Hello everyone! Version 1.83 of Knights of the Chalice 2 is here.
It adds some new features in the Module Editor and fixes a bunch of bugs.
Expanded the altitude selector to cover altitudes between +125 and -125 in the Module Editor (up from between +100 and -100).
In the Module Editor, added "Add Waterfall Splash Animation" under "Other Tools". It's just a nice visual effect for waterfalls and fountains. When you select this and click on the map, it will create an activable zone named "Splash Animation,70%,50%". The first percentage is the opacity, the second number is the scaling factor. You can also modify the number of particles and the speed of the animation by left clicking on the activable zone in the "Edit Activable Zones" mode (the animation speed will be modified by the number labelled 'hardness').
Added a red display for ground traps (rectangular or polygonal), similar to how traps were displayed in Baldur's Gate. The effect works with activable zones named "Trap". When their 'hidden' status parameter is 0, and a script is attached to them, they will be displayed with red transparency in the game view. The script should set the hidden status to 1 after the trap has been disarmed or triggered.
In the Module Editor, fixed sound issues when closing a map with the Ctrl+Q hotkeys.
In the Module Editor, added two new sound sources: "Waterfall small" and "Waterfall heavy". For these effects, added to the Sounds folder the files "Waterfall small.wav" and "Waterfall heavy.wav".
Added a couple of frog croaking sound effects into the Sounds folder: "Frog toad croaking short.wav" and "Frog toad croaking long.wav".
In the Creature Editor, fixed a display issue in the immunities tab concerning the blindness immunity and the patterns/gaze attacks immunity when the creature has blindsight.
In the Creature Editor, fixed a source of crashes when clicking on "create character using the player-character creation interface".
In the Creature Editor, in the inventory tab, fixed a bug when right-clicking on a weapon or item, then pushing escape. This would change the name of the weapon or item, adding "_0002" at the end.
In the Module Editor, fixed a bug with the display of polygonal activable zones when there are more than one polygonal zones on a map. Only the first one was displayed correctly. Also fixed a bug when copying a polygonal activable zone using the Control+C and Control+V shortcut keys.
In the Module Editor, fixed an issue with the Control+Z shortcut keys to undo the last change after trying to place an item or weapon on any obstacle squares.
Water-animation effects will no longer be displayed beyond the boundaries of the map.
Added natural sorting whenever displaying a sorted list of files or names in the Module Editor. This means that, for example: "My Soundtrack 10.ogg" will come right after "My Soundtrack 9.ogg" (even though the character '1' comes before '9'), and "Goblin_Dialogue_2" will come right after "Goblin Dialogue 1" (spaces, underscores and hyphens will not be differentiated for the purpose of sorting).
In the macOS version, fixed the use of Left Control + Left-Click-And-Drag to move activable zones in the Module Editor. Since the Control key converts left-mouse-button clicks into right-mouse-button clicks, I had to allow the use of Right-Click-And-Drag to move activable zones in the macOS version. Note: if you have problems when using the standard arrow keys in the macOS version (e.g. to resize an activable zone), please use the numpad arrow keys instead.
In the macOS version, fixed a bug with Quick Save loading. When selecting Load Quick Save from the main menu or the module editor, the game would open the "select saved game" screen instead of loading the quick save directly.
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 So Much, Champions of Destiny! Glory Awaits!!
P.S. The latest Kickstarter Update can be found here: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/4301481
Knights of the Chalice 2 Version 1.82
Hello everyone! Version 1.82 of Knights of the Chalice 2 is here.
It fixes a bunch of bugs, improves sprite graphics when swimming or inside a fog, improves the sprites of elementals, improves text copy-pasting for module creators, and adds custom minimum combat XP awards for module creators.
Fixed issues when pushing Control+V in a text box of the Script Editor when the text you're pasting contains certain characters (quote, hyphen, return) that were not recognised previously. This concerns only the Windows version of the game.
Expanded the "Set module property" script command to allow setting the minimum amount of combat Experience Points. The default value is 25. You can now set it to any integer value, including zero.
Added new colour-cycle animations for the sprites of the Water Elemental, Air Elemental, Fire Elemental, and Earth Elemental.
Added a new sprite for the Magma Elemental. Tweaked some Fire Elementals in Augury of Chaos and Citadel of Shadows to give them the new Magma Elemental sprite.
Barbarians will no longer be able to activate the Spirit Animal Elephant ability when Silenced, Muted or under the effect of the Baleful Polymorph condition. Also updated the help entry for the Spirit Animal Elephant. Thank you so much fastello for the bug report!
