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

by Silver, 2021-07-01 13:02:24

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!

[...]

Information about

Knights of the Chalice II

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released


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