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August

RPGWatch Feature - Knights of the Chalice II Review

by Hiddenx, Sunday - August 14, 2022 22:07

Forgottenlor reviewed Knights of the Chalice II.


Link to article

Knights of the Chalice II - Kickstarter Update

by Hiddenx, Tuesday - August 02, 2022 16:47

Some  character classes in Knights of the Chalice II got an upgrade:

Update #61: KotC 2 Version 1.43 Upgrades The Barbarian, Rogue And Monk!

Hello everyone! The latest version of KotC 2 is version 1.43. It can be downloaded here for both Windows and macOS. It can also be downloaded on Steam and GOG. In the past month, I've been focusing mainly on the upgrade of three character classes: the Barbarian, Rogue and Monk. I've also spent time on the upgrade of the code in order to accelerate gameplay.

Here are the details of the upgrade of each class.

[...]

April

Knights of the Chalice II - Matt Chat 483

by Hiddenx, Sunday - April 10, 2022 07:37

Matt plays Knights of the Chalice II:

Matt Chat 483: Knights of the Chalice 2

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Annnnd it's time for Knights of the Chalice 2, one of my new favorite indie CRPGs. It's certainly tough and even frustrating at times, but it sure caught me in its resilient web!!!

March

Knights of the Chalice II - Released

by Hiddenx, Friday - March 25, 2022 16:19

Knights of the Chalice II has been released on Steam and GOG:

Knights of the Chalice 2 Trailer: Evil Is Rising. Release 25 March. RPG with 3.5 Turn-Based Combat.

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This is a new six-minute trailer for Knights of the Chalice 2 created to showcase the game's isometric graphics before the release on Steam / GOG.

 

Knights of the Chalice II - Release Date: March 25

by Hiddenx, Friday - March 11, 2022 16:20

Knights of the Chalice II will be released on March 25:

Knights of the Chalice 2 Trailer: Evil Is Rising. Release 25 March. RPG with 3.5 Turn-Based Combat.

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October

Knights of the Chalice II - Content-Complete

by Redglyph, Friday - October 29, 2021 11:26

@shamroxor spotted that Knights of the Chalice 2 had reached the content-complete status. Thanks!

Update #52: Hurray! KotC 2 version 1.19 is Content-Complete! New Editor Guidebook!

Hello everyone! Version 1.19 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The main addition to the game is new village content and I'm very glad to say that Augury of Chaos is now Content-Complete! That's a major milestone in my eyes and it could only be achieved thanks to your awesome help and support!

New Content in KotC 2 Augury of Chaos

All of the new content is optional. In the initial part of the game, it includes the Dryad encounter, the Cursed Man encounter, the Thieving Magpie quest, the Jagernaut encounter, the Sun Monk companion, extra wilderness monsters, new Nature / Herbalism skill checks, extra dialogue with the Blue Cloaks, and a number of NPC groups travelling through the village from time to time to improve immersion.

In the late part of the game, the new content includes a brand new map which is the ruined version of Finchbury, a couple of tough encounters, the Doomsdayer, new artifacts and magic items, and extra dialogue with the residents of the inn.

[...]

New Module Editor PDF Guidebook

The next most important change coming with this update is the launch of a new 64-page Module Editor PDF Guidebook designed to help you create a brand new adventure module using the KotC 2 Module Editor. It's packaged together with the Augury of Chaos PDF Guidebook, now available in version 1.01. I'll probably expand the Module Editor Guidebook with a few extra topics later on.

[...]

July

Knights of the Chalice II - New Character Icons & The Upcoming Trilogy

by Silver, Thursday - July 01, 2021 13:02

The latest update for Knights of the Chalice II announces new character icons and many bug fixes.

Hello everyone! Version 1.15 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The main changes are many bug fixes, hundreds of new character icons for NPC dialogue, and extra content in the tutorial module.

For now, the tutorial module ends soon after you meet the merchants. Play with a male Human or Elf to see a bit more dialogue when the party rests at the campfire. As for the Augury of Chaos module, for now you still need to rest two times at the inn then talk to the bailiff to start the goblin attack on the village.

New Features In KotC 2 Version 1.15

  • Pressing the Tab key will now display characters and enemies on top of the overlay layer to make it easier to find them when they're behind trees, particularly in the village map when the goblins attack. I've updated the help entries for Game Controls about this.
  • Added an Eye Button in the Level-Up screen allowing you to open the person's Character Sheet.
  • If you have both the Mobility and Wade In feats, you can now freely alternate between movement and attacks.
  • Upgraded the spell Spell and Power Surge so that it now affects all allies in a circle of radius 10' and provides a +4 bonus to both the Difficulty Class and the check to overcome enemy Spell Resistance.
  • Added 593 new character icons for use in dialogues, using the PVG High Fantasy asset packs.
  • Added new tokens for Mimic, Animated Chalice, Giant Rat, Red Dragon and Giant Snake using PVG assets. Also added new sprites for the four-armed Girallon / Dire Troll, armoured and unarmoured, using PVG assets.
  • Break Enchantment, Greater Break Enchantment, Contingent Break Enchantment, and Contingent Greater Break Enchantment will now affect party members who have been controlled or dominated by the enemy, allowing you to remove the enchantment. Also, these spells will no longer affect any enemy creatures that have been controlled or dominated by your party.
  • Changed the castle map and the code so that it's easier to bull rush or slide enemies from the battlements and towers down to the lower level, or from the courtyard down into the well.
  • Expanded the Tutorial Adventure. It's still not finished, though. For now, it ends when you open the second corridor from the main room, but you can still check out the rest of the map. As mentioned above, play with a male Human or Elf to see a bit more dialogue when the party rests at the campfire. Special Thanks to Juhani for all the help on the tutorial and on feat suggestions!
  • Improved the sounds that play when you move items around in the Inventory Screen.
  • When cast on allies, Reduce will bypass the saving throw and any Globe of Invulnerability effect.
  • Mousing over a character's Experience Points in the Character Sheet will now display in the information tooltip the XP of the character above his or her current level.
  • In the Module Editor, you can now press the Tab key to display the adventure map as it appears in the game. I've also updated the help entry for Editor Controls about this.
  • In the Script Editor, you can now use Left Shift + Left Click to select a range of script commands. This can be much faster than having to click on each command that you'd like to copy and paste.
  • In the Module Editor, added a menu option to open the Game Options (shortcut key Left Alt + O). It is now much easier to switch from windowed mode to full-screen mode while working on a module.
  • In the Module Editor, added a menu option to switch between Sprite and Token Display (shortcut key Left Alt + T). It is now much easier to see if there's any problem with either display mode.
  • I didn't want for all characters starting a module to receive Leather Armour. So, instead, the game now distributes various fancy-looking armour to the starting characters, but these are clothing items that provide no bonus to Armour Class.
  • When healing Asharzaelle after removing the petrification, the healing character won't have to be standing very close to her. Likewise, in any other scenario where you have to cast Cure spells on an NPC, the player characters won't have to be adjacent to the NPC.
  • At the end of a fight, if your party's position would trigger the next encounter too soon, the game will automatically reposition the party at the position it occupied when starting the fight.
  • When talking to an NPC, the party members will look in the direction of the NPC automatically.
  • In the Creature Editor, expanded the index column so that we can now see the index number of creatures above 999.
  • Expanded the help entries about the Base Attack Bonus and Speed.
  • Added new help entries for the combat manoeuvres Pull and Slide/Swap. These can be displayed through the combat-actions menu when the party is fighting.
  • Added new help entries for the conditions Feebleminded and Transformed.
  • Added a Human Cleric called Jarren to the list of pre-generated characters. This list is contained in the file CharacterRoster.cml, which only gets installed by the Windows version if you first rename your existing CharacterRoster.cml file to something like CharacterRoster_old_1.cml.
  • The Ring of Mental Fortitude will no longer stop beneficial mind-affecting spell effects. It will give the Mind Blank condition rather than immunity to all Mind-Affecting effects.

[...]

Road Map To The Upcoming Trilogy

For anyone who's wondering about the upcoming new modules, The Dark Arena, Forces of Chaos and Heart of Evil, the focus in all the modules will be a mix of gameplay and adventure, pretty much like Augury of Chaos but with more freedom to choose where you’re going. This means that there will be a world map or regional map.

I expect that you'll start at level 1 and you'll reach level 10 to 12 by the end of the first module, then you'll reach level 20 or so in the second module, and finally you'll finish the last module around level 30. In terms of the length of each new module, I'm also aiming for something close to Augury of Chaos.

Please refer to the Kickstarter page if you'd like to read a short description of each new module.

As for the expected release dates, it's likely that they will have to be pushed back by a few months, mainly due to the unexpected amount of time it's been taking me to fix the bugs in Augury of Chaos. So, I am now expecting May 2022 for The Dark Arena, January 2023 for Forces of Chaos and September 2023 for Heart of Evil. My sincere apologies for the delays!

[...]

May

Knights of the Chalice II - Version 1.13

by Hiddenx, Sunday - May 02, 2021 18:54

Shamroxor spottet Kickstarter update #46 for Knights of the Chalice II:

Update #46: KotC 2 Version 1.13 Adds Difficulty Options, Encounters, Dialogue Options!

Hello everyone! Version 1.13 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The main changes are the new village content and new difficulty settings.

My attention was diverted too many times in April, so I couldn't do as much as I would have liked. Still, I was able to complete work on the difficulty overhaul. I also added a bunch of encounters in the village map. As a result, now the adventure begins on the road leading to the village.