Fixed a bug with pathfinding in some maps where some squares could be shown incorrectly as 'unreachable' while exploring the map. Reloading would then fix the issue, but that won't be required now.
Fixed a bug with the decoding interface when the coded text contains certain special characters like a hyphen or underscore.
In the decoding interface, clicking on "Reveal a letter" will now only reveal letters that do appear in the decoded text.
Added a line in the dialogue of the Sharkmen in Augury of Chaos saying that a magic weapon is a +1 weapon (or higher), not just a Masterwork weapon. Also, Scaddon the Sharkman will now accept a Masterwork weapon if you offer one to him.
Improved the display of monster sprites when swimming or inside a fog, by having their lower body printed with transparency. Previously, this was already the case for characters, but not for most monsters.
Fixed a bug with the Party Composition screen when activating a character who was deactivated in a different map, and immediately setting him or her as the new Party Leader. The party would then jump to the character's previous map and there could also be memory issues. Now you'll stay on the current position even if you change the Party Leader to a character who was deactivated in a different map. Thank you so much for the bug report, Tom!
Fixed a bug in the Module Editor when looking for a script using the 'Search filename' function. Sometimes, after removing the search string, the game would still display zero results instead of showing the contents of the folder.
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.
The latest Kickstarter Update can be found here: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/4282042
Thank You, Brave Warriors and Wise Mages of the Realm! The Epic Journey Continues!!
Knights of the Chalice 2 Version 1.81
Hi everyone! Here's Version 1.81 of Knights of the Chalice 2.
It fixes a few bugs (including a problem with Dispelling weapons that could cause a crash) and improves the Gladiator's Blinding Strike by adding extra damage (one point per two levels). The Gladiator's feat Improved Blinding Strike is also improved. Thank you so much Christoffer for all the bug reports!
Fixed a bug that could cause a crash when targeting a ranged-touch spell and your mage is holding a Dispelling weapon. When calculating the percentage to hit the target with the spell, the game was resetting the current spell to Dispel Magic, due to the Dispelling effect.
Added a note in the help entries for Hit Points, Sweltering, Freezing and Underwater saying that, on a map with continuous damage, unconscious characters don't return to one Hit Point automatically after combat because they cannot rest properly. They do recover when you leave the dangerous map.
The Monk's Dodge Bonus from Wisdom will now take into account the character's Generic-type bonuses to Wisdom, if any. Previously, only the highest enhancement bonus was taken into account.
Fixed a bug with the Gladiator feat Powerful Blinding Strike I.
The Gladiator's Blinding Strike attack will now deal damage equal to the character's normal damage plus one point per two levels. Also updated the help entries of the Gladiator and Blinding Strike ability.
Improved the Gladiator feat Improved Blinding Strike. In addition to increasing the duration of the Blindness effect, it will increase the Blinding Strike Difficulty Class by one point. Updated the help entry for the feat Improved Blinding Strike.
Added some links in the help entries of the other Gladiator feats associated with the Blinding Strike ability.
Updated the in-game chart of subraces, in the help entry about subraces, with a line concerning the Aviara Elf.
Updated all the dialogue scripts that had the text "please click on the image below". This is incorrect now that the image can be displayed above the text rather than below. The scripts were both in the module Augury of Chaos and in the Tutorial Adventure.
Expanded the script command Set module property to allow a module's introduction script to distribute basic clothing (but no weapons) to the party members. If you want to include basic weapons, please use the Distribute equipment script command instead.
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, Stalwart Defenders of the Realm! May Your Dice Always Roll Critical!
Knights of the Chalice 2 Version 1.80
Hello everyone! Version 1.80 of Knights of the Chalice 2 has landed.
It includes a bunch of bug fixes, a new feat for the Gladiator (Shatter Image), two new feats for the Samurai (Shatter Image and Mist Ronin), an improvement to the Way of the Pillar specialisation option of the Monk, improvements to the feats Forest Affinity and Water Affinity of the Ranger, Storm Warrior and Druid, improvements to the feats Storm Weapon and Improved Storm Weapon of the Storm Warrior, improvements to the feats Improved Finger of Death and Greater Finger of Death of the Wizard, Sorcerer, Warlock and Druid, and improvements in the help files.
Thank you so much Christoffer for all the bug reports and suggestions which helped produce this update!
Added a new Gladiator and Samurai feat: Shatter Image. This new feat should help them fight mages. Also created a new help entry for the feat.
