Hello everyone! Here's version 1.96 of Knights of the Chalice 2.
This update adds 200 new sound effects to the game. Most of them are played during combat automatically, but you can turn them off in the Game Options screen. The latest update also adds a bunch of new features for module development. I hope you'll like this latest KotC 2 version!
Added 200 new Sound Effects in the "Sounds" folder of the game. There are new sound effects for male and female Warriors, Zombies, Skeletons, Shadows, Trolls, Goblins, Hounds, Giant Beetles, Oozes, underwater areas, the disarm combat action, missed attacks... As well as the automatic playback during combat, all of the new sound effects can be played through scripts.
Added three new options in the Game Options screen under "Display": Play Attack Sound Effects, Play Critical Hit Sound Effects, and Play Expanded Missed Attack Sound Effects.
In underwater maps, creature sprites will be displayed with some transparency (as when swimming or within fog clouds).
Adjusted the position of the sprites of Gelatinous-Cube sprites bigger than one square.
When a script command removes a companion, the game will now update the list of party members displayed in the top-right corner of the main view.
Module Editor: The Module Data screen now allows setting a "Resting Script" which will be executed any time the party rests. The resting script can also be set or modified using a script with the command "Set module property". (The resting script can take care of the resting effect with a command "apply campfire resting", or it can leave it to the game to do it after the resting script has been executed.)
Module Editor: Added a "Search" box for many script-command elements (sound effects, music tracks, character skills, character conditions and more), so that you no longer have to scroll through long lists if you remember the name of the element you want to set.
Module Editor: When adding a script command specifying a sound effect or a music track, you'll be able to play the selected sound effect or music track by clicking on a new "Play" button.
Module Editor: Script commands can now be used to record a character's facing (e.g. "Top-Left") and reset a character's facing to a recorded value. Also, you can now use the Set Position script command to move a character to a position stored in variables.
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Thank You, Valiant Defenders of the Realm! Best Wishes and I hope you'll have a great Christmas and New Year time!! ^_^
Knights of the Chalice 2 Version 1.95
Hi everyone! Here's version 1.95 of Knights of the Chalice 2.
It's a small update, as I've been focusing more on the upcoming module "The Dark Arena" this month.
Version 1.95 improves several feats and abilities. It also fixes bugs in the Module Editor and in the single-screen Character Creation interface.
The Wizard feat "Black Wizard Advanced Specialisation" will now improve the range of Wail of the Banshee from Close to Medium. Also updated the in-game Help Entry for that feat.
The Wizard feat "Green Wizard Improved Alteration" will now improve the spell Transformation from Standard Action casting time to Free Action casting time. Also updated the in-game Help Entry for that feat.
The Cleric Domain Power "Devastation" will now allow you to cast the spell "Earthquake" as a level-8 spell rather than as a level-9 spell. Also updated the in-game Help Entry for that domain power.
The Paladin feat "Blessed Aura Of Courage" will now increase the radius of the Paladin's Aura of Courage from 10 feet to 20 feet (up from 15 ft). Also updated the in-game Help Entry for that feat. Please note: your Paladin won't be affected if he's already got the feat. You can edit your character's aura radius by opening the Module Editor, opening the Creature Editor, loading the "SaveChar.cml" file which can be found inside your saved game folder, opening your Paladin's Properties page, clicking on the "Feats" tab, then looking for the aura ability in the list of your character's Special Abilities in the bottom-left corner. Double click on the aura ability and you'll be able to edit it using the buttons on the right side of the screen. Don't forget to overwrite your file SaveChar.cml inside your saved game folder after editing the radius.
Created a new Help Entry for "Immunity to Mind Control" and improved the description for the spell "Protection from Alignment" and other versions of that spell.
Fixed issues with the Mantis selection in the Sprite/Token Selection Screen of characters.
Fixed a bug in the Module Editor, in the "Create Activable Zone" mode. Left clicking outside the map view, then dragging the mouse pointer over to the map view would result in the unwanted creation of an activable zone. Also fixed a similar bug when left clicking inside the map view, then dragging the mouse pointer outside the map view (this would create an unwanted zone when returning to the map view).
Fixed a bug in the Module Editor, in the "Create Activable Zone" mode. Left clicking and then keeping the button pressed for a few seconds would create an empty activable zone. The editor's tooltip will now just display "Empty Zone". Also fixed another bug that could result in the unwanted creation of large activable zones after clicking a "Pick position" button in the Script Editor and then returning to the "Create Activable Zone" mode. That last bug has often confused me in the past, with big activable zones seemingly appearing out of nowhere - that won't happen now.