Thank you Juhani for the awesome ideas for new dialogue options and skill-use options that can be used to reduce difficulty! I've implemented most of the things that you suggested. Also thank you Fred for the awesome village-encounter ideas! I've implemented at least some of them.
List Of Improvements & Bug Fixes In KotC 2 Version 1.13

  • Added the four main difficulty settings from Easy to Very Hard, as well as a bunch of additional difficulty options: start the concentration bonus at +4, progressive death threshold, recover a percentage of Hit Points after each encounter, and expanded character-class skills.
  • Added some encounters in the village and some NPCs. After dealing with the tax collector, I suggest you deal with the giant bees, then rest two times, then talk to the bailiff to start the main events. P.S. I know there's an issue when Zerria revives a dead or unconscious character. I will fix that soon.
  • Fixed a bug with end-of-fight scripts and death scripts in version 1.12. My apologies for that issue.
  • Fixed a crash in the editor when double-clicking on item slots, and other editor bugs.
  • Monks with a Wisdom-enhancement item will benefit from a higher Dodge bonus to Armour Class.
  • Added the script command 'Event Wait' when you simply want to display the main view for a while.
  • Expanded the script command 'Set non-combat behaviour' to allow for characters leaving a map or playing a unique animation.
  • Used a chessboard transparency pattern on the village's overlay layer so that we can always see the characters behind trees and buildings.
  • When you defeat the enemies quickly and enemy reinforcements were supposed to arrive in later rounds, these reinforcements will now arrive immediately as the default behaviour (previously, the default behaviour was to end the battle). You can use the new creature-AI setting "Don't join fight if group defeated" if you'd rather have the reinforcements not arrive when the player managed to defeat all the enemies early.
  • Fixed a bug with the character-creation interface not recording the sprite of new characters.
  • Created new tokens for enemy kobolds using PVG sprite artwork, see Graphics/Tokens/Kobold-Enemy-Brown-1.png and the green and red versions. Also added Graphics/Tokens/Red-Dragon-Ancient-4.png, Graphics/Tokens/Gold-Dragon-Ancient-4.png and Graphics/Tokens/Efreeti-Blue-2.png.
  • Added a bunch of new monster sprites: Hydra, Giant Frog in several colours, Evil Eye in several sizes and colours, Giant Snake in several sizes and colours, Giant Beetle in two sizes, Giant Scorpion in several sizes and colours, four new Elementals, as well as the Gargoyle, Mimic, Naga and Harpy.
  • Added a couple of new pre-generated characters (please rename your own file Saves/ CharacterRoster.cml before installing the new version, if you'd like to see the new characters).
        Fixed a bug with scrolling the view beyond the top edge.
  • In the creature editor, 'effects' page, added a button to make it easier to add reduced-difficulty negative levels to creatures.
  • Added some extra effects to the dialogue options in the first fight against Pizarra (in Chapter 1). See the options [Streetwise], [Archery], [Divine Champion], [Psionics], and [Arcana]. They all do some interesting things.
  • Added a bunch of dialogue options to help in the battle against King Tribulus of the Green Goblins. For example, you can have your Half-Giant clear the rubble before the fight. You'll get even more help if you talk to the Elder of the Grey Goblins before the battle.
  • Added a dialogue option to stun the Hydra when it gets summoned by the Lizardman King.
  • Added a couple of Bard skill options that can be used when Pizarra summons the Ice Devil.
  • Added new options in the fight against the Soul Sucker Mastermind. Notably, a Bard can use the keyboard instrument in the room while the fight is taking place. You'll have to move your Bard close to the keyboard and then click on the keyboard to use it. The effects are quite interesting! :-) That's the first time I allow clicking on an activable object during combat, by the way.
  • Added a Giant Spider Prince who can help in the fight against the Giant Spider Queen, if you use the right dialogue options. If you keep him alive, he will trade with you afterwards. He has two artifact weapons and a couple of expensive robes in his inventory that you can buy.
  • The Genie will now help you in the Castle Gate battle, if you select the right dialogue options. But if you've sold the Genie's Lamp, then he won't appear.
  • A Gold Dragon will offer to help you in the Castle Courtyard battle right after the Gate battle.
  • Added more dialogue options in the fight against Aeromancers in the High Sewers.
  • Fixed bugs with the Wizard feats Fire Magic, Cold Magic, Acid Magic and Electricity Magic.
  • Fixed a bug with the 'Execute Script' scripted command.
  • When targeting a spell, the game will now use a green text colour to highlight any allies that will be affected by the spell. Very useful when there are both hostile and friendly creatures in the battlefield.
  • Fixed a sprite display bug when curing an unconscious character.
  • In the editor, when mousing over a creature that has scripts, the tooltip will indicate what scripts the creature has. This is very useful when you don't remember which creature in a group has the End Of Fight or Scene script, for example. You no longer have to open the properties of every creature to look for it. The tooltip will also indicate whether the creature is a group leader.
  • Increased the volume of the soundtracks Cave of Whispers.ogg and Well of Souls.ogg.

[...]

April

Knights of the Chalice II - Version 1.12

by Hiddenx, Thursday - April 01, 2021 15:55

Shamroxor spotted version 1.12 of Knights of the Chalice II (Toward the end of the update Pierre is collecting opinions on graphical preferences, so it's a good opportunity to let him know what you'd like him to focus on):

Update #45: KotC 2 Version 1.12 Brings New Features, Maps, Music & Bug Fixes! :-)

Hello everyone! Version 1.12 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The new version introduces many improvements.

New Option To Set An Overlay Image

I've added to the Module Editor the option to set an overlay image, that is to say an image that's displayed on top of almost everything else. This can be useful for when the party is walking behind something like a tree or a building. Using this feature, I've reworked the village map.

The overlay can also be used to have fog effects / cobweb effects / underwater effects / light effects (e.g. yellow, green, pink or blue light) displayed on top of both the characters and the environment using semi-transparent pixels in the overlay layer. Please see the entrance of the new map called Mysterious Cave for an example of this. The overlay setting can be found by clicking 'Edit Map Data' in the editor.

By the way, after watching the second tutorial video from PVG, the one about a foggy mountain bridge, I'm thinking to allow more background layers, including animated layers such as fog clouds slowly drifting in one direction, or a top layer for rain falling down.

Special Effects When Moving Through Water

I've added a bunch of graphical improvements when characters move through water/swimming squares and underwater environments. Please note: if these special effects slow your computer down too much, you can turn them off by switching off 'environmental particles' in the game options.

The new effects for water are the following: the lower part of the sprite of swimming characters will be displayed with transparency, water ripples will be displayed when moving or standing in water squares, and a white splash will be displayed when entering or leaving a body of water.

Additions To The Village Map And New Music

I've added a bunch of new isometric maps that can be accessed from the village map: Bailiff Tower, Mysterious Cave, Inn Ground Level, Inn Second Level. I'll fill them with cool NPCs, quests and monsters pretty soon. I made the maps using the resources from PVG. I hope you will like them!

I've only put a couple of monsters for your low-level party to fight, as an appetizer. See if you can use a particular spell on them to take advantage of the environment! ;-)

I've also added a bunch of roaming deer in the village map. It's nice just to watch them. Also added the tokens for the male and female deer. For those who're using the editor, please note that I've changed the names Buck and Doe into Deer-Male and Deer-Female, so please delete the folders Buck and Doe within the folder Graphics/Sprites/Complete.

Moreover, I've added four new soundtracks based on PVG resources. I've called them Cave of Whispers, Well of Souls, Corridor of Shadows, and Eternal Torment. Two of them are used in the Mysterious Cave.

Other New Features In KotC 2 Version 1.12

  • When you start a new game, all your characters will receive either a clothing item, or leather armour. They won't start out naked anymore. Mantis characters will be able to wear clothing items.
  • Reworked the icons in the inventory screen, changed the icons for energy resistances. Please let me know if you like the new Inventory Screen in the Forums or here in the Kickstarter update page.
  • In the Inventory Screen, added the 'Share Potions' icon. Drag a stack of potions onto it to distribute the potions to all party members automatically.
  • Added a drop-down selection box in the Creature Properties screen of the editor in order to allow selecting the number of squares occupied by the creature (1 x 1, 2 x 2, etc). Previously, the number of squares was obtained from the size of the token image.
  • Added large-size effect animations for the conditions Paralysed, Forcecage and Hideous Laughter.
  • Using the Left or Right arrow keys in the character sheet will find the next party member who has a similar tab. For example, if you have two Clerics and you're viewing the Divine Spells tab of the first Cleric, pushing the Right arrow key will display the Divine Spells tab of your other Cleric. It will skip characters who do not have a Divine Spells tab.
  • Added a new 'Set Facing' script command. Aside from the eight directions, this command can be used to make NPCs face the party leader when starting dialogue.
  • Assigned a sprite to all of the pre-generated characters. If you'd like to see them (and you're using the Windows version), before installing, please change the name of your file 'CharacterRoster.cml' in the folder 'Saves'. Otherwise, the Windows installer will see that you already have the file and it will not overwrite it.
  • Added a check-box in the Party Creation screen in order to hide pre-generated characters.
  • Added a check-box in the Party Creation screen in order to hide characters that do not meet the module's requirements.
  • Added new colour choices for the Plate Armour sprite with a red cape. Now we also have sprites for the Plate with a Blue / Golden / Purple / Green cape! Also changed the armour sprite names displayed in the editor to facilitate the selection of armour sprites for NPCs.
  • In the editor's 'Module Data' screen, added a check-box allowing you to specify that levelling-up never costs any gold in your module.
  • In the editor's 'Module Data' screen, added new boxes allowing you to disallow certain races or classes for the player characters in your module. For example, you can make a module without Mantis characters.
  • In the Module Editor, when you're using the Edit & Select NPC mode, and you have selected at least one creature, you can use Left Alt + numpad arrow keys to set the direction faced by the selected creatures. This wasn't important when creatures were represented using tokens only. Now it's needed because sprites can be facing any of the eight directions.
  • In the Script Editor, in number fields, you can now use 'roll(x)' to get a random die roll value. For example, you could set a creature to wait for a number of frames equal to 100+roll(150). Or you could set the creature to move to a random destination. Previously, you would have had to set the random roll into a variable. I've used this in the village map to set some non-combat paths for the deer. I've also explained it in the help entry about the Module Editor.
  • Added new help entries about Party Creation, Difficulty, and the 5-5-5 User-Module Offer.
  • Added the 'Difficulty' selection box in the party-creation screen. But the box doesn't do anything yet.
  • The list of party members in the top-right corner of the main view will now display the names of all of the party members (up to 15; beyond 15, the game will display a scroll bar).
  • I recently purchased almost all of the older asset packs of PVG, including Monsters Legacy 1. The packs contain some of the missing sprites of KotC 2: the Hydra, Giant Scorpion, Giant Snake, Giant Beetle, Gargoyle, Evil Eye, Harpy/Vrock, Naga/Marilith, more Elementals, more Golems, something I can use for the Crocodile, and something I can use for the Giant Frog (the 'Beast of Burden'). I will add those sprites and others to the game soon. Thank you H K for pointing me towards the packs!