Added a new Samurai feat: Mist Ronin. It grants the 'Fog Cloak' condition to the Samurai. Also created a new help entry for the feat.
The Storm Weapon and Improved Storm Weapon feats of the Storm Warrior will now also apply to Flaming, Flaming Burst, Frost and Icy Burst weapons. Updated and improved the help entries for the feats Storm Weapon and Improved Storm Weapon and the weapon enchantments Flaming, Flaming Burst, Frost and Icy Burst.
The Way of the Pillar specialisation option of the Monk will now allow you to use Stunning Fist against targets that are immune to both Stunning and Critical Hits. In that case, the Stunning Fist attack will apply the Slowed condition on the target instead of the Stunned condition. If the target is immune to both Stunning and the Slowed condition, the damage bonus from your Stunning Fist will increase from one time your level to 1.5 times your level rounded up.
The feat Forest Affinity will now also improve the spell Summon Wolf from Move Action to Free Action. Also updated and improved the help entry for the feat.
The feat Water Affinity will now also improve the spell Summon Crocodile from Move Action to Free Action. Also updated the help entry for the feat.
The feat Improved Finger of Death will now improve the spell Finger of Death from Close Range to Long Range (up from Medium Range, previously). Also updated the help entry for the feat.
The feat Greater Finger of Death will now increase the damage by 1d6 when the target resists the Death effect, in addition to making the spell Move Action. Also updated and improved the help entry for Greater Finger of Death.
In the "Launch Module" screen, the Tutorial module will now appear as "Citadel of Shadows (Tutorial Adventure)". The module's actual name and folder remain the same ("Tutorial").
Improved the AI for when enemies must deal with dangerous squares.
Improved the AI for when enemies are far away from the party members.
Added some optimisations to improve the speed of AI calculations.
Fixed a combat bug with enemy mages casting multiple spells beyond the normal limit, under the Accelerated Spell condition. This could happen if the mage was blinded and the party members were affected by Acid Fog or Solid Fog, due to a variation of the acting combatant's remaining move points during AI calculations.
Fixed a bug with distance calculation when considering a charge going through enemy creatures with the feat Graceful Charge. You move through enemies at half speed. The bug was affecting both the AI and the player.
Fixed an issue with walk distance display when mousing on a square during combat before moving a character. After a right click the distance was displayed as zero.
Fixed a bug with Berserk archers being able to use a full attack and then move as if they had the feat Wade In.
Fixed a memory bug in combat when the AI is considering a summoning spell. This could cause a crash.
Fixed a bug with the quickbar that could happen when the player's spell, such as Acid Fog, would also affect the caster. This could cause a crash.
Fixed the indigo ray of the spell Prismatic Void. It was causing Confusion rather than Berserk.
Fixed the green ray of the spell Prismatic Void. It was checking for immunity to Ability Damage rather than immunity to Acid damage only.
Fixed a typo in the help entry for Concealment, and added a link to the Fog Cloud condition.
Added details in the help entries for Confusion and Berserk. Berserk characters with a ranged attack don't attack the nearest creature, they attack targets selected randomly.
Fixed some issues with the Control+A shortcut keys to launch the quick save from the Module Editor, when pressed from within the Creature Properties screen and other screens. Please note: If your quick save is a saved game from the module currently being edited, pressing Control+A from a 'Creature Properties' screen will launch the quick save and open the character sheet for the creature that you were viewing in the editor. It also works from the 'Creature Inventory', 'Edit Item' and 'Edit Weapon' screens.
Fixed broken links to the help entry for the feat Superior Throw Creature. Also added a link to it in the entry for Improved Throw Creature.
Fixed links to the help entry for Excellent Two Weapon Fighting.
Fixed a help entry issue when searching for 'two-weapon fighting'.
Added a link to the feat Counterspelling Mastery in the entry about Counterspell.
Fixed display issues in the 'Feats' tab of the Character Sheet when selecting the Monk's "Deflect Arrows" or the feat "Improved Draw".
Fixed a display issue with the weapon's name in attack roll and damage roll modifier lists, including the ones that you can access from the 'Attacks' tab of the Character Sheet.
Added the missing help entries for the Lich feats Spell Focus and Greater Spell Focus. Also improved the various 'Spell Focus' help entries with links to the Greater version of each one.
Improved the help entries for Storm Weapon, Improved Storm Weapon, Improved Elemental Weapon, Greater Elemental Weapon.
Improved the help entries for the Monk feat Shattermantle Strike and the weapon enchantment Shattermantle.
