended intro, the extended additional options for fights and extensive meta-knowledge, it still largely boils down to a quickdraw fiesta, and I'm not even in chapter 4 yet.

Also, another thing that I find insulting is how the game autosaves between streaks of fights in Finchbury, but Pierre couldn't be bothered to add that anywhere afterwards in the rest of the game (or at least from what I've seen thus far).
 

Darth Canoli

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I've come to the conclusion that this game is still kind of retarded. Even with the extended intro, the extended additional options for fights and extensive meta-knowledge, it still largely boils down to a quickdraw fiesta, and I'm not even in chapter 4 yet.

Not entirely, only a few fights fall in that category, in most fight, you can take losses and still win without burning too many resources.
Also, you'd be surprised to see how a bulky healing focused Cleric or even better Bishop can turn the initiative gamble into a "icanneverdie" game.

Anyway, we need more of it, more autistic, combat focused RPG and less Sawyerism.
 

Darth Roxor

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Also, you'd be surprised to see how a bulky healing focused Cleric or even better Bishop can turn the initiative gamble into a "icanneverdie" game.

Black rose ambush by the fire pit in high sewers.

Aeromancer acts first, uses greater gust of wind, niggas land in a fire pit and take as much as 20d6 damage in total, that's enough to kill even a martial nigga at that point.

How do you turn that into never die? Because you can't.
 

Jermu

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Also, you'd be surprised to see how a bulky healing focused Cleric or even better Bishop can turn the initiative gamble into a "icanneverdie" game.

Black rose ambush by the fire pit in high sewers.

Aeromancer acts first, uses greater gust of wind, niggas land in a fire pit and take as much as 20d6 damage in total, that's enough to kill even a martial nigga at that point.

How do you turn that into never die? Because you can't.

CQM6DGf.png


This fight?
 

Darth Roxor

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Yes.

If you wanted to make a point out of option #1, I would like to draw your attention to the fact that there are two aeromancers there.
 

Jermu

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Oh sorry I was thinking you meant ambush as in extra round, yeah there are some fights that you pretty much cannot do anything if you get fucked by initiative rolls agreed with that
 

Darth Canoli

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Black rose ambush by the fire pit in high sewers.

Aeromancer acts first, uses greater gust of wind, niggas land in a fire pit and take as much as 20d6 damage in total, that's enough to kill even a martial nigga at that point.

How do you turn that into never die? Because you can't.

I've done this fight a billion times and never had a guy dying in the fire pit, hell, most of the times I dive into it later during the Dragon fight to skewer the poor thing.

Latest playthrough, probably because of the Pal aura, everyone succeeded on the saving throw.
So, I really don't know what you're talking about, it was never an issue, besides, there is some rings and armors granting some fire resistance.

Also, if someone gets KOed, just use any healing spell and if he dies, there's some TR scrolls everywhere.
Or Raise dead if you're not hoarding xp.
 

Rinslin Merwind

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Black rose ambush by the fire pit in high sewers.

Aeromancer acts first, uses greater gust of wind, niggas land in a fire pit and take as much as 20d6 damage in total, that's enough to kill even a martial nigga at that point.

How do you turn that into never die? Because you can't.
I understand that alternative title for this game could be Knights of Dexterity: Initiative Wars, but have you tried to approach this room from other side? There a passage where you could use warrior skill or water druid skill to swim into different part of the sewers and approach lava room from north (there plenty of different enemies though) After reaching lava room (and beating some creatures in center) you could position yourself little more better. Also there possibility that having Pizzara in party will strip enemy of surprise round, but I wasn't able to confirm this due to forgetting about her existence (and book) until all sewers were cleaned.
 

Darth Roxor

Royal Dongsmith
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I understand that alternative title for this game could be Knights of Dexterity: Initiative Wars, but have you tried to approach this room from other side? There a passage where you could use warrior skill or water druid skill to swim into different part of the sewers and approach lava room from north

I did this on all my previous playthroughs, where funnily enough this encounter was never a problem in the least. But now I have neither a druid nor a fighter (or well technically I have Jorad and wossname mantis, but then I have to use them vs beholders and deprive a valuable other party member of xp, and my autism doesn't allow that), so I have to waltz through the ambush.

Also there possibility that having Pizzara in party will strip enemy of surprise round

Yes, it works like that.
 

Rinslin Merwind

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Phew. Finished Augury. Final fight was annoying due to Dragon being stuck in endless thinking loop and I had to replay whole battle anew. My Earth druid sat on floor in depression due Quicksand not working in room and majority of other AOE spells would fuck up whole party. And if someone reads this before starting game - don't be me and sell all rings granting resist to fire, good think I was able to craft some armor and luckily managed to dealt with sphere quickly enough. Also IMO XP as currency for crafting and transformation does not align with what XP supposed to represent. You can't just lose memories about epic battle with monsters for some sword. But maybe it's just me.
 

Rinslin Merwind

Erudite
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Messages
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Sea of Eventualities
Was it like that in Temple of Elemental Evil where you lose exp, or was it gold, for crafting? I don't remember...
Yes, that's probably where it comes from.
Both gold and xp, plus you need certain spells or alignments for some enchantments.
While I liked ToEE, crafting system where you pay with xp wasn't my favorite part. It's up to preference, I guess.
 

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