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12/26/2022

Knights of the Chalice 2 Version 1.54


Hello everyone! Here is the latest version of KotC 2.

It's mainly a bug-fixing update. However, there are a few new features.

You can now buy back the items that you've sold to merchants. You can use a new White Robe sprite for your characters. The animation for the spell Turn Pebble to Boulder was improved.

In coming weeks and months, I expect to be focusing a lot more on the upcoming adventure modules.

I'll keep on improving the base game, of course, but probably not with the same update frequency as before (unless we find more bugs).

I'll post a new Kickstarter update soon.

If you find any bugs or annoyances in KotC 2 version 1.54, please drop me a line at enquiries@heroicfantasygames.com so that I can fix the game quickly. A saved game would be very useful, too. Thank you!!

If something doesn't work, please remember that you can also revert to the previous version of KotC 2 using the Steam or GOG interface.

----------- List of changes in Knights of the Chalice 2 Version 1.54 ------------

- When you sell something, the item will now appear in the trader's inventory in case you'd like to buy it back later.

- The script command 'Give item to character' can now be used to give trader NPCs more than 16 items. So, you can now have a shop with many items, but you'll have to use a script in order to add any items above the initial 16 which can be placed directly in the editor through the NPC's Inventory tab in the Creature Properties screen. Note: a single script command can be used to give multiple items to a character.

- Fixed some issues when trying to sell a bag or coffer containing items, or a stack of gold coins, to a trader NPC.

- Fixed a bug that would happen after buying an item from an NPC if the NPC's dialogue was supposed to continue after opening the Trading Screen.

- Fixed bugs when using Shift + B (or shift + click on item) to buy five items in one go from a trader NPC, when fewer than five units of the moused-over item are available, or when mousing over a non-stackable item such as a weapon.
The shortcut keys to buy five items in one go (Shift + B or Shift + click on item) will now work with both the Left Shift key and the Right Shift key. Also, when buying five items in one go, the item's sound effect will be played only once (not five times).

- Improved the script command 'Set quest text' which you can use to set quest descriptions in the player's Quest Journal. I've added a new option: 'Append text only if the description does not already contain this text'. If you want to use the journal to record clues obtained from various sources, this option will be useful as the Quest Journal will only be updated when something new needs to be added to the Quest Journal. I'll surely make use of it for the upcoming modules.

- Added the White Robe sprite for your characters, and for module creators who want to create new robes, perhaps with healing powers. To let your character wear the White Robe, open his or her Character Sheet, then left click on the character's token image in the top-left corner of the screen in order to open the 'Please Select Token / Sprite' screen for your character. Then, in the first dropdown box from the top, select 'Silver Robe'. Make sure that the option to 'Create Sprite Automatically' is ticked. Then click Okay. The Silver Robe matches the white wings quite nicely. It's good for Angel NPCs, too.

- In the Combat Log, when displaying the Armour Class list of modifiers, clicking on the line 'Negated Dexterity Bonus to Armour Class' was opening the help entry for Armour Class. Now it will open the help entry for 'No Dexterity bonus to AC'.

- Improved the help entries for the Grapple combat action and the Grappling condition.

- Given the size category 'Small' to all of the Giant Rats and Dire Rats in Augury of Chaos and the Tutorial Adventure. Previously, they were Medium-size creatures.

- Improved the projectile animation of the spell 'Turn Pebble to Boulder' and added four boulder images to the list of item images that can be presented during scripted dialogues. They can also be selected when creating a new spell.

- In the Tutorial Adventure, added some text to the dialogue displayed just before the final battle. The text lets the player know that he or she can now use the party's resources with abandon.

- Characters will now lose the True Strike condition after launching a combat manoeuvre or grapple action.

- When a creature attempts a grapple against a character with the True Strike condition, the character will no longer benefit from the +20 bonus on the opposed grapple check. Likewise, when a creature attempts a Sunder, Disarm or Feint action against a character with the True Strike condition, the character will not receive +20 on the opposed attack roll.