Added missing text in the help entry for the Foresight condition (you also become immune to Critical Hits and gain +4 on Initiative Rolls).
Improved the help entry for the Slowing weapon enchantment (on a Hasted creature, it removes the Hasted condition).
Improved the help entry for the Monk's Stunning Fist with various links. Also improved the help entry for the Stunned condition.
Improved the help entry for the Slowed condition.
Updated and improved the help entry for the Way of the Pillar specialisation option of the Monk.
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 So Much For Your Support, Dear Knights of the Realm! Rejoice ^_^
Knights of the Chalice 2 Version 1.79
Hello everyone! Version 1.79 of Knights of the Chalice 2 has arrived.
It adds new isometric sprites for Giant Crabs and Giant Snakes, fixes a source of crashes on loading, and updates the Spells.sml file required for Ground Death Throes.
Added the updated Spells.sml file required for the new Ground Death Throes special ability of monsters. I forgot to include it in update 1.78. My sincere apologies!! Please see the previous patch notes for details (https://store.steampowered.com/news/app/1233530/view/4460346234449690654).
Fixed a source of crashes upon loading a saved game in a map with large creatures. It could happen especially after having used the Module Editor.
Added new large-size sprites for Giant Snakes and Giant Crabs. I created three colour variations for Giant Snakes and two for Giant Crabs.
Added new tokens for Giant Crabs based on the new sprites, as well as a couple of Fire Snake tokens (the huge and gargantuan versions).
Updated the modules Augury of Chaos and Tutorial to make use of the new sprites.
Updated the engine so that summoning spells will make use of the new sprites.
Separately, I improved my sprite-creation script to facilitate isometric sprite creation from 3D models in the future.
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 So Much, Stalwart Heroes of Destiny! Enjoy ^_^
Knights of the Chalice 2 Version 1.78
Hi everyone! Happy Days: Version 1.78 of Knights of the Chalice 2 has landed.
It fixes a tonne of bugs (I'm surprised I found so many at this stage). It also adds the new monster special ability "Ground Death Throes", accessible from the Feats & Special Abilities tab of the Creature Properties screen, in the Creature Editor.
This ability produces a terrain effect appearing on the squares occupied by the creature when it's defeated.
I've made it as flexible as possible by allowing absolutely any type of dangerous terrain effect. That includes Fire, Cold, Electricity, Acid, Sonic, Prismatic Wall, Grease, Resilient Grease, Web, Resilient Web, Entangle, Wall of Blades, Spike growth, Quicksand, Fog Cloud, Solid Fog, Incendiary Cloud, Acid Fog, Stinking Cloud, Cloudkill, Psionic Fog, Antimagic Cloud, Darkness, Silence, Insect Plague, and Creeping Doom.
You can set the effect's parameters like the duration, the amount of damage, caster level and difficulty class. I think the ability will help creating memorable fights, as both the AI and player will get more use out of the Slide, Bull Rush, Pull, and Throw Creature actions.
Notes for module creators: Please import the spell entry "Ground Death Throes" into your spell list if you'd like to use this monster ability. Also, if the effect you're using is Fire, you may want to add a Fire-based Death Throes ability to the creature so that any pre-existing Web or Grease squares will be destroyed before applying the Ground Death Throes.
Finally, there are a few speed optimisations and combat-AI improvements, and a new option under 'Display' allowing you to turn off token shadows.
Feel free to check out the latest Kickstarter update if you haven't already done so: please click here.
Added the "Ground Death Throes" monster ability. It can be selected in the Module Editor from the Feats tab of the Creature Properties screen.
Improved the AI when performing the Ready Versus Spell action and a five-foot step cannot be taken.
Increased the AI's avoidance of Stinking Cloud squares.
Fixed a source of crashes in the Module Editor when setting a creature group after changing the unique name of a creature in the group.
Fixed a button-display bug in the Script Editor in full-screen mode.
Fixed a display bug with the 'bold text' button during dialogue when there isn't any dialogue icon.
Fixed an out-of-combat bug occurring when a large creature is patrolling a map out of combat.
Added a speed optimisation I had to implement for the execution of "Ground Death Throes" to be smooth.
Fixed an out-of-combat slowdown issue when walking through Natural Fog squares.
Added a check for duplicate item names or duplicate weapon names (somehow there were two copies of the Silver Garlic Amulet with the same name in the item file of Salthill Adventures, resulting in a slowdown issue).
Added some text in the Module Editor tooltip when pushing the control key in the Edit NPCs mode, as you can also use it to duplicate terrain.