[...]

March

Knights of the Chalice II - Version 1.11

by Hiddenx, Monday - March 01, 2021 18:58

Shamroxor spotted patch 1.11 for Knights of the Chalice II:

Update #44: KotC 2 Version 1.11 Adds High-Res Sprites For All Monsters!

Hello everyone! Version 1.11 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. The main change is the addition of new animated sprites for monsters. Hurray! ^_^

With the addition of monster sprites from Pioneer Valley Games, the KotC 2 file size has now increased from about 1 GB to about 2 GB. I have now assigned a sprite to all the characters and monsters.

I did my best to find a matching sprite for all the creatures even though we're missing sprites for some of them. We're missing the Giant Snake, Snakeman, Giant Frog, Evil Eye, Psionic Beetle, Rust Monster, Giant Crab, Formian, Giant Scorpion, Gorgon, Hydra, Roc, Mimic, Mummy, Gelatinous Cube, Vrock, Marilith, Mantis and Centaur. I'll hire someone to create additional sprites after the game is on Steam. Right now, I think it's better for me to focus on the other remaining things needed by the game.

Winged characters can now have black, red, blue, green or white wings.

Skeletons deserve a special mention as they exist as both stand-alone monster sprites and modular character sprites. Modular sprites are for characters, they are designed to allow the display of weapons and armour on top of the character's body.

You'll find the 'Skeleton' option in the list of body types, which can be found either in the editor when you look at the Creature Properties screen and click on the 'Sprite' button, or in the character sheet of party members when you click on the token image in the top-left corner of the sheet (out of combat).

In addition to sprites, I've added hundreds of new dialogue icons that can be accessed within the Script Editor. Those icons are displayed in the top-left corner of the screen when talking to NPCs.

Now that the game has sprites for both characters and monsters, it can be played from start to finish with the 'Display Creatures Using Animated Sprites' option turned on.

Of course, I did some combat tests yesterday and I noticed a bunch of graphical glitches when playing with the sprites, such as the Confusion effect being displayed on the legs of a character rather than the head, or the 'item destruction' text being displayed right on top of the name of the item being destroyed. I will fix these issues soon, together with a bug I've just noticed when the AI uses the Slide action.

I also noticed an issue with player-character pathfinding in version 1.10. I've fixed it in version 1.11.

Some of the game options were somewhat hidden in version 1.10. I've added drop-down icons in the game-options screen in order to make it clearer that for some options, such as accelerated combat, you need to click on the option to display a selection box with the various choices.

[...]

November

Knights of the Chalice II - Version 1.08

by Hiddenx, Friday - November 27, 2020 19:12

This is new in version 1.08 of KotC 2:

Update #41: KotC 2 Version 1.08 & PDF Guidebook! KotC 1 to be released on GOG on 1 December!

Hello everyone! Version 1.08 of KotC 2 Augury of Chaos is now available for download here for both Windows and macOS. You will also be able to download the first version of the 330-page Augury of Chaos PDF Guidebook, if you've pledged as Paladin or above. Here's a preview of the guidebook:

The other important announcement today is the release of KotC 1 on GOG.com in a few days!

KotC will be coming to GOG on 1 December 2020 at 3 pm CET / 2 pm UK time / 9 am Eastern Time.

The GOG version features a leaderboard and 117 challenging achievements for you to unlock through the GOG Galaxy client. After the release, you'll find the store pages there: KotC 1, Free Demo, KotC 2.

Please Spread the Word about the GOG launch, Noble Paladins and Wise Mages! Feel free to retweet my tweet about it. Thank You! :-)
List of improvements in KotC 2 version 1.08

  • You can now use the 'Forge Weapon' dialogue box to craft arrows, crossbow bolts, sling bullets, sleep arrows and slaying arrows.
  • Created the new feats Heroic Concentration and Heroic Initiative.
  • Fixed the Wizard feats Spell Focus and Greater Spell Focus.
  • Fixed a bug that prevented weapon and armour enchanting in KotC 2 version 1.06 and 1.07.
  • Learning a spell contained in a bag will no longer crash the game.
  • Creatures who selected 'Ready versus Spell' and then received a condition like Stunned, Dazed or Quicksand will no longer be able to take their ready action.
  • Fixed the Mage Knight feat Fast Enhance Ability.
  • Fixed a crash that occurred on level up when you had only a few spells left to pick.
  • Effect icons will be displayed immediately after loading a game (if the option to display effect icons out of combat is selected).
  • In the macOS version, fixed the 'Add Sound Source' sub-menu in the editor.
  • Fixed a few issues with enchanting / forging / recharging.
  • Fixed the display of energy resistances in the inventory screen.
  • Fixed a bug where enemy psionics users would manifest 'Purification' when they don't need it.
  • The Healing Domain and the feat Healing Mastery now confer the Healing skill to characters.
  • Fixed a bug with enemies not triggering AOOs while moving near the party members

[...]

July

Knights of the Chalice II - Post-Kickstarter Update

by Hiddenx, Tuesday - July 07, 2020 16:59

The Kickstarter campaign was a success - here's some more Knight of the Chalice II info:

Update #33: Emails Sent, Will Fix Bugs ASAP, Will Handle Complaints!

Hello everyone! :-)

Okay I feel I need to make a small update to answer all concerns.

First of all, if you're wondering why I haven't been very present replying to comments on Kickstarter, or on Discord, or on my forums, or on RPG Codex, or approving messages on my forum, or replying elsewhere.

The reason is this: I'm just a human being, and since the end of the campaign, all my time was spent sending out emails and answering emails from people who haven't got their email, or who are late to the campaign but want to join, or who pledged but could not process their payment, or who have already tried the game but it's not working for them on their system.

On top of that I have a long-planned flight tonight and tomorrow which I had to prepare, too. So, with all of this taken into account, I just can't keep up with dozens of new Kickstarter comments / forum messages / Discord comments each day. Apologies for this! It doesn't mean I'm ignoring your concerns, quite the contrary.

I have sent emails with download details to nearly everyone. If you haven't got your email, please email me at enquiries@heroicfantasygames.com or through a Kickstarter private message and I will give you your details soon.

Now, on to the bugs. Obviously, by now I have been made very aware that the game has important bugs and stability issues, and a 64-bit Mac version for Mac Catalina OS needs to be made. I hear you guys and I apologise sincerely for the bugs. Yes, I will fix the bugs as soon as possible. And I will work on a 64-bit Mac version as soon as possible. This will be my priority from 8 July. I won't be working on any DLC or any extra content while there are important bugs in the game.

So please rest assured that the bugs will be fixed. I should be able to have a software update on or before 14 July. I've been working on this game for so long; obviously I want it to be bug-free. It's not a problem for me to remove bugs. In fact it is something I like to do. My process with KotC 1 was similar. There were about 36 updates for KotC 1. The game had many bugs in the beginning, now it's bug-free.

Now, on to expectations and accusations. Okay, I hear the complaint that I should have presented the current version of the game as a beta version, not as a finished version or as a full game. All right. I accept that and I apologise for it.

The reason why I have always presented it as a full game is because, for me at least, it was stable when I played through it and I did play through it from start to finish. So if it's stable for me, why should I present it as a beta version? Think about it, how could I even record all these combat videos if the game wasn't working for me or wasn't stable for me? Yes, you can say that I should have gone through a big testing phase prior to the campaign, and in hindsight yes I should have done that. I'm not perfect so I did not see this at the time.

What I mean to say is that it's never been my intention to deceive people. With that in mind, if you feel strongly that you have been lied to or that you were misled, and you don't trust me to fix the issues in a reasonable amount of time, please email me at enquiries@heroicfantasygames.com (or through the Kickstarter private messages) before 14 July and we will definitely find a solution.

I don't want anyone to feel bad about KotC 2 or have such strong negative feelings against me. Doing a Kickstarter is difficult enough with happy people but it's a hundred times harder with unhappy ones. So, please just contact me and everyone will be happy.

I hear a complaint that the game is too linear. I did mention here and there, most recently in the Q&A with Shane, that Augury of Chaos lacked the non-linear feeling of an open world and that you're mostly exploring underground levels, and that I wanted to create more of a non-linear feeling in upcoming adventures.