- Fixed problems with large creatures being able to target out-of-reach characters when squeezing near walls (or characters being able to target out-of-reach squeezing monsters). For that, I had to create a new condition, 'Squeezing'. A really tough thing to fix - I had to do a tonne of tweaks. Hopefully, I didn't introduce new bugs because of that. Time will tell. The Giant Spider Queen in the High Sewers is one example of a creature that may often be squeezing near walls, because she's so big.

- Fixed a bug with the field of view of creatures occupying more than one square.

- When mousing over a creature to attack it, if the creature has Mirror Images, the number of Mirror Images will be displayed in the tooltip.

- Fixed a bug with the reach of large creatures wielding a Reach Weapon. Reach weapons were doubling the reach distance instead of just adding a single square.

- Fixed a bug with the reach of very large creatures when their line-of-sight maximum distance wasn't enough to grant them the full extent of their reach in combat.

- Added some tooltip information when mousing over the small Psionic Power Point expense buttons, for people who may have difficulty reading the content of the tiny circles.

- Improved the information tooltip when mousing over a trader's available items. It will display the quantity available in store, or the item's number of charges.

- Fixed display bugs in the Local Map Screen when there are some text notes on the map. Some text notes could have a fractional position, reducing the quality of the text display.

- Fixed a damage-display problem when the energy damage on a creature is reduced to zero points.

- Added some code to accelerate gameplay in combat.

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Thank You For Your Awesome Support, Brave Heroes! Best Wishes ^_^
1/8/2023

Knights of the Chalice 2 Version 1.55


Greetings, Dear Knights of the Realm!

Here's a small update for KotC 2 that fixes a number of bugs I was informed about recently, including the AI bug with Grapple attacks.

It also adds one new spell for Druids and Storm Warriors: Boulder Strike (spell level 5).

It's somewhat like the level-3 Druid spell Turn Pebble to Boulder, but the new spell has a 40' line area of effect, and the damage increases when a target's elevation is lower than that of the caster (+1d6 points of damage for every five feet of elevation below that of the caster). Please note: the area of effect of Boulder Strike increases by 10 feet for Earth Druids.

I'm envisioning some fiendish scenarios with improved Earth Elementals standing on cave ledges and using a Boulder Strike Spell-Like Ability against the player characters below. ^_^

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any more bugs and annoyances. A saved game may be very helpful, too.

Thank You So Much For Your Stalwart Support!! Enjoy :-)

--------------- List of changes in Knights of the Chalice 2 Version 1.55 ---------------


- Added the new Druid / Storm Warrior spell Boulder Strike.

- Fixed a bug with infinite enemy grapple attacks from enemies that have the feat Greater Grapple. This was due to the recent change in the feat Greater Grapple.

- In the Feat selection screen, when right clicking on the feat Improved Throw Creature, this would open the help entry for Improved Grapple. The game will now open the correct help entry.

- In Augury of Chaos, given the 'Rush to the Enemy' AI setting to the Mimics of the Lower Sewers.

- Fixed a source of crashes when the AI tries to cast Chromatic Orb and the caster's level is above 20. Also fixed the Chromatic Orb damage when the caster level is above 20.

- Fixed a bug with enemy Mage Knights not making use of the feat Phase Spells.

- Improved the in-game help entries for Dexterity, No Dexterity Bonus to AC, Flat-Footed, Falling, Balancing, Bull Rush, Trip, and Earth Sphere.

- Fixed a display bug when mousing over the list of party-member names in the top-right corner of the main view.

- Fixed a tooltip display issue in the Module Editor when mousing over creatures.

-------------------------------------------- End of Change Notes for version 1.55 ------------------------------------------------------
1/20/2023

Knights of the Chalice 2 Version 1.56

Hello everyone! Here is the latest version of KotC 2. It's a small update.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any more bugs and annoyances. A saved game may be very helpful, too. Thank you!!

Feel free to check out the YouTube video I made about the planned changes of the Open Game License (OGL):

[url=]https://www.youtube.com/watch?v=uiYbzJ7X-LM[/url]

The video also has a bunch of preview images from the upcoming adventure module KotC 2: The Dark Arena.