In the single-screen Character Creation interface, fixed a bug with the number of spell picks at level 1 after clicking on "Reroll Abilities". Also fixed a similar bug in this interface with the number of weapon proficiencies of the Fighter and Samurai.
Some text characters that weren't recognised when copy-pasting will now be recognised (Windows version only).
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Sincerest Thanks, Brave Warriors And Wise Mages! May The Gods Smile On You! :-)
Knights of the Chalice 2 Version 1.94
Hello! Version 1.94 of Knights of the Chalice 2 is here.
This update introduces a few new features and improvements, and fixes a few bugs. A big Thank You to Arkain and Luka!
The Rogue spells Shocking Grasp and Greater Shocking Grasp will now deal more damage when your character can perform a Sneak Attack on the target. The damage dice of these spells will be increased by your number of Sneak Attack damage dice (or half your Sneak Attack damage dice if the target is immune to Critical Hits and you have the Assassin specialisation). Also updated the in-game description of these spells.
When Lokkad the Genie heals the party in Chapter 4 of Augury of Chaos, your party will no longer lose beneficial conditions.
Added new script command options allowing the party to rest while keeping positive conditions such as Blessed or Hasted. See in the file Commands.mla: (apply) "Campfire resting to the character (keep positive effects)" and (apply) "Campfire resting to all members of the group led by (keep positive effects)".
Added a "Custom (Keep Current Settings)" main difficulty setting when you launch a new game. Normally, when launching a new game, your difficulty settings are updated to reflect the option you selected in the Party Creation screen. However, with the "Custom" option selected, your settings will not be updated. In the Game Options screen, your main difficulty setting will be set to "Adventure Mode (Easy)", but this won't affect your custom settings (it may affect the activation of certain Steam / GOG achievements, though). Also added a note in the Help Entry for Difficulty saying that your difficulty settings are saved within each saved game, and a note about the "Custom" difficulty option of the Party Creation screen.
Added to the Items file the missing spell scrolls Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger, Greater Scorpion Stinger, Fly, Mass Fly, Fly Psionic, Wail of the Banshee, Mass Hideous Laughter, Mass Hideous Laughter (Rogue), Lesser Malison (Wizard), Lesser Malison (Cleric), Resilient Grease (Rogue), Creeping Doom, Constrictor Arms, Fungal Parasite, Nymph Beauty, Circle of Pain, Blink, Boulder Strike. Since they were missing as spell scrolls, the Crones in Augury of Chaos would deliver an "empty item" when you selected one of these spells as reward. Also corrected links to the Psychic Warrior class Help Entry in the spell scroll descriptions.
The Samurai and Gladiator feats "Improved Adamantine Armour" and "Greater Adamantine Armour" will now increase the Damage Reduction of your adamantine armour by two and four points respectively, up from one and two points previously. Also corrected the Help Entry for the armour material "Adamantine". It grants Damage Reduction / adamantine, not DR / adamantine and magic.
Improved the Help Entry for the feat "Improved Coup De Grace Weapon". Also added a link to the condition "Helpless" in the Help Entry for the "Coup de Grace" combat action. Also corrected an incorrect link in the Help Entry of the Paladin class.
Corrected a dialogue text error with the Chapter 3 Giant Spiders in the module Augury of Chaos.
Fixed a bug with Breath Weapons and Gaze Attacks producing a Sleep effect. They weren't checking for Sleep immunity on targets.
Fixed a bug with the award of the Steam / GOG achievement "Sworn Enemy of the Archlich". This will now get activated when you complete the module Augury of Chaos, if you meet the requirements.
Improved the description of the spell "Wind Wall" (all versions of it). Also improved the Help Entry for the Fog Cloak condition.
Fixed a text display issue in the Feats & Abilities screen of the Creature Editor when there are character achievements with line skips.
Improved the Help Entries for the Rogue Specialisation Fencer (Greater Weapon Finesse) and for the feat Superior Two-Weaopn Fighting.
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Thank You So Much, Valiant Knights! Onwards To Victory! ^_^
Knights of the Chalice 2 Version 1.90
Hello everyone! Here's Version 1.90 of Knights of the Chalice 2.
It should make the game run faster during combat. It also fixes a number of bugs and issues, and helps with module creation.