So, while I can totally accept criticism for the game having many bugs, I can't accept accusations of deception based on the game being linear. The adventure is what it is and I never claimed that it was a non-linear open-world adventure. All I said was that you have a number of ways to resolve situations, and that is true in many cases.

So, please be reasonable with your expectations and criticism of the game's content. I already feel enormous pressure to provide download links to the people who haven't got them already and to fix the game's major bugs ASAP, so please don't pile even more pressure on me for things like non-linearity. About the difficulty, we can adjust that later on.

Those are the main things I wanted to say today. The main points are: please be patient and I will fix the bugs ASAP and if you're really unhappy, please just contact me before 14 July. Please don't worry if you don't receive a reply before 8 July, I will definitely reply.

Thank you everyone and I hope that you will keep supporting the development of KotC 2! :-)

June

Knights of the Chalice II - Q&A with Pierre Begue of Heroic Fantasy Games

by Silver, Thursday - June 25, 2020 04:29

Shaneplays did a long interview with Pierre Begue of Heroic Fantasy Games which currently has a Kickstarter going for Knights of the Chalice II.

How long have you been working on Knights of the Chalice 2?

I’ve been working on KotC 2 for about ten years, from 2010 to 2020. I worked on the game for about seven years on a part-time basis and for about three years on a full-time basis in the period since 2018.

What is different between Knights of the Chalice 1 and 2?

There are many differences between KotC 1 and KotC 2. The most obvious difference is that KotC 2 has 22 fully-fledged character classes, while KotC 1 only has three classes. KotC 2 also has ten interesting player races and 36 player subraces, while KotC 1 only has three player races. Moreover, Clerics and Bishops in KotC 2 have access to 41 exciting Cleric Domains.

KotC 2 comes with a powerful integrated editor, while KotC 1 does not. KotC 2 is also very flexible in the sense that I can add new feats, new items or new spells easily. That’s not the case with KotC 1. Moreover, the AI of enemy creatures now depends on their Intelligence score in KotC 2.

KotC 1 uses pixel-art graphics similar to Ultima VI, while KotC 2 uses high-resolution graphics. Adventure maps are tile-based in KotC 1. Now they’re based on a large PNG or JPG image. KotC 2 will have both top-down adventure maps and isometric maps and it will allow the player to choose between token-based graphics and sprite-based graphics. Also, KotC 2 uses OGG music files, while KotC 1 uses MIDI music files.

While KotC 1 allows you to create four party members, KotC 2 Augury of Chaos allows you to create six characters. KotC 2 also allows you to recruit endearing companions. Including companions, your party in Augury of Chaos may comprise up to eight or nine active party members. Your characters can move through squares occupied by allied creatures in KotC 2.

[...]

Knights of the Chalice II - Kickstarter: Eight Days to go

by Hiddenx, Tuesday - June 23, 2020 18:50

The Knights of the Chalice 2 Kickstarter fundraising campaign has now raised nearly £ 35000 and it will end in about a week. The next stretch goals are new character classes and new companions:

Knights of the Chalice 2

Knights of the Chalice 2 is a party-based epic computer role-playing game with turn-based combat and 2D hand-drawn graphics for Windows and Mac OS. KotC 2 is inspired by Baldur's Gate 2, Neverwinter Nights 2, Temple of Elemental Evil and Planescape: Torment.
Just like the first game, KotC 2 is based on the OGL 3.5, the ruleset at the root of Dungeons & Dragons 3.5.
The Kickstarter campaign will support the creation of at least three new KotC 2 adventure modules: The Dark Arena, Forces of Chaos and Heart of Evil. The campaign will also be used to improve the game's graphics, add new high-resolution sprites and implement many new and exciting features.
In KotC 2: Augury of Chaos, your Heroic Party confronts a group of Evil Fanatics allied with various Demons and Fiendish Dragons! Blast your enemies with more than 700 spells, bull-rush them into spike pits, trick them with your superior guile, or crush them with your enchanted greatsword! See them driven before you and hear the lamentations of their women, as your valiant party progresses all the way from level 1 to level 21!
Following the Kickstarter, the game is planned to be released on the developer's website, http://www.heroicfantasygames.com, and on Steam / GOG after a relatively short period of time dedicated to the improvement of the game.

KotC 2 Features:

  • Turn-based, party-based tactical combat similar to that found in the RPG Dark Sun Shattered Lands made by SSI and in Troika's Temple of Elemental Evil.
  • User-friendly interface. Launch a charge, full-attack or coup-de-grace with a single click - the computer will automatically look for the best option available. Out of combat, move the party with a single click or by keeping the mouse button pushed. Also see the KotC 1 How to Play webpage for more information.
  • A well-developed emergent Artificial Intelligence. Enemies act as a group and support each other. They can use special actions like Grapple, Trip, Disarm, Sunder, Feint, Bull Rush, Ready Versus Spell or Swallow Whole and other tactics like taking a Five-Foot step before casting Maximised Fireball. They might use a Wind spell to dissipate the player's Acid Fog or Incendiary Cloud.
  • Omnipresent help files and clear in-game feedback (a feature also found in Temple of Elemental Evil) on the results of each dice roll, saving throw, attack roll, modifiers and so on.
  • More than 700 Spells and Psionic Powers (see the list of Wizard spells). The game also features 22 Classes, 10 Races, 36 Subraces, 478 Feats, 41 Cleric Domains, 71 Weapon enchantments and 51 Armour and Shield enchantments. Click here for more information about the Classes, Feats and other topics.
  • With the right materials and sufficient gold and experience points, craft your own weapons and armour and apply enchantments like Vorpal, Life Stealing, Wounding, Swift, Dispelling or Flaming Burst (see the complete list).
  • Multiple-choice dialogue options offering real choices and real in-game consequences to the player. Use your party's unique skills and consider your own preferences and playing style in order to resolve situations in the most suitable manner.
  • Enjoy a variety of engrossing puzzles and riddles. Use your intuition and logical thinking to decrypt mysterious coded messages. The game's cryptography interface, inspired by Broken Sword Shadow of the Templars, makes decoding a captivating activity. Do not worry about the difficulty of puzzles and riddles though, as the game frequently provides Hints designed to help you resolve this type of challenge.
  • KotC 2 Augury of Chaos allows you to create your level-1 characters and take them all the way to level 21 or so. There is no limit on character level.
  • Use the powerful integrated toolset to create new modules and campaigns easily. Easily swap monster tokens and sprites or create new ones. Create new monsters, new dialogues and new maps easily. The best modules may also generate an income stream for you.
  • Enjoy fast Saved-Game loading and saving and various game options designed to accelerate gameplay. Enjoy various convenience features, such as the Saved-Game preview image display, Tab key press to highlight objects that may be interacted with, or the Inventory Screen highlighting of spell scrolls that may be learned by a character.

 

Knights of the Chalice II - Combat Video Update

by Silver, Saturday - June 20, 2020 09:56

A new update for Knights of the Chalice 2 has a video showing combat in the game. The Kickstarter has 12 days to go to achieve some stretch goals.

Update #22: Second Knights of the Chalice 2 Combat Video!

HeroicFantasyGames.ComCreator
June 19, 2020

Second Knights of the Chalice 2 Combat Video

Hello everyone! :-)

I have just uploaded the sixth video in support of the Kickstarter campaign for Knights of the Chalice 2. The new video is the Second Combat Video of KotC 2 Augury of Chaos as part of a series of five Combat Videos. The link on Youtube is https://youtu.be/SXj3XPi1xK4. Feel free to post comments here or on the Youtube page.

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Stretch Goals & Social Goals Report And Links

Following an incredible increase in funding, we're now very close to the campaign's Fourth Stretch Goal!! When I checked a bit earlier, we were only £ 546.43 or USD 679 away from the Fourth Stretch Goal.

Additionally, we're very close to the Next Stretch Goal for Youtube Subscribers! Only 22 more and we'll reach that goal! So Please Share And Subscribe, Valorous And Loyal Knights of the Kingdom! ^^

All of the following links can be used to help us reach the Next Social Goals and Further Increase Awareness of the Knights of the Chalice 2 Kickstarter campaign among CRPG lovers:

Please feel free to download the promo pack for KotC 2 if you would like to promote the campaign with images, text or animated GIFs.

You can also join our mailing list by registering on the HeroicFantasyGames.com forums or join us on Discord by following the Discord Invite Link. :-)

[...]

Knights of the Chalice II - Magic Items

by Hiddenx, Saturday - June 06, 2020 21:43

Take a closer look at the magic items of Knights of the Chalice II:

Update #14: A Closer Look at Magic Items in KotC 2 and the New Items I will add!

Magic Items in Knights of the Chalice 2

Knights of the Chalice 2 has a wide range of items. Here are some of the game's item icons:

Aside from weapons and armour, there are two main types of items in computer RPGs: Quest Items that the party may need to complete certain quests, and Magic Items that the party characters can wear or activate.

Adventurers in KotC 2 will find much more variety in the magic items, compared to KotC 1. As well as the traditional and well-liked KotC 1 magic items, we now have the following items:

[...]

 

May

Knights of the Chalice II - Kickstarter Update #9

by Hiddenx, Friday - May 29, 2020 19:05

How to create non-linear adventures? Read the Kickstarter update #9 for Knights of the Chalice II:

Update #9: How to Create Non-Linear Adventures!

In today's update, we will review various approaches RPG designers can adopt to create intelligent non-linear adventures. This reflection came about with the help of Tiavals and much of the text below was written by him.