Feel free to sign the open letter at https://www.opendnd.games/ and the petition at https://www.change.org/p/hasbro-please-take-no-action-regarding-the-open-gaming-license-v1-0a

There's an interesting update from Ryan Dancey here: https://www.change.org/p/hasbro-please-take-no-action-regarding-the-open-gaming-license-v1-0a/u/31237145

I'll post a new Kickstarter update soon.


List of changes in Knights of the Chalice 2 Version 1.56


- When mousing over the name of a party member in the top-right corner of the main view, the tooltip will now indicate the character's level and negative conditions, and it will tell you if the character is suffering from ability damage, ability drain or level drain. This new feature is intended to facilitate healing after combat.

- Fixed a bug with the Aura of Dread special ability of Death Knights, and the Paladin feat Blessed Aura of Courage. The game was giving a negative value to the radius of the Aura of Dread ability. Thank you so much Christopher for letting me know about this bug and for the suggestion to facilitate after-combat healing!

- Fixed a bug with the Decerebrated condition not being processed as Helpless and not reducing a character's Strength and Dexterity to zero.

- Fixed a bug with the modifier lists for Strength and Dexterity when a character is Helpless or Pinned. Also fixed the modifier lists for Intelligence and Charisma when a character is Feebleminded. Corrected the help entry for the condition Feebleminded to mention that it also affects Charisma. Also corrected the description of the spell Feeblemind.

- In Augury of Chaos, given the spell Boulder Strike to 20 Druids and Storm Warriors who are able to cast it. Also given the feat Aura of Terror to 13 Death Knights that have at least six class levels.

- Added some code to accelerate gameplay in combat.

Thank You So Much For Your Support, Brave Heroes of the Realm! Take care :-)
2/23/2023

Knights of the Chalice 2 Version 1.57

Hello everyone! I hope you're well. Here is the latest version of KotC 2.

It fixes a bunch of bugs and adds the following: an option to reduce the walk speed, an option to display the mouse cursor while moving items in the Inventory Screen, new moving-water special effects (you'll have to activate that option under 'Display' in the Game Options screen), and four types of weather special effects.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

I'm very glad to report that Knights of the Chalice 2: Augury of Chaos has obtained the Second Place in the RPG Codex Game Of The Year 2022 poll: https://rpgcodex.net/content.php?id=12147

Both Elden Ring, the winner of the poll, and KotC 2 received 75% of positive votes. Elden Ring obtained a score of 3.81 while KotC 2 obtained a score of 3.74.

I think that's an awesome result! Thank you so much to everyone who voted in the RPG Codex poll!!

Also thank you very much Dorateen for letting me know about the result!

I'll post a new Kickstarter update soon.

Thank You So Much For Your Support, Mighty Warriors And Wise Wizards! Best Regards :-)

List of changes in Knights of the Chalice 2 Version 1.57

- Added a new moving water animation effect, which is applied in the Module Editor using a new menu option under 'Other Tools'.

- Added a new option in the Game Options screen, under Display, allowing you to activate or deactivate the display of moving-water animations. Please note: New players should have the option turned on by default, but existing players will have to click on this option in order to display the effect.

- Implemented the weather special effects Rain, Falling Snow, Falling Leaves, and Glows (Will-of-the-wisps). A map can have both rain and snow happening from time to time (one after the other, randomly and according to the duration settings specified in the Map Data screen). Actually, a map can have all of the four effects. All four effects can be turned off by the player by switching off the game option 'Display Environmental Particles' under 'Display' in the Game Options screen.

- Updated most of the maps of Augury of Chaos to add weather effects and moving-water effects. The updated maps are: Green Cave, Red Cave, Finchbury, Ruined Village, Gleegold Keep, Mysterious Cave, Moon Crypt Special Level (Furnace), Water Shrine, Low Sewers, High Sewers, Oubliette. Also updated the Tutorial Adventure. Also added a few Slope squares with altitude 5 on the map of Finchbury. You might use them when fighting.

- In the Module Editor, added to the Map Data screen a bunch of input boxes dedicated to the new weather effects. You can use the Tab key to switch from one box to the next.