Added code optimisations to make the game run faster particularly when starting combat on a large map, when a character falls down over several squares, when terrain spells have been used, or when mousing over inaccessible squares. I had to look into this because of the huge "Crossroad Castle" map featured in the upcoming module The Dark Arena.
Fixed a bug concerning the enemy AI for line and cone spells and special abilities. Also fixed a bug with the AI processing of the spell Boulder Strike.
Mousing over the headline of the Floor Items/Container Items box in the Inventory Screen will display the name of the container in the tooltip. This may be useful if the text doesn't fit within the box. Also fixed a tooltip display issue with the Party Items box (that one isn't affected by pushing the space bar).
Fixed a tooltip display issue when mousing over an item located on an obstacle square.
Fixed an issue with large creatures sometimes taking falling damage during their normal movement in combat when they shouldn't.
Fixed an issue with large creatures incorrectly threatening (or being threatened by) other creatures on a different altitude, due to one of the squares covered by the large creature.
Fixed a source of crashes when a scene script adds a new combat participant who also has a scene script. Only the initial combat participants can have a scene script or defeat script; any extra scene scripts brought by additional combat participants will be ignored.
For playtesting, fixed a bug with the "Shift + WIN" shortcut which occurred when used after a creature has been swallowed whole.
Improved the "Event Move" script command to allow moving a character to a position stored in variables. For example, you can put in the command's character field "{My Character}/{Target Position X},{Target Position Y}". You can use this to have one of the party members move to a certain position, wait for a little while, and then move back to his original position.
Fixed display issues when a script has several "Event Move" instructions in a row. Previously, the display would scroll back to the party leader after each "Event Move" instruction.
The script command to hide or show an activable zone now has an extra option to do so without updating sound and particle effects (which also resets current sound effects). For this purpose, you can select the command's new option "Hidden status without effects update".
Images associated with activable zones will now be displayed according to map colours. This means that custom map colours, set in the "Edit Map Data" screen of the Module Editor, will also apply to these images.
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Thank You So Much, Legendary Adventurers! May Your Dice Always Roll Critical! ^_^
Knights of the Chalice 2 Version 1.89
Hello everyone! Here's Version 1.89 of Knights of the Chalice 2.
It brings some improvements to the game and Module Editor, and fixes a bunch of bugs I noticed while playtesting the upcoming adventure module The Dark Arena.
Pushing Space while the Inventory Screen is displayed will now collect all of the items shown in the box for Floor Items or external Container Items (just as if left-clicking on the headline of the Floor Items box). Added a note about this in the Help Entry for keyboard shortcuts out of combat.
Improved the enemy AI for Slide/Pull/Bull Rush actions on maps with elevation.
Fixed bugs concerning the Throw Creature action, Gust of Wind spells, and Knockback Arrows in maps with elevation when receiving these effects should result in your character sliding down to the lowest-altitude square.
Fixed a problem with the position of prone Giant Frog sprites.
Fixed an issue with pathfinding not giving you the best path for a five-foot step action when there are dangerous squares.
Your characters will now be able to attack or grapple with allied characters that have received the Berserk condition.
In the Party Creation interface, added a new check box allowing you to display only the pre-generated characters.
Mousing over the character's class in the Party Creation screen will now display the Psychic Warrior Focus.
If you summon a creature as part of your triggered Ready Versus Spell action, and your summoned creature damages the interrupted caster, that caster will now have to pass a concentration check for the damage received from the summon.
Fixed an out-of-combat bug where your character could take falling damage when clicking on an adjacent activable zone or stairway.
Improved the Script Editor's new "Auto Fill Skilled Answer" function so that it will recognise and work with domain power skills written in the format "[Strength Domain]" (and not just "[Domain Power Strength]").
In the Module Editor, the last Creature Template you've created will now appear at the bottom of the list of Creature Races in the Creation Wizard, and will be selected automatically when you open the Creation Wizard. Previously, it wasn't very easy to select the last template.
In the Module Editor, added a new button labelled "Reset All Settings" in the Creation Wizard - useful when you want to do several monster creations with different classes and specialisations.
The script command "Add Dialog Answer" can now be set so that right clicking on a line opens an associated Help Entry, or an associated Character Sheet. (It could already be set so that right clicking would open an associated item or weapon information box). To do so, first please make sure that the "required party skill" is "Nothing". Then place a help link in the field "variable value" (e.g. @PSYCHIC_WARRIOR@, @FIRE_SPHERE@, @FAMILIAR@ for a normal Help Entry, or @Chromatic Orb@ for a spell). For a Character Sheet, place a character name in the "companion" field. For an item/weapon information box, place an item/weapon name in the "item" field.