Non-linear adventures can be particularly enjoyable to RPG players thanks to the feeling of player freedom they create. Non-linearity itself is seen by many players as something that is very valuable. Non-linearity can also make a game a lot more replayable.

However, non-linear adventures present particular difficulties for map and module designers. If the adventure is linear, the designer knows exactly what level the party is at when facing each particular encounter. As a result, he or she can tailor each encounter and make sure that all encounters are very challenging and interesting to the player.

If the adventure is non-linear, the designer does not know what level the party has reached when it meets a particular group of enemies, and the party's level is likely to be too high for the encounters.

Using a system of automatic enemy level scaling would be unrealistic and wholly unsatisfactory. The question then is how should we handle the loss of challenge that comes from the fact that the party's level is too high for the encounters being faced?

We will now outline seven possible solutions to the problem.

[...]

Knights of the Chalice II - Kickstarter Funded & Character Classes Video

by Silver, Wednesday - May 27, 2020 11:39

The Knights of the Chalice II Kickstarter has funded with 36 days still remaining. Also the latest update talks about character classes.

Update #3: Character Classes video!

The first day of the campaign is nearly over, and we've very nearly reached the campaign's goal!

I have just uploaded the second video in support of the KotC 2 Kickstarter campaign. 

The second video presents the main strengths, weaknesses and synergies of each of the 22 character classes in KotC 2. There will be separate Kickstarter updates for the three additional classes of Spell Weaver, Summoner and Necromancer.

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Tomorrow I will post on Youtube the six-minute trailer of KotC 2.

In a short while, I will post another update here about the first three companions in the KotC 2 trilogy! :)

Thank you for the awesome support everyone!! Have a great day! :)

Knights of the Chalice II - Kickstarter Launch Day

by Silver, Tuesday - May 26, 2020 11:34

The Knights of the Chalice II Kickstarter will soon be launching.

Dear RPG lovers, developers, influencers, video game news providers and close friends,

I hope you've been sharpening your swords and memorising your spells! :D

The Knights of the Chalice 2 Kickstarter fundraising campaign will be launched in less than 72 hours, so I'm sending you an email just to keep you updated. The campaign will be launched on Tuesday 26 May 2020 at 7 am US Central time (2 pm Paris / Berlin time).

Here is the link to the campaign: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs. The first adventure, Augury of Chaos, and the module and campaign editor for Windows and Mac OS will be released to backers as soon as the campaign ends.

Yesterday, I uploaded the new version of the Kickstarter Stretch Goals image, featuring nine highly-unconventional recruitable companions. If you've always dreamt of adventuring in the company of an intelligent Gelatinous Cube, rejoice! Your dream will finally come true!

Knights of the Chalice 2 is a party-based epic computer role-playing game with turn-based combat. KotC 2 is inspired by Baldur's Gate 2, Neverwinter Nights 2, Temple of Elemental Evil and Planescape: Torment. Just like KotC 1, KotC 2 uses the OGL 3.5, the ruleset at the root of Dungeons and Dragons 3.5.

The Kickstarter campaign will support the creation of at least three new KotC 2 adventure modules: The Dark Arena, Forces of Chaos and Heart of Evil. The campaign will also be used to improve the game's graphics and facilitate the addition of new character classes and other features.

In KotC 2: Augury of Chaos, your Heroic Party confronts a group of Evil Fanatics allied with various Demons and Fiendish Dragons. Blast your enemies with more than 700 spells, bull-rush them into spike pits, trick them with your superior guile, or crush them with your enchanted greatsword! See them driven before you and hear the lamentations of their women, as your valiant party progresses all the way from level 1 to level 21.

Following the Kickstarter, the game is planned to be released on the developer's website, http://www.heroicfantasygames.com, and on Steam / GOG after a relatively short period of time dedicated to the improvement of the game. A Reddit Ask Me Anything session is planned at r/Games on 11 June from 8 am Central time (3 pm Paris time).

I'm counting on you to spread the word so that we can give the campaign the best possible start it can have. Feel free to share this message with your friends and social networks! :-)

If you would like to post an image or the launch text on your social networks, please feel free to download the latest version of the KotC 2 Kickstarter promo pack.

Thank you so much everyone for supporting this project that I am so passionate about!

PS 1. I would like to give special thanks to Tactical Adventures, the developer of SRD 5.1 CRPG Solasta: Crown of the Magister, for the kind help and support provided to the Kickstarter.  You can check out the game at https://www.solasta-game.com/

PS 2. I also would like to give special thanks to 6 Eyes Studio, the developer of Fell Seal: Arbiter’s Mark, for their kind support. You can check out their website at https://www.fellseal.com/  and their Steam page at https://store.steampowered.com/app/699170/Fell_Seal_Arbiters_Mark/?curator_clanid=35047933

PS 3. I also would like to give special thanks to Iron Tower Studio, the developer of The Age of Decadence, Dungeon Rats and Colony Ship. You can check out their website at http://irontowerstudio.com/

KotC 2 Features:

  • Turn-based, party-based tactical combat similar to that found in the old Dark Sun Shattered Lands game made by SSI and in Troika's Temple of Elemental Evil.
  • User-friendly interface. Launch a charge, full-attack or coup-de-grace with a single click - the computer will automatically look for the best option available. Out of combat, move the party with a single click or by keeping the mouse button pushed. Also see the KotC 1 How to Play webpage for more information.
  • A well-developed emergent Artificial Intelligence. Enemies act as a group and support each other. They can use special actions like Grapple, Trip, Ready Versus Spell or Swallow Whole and tactics like taking a Five-Foot step before casting Maximised Fireball. They might use a Wind spell to dissipate the player's Acid Fog or Incendiary Cloud.
  • Omnipresent help files and clear in-game feedback (a feature also found in Temple of Elemental Evil) on the results of each dice roll, saving throw, attack roll, modifiers and so on.
  • More than 700 Spells and Psionic Powers (see the list of Wizard spells). The game also features 22 Classes, 10 Races, 36 Subraces, 478 Feats, 41 Cleric Domains, 71 Weapon enchantments and 51 Armour and Shield enchantments. Click here for more information about the Classes, Feats and other topics.
  • With the right materials and sufficient gold and experience points, craft your own weapons and armour and apply enchantments like Vorpal, Life Stealing, Wounding, Swift, Dispelling or Flaming Burst (see the complete list).
  • Multiple-choice dialogue options offering real choices and real in-game consequences to the player. Use your party's unique skills and consider your own preferences and playing style in order to resolve situations in the most suitable manner.
  • Enjoy a variety of engrossing puzzles and riddles. Use your intuition and logical thinking to decrypt mysterious coded messages. The game's cryptography interface, inspired by Broken Sword Shadow of the Templars, makes decoding a captivating activity. Do not worry about the difficulty of puzzles and riddles though, as the game frequently provides Hints designed to help you resolve this type of challenge.
  • KotC 2 Augury of Chaos allows you to create your level-1 characters and take them all the way to level 21 or so. There is no limit on character level.
  • Use the powerful integrated toolset to create new modules and campaigns easily. Easily swap monster tokens and sprites or create new ones. Create new monsters, new dialogues and new maps easily. The best adventure modules may also generate an income stream for you.
  • Enjoy fast Saved-Game loading and saving and various game options designed to accelerate gameplay. Enjoy various convenience features, such as the Saved-Game preview image display, Tab key press to highlight objects that may be interacted with, or the Inventory Screen highlighting of spell scrolls that may be learned by a character.

Cheers! Best regards everyone!

April

Knights of the Chalice II - Kickstarter Date Announcement Video

by Silver, Tuesday - April 28, 2020 20:51

The date for the Knights of the Chalice 2 Kickstarter has been revealed.

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Knights of the Chalice 2 is coming! Watch the video to learn the launch date of the Kickstarter fundraising campaign for the KotC 2 CRPG series! The project's URL is

https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs

and you can learn more about the game at

http://www.heroicfantasygames.com/

Thanks Pongo!

March

Knights of the Chalice II - Kickstarter Trailer

by Silver, Wednesday - March 13, 2019 05:58

A trailer on the eve of the Kickstarter for Knights of the Chalice 2: The Dark Arena.

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See www.heroicfantasygames.com and www.kickstarter.com/projects/1848628223/947609585?ref=8amqiu&token=df2b2dd2

This is the main Kickstarter trailer for Knights of the Chalice 2 (KotC 2), a party-based RPG with turn-based combat and hand-drawn 2D graphics.

In KotC 2: Augury of Chaos, your heroic party confronts a group of evil fanatics allied with various demons and fiendish dragons. Blast your enemies with more than 700 spells, bull rush them into spike pits, trick them with your superior guile, or crush them with your enchanted greatsword! See them driven before you and hear the lamentations of their women, as your valiant party progresses all the way from level 1 to level 21. KotC 2 uses the OGL 3.5, the ruleset at the root of Dungeons and Dragons 3.5.

Knights of the Chalice II - Pre-Kickstarter Interview

by Silver, Monday - March 11, 2019 18:26

Pierre Begue was interviewed by RPG Codex about Knights of the Chalice 2.

2) Taking a look at the KotC2 FAQ and seeing the sheer number of classes, feats and spells listed, it's obvious the game is significantly more complex than KotC1. Great complexity usually goes hand in hand with a propensity for bugs. How do you tackle this challenge? Do you have any plans for an extended beta period, perhaps within the Steam Early Access framework after the Kickstarter is done?