- Added a new game option 'Display Cursor When Moving Items', available under 'Display' in the Game Options screen. If you find moving items in the Inventory Screen somewhat difficult, this new option will help you. Thank you very much Steve for this great suggestion!!

- Added a new game option 'Adjust Walk Speed Out Of Combat' under 'Gameplay' in the Game Options screen. You can use it to reduce or increase the out-of-combat walking speed of your characters. Thank you for the suggestion, Steve!

- In the Game Options screen, dragging one of the volume sliders will no longer affect the other sliders if you mouse over them.

- Fixed a bug in the display of the Local Map for some map sizes or screen sizes, due to fractional position values.

- Fixed some issues with creature orientation after a Bull Rush or Pull combat manoeuvre.

- Fixed some issues with screen scrolling when performing a Throw Creature combat action.

- Fixed an issue with combat shortcuts using the Shift key not working when pressed while mousing over the Combat Actions menu or other controls.

- In the help entry about Combat Shortcuts, added a mention of the hotkey N, used to activate the Turn Undead ability of Clerics and Bishops.

- Fixed a bug in the Module Editor when you move an Activable Zone by only a few pixels using Left Control + click and drag. Pushing Contrl + Z to undo would then have no effect.

- In the Map Data screen of the Module Editor, you can now use the Tab key to cycle between the input fields of the three colour components.

- In the 'Creature Properties' screen of the Creature Editor, you can now use the Tab key to cycle between the input fields for Max HP, Current HP, Speed, BAB, Fort, Ref, Will, Str, Dex, Con, Int, Wis, and Cha. You can also cycle between the Location X and Location Y input fields.

- In the Module Editor, when mousing over multiple Activable Zones, the editor will now highlight the smallest moused-over zone. Previously, it was difficult to select a small zone positioned within the area of a larger zone.

- Fixed a source of crashes when switching from Windowed mode to Full Screen mode (or the other way around).

- Fixed bugs in the graphics code that could cause display problems depending on the computer's graphics card. I had to go through that part of the code because I was having problems displaying a really huge map, the Crossroad Castle map designed for the upcoming adventure module The Dark Arena.

- Reduced the file size of the overlay image for Finchbury by almost 12 MB by deleting fully transparent pixels on the map. Actually, I had no idea that PNG files would keep colour information even for completely transparent pixels. They do, unless we clear them. I discovered this while working on the overlay image for the Crossroad Castle map. Likewise, reduced the size of the overlay image for the Tutorial Dungeon by 1 MB. Also did the same for four smaller overlay maps of Augury of Chaos. The lighter images should be faster to load when playing, as well as taking less space on your drive. Also reduced the file size of all the big sprites for Dragons.

- Fixed a problem with the display of Torch Lights and Activable Zones that have the 'Overlay' parameter, when there isn't any overlay image on a map. Now they will get displayed even in the absence of an overlay image.

- Fixed a display issue in Module Selection screens in the macOS version only.

- Fixed a problem with the display of Water Splashes in the macOS version only. They were printed two times.
3/21/2023

Knights of the Chalice 2 Version 1.58

Hi everyone! Here is version 1.58 of Knights of the Chalice 2. It's a small update.


Please see below if you're interested in the new Wounded Script and Turn Script for module design.

Thank you so much Dorateen for updating the Hearkenwold adventure and for uploading a new video of Hearkenwold showcasing the new special effects! Here is the video's link: https://www.youtube.com/watch?v=KmV57Ulsd-8

This video shows the new water animations and weather effects introduced in version 1.57 of the Knights of the Chalice 2 Module Editor.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

I'll post a new Kickstarter update soon.

Thank You So Much For Your Support, Valiant Heroes of the Realm! Best Regards :-)

List of changes in Knights of the Chalice 2 Version 1.58

- Added the following options in the Game Options screen, under Display: limit weather effects to map boundaries, allow map colour changes due to rain, allow rain special effects, allow snow special effects, allow falling-leaves special effects, allow will-of-the-wisp (glows) special effects, allow fog special effects. Also updated the in-game help entry for game options.