Corrected a few typos or missing words in the Help Entries about Green Wizard feats, Arcane Transmutation, and Charisma uses.
Gave a Psychic Warrior Focus to the pre-generated character Elizann.
Added a few extra pre-generated characters (Stagranne, Sojandira, Baldrick, Tsveta).
Fixed an issue with the "Tactics Do not move" script command being off by one round of combat.
Fixed a bug with the Second Chance spell used in the module The Dark Arena.
Fixed an issue where the next encounter would be triggered too soon after a battle, due to the position of one of the party members at the end of combat. This will now be avoided in virtually all possible situations.
Fixed a bug with the incorrect update on loading of the square type of a square, when that type was edited through a script (e.g. removing a Fire Damage Square).
Fixed a bug with the script command "Scripted Event Move Character" when this event takes place during combat.
Fixed several bugs with Bard Songs activated through the Quickbar.
Fixed a bug when using the Attack mouse cursor on a group that has a dialogue script.
Becoming Helpless (e.g. due to the Sleeping condition) will no longer prevent Strength or Dexterity ability damage to the character.
Fixed a headline display issue with non-energy Ground Death Throes.
In the script editor, improved the command search functions to take into account the abbreviated command names (e.g. typing "module property" will now find the right command).
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.
Sincerest Thanks, Brave Warriors and Wise Mages of the Realm! Rejoice!! ^_^
Knights of the Chalice 2 Version 1.88
Hi everyone! Version 1.88 of Knights of the Chalice 2 is here.
It's a small update bringing some new sprites into the game, as well as a Script Editor bug fix.
Added new large-size sprites for the Snakemen and Giant Beetles. There are three new sprites for the Snakemen, including two holding magic swords. There are also three new sprites for the Giant Beetles, which can also work for Rust Monsters or large creatures with a swallow-whole ability.
Updated the sprites of Snakemen and Giant Beetles in the module Augury of Chaos. Also gave the feat 'Heavy Shield Proficiency' to some Snakemen that were using a shield without the proficiency.
Script Editor: in the file Data/Commands.mla, which contains the list of scripted commands, added some explanatory notes for the commands used to get information from a comma-separated list, and also for the command "Tactics cast spell". These notes are displayed when you mouse over a command in the Script Editor.
Fixed bugs in the script commands used to manipulate comma-separated lists. These commands were introduced in KotC 2 version 1.87.
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Thank You So Much, Valiant Defenders of the Realm! Best Regards :-)
Knights of the Chalice 2 Version 1.87
Hello everyone! Here's version 1.87 of Knights of the Chalice 2.
It's a small update intended to facilitate module development. In particular, creating dialogue trees with skilled dialogue options should be easier and faster thanks to a new button, and playtesting these options should also be easier. Moreover, the Creature Wizard should be a lot more stable now.
Added a new sound effect in the Sounds folder: "Magic earthquake.wav".
Added a new button in the Module Editor that appears when adding a script instruction "Add Dialog Answer". You can now click on a new button labelled "Autofill Skilled Answer" after entering some text, such as "[Archery] My aim is better than yours, fool!". The editor will then automatically set the fields accordingly. The text will be changed to "[Archery] [{Archery Character}] My aim is better than yours, fool!", the colour will be set to Dark Green, the selectable type will be set to "selectable if the party has the skill", the required skill will be set to the appropriate skill ("Archery"), and the field for the variable that will save the skilled character name will also be set ("Archery Character"). Please do check that the editor correctly filled the fields after clicking on the button, because it won't work if the skill isn't recognised.
Added a new "[Class] All Character Skills" feat for module testing. It can be added to a character through the Creature Editor within the Module Editor. This character will then unlock all dialogue options with a skill requirement.
Added some new script command options, including one to put in a variable the comma-separated list of non-petrified/non-dead/non-away active characters, one to put in a variable the n-th element of a comma-separated string, one to put in a variable the number of elements contained in a comma-separated list, and a few additional ones related to comma-separated string manipulation. Thank you Raspelzahn for the heads-up!
Completed the script command "Set square type" with some options that were missing.
Fixed a bug when using the Creature Wizard after deleting a creature template (the deleted line wasn't removed from the drop-down list of templates).
Fixed a source of crashes in the Creature Wizard when creating a monster from a template that was created in the same session from a monster present on the map. That bug took me a while to fix.