Yes, it's true that complexity goes hand in hand with bugs. But I've already spent a long time fixing bugs in KotC 2, based on the principle that 'I fix it as soon as I see it'. So I think that the game is quite stable now. I expect that most of the remaining bugs will be associated with spells and psionic powers that I've not been able to test sufficiently so far. I'll fix all the remaining bugs once I get bug reports after the end of the Kickstarter campaign. After that, we can have a proper launch of KotC 2 Augury of Chaos on Steam. Steam Early Access is probably not needed in this case.

3) Unlike KotC1 the new game will feature skills, including social skills, a substantial amount of them actually. How important are those skills gameplay-wise? Where do they find application?

Skills are important as they give you access to more dialogue options. These extra dialogue options often grant benefits to the player's party. For example, with the [Nature] skill, you may be able to identify monster tracks, allowing the party to avoid being surprised when the monsters attack. You may also be able to collect herbs that allow the party members to recover Hit Points or their daily spells and psionic powers. With the [Mantis Light Sleep] skill, you may avoid a surprise attack taking place when the party is resting. At one point in the game, a Coven of Witches demands some blood from the party. Gameplay-wise, it means losing some Hit Points permanently. But if you have the [Bard Perform] skill, you can use it to avoid losing Hit Points. The party will not get blocked if it lacks any particular skill, but having more skills may make the experience more enjoyable.

[...]

February

Knights of the Chalice II - Pre-Kickstarter Update

by Silver, Monday - February 11, 2019 17:11

A new pre-Kickstarter update for Knights of the Chalice 2: Augury of Chaos.

Pre-KS Update

by BlueSalamander » Mon Feb 11, 2019 12:17 pm

Greetings, RPG lovers!

tokens with oddly hued shapesHere are the latest news about Knights of the Chalice 2. This should be the last update before Kickstarter! Post-KS, I will probably create two new forum sections, one dedicated to KotC 2: Augury of Chaos (bug reports, suggestions and tips) and one for KotC 2 Module Creators (help and ideas).

In the last few days, I created new web pages for the game. The new pages include the following: KotC 2 Screenshots, KotC 2 Features, KotC 2 F.A.Q., and KotC 2 About Us. Be sure to check them out!

I also created a Twitter profile and Facebook page and I updated my Youtube channel. Would be very cool to have more 'Likes' and 'Follows'!

In addition, I completed the Kickstarter new-project registration procedure. But I still need to create the KS video and fill up the KS page with information, graphics, reward slots and stretch goals.

tokens in your bowelI've added links to the Kickstarter page, Youtube channel, Twitter profile and Facebook page in the website's menus, as well as 'Recommend' and 'Share' buttons on the web pages for KotC 2 Features, KotC 2 Screenshots, KotC 1 Features and KotC 1 Screenshots.

I also created the Windows installer for KotC 2: Augury of Chaos. The file is around 700 MB.

Work on the game was completed around 27 January. It wasn't an easy task, especially as my dad passed away in December at the age of 75. :cry:

Apart from module testing and tweaking, encounter improvement and debugging, the things I focused on included the following:

* Temporary companions: A non-player character may join your party for a limited time. Such companions appear and act just like a party member, but the party-size limit does not apply to them. Also, you cannot un-equip their equipped items, or give them new items.

* Spell scroll highlighting: The Inventory Screen of each character now highlights whether a spell scroll may be learned by the character, or is already known by the character. This is done using small 'Known' and 'Learn' tags.

* Destructible objects in combat: Combat encounters can now include objects that must be destroyed by the player's party in order to complete the encounter. Objects can be non-magical, such as a gate or barrier of some kind, or they may be magical, such as an energy orb, a magic mirror, a mystical crystal, an enchanted statue or a monolith that heals the enemy every round or inflicts damage to the party each round until destroyed. Maybe the object serves as the phylactery of a Lich that cannot be hurt until the object is destroyed.token wrapping paper

* Timed riddles: The party may be given a certain amount of real time, such as one minute, to answer correctly as many riddles as possible.

* Fighters joining a combat in progress: When new combat participants join an ongoing battle, they all roll for initiative and join the initiative list according to their initiative roll. Previously, new combatants were added at the top of the list, giving them an unfair advantage.

* When potions and consumable items are used, they are no longer subject to the concentration checks that apply to normal spells and spell-like abilities.

* In the Artificial Intelligence page of the Creature Editor, I added new buttons to turn on and turn off automatic spells for the reviewed creature easily. Automatic spells are spells like Mage Armour and Mirror Image, which have a full-day duration and may be cast out of combat. High-level casters have numerous automatic-spell options.

* In the editor, mousing over a creature and pushing G now opens the 'Monster Groups' screen and highlights the group of the moused-over creature, allowing the module creator to select all creatures in the considered group easily.

* In the editor, when several creatures are selected, Alt + click on a creature allows the module creator to equip all of the selected creatures in one go. The Inventory Screen is displayed and any items that you equip the creature with are also equipped in the Inventory Screen of the other selected creatures.

Of course, I have plenty of ideas for improving the game further. I have ideas for new items and new feats; I will talk about these during the Kickstarter. I also want to implement New Feat suggestions, meaning that a few recommended Feats will be highlighted whenever a character levels up.

token city?I'm not forgetting Steam, of course, for both KotC 2 and KotC 1. But for now I need to focus on the Kickstarter page, create videos and do some interviews with video-game news websites (if possible).

I've already posted many new screenshots in the KotC 2 Screenshots page, so there's no need to add a lot of new screenshots here. Still, here are a few extra screenshots just for you! Please click on a picture to enlarge it.

I expect that I'll be writing an email to all the KotC customers and forum users about 48 hours before the Kickstarter, so that we can have a good start. That's a nice thing about selling directly on one's website: you can contact the customer base. If all my customers were on Steam, I would have more of them of course, but I wouldn't be able to contact them. Yesterday, I installed new mailing-list software to allow me to send emails to many recipients.

Thank you for reading! Feel free to post comments! Till next time! :)

November

Knights of the Chalice II - November Update

by Silver, Saturday - November 24, 2018 20:26

The November update for Knights of the Chalice 2.

November 2018 Update

by BlueSalamander » Thu Nov 22, 2018 7:06 am

Here is a small update on the development of Knights of the Chalice 2. Well, I'm still working on content production. I need to save time, so I will just make a few comments and provide eight screenshots (please see below and click on a picture to enlarge it).


The first module, Augury of Chaos, now has three recruitable companions. I'm testing and fixing their dialogues now. After that, I've got to continue adding encounters to the High Sewers map.


Before joining the party, one of the recruitable companions will ask several questions about the party's goals and desires, and that companion's reaction will depend on the selected answers. I think that dialogues designed like a personality quiz can be very entertaining. The NPC does not need to reply to each specific answer, but each answer affects one or several scores that reflect your personality.


Maphistor, a tough demon that appeared in KotC 1, is back! It is optional content. If he appears, you can either ignore him, fight him or ally with him (and receive an artifact).


In the Creature Editor, I've added new buttons that allow you to create (and level-up) a new creature or companion using the same interface that you use when you start the game or level-up characters in-game. When you use this interface to create an NPC, you are limited to the Player-Character races and subraces.


As an additional KS stretch goal, I've thought about a new arcane caster class, possibly called Arcanist, who will get free metamagic feats at level 1 and zero spell-level cost for using all metamagic feats. All his spells can be maximised or empowered or widened for free. But he will have fewer daily spell slots than the Wizard, probably 3/3/2/2/2/2/2 by level 20, not including bonus spell slots from having a high Charisma.


That's it for now! January 2019 will be upon us in a flash, so I'm doing my best to complete the prologue adventure before doing anything else. Thank you for reading!

Thanks Chris!

October

Knights of the Chalice II - October Update

by Silver, Friday - October 26, 2018 08:52

The October update for Knights of the Chalice 2. Screenshots at the link.

Hello everyone, here is a new update on the development of Knights of the Chalice 2, as it's been a while since the last update. I am also posting the latest screenshots below (please click on a picture to enlarge it).

First of all, development is on track. However, I have had to spend a lot of time fixing combat bugs. Here is a good example:

1) Ghorda the Samurai uses her Whirlwind Attack against a Scarlet Frog and other enemies. (Scarlet Frogs are Giant Frogs with several abilities, including Swallow Whole and Death Throes Fire Damage.)
2) The Whirlwind Attack kills the Scarlet Frog. (Whirlwind Attack allows you to conduct one melee attack against all enemies within melee range.)
3) The Scarlet Frog activates its Fire Death Throes ability. (The Death Throes ability is an explosion that is automatically triggered when a monster is killed.)
4) The Fire Death Throes triggers a Fire effect on existing Web squares. (The Web spell creates sticky strands that prevent movement; these strands can be set on fire by any fire effect.)
5) The game applies fire damage due to the burning web to all characters in the area of the Web - this is normal game behaviour.
6) Following this interruption, the game forgets to remove the dead Scarlet Frog from the battlefield - this is a bug.
7) The game forgets to finish applying the Death Throes damage to characters within range of the Death Throes explosion - this is a bug.
8) The game forgets to give Ghorda her remaining Whirlwind Attacks against the other enemies within melee range of Ghorda - this is a bug.

Not to worry though, I have fixed it already. How? By recording in a special place the list of opponents that you are using your Whirlwind Attack against, and then recovering that list once every effect (Death Throes and burning webs) has taken place.

It's always my priority to fix bugs before I add new content. So far, there's enough content for a party of five characters to reach level 7. There is one recruitable companion.

There are two places where the party is split up temporarily. When this happens, the player chooses one or two characters who go forward without the rest of the party. Each of the two sub-groups may then face battle encounters without help from characters in the other sub-group.