- Fixed a source of crashes when moving the party with the numpad keys and the destination square exceeds the map's boundaries.

- Fixed a bug with the recording of game time. This would result in the display of an incorrect game time when loading a saved game.

- Fixed bugs with the weather effects when the frequency is set as 'always' for any of them.

- The combat-action tooltip for the Elephant Spirit Animal Sonic Breath Weapon will now indicate that it is indeed the Elephant Spirit Animal, and not another type of breath weapon.

- Added the code required for the execution of scripts that are triggered in combat when a creature is wounded or damaged. You can set a creature's Wounded Script in the intelligence tab of the Creature Properties screen, within the
Creature Editor. Examples of use of the Wounded Script:

- 1) The Wizard Zarx is essentially invulnerable until the player has done a specific thing such as destroy a mirror or a jar. After each hit, he recovers lost Hit Points and a Vrock is summoned (up to five).

- 2) The Necromancer Eldark has linked his body with that of a bunch of slaves using a sinister ritual. Each non-fatal hit on the Necromancer kills one of the slaves and heals the Necromancer (as with a casting of the spell Heal).

- 3) Garock the Barbarian will taunt the player the first time he receives a hit, shouting 'That's the best you can do?' or 'Oooh, a mosquito bite!'.

- Added the code required for the execution of scripts that are triggered in combat at the start of the turn of a creature. You can set a creature's Turn Script in the intelligence tab of the Creature Properties screen, within the Creature Editor. Example of use of the Turn Script: at the start of her turn, the Cleric Llagotha will call upon Chaotic Evil deity Hexdra for assistance if her Hit Points have dropped below 55% of the maximum, or if half of her allies have been defeated. She won't be able to do it if she's sleeping, fascinated, stunned, dazed, affected by hideous laugher, etc. With the Turn Script, you don't need to check for these conditions within the script itself, as the Turn Script for a character will only be executed when that character can act normally. You do need to track whether the script was executed before if you don't want the script to be executed multiple times.
Post edited March 22, 2023 by pen311
3/24/2023

Knights of the Chalice 2 Version 1.59

Hello everyone! I hope you're well. Version 1.59 of Knights of the Chalice 2 is here. It's a small bug-fixing update.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

I'll post a new Kickstarter update soon.

Thank You So Much, Honoured Knights of the Realm! Enjoy!! :-)

--------------------------- List of changes in Knights of the Chalice 2 Version 1.59 -----------------------------

- Fixed a problem with the animation of tiny crawling bugs. They would stop moving after a very short while. That bug was introduced in the February update, my apologies.

- Fixed a bug with the Reach Domain of the Cleric and Bishop not granting the +2 bonus on the attack roll for the spell Magic Stone. Thank you very much Quincy for letting me know about this!

- Fixed a bug with the Rogue's version of the spells Shocking Grasp and Greater Shocking Grasp not granting the +4 attack roll bonus when the target wears metal armour.

- Fixed a bug with the Druid's version of the spell Ice Lance not granting its +4 attack roll bonus.

- Fixed a slowdown when opening and closing the Script Editor from the Intelligence tab of the Creature Properties screen. When closing the Script Editor, processing will now take place only if you've actually saved a script.

-------------------------------------------------------------------------------------------------------------- -------------------------
4/13/2023

Knights of the Chalice 2 Version 1.60

Hi everyone! I hope you're well. Version 1.60 of Knights of the Chalice 2 has landed. It's a small update.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

Recently, I purchased the epic music collection Humble Bundle from composer Joel Steudler. It's still available at https://www.humblebundle.com/software/epic-royaltyfree-music-collection-software . I'm planning to use some of that music in the upcoming adventure modules.

Also, I've had a chance to make use of and participate in the Stable Horde project. It's a network of volunteers who combine their computing power to generate AI images. There's a web user interface at https://aqualxx.github.io/stable-ui . I was able to create some nice images as well as create a Stable Horde worker.

The interesting thing is that I could produce some images of size 1,920 x 1,920 pixels, which is really big for current AI image generation. It does cost a lot of Kudos to do so. Kudos is the virtual currency you earn by running a Stable Horde worker on your computer, or by rating a bunch of AI-generated images through the web user interface.