Fixed a source of crashes when mousing over a location in the World Map. Thank you so much Raspelzahn for highlighting this! (Currently, the only difference between the "City Map" and "World Map" types is that travel time is taken into account on the world map, but not on the city map.)
Fixed a bug in the Token/Sprite Selection Screen with creatures that have "None" as their Gender.
Corrected small errors in three summoning spells of the Druid.
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.
I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Sincerest Thanks, Brave Warriors and Wise Mages of the Realm! Onwards to Victory :-)
Knights of the Chalice 2 Version 1.86
Hello everyone! Version 1.86 of Knights of the Chalice 2 has landed.
There's an upgrade of the Psychic Warriorclass and a bunch of bug fixes and small improvements. A Big Thank You to Tanner and Atlesen for your helpful suggestions and feedback!
Added the Psychic Warrior's "Principal Focus" which must be selected at level 1 out of the following possible focuses: Focus of the Juggernaut, Focus of Primal Force, Focus of Resilience, Focus of Psychokinesis, Focus of Telepathy, Focus of the Life Flow, and Focus of Prowess. Also updated the help system with new entries, and in the Module Editor, the Creature Wizard with a Focus selection box. Please read below if you have an ongoing game with a Psychic Warrior and you'd like to select a Focus.
Added three feats for the Psychic Warrior: Ascendant Psychometabolism, Sublime Psychometabolism, and Improved Stomp. Updated the help system.
Expanded the Set Property script command to allow setting the dynamic sprite data, as well as adding feats or removing feats to or from a character using a script.
Fixed a bug with dangerous maps (sweltering, freezing or underwater ones). In these maps, after combat, your character could be stuck (immobile) if your party leader was knocked unconscious during the battle. Thank you so much Tanner for pointing me towards this issue!
When regrouping the party after it was divided into two groups, the pre-split party formation will be restored automatically. Previously, the party leader would get changed and you'd have to restore the leader and formation manually in the Party Composition and Formation Screen. Thank you, Atlesen!!
Out of combat, if the party leader is a flying creature and there are non-flying characters in the party, for pathfinding purposes the party leader will be processed as a non-flying creature in order to avoid leading the rest of the team into dangerous squares.
Corrected a wording issue in the help entry for the War Domain of the Cleric and Bishop.
In the Prologue of Augury of Chaos, clarified Garret's dialogue when the player can type in someone's name.
In the Prologue of Augury of Chaos, Giant Spider Queen Shiwang will now drop two items selected at random out of her inventory when you defeat her in combat. Module Creators can now use the Creature Intelligence setting "Number of random item drops" in the Intelligence tab of Creature Properties in the Creature Editor to set a number of items to be dropped. These items will be selected at random out of all of the creature's no-drop items (items marked as loot will always be dropped).
The attack tooltip for Life Stealing weapons will now display the corrected range of possible values for life stealing damage (the tooltip wasn't taking into account the Bracers of Impact or the Barbedweapon enchantment).
Fixed a typo in the description of the artifact wand '+1 Succor'.
Fixed a display problem with the Party Members box in the Inventory Screen.
Fixed a bug with the selected Power Point Expense when selecting a different Psionic Power in the Character Sheet for characters with psionic powers.
Fixed a bug with the special selection (e.g. the energy type) when selecting a different Psionic Power in the Character Sheet for characters with psionic powers.
Fixed a sprite display problem with Gargoyles when they're Prone.
In the macOS version, fixed a bug in the single-page Character-Creation Screen when checking that the starting feats of the character have been selected.
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.
Thank You, Valiant Defenders! May Your Dice Always Roll Critical! ^_^
P.S. Here's how you can give your Psychic Warrior a Focus in your ongoing game:
1) From the main menu, open the Module Editor (selecting any module), then push "V" to open the Creature Editor. 2) Click on the button labelled "Load creature file". 3) Navigate to the game's Saves folder using the 'Parent Directory' button (Windows version: click two times on Parent Directory then double click on "Saves"; macOS version: you have to navigate to User/Library/Application Support/KotC 2/Saves). 4) Each saved game is a numbered folder. Double click on the folder of the saved game containing your Psychic Warrior. 5) Double click on SaveChar.cml to open the character file of your saved game. 6) You now have your party members listed in the Creature Editor. Double click on your Psychic Warrior. 7) Now click on the "Feats" tab of the Creature Properties screen. 8) In the "Feat name" dropdown box, find your Focus of interest, for example: "[Class] Psychic Warrior Focus of Resilience". 9) Click on the button labelled "Add" to add the Focus to your character (any pre-existing Focus of the character will be removed automatically). 10) Then click on Okay to close the Creature Properties / Feats and Special Abilities interface. 11) Now click on the button labelled Save creature file. 12) Navigate again to the Saves folder using the 'Parent Directory' button. 13) Select the folder of your saved game containing the Psychic Warrior. 14) Double click on SaveChar.cml in order to overwrite the file with your modified file. Confirm the overwrite. 15) Now you can push Escape to close the Creature Editor. Then push Escape to close the Module Editor. 16) Finally you can load your saved game. It should have your updated character.