There are various reasons for why a party has to split up. Maybe there is a ladder to climb and the ladder can support the weight of two people only. Or maybe you can dive and follow a narrow underwater passage and there will be enemies who attack as soon as they see the first few characters arrive, not giving enough time for the party to regroup.

Concerning puzzles and riddles, I am now providing a [Hints] dialogue option. This is because I don't want players to get blocked by such obstacles. I also don't want players to miss optional content or rewards just because of a puzzle or riddle that may not be as straightforward as I thought initially.

Most recently, I've been working on an unusual encounter. Depending on player choice, there can be more than 50 combatants. As a result, I have had to create an accelerated-AI mode designed specifically for that kind of battle. That mode is switched on by a script command. Having the AI review each combatant thoroughly is fine for small battles but it slows the game down too much when there are many combatants.

Also I did some work to accelerate the loading of saved games. Now it's quite fast. Totally not like CRPGs where you have to wait for a minute or more to load a game, I hate that.

A part of all loading time comes from loading the background image. To address this, KotC 2 keeps the last few background images in memory. That way, if you reload or if the party moves back and forth between two maps, the game does not need to reload the required background image constantly, because it is already in the memory.

I would like to do a Screenshots webpage and a Features webpage in coming days. Probably, I will use the same screenshots as above and below.

The prologue adventure, Augury of Chaos, will include four main maps: the Chapel of Chaos, Low Sewers, High Sewers, and Castle Gleegold. It will also include several tiny maps: the Water Shrine, the Oubliette and the Fire Shrine Special Level. I've already completed the Chapel of Chaos and the three tiny maps. In the Low Sewers, I need to add about three encounters and it's finished. After that, I will work on the High Sewers map. Initially, I was thinking to also have the village map and the regional map in the Prologue Adventure, but I will not have enough time for them so I'm cutting them out of this module for now.

In any case, I'm going to need a bit more time for content production. I would really like to add some more content to the prologue adventure before the launch on Kickstarter and Steam. So the KS is likely to be in December rather than November.

My sincere apologies for the delay. Really, it's the nature of game development. It can be very unpredictable. You find a new bug and then you have to spend a whole day identifying it and fixing it, because it would make the game look so bad if you did not fix it. And then the next day you find another bug. Things like that.

But you can rest assured that the game is very enjoyable! Most of the combat encounters are very tough. More so than in KotC 1, you need to strategise every aspect of the game, including your battle tactics, your dialogue choices, what you spend your gold on, the way you develop your characters when you select feats and spells for them, and how and when you use your magic scrolls and consumable items.

Thank you for reading and feel free to post comments! Until next time!

Thanks chris!

August

Knights of the Chalice II - August Update

by Hiddenx, Wednesday - August 29, 2018 20:44

Knights of the Chalice II is nearly feature complete, a Kickstarter campaign is expected in November:

August 2018 Update, the Light at the End of the Dungeon?

Hello everyone, here is the promised August update on the development of Knights of the Chalice 2.

I call this update the 'Light at the End of the Dungeon' because it's the first time that the game is virtually feature complete! And that is a great relief to me. First, let's review the main things that were added since the last update. Secondly, we will have a look at some Necromancer Class design ideas. The Necromancer and Summoner are two possible Kickstarter Stretch Goals for the KotC 2 Kickstarter expected in November 2018. Thirdly, we will have an in-depth look at the beginning of the prologue adventure, called Augury of Chaos. I expect that it will be too big to be a free demo, particularly if it comes with the Module Editor. It will be a good stand-alone prologue adventure. Warning: if you want to avoid spoilers, then you should not read the content of the dialogue screens posted below. Finally, we will talk a little bit about what's next.
[...]

July

Knights of the Chalice II - July Update

by Silver, Wednesday - July 18, 2018 09:17

The July update for Knights of the Chalice II has plenty of screenshots so check them out.

Hello everyone, here is the July update on the development of Knights of the Chalice 2.

In the past weeks, there were many additions and improvements to the game.

* It's been a while since I posted gameplay screenshots, so here are a bunch of them. Click on a picture to enlarge it:

[...]

* Graphics: I have completed the transfer of many art pieces from KotC 1 to KotC 2, greatly expanding the number of available monster tokens in KotC 2. Even though they are not high resolution, KotC 1 sprites actually make fine supplementary tokens and portraits for KotC 2.

* Help entries: I'm very happy to say that that work is 100% complete. As well as information on controls and shortcut keys, the help covers all of the topics found on the website. But the in-game help is more in-depth and more exhaustive and everything is interconnected with hyperlinks. You can right-click almost anything in the character-sheet screens, character-creation screens and level-up screens to obtain specific information about what you clicked on.

* New adventure map: I've worked on a nice castle map that will have an important role in the demo. See the following map-editor images. Click to enlarge. The castle is called Gleegold Keep. I'm also including an image showing what the editor looks like when adding walls, special squares, altitudes and activable zones.

[...]

* Regional map: I've created a regional map, click on the image above to enlarge it. Locations where the party can travel to will be highlighted with a blue glow (or red glow when mousing over them). These locations will appear progressively on the map, as you learn about them in-game. Currently, the background image is a scaled-up version of a small part of my world map. The icon in the bottom-right corner of the regional map is intended to bring up the world map, in case the party needs to travel to another region. The locations / points of interest can be added easily using the editor.

* Soundtracks: I'm happy to say that I've finished adjusting the volume of the 50 soundtracks available in the game. Volumes needed to be adjusted so that one song is not much louder or much quieter than other songs. The KotC 2 soundtracks include new tracks from Manuel, new tracks from Tyson, all the tracks from my past games, plus a small number of ambient/nature tracks. Manuel and Tyson recently contributed new tracks.

* Bardic sound effects: I now have the complete set of bardic music clips from Robert. There will be four musical instrument categories: lute, harp, panflute and bagpipes, each resulting in different sound effects when the party's Bard plays a song. I also have item icons for all four categories. Now I just have to make sure that the bard can equip musical instruments and implement the four sound-effect sets in the game. Robert is also planning to do a Tavern soundtrack.

* Voice effects: I've just started processing the voice effects from voice actress Ariana. First I need to process them and prepare them for the game. Then I need to implement them so that they play at the right times in-game. For example, a random acknowledgement sound will be played when the player clicks to have the party move from point A to point B. Voice effects may also be played through scripts.

* Editor upgrade: I recently completed a massive upgrade of the module and map editor. Now the map editor is like an easy-to-use dungeon painting programme. It can be used to place braziers and pit traps inflicting any of the various energy types. It can also be used to place many adventure-map graphical elements, big and small, easily onto the map. You can place things like pillars, random forests, random barrels, interactive elements such as a lever, and many other things. For example, when you place a random forest, the editor picks one forest image out of a bunch of forest images that were created earlier by Roman, the graphic artist. Once placed, you can move the new forest, delete it or duplicate it.

In addition, the colourful animated butterflies, animated flies and animated bugs from KotC 1 are back. And there will be spatialised sounds for things like torch lights, flies, fountains, damp places, jungle areas, windy corridors and church choirs. Click on the image below to see the editor's fully-expanded menu. I'm also including an image of the Select Saved Game screen.

[...]

* Website update: I've recently added a chart of the weapon proficiencies of each class. Click the link and scroll down to see the chart.

* Public domain images: I'll probably use some images from https://www.publicdomainpictures.net/ as story images, since the site has so many good pictures. See below:

[...]

* New module planned: I've been conducting talks with Tiavals concerning a Middle East-themed module or campaign that he is planning to create, in partnership, using the tools of KotC 2.

* Combat scripts: I have implemented a small number of script commands used to control enemies during combat.

The most important one is 'Tactics cast spell', the command used to cast a spell or manifest a psionic power. If a combat script contains several 'Tactics cast spell' commands, then the AI will try to cast each spell in the script sequentially, for example it will cast Haste in the first round of combat and Fireball in the second round. As well as the name of the spell, a few more things can be specified, such as a metamagic option, a target square or a target allied creature. You can also specify 'Breath Weapon' instead of a spell name, if you want the creature to use its breath weapon on a particular round. You also use this command to let a creature drink a potion or use a magic item.

Next, we have 'Tactics always cast'. This command is used when you want a spellcaster to make sure that someone always benefits from a particular effect. For example, a Cleric might want to cast Death Ward on an allied dragon any time the dragon loses the Death Ward effect. The same thing can be done with Stoneskin, Haste, etc.

Next, we have 'Tactics do not move'. This command is used when enemies should not move for a number of rounds because someone in the group is planning to launch at a particular location an area spell, such as Web, Silence or Darkness.

Next, we have 'Tactics run away'. This command allows the module creator to let a creature run away from combat when between 10% and 90% of its allies have been defeated and/or when a particular creature has been defeated.

Finally, we have 'If combat round number is equal to / above / or below a particular number'. There are two main uses. Firstly, an alarm may be triggered if combat is taking too long. As in KotC 1, this means that all enemies on the map will be ready for the player, so you cannot surprise them. There may also be more enemy groups and enemy patrols. The second use is when you want to have reinforcements join the battle, for example at the beginning of the third round and sixth round of combat. So you check for the combat round number and then you add monsters to the battle.

* What's next: First I need to complete work on voice effects. Then I need to implement equipped musical instruments and Bardic clips. Then I need to implement all the remaining wondrous/magic items that I've been planning to have in the game for a long looong time. I'm also planning to give more feats to a number of classes (as discussed in this forum thread). I also need to complete work on the spells that can be cast automatically after resting. There is also some work needed on certain script commands that I want to improve. For example, there's a script command to add dialogue answers, but I want that command to allow specifying the text colour and whether the answer can be selected by the player. That way, we can have the game display options that are not available to the party because it requires a certain Skill. Then there's some extra work needed on combat spellcasting AI. I also want to review all my notes to see if there's something important I forgot about.