Smaller images (e.g. 704 x 704 pixels) can be made for free.

Kudos can be transferred to other users from here: https://stablehorde.net/transfer or through the Discord channel: https://discord.gg/3DxrhksKzn . If you'd like to contribute some Kudos for me to use in dungeon map creation, feel free to send them to my user ID: StableDragon#18923 . Thank you!!

KotC 2 version 1.60 includes the alternative system for displaying huge adventure maps. That new system was presented in the latest Kickstarter Update: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/3770416

Here is how the new system works. Say you have a JPG or PNG background image of size 13,000 x 10,000 pixels. First, you need to create a small-size preview version of that image. The preview image could be of size 2,000 x 1,538. It should be named like this: MapName_13000_10000_Preview.jpg. That means you have to append the width and height of the original map and the word 'Preview'. Place the preview image in the MapBackdrops folder of your module.

Next, within that same folder create a new folder called MapName_13000_10000. Inside that folder place the 512 x 512 images that constitute the original image. These images should be named like this: Base_y_x.jpg, x and y being the coordinates of each chunk inside the original image, starting from zero. You can also have an overlay image. Simply place in the same folder the 512 x 512 images that constitute the overlay image. These images should be named like this: Overlay_y_x.png.

Finally, in the Map Data screen of the Module Editor, you can set the preview image as the map's background. The game will then see that it's an image made up of a number of tiles.

To create the tiles, you can use Image Magick: https://imagemagick.org/index.php . I've used the following Image Magick commands.

For the base image: magick convert base.png -crop 512x512 -set filename:tile "%[fx:page.y/512]_%[fx:page.x/512]" +repage +adjoin -quality 90 "Base_%[filename:tile].jpg"
For the overlay image: magick convert overlay.png -crop 512x512 -set filename:tile "%[fx:page.y/512]_%[fx:page.x/512]" +repage +adjoin "Overlay_%[filename:tile].png"

Thank You So Much, Fearless Warriors and Wise Mages of the Realm! Rejoice! :-)

********** List of changes in Knights of the Chalice 2 Version 1.60 **********

- In the macOS version only, fixed a source of crashes when selecting psionic powers. My sincere apologies for that bug!

- Fixed several display problems in the Local Map screen.

- Fixed a problem with special effects like Rain and Snow getting reset after talking with NPCs (at the end of a script's execution, actually).

- Fixed an issue with double clicking during character creation. When double-clicking on a spell icon to select it, the double click for the last spell could result in the unwanted opening of the help entry for spells.

- Added a note in the help entries for Weapon Group Proficiency Reach Weapons and Natural Reach to clarify that the benefit of Reach does not apply to Touch Attacks. The Flux domain power and the specialisation feats of attuned Wizards and Sorcerers can transform certain touch spells into close-range spells. It may be a problem if you could get a better range for touch-range spells just by wielding a reach weapon. It would also be a problem for the AI.

- In the Module Editor, pressing the Left Alt key will now hide the backdrop image so that it's easier to see if there are any special tiles, or overlay graphics, at any particular place on the map.

- In the Module Editor, fixed an issue with the display of long file paths in selection boxes.

- In the Module Editor, fixed an issue with memory management when closing a map.

- Added some code to clear previous images when loading a map image fails due to low memory.

- Implemented the alternative system for displaying huge adventure maps.
5/24/2023

Knights of the Chalice 2 Version 1.61

Hello everyone! I hope you're well. Here's version 1.61 of Knights of the Chalice 2. It's quite a big update. Yay!!

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

The main changes are new background images during Character Creation, new goblin sprites that may also be used for player characters, new ooze sprites, new animated banners, some encounter tweaks, improvements in the Equipment Screen of the Module Editor, and bug fixes including three fixes for stuff that could cause a crash. See below for details.

I'll post a new Kickstarter update soon.