Knights of the Chalice 2 Version 1.85
Hi everyone! Here's a small update for Knights of the Chalice 2.
Fixed a bug where an attack of opportunity (AOO) against a character casting a spell would cause a freeze. This would happen only if the character has performed an attack in the same round before receiving the AOO, and the enemy performing the AOO comes right after the character in the initiative list, and the AOO knocked out the character. Thank you so much Badger for helping with this!
Fixed an AI issue with consumable items that activate an offensive spell being ignored by the AI in combat.
Fixed a sprite display problem with one of the goblin armour types (brigandine) which wouldn't be displayed when the creature moves in combat.
Added new humanoid modular sprites: one for an Ooze-like character and two for Shadows. There's a male and female version for each one. Also added a corresponding hair sprite for each one of those. I've been working on these for use in KotC 2 The Dark Arena and other modules.
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.
I'll post a new Kickstarter Update in coming days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Gratitude to the Heroes of the Realm! Onwards to Victory! :-)
Knights of the Chalice 2 Version 1.84
Hello everyone! Version 1.84 of Knights of the Chalice 2 has landed.
It adds new combat sound effects (including male and female and goblin sound effects), improves the information tooltip when mousing over monsters, and fixes a bunch of bugs.
The information tooltip when mousing over a character or monster will now display additional information: the Armour Class, Spell Resistance, Blindsight or Darkvision status, and whether the creature has a Breath Weapon, Gaze Attack, Swallow Whole ability, or one of the three summoning Cleric Domains. Thank you Tanner for the awesome suggestion!
Added to the FramedIcons folder two new icons representing booby traps (Mechanical_Device_Booby_Trap_Gear_Wheel_1.png and Mechanical_Device_Booby_Trap_Gear_Wheel_2.png). They can be used by module creators for when a trap is triggered, discovered or disarmed.
Added to the folder "Sounds" 40 male and female sound effects for when the player characters and enemies are wounded or defeated.
Added to the folder "Sounds" 18 goblin sound effects for when goblins or kobolds are struck or killed.
Humanoid creatures will now have a randomised wounded or killed sound playing automatically as appropriate when you fight them.
Goblins and Kobolds will now have a randomised wounded or killed sound playing automatically as appropriate when you fight them.
In the game options under 'Display', added two new options, one to turn off wounded sound effects and the other to turn off defeated sound effects.
In the module Augury of Chaos, added a number of new scripted sound effects (Giant Frogs in the Green Cave and the Water Shrine, Goblins around the Goblin Arena, and a death scream in Castle Gleegold's courtyard).
Fixed an issue when mousing over an activable zone straddling an empty square and an obstacle square. Depending on where you would click, you may get the "Unreachable" result. Now the game will find the path to the empty square.
Fixed a bug with unconscious characters not returning to 1 Hit Point after combat (or after receiving out-of-combat damage) when the Hit Points are exactly zero.
Fixed a bug with the number of uses of the Disruption Domain of the Cleric and Bishop. Thank you so much Tanner for the bug report!
The tooltip for the game option "display HPs during combat" (used to display HPs on top of tokens) will now indicate that the option to "Display the injury status of enemies" must be turned off, for clarity.
In the Script Editor, the "search within scripts" function will now also look at the complete name of script commands. For example, you can search for "End Script If" and the results will now include all scripts containing script commands that begin with "End Script If".
Fixed a bug with the Ranger spell Lesser Magic Arrow. The spell's Glue Arrow effect would give the condition Stuck, but not Entangled. I noticed this while implementing the Bolas, which also makes a target Stuck and Entangled.
Fixed a bug on maps with altitude variations. At the start of combat, depending on position, a character could receive falling damage when attacking a target for the first time.
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.
I'll post a new Kickstarter Update in coming days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts
Sincerest Thanks, Brave Warriors and Wise Mages of the Realm! Rejoice!