Basically, the above is what I'd like to finish before focusing only on the demo adventure. In the demo, I'm planning to use high experience-point awards so that the party gains levels quickly, just like in the demo of KotC 1. It will feature a number of locations, a good number of combat encounters and several interesting riddles and puzzles, such as a piano riddle for which I recently collected piano sounds and created the following image. Traditionally, each piano key is marked with a letter, so you have to find a sequence of letters somewhere and then play the associated melody on a piano to solve the riddle and unlock something.

[...]

Thank you for reading! Comments are welcome. Farewell and stay tuned for the August update!

May

KotC II - Kickstarter possibly this November

by Silver, Tuesday - May 08, 2018 13:28

On the Knights of the Chalice 2 forums an update by the developer announces that he is thinking of launching a Kickstarter for the game November this year.

Hello everyone, thank you so much for your support. When I read about how interested people are in KotC 2, it inspires me to make a really great game!

Time flies. I might launch the Kickstarter in November this year. It depends on how fast I can finish the AI and make a nice polished demo.

I've already worked on AI for around 5 weeks nonstop and I expect that it will require an additional two or three months. It takes a lot of time to do the required testing and fix bugs and make sure that the AI plays well in all situations.

Take care and stay tuned!

March

Knights of the Chalice II - Early Gameplay Video

by Hiddenx, Wednesday - March 09, 2016 21:56

Heroic Fantasy Games released an early gameplay video for KotC 2:

loading...

Knights of the Chalice 2 (KotC 2) is the sequel to KotC, a 2D CRPG based on the OGL 3.5, the set of rules at the root of Dungeons & Dragons 3.5. With this early work-in-progress video, you'll get a good idea of the game interface and game speed, and you'll take a look at the character sheet, inventory sheet, loot screen and above all... the pyrotechnics of a Fireball spell!!
More information: http://www.heroicfantasygames.com

Time stamp for fireball animation: https://www.youtube.com/watch?v=bd-xm...

More information about KotC 2: http://www.heroicfantasygames.com/FWE...

Character classes in KotC 2:
Barbarian: http://www.heroicfantasygames.com/FWE...
Bard: http://www.heroicfantasygames.com/FWE...
Bishop: http://www.heroicfantasygames.com/FWE...
Champion: http://www.heroicfantasygames.com/FWE...
Cleric: http://www.heroicfantasygames.com/FWE...
Death Knight: http://www.heroicfantasygames.com/FWE...
Druid: http://www.heroicfantasygames.com/FWE...
Fighter: http://www.heroicfantasygames.com/FWE...
Gladiator: http://www.heroicfantasygames.com/FWE...
Mage Knight: http://www.heroicfantasygames.com/FWE...
Monk: http://www.heroicfantasygames.com/FWE...
Paladin: http://www.heroicfantasygames.com/FWE...
Psionicist: http://www.heroicfantasygames.com/FWE...
Psychic Healer: http://www.heroicfantasygames.com/FWE...
Psychic Warrior: http://www.heroicfantasygames.com/FWE...
Ranger: http://www.heroicfantasygames.com/FWE...
Rogue: http://www.heroicfantasygames.com/FWE...
Samurai: http://www.heroicfantasygames.com/FWE...
Sorcerer: http://www.heroicfantasygames.com/FWE...
Storm Warrior: http://www.heroicfantasygames.com/FWE...
Warlock: http://www.heroicfantasygames.com/FWE...
Wizard: http://www.heroicfantasygames.com/FWE...

Player-character races in KotC 2: http://www.heroicfantasygames.com/FWE...

Player-character sub-races: http://www.heroicfantasygames.com/FWE...

Most soundtracks composed by Manuel Marino: http://manuelmarino.com

July

Knights of the Chalice II - Development Update

by Hiddenx, Tuesday - July 21, 2015 07:20

Blue Salamander (HeroicFantasyGames) has posted a public development update on Knights of the Chalice II:

Combat Engine, New Subraces, New Classes, New Class Features

Hello, turn-based RPG fans!

Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.

Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.

Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.

My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.

After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence. [...]

New Subraces, new Classes, Skills

Now let's talk a bit about design stuff. I've been thinking that it would not be too hard to create subraces, so I created the design for a whole lot of them, as well as the new Half-Salamander race. You can read about subraces and races in the associated web pages. The Subrace page is brand new. It also provides class recommendations for each subrace.

I have also been designing eight new classes. Most of them are hybrid classes - I did not want to create new spell books or spell systems.

A proper class illustration will be created for each new class. On that subject, I have finally uploaded to the web pages the new class illustrations from the graphic designer Roman. The illustrations include a brand new one for the Ranger, as Roman wanted to create a picture of a higher quality than the previous one.

The new classes are the following (click on the class name to open the corresponding Class web page):

Samurai - a high-BAB combatant, master of the single-sword style
Gladiator - a high-BAB combatant with blinding strike and wide weapon knowledge
Bishop - a medium-BAB cleric benefiting from additional domain powers
Warlock - a low-BAB wizard who can also use psionic powers
Psychic Healer - a low-BAB psionicist who can also use cleric spells
Champion - a high-BAB combatant who has access to cleric spells
Mage Knight - a high-BAB combatant who has access to wizard spells
Storm Warrior - a high-BAB combatant who has access to druid spells

[...]

August

Knights of the Chalice II - Development Update

by Couchpotato, Thursday - August 28, 2014 23:35

We can thank the Codex for the following information about a new development update for Knights of the Chalice II. As you need to be a buyer just to access the forums.

You may notice the new ‘Respec’ tab. It is used to change the feat selection, spell selection and psionic power selection that the character received at his last level-up (or when he was created). That way, if you find that a certain feat is not helping your character, you can change the feat selection after levelling-up, without restoring a saved game. Currently, only the selection from the last level can be changed.

You may also notice that I switched the gear/equipment page from being a tab within the character sheet to being a separate window. The reason for this is that the equipment page is too big to be a tab in the character sheet. So, to open the equipment page from the character sheet, I’ve added an “inventory” button in the bottom-left corner.

In the inventory page (see below), you may notice in the bottom-right corner a box for “party items and store items”. When you trade with an NPC, items on sale will appear in that box and the price of each available item will be displayed when mousing over it. When you are not trading, the box will instead be filled with all of the items that the other party members have in their backpack.

This may answer the requests I have heard a couple of times for a “common” inventory page which would comprise all of the items from all of the party characters. So if you have two fighters and the 2nd fighter has a sword in his inventory that the 1st character needs to use, you can just click on the sword in the “party items” box and that sword will be moved automatically from the 2nd character’s backpack to the 1st character’s backpack.

The rest of the inventory screen should be straightforward for anyone who has played KotC 1 as the layout is the same. The space below “backpack items” is for bag items. It is displayed only when you click on a bag or any other container that the character can carry. You cannot move a container into a container.

September

Knights of the Chalice II - Development Update

by Couchpotato, Monday - September 16, 2013 01:37

Heroic Fantasy Games has a new development update for Knights of the Chalice II.

Hi, in this update I will talk a bit about spells.

In terms of the share of development work, spells are one of the biggest chunks for both KotC and KotC 2.

Since the game will have an integrated module editor, there will be a spell editor.

I will use the spell editor to create the database of all the spells described in the website.

Later on, players might use it to create an additional spell or two for their modules, or to modify an existing spell.

In the following screenshots you can see the spell properties for the spell Protection from Arrows. By the way, I'm thinking that this spell should only provide DR 5, not DR 10.

As you can see this is the only spell in the database so far, so I'm going to have to spend a lot of time just to add the spells. Meanwhile I'm also going to develop the other editors - for items, weapons/armour, creatures, scripts and finally maps.

I need to have all the editors ready before I can work on combat, the game's interface and AI.

And now here is the picture for the Cleric. I hope you'll like it!

FWE/KotC 2 is now my only project so things will go a bit quicker, hopefully.

Source: RPG Codex

November

Fantasy World Engine - Races

by Skavenhorde, Tuesday - November 22, 2011 12:23

Since the newsbit on KOTC 2 got a bit of attention and to make up my blunder in posting a two year old "update" on KOTC2 yesterday, I'm going to highlight some of the features in Fantasy World Engine aka KOTC 2. This information is nothing you couldn't find by going to the homepage, but KOTC was a great game and the sequel deserves to get some extra attention.

First up are the player races. In KOTC you had three to choose from, but for this one there are now nine different races. Your choices are human, dwarf, elf, halfling, kobold, half-giant, centaur, drake and mantis. Each comes with different strengths and weaknesses. Here are two charts showing the differences between the races.

The first chart shows the ability-score ranges for each race:

Races Ability Score Ranges

 

This chart shows details the ability score total (the maximum total you could roll for that race particular race), speed, size, natural attacks and special abilities:

Races Details

There is quite a lot of information to digest for this game so we're going to do this in bite-size chunks. Tomorrow I'll highlight another aspect from the game.

I'm also going through the updates as well to piece together everything that isn't known from the front page. There is quite a lot he's doing with the game and it's looking like he is going for roguelike complexity in this one.

Information about

Knights of the Chalice II

Developer: Heroic Fantasy Games

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Real-time
Play-time: 10-20 hours
Voice-acting: Partially voiced

Regions & platforms
Internet
· Homepage
· Platform: PC
· Released: 2022-03-25
· Publisher: Heroic Fantasy Games