Thank You So Much For Your Support, Valiant Heroes of the Realm! Enjoy! ^_^

********* List of changes in Knights of the Chalice 2 Version 1.61 **********


- Fixed a source of crashes when Pizarra joins your party after the battle in the High Sewers, when you've used the option providing a Giant Spider ally during the battle and you finish the battle with the spider as the acting combatant. Also, the spider's sprite will now face the party leader at the end of the fight.

- Fixed a source of crashes in combat which was actually due to AI processing when a large creature is squeezing, or will be squeezing to avoid terrain magic effects like a Stinking Cloud.

- Fixed a source of crashes in the Module Editor when opening a module.

- Added a number of code and memory optimisations to improve speed.

- In Augury of Chaos and the Tutorial Adventure, tweaked a bunch of encounters where mages should have auto-casting spells like Mirror Image on (but didn't have them on previously). Also gave the auto-casting Mirror Image to a bunch of Rogues and Assassins.

- Fixed missing weapon and armour proficiencies for about 40 creatures in Augury of Chaos and about 20 creatures in the Tutorial Adventure.

- Using recent artwork from Pioneer Valley Games (PVGames), added a bunch of nice background images to the Character Creation and Change Token / Sprite interfaces. There are eight backgrounds and the game selects one based on your character's class.

- Using recent artwork from PVGames, added modular goblin sprites, meaning goblin sprites that can have a specific body type, armour type, and weapon, including magic weapons. They're mostly intended to be used as monsters (particularly in the upcoming module The Dark Arena, as your characters will be low level for quite a while), but you can use them for your player characters too, by selecting 'Goblin 1-7' in the 'Body' dropdown box during Character Creation, or anytime using the Change Token / Sprite screen within the Character Sheet. You might like to use the new sprites for your Kobold characters.

- Using recent artwork from PVGames, added new sprites for Gelatinous Cubes and Slimes.

- Updated a number of oozes and goblins in Augury of Chaos and the Tutorial Adventure using the new sprites. Also tweaked some encounters with oozes in Augury of Chaos. Also tweaked some goblin and kobold encounters in Finchbury.

- Fixed a bug with the penalties incurred for wearing armour for which you lack the appropriate proficiency. The penalty reduction of Masterwork Armour was applied two times.

- Fixed the position of the magic animations that are displayed when drinking a potion or casting spells, when characters are displayed using sprites.

- Fixed issues with the Prone sprite of the Hill Giants that you fight during the battle with Pizarra in the High Sewers.

- Fixed a display issue with blood stains when rain is affecting map colours.

- Created a swaying banner animation for the map of Crossroad Castle (in the upcoming module The Dark Arena) and other maps. Added a new menu option in the Map Editor, under 'Other Tools' (below 'Add Isometric Lights'), allowing you to place the new animated banners anywhere on a map easily. Also added one such banner to the map of Finchbury (atop the village's tower).

- Improved the Equipment Screen of the Module Editor so that it now displays a red square underneath weapons and armour for which the creature lacks the appropriate proficiency.

- Improved the Equipment Screen of the Module Editor so that the tooltip now displays the same information that you get from within the game, including Armour Class details for any armour item, or Attack Roll details for any weapon. You can also use the tooltip to compare weapons and armour for the current creature, as the tooltip will display information on both the worn item and the backpack item.

- In the Creature Properties screen of the Module Editor, right clicking on the selected class will now open the help entry for that class.

- In the Module Editor, tiny status icons will now be displayed even for hidden creatures, if the option to display these icons out of combat is activated.

- Fixed a bug in the Module Editor where a map would be saved with dark colours if the editor was displaying the rain effect at the moment you're saving the map.

- In the Creature Template Editor, added to the tooltip a line saying that you can right click in order to select the moused-over creature in the Map Editor (as I keep forgotting about that feature).
In the macOS version only, fixed a bug in the tooltip display of Psionic Power Points when mousing over creatures that have Power Points.

--- In the macOS version only, added the missing 'Add Isometric Lights' option of the Map Editor, under 'Other Tools'.

--- In the macOS version only, fixed a bug with duplicate entries in the 'Body' dropdown box during Character Creation.

***************** End of Patch Notes for Game update version 1.61 *******************************
7/9/2023

Knights of the Chalice 2 Version 1.62

Hello everyone!

I hope you're well. Here's version 1.62 of Knights of the Chalice 2. It's a small update. It includes a new Fog Effect as well as Script Editor improvements.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too. Thank you!!

The latest Kickstarter update can be found here. It has a bunch of nice preview screenshots.

Thank You So Much For Your Support, Fearless Knights and Wise Mages! Enjoy! ^_^

******************** List of changes in Knights of the Chalice 2 Version 1.62 **************************

- Added the new Fog Effect in the Module Editor. You can change the parameters of a map's fog (speed, angle, opacity, frequency) in the Edit Map screen of the Module Editor.

- In the module Augury of Chaos, added the new Fog Effect to the maps of Finchbury and Ruined Village.

- Fixed some issues with the text size for the information displayed when mousing over a creature in combat.

- Added new script commands to set a creature's sprite, or record a creature's token, sprite, or square size. Also fixed some issues with the script command that sets a creature's token.

- Added a new script command allowing the module creator to override the player's display mode selection - tokens or animated sprites - for a while.

- Added new script commands to record or set a creature's immunities. For any of the immunities, you can choose between normal, immunity, resistance 25%, resistance 50%, resistance 75%, reverse, vulnerability 25%, vulnerability 50%, vulnerability 75%, or vulnerability 100%.

- Fixed an issue in the Script Editor with the << Auto-add 'Add Answer' and 'Display Dialog' >> feature associated with the Set Dialog command. The editor wasn't displaying the automatically-added lines. You had to click on 'Refresh' to display them and if you didn't, the Script Editor could crash afterwards. Also, that feature will now work even when the 'Auto-add' checkbox is not currently being displayed (depending on the editor's currently displayed screen, the 'Auto-add' checkbox could be hidden when you click on 'Okay' to add the Set Dialog command to your script).

- Fixed an issue with the Shift + WIN shortcut keys that can be used to end combat. Sometimes, when pressing these keys, the game would skip all of the monsters, including those that are supposed to join the fight in later rounds. Now it will only skip the current monsters and you'll have to press the keys again if there are additional monsters coming in subsequent rounds.


Thank You So Very Much For Your Support, Fearless Knights and Wise Mages! of the Realm Enjoy! ^_^
8/19/2023

Knights of the Chalice 2 Version 1.63

Hello everyone! I hope you're well. Here's version 1.63 of Knights of the Chalice 2. It's a small update. Here's the list of changes:

- Fixed a bug with the 'auto-add actions' feature of the 'Set Dialog' command in the Script Editor. In version 1.62, actions would be added automatically even when you're only editing an existing script line, not adding a new one.

- Fixed a bug that could occur in the Module Editor when changing something in the Edit Map Data screen. This would happen only if you played the game before launching the editor.

- Fixed display bugs in full-screen mode when environmental effects such as fog are displayed on a map that is smaller than the screen. Thank you so much Dorateen for letting me know about this bug and about the one with 'auto-add actions'! Be sure to check out Dorateen's module Hearkenwold if you haven't already done so. There's also a forum thread for the module.

- Added three new environmental sound effects that can be placed on any map using the Module Editor: Ship wood creaking, Sea waves, and Seagulls. These should be a great addition for any map featuring a boat, beach, harbour or large river. In the Module Editor, you'll find them in the menu under 'Other Tools' and then under 'Add Sound Sources'.

- Separately, I've finished working on a new large isometric background image for a mountain map that will be used in the upcoming adventure module, The Dark Arena. I'll present it in the next Kickstarter update, coming soon. I think that's the last one of the big maps I wanted to work on for The Dark Arena. I have a few more maps to do, but they will be smaller.

I'm mostly focusing on The Dark Arena now, but rest assured, I'll keep on improving the base game and particularly the graphics, as promised.

Meanwhile, please feel free to spread the word about the KotC 2 goodness to RPG newcomers -- meaning people who only know Baldur's Gate 3. Thank you!!

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You For Your Support, Dauntless Knights of the Realm! Best Regards ^_^
Post edited August 19, 2023 by pen311