Fixed a combat-log issue when drinking a potion.
Fixed a bug where an enemy would move into a Stinking Cloud square, get the Nauseated condition, and still perform an attack immediately afterwards (in the same round), due to the game not immediately removing the creature's remaining actions for the current round.
Mousing over Instant Death squares in combat will now display 'Instant Death' rather than 'Blocked Path' (don't forget you can push enemies into them).
Fixed a display bug in the tooltip that appears when mousing over creatures in the initiative list, when displaying a readied action and no condition.
Added a new game option under 'Display' allowing you to turn off the outglow (shadow) around tokens. Note: if there are some transparent pixels between a token and its outglow, it's because the token graphic has some transparent pixels on its edge that should be opaque (you can use a magic-wand selection around any of the tokens of the base game to see what pixels should be opaque, simply click on the four corners using the 'add selection' mode to get the circle's edge).
Added under 'Display' a duplicate line for 'Display The Injury Status of Enemies', which previously was only found under 'Difficulty' and that can be confusing.
Fixed a problem with map scrolling using the arrow keys when the map is smaller than the screen.
Fixed a source of crashes when a script tries to start combat with creatures that aren't visible.
The spell Ghoul Touch will no longer produce a Ghoul Sickness effect if your Touch Attack misses the target.
Fixed a combat-log display issue with Death Throes and Splash weapon-enchantment effects.
Fixed errors and improved the help entry for the Break Free combat action.
Fixed some issues with some Spell Focus feats not being applied to the Break Free Difficulty Class of Web and Entangle (e.g. Ranger Spell Focus with Ranger Web spell, Druid Spell Focus with Entangle or Fungal Parasite). The break free DC from Glue Arrow will also benefit from Ranger Spell Focus.
Fixed a bug in the Creature Wizard associated with the Mage Knight feats Spell Focus Wizard Evocation, and Greater Spell Focus Wizard Evocation.
Added the spell class category 'Wizard [Astral]' in the spell editor (meaning a spell that could be used or learnt only by a mage without a celestial attunement).
Fixed a combat bug that could occur when a character died or was knocked unconscious due to moving into an Acid Fog square and depending on the result of a saving throw.
Fixed a tooltip error when mousing over squares affected by the spell Incendiary Cloud.
Fixed a bug with the Search box of the Arcane, Divine and Psionics tabs of the Character Sheet.
Fixed a bug with the damage of the psionic power Psionic Fog, and another bug with the combat-log display of Psionic Fog damage.
Added Difficulty Class, Saving Throw chance, and expected damage information to the tooltip for Creeping Doom squares.
Fixed an issue with the Module Editor not indicating a change in the current map after opening the Creature Editor by clicking on a hidden creature in the "Edit NPCs" mode.
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 So Much For Your Support, Mighty Warriors and Mages of the Realm!! Rejoice :-)
Knights of the Chalice 2 Version 1.77
Hello everyone! Version 1.77 of Knights of the Chalice 2 has landed.
It adds the Aviara Elf subrace, two Wizard familiars, and for module creators the possibility for items to be cursed or restricted (see details below). It also fixes a bunch of bugs and adds a saving throw bonus or penalty on flying creatures for wind-based and ground-based spells.
New Subrace: Added a new Elf subrace, the Aviara Elf (or Winged Elf), who has the ability to fly. The Aviara penalties are -2 Dex, -5 Speed, and 50% vulnerability to Sonic damage. Also updated the help entry for Elves.
Flying Creatures: Added a -2 Reflex saving throw penalty for non-prone flying creatures against the effect of wind-based spells (Gust of Wind, Greater Gust of Wind, Vortex of Doom, Tornado Blast, Sirocco, Whirlwind).
Flying Creatures: Added a +2 Reflex saving throw bonus for non-prone flying creatures against the effect of ground-based spells (Stomp, Greater Stomp, Earthquake).
New Familiars: Added two new Wizard familiars, the Rat and the Parrot. The Rat grants a +1 bonus on Spell Penetration checks and the Crawling Familiar skill, while the Parrot improves your Colour Spray spell and grants the Rogue Pick Pocket skill and Flying Familiar skill. Also added five new 64x64 item icons for the new familiars (two for the Rat and three for the Parrot), and updated the help entry for familiars.
Epic Toughness Feat: The bonus from the feat Epic Toughness will increase by five points if you have the Toad Wizard Familiar or the Toughbone Half-Giant subrace.
Module Editor: Added the 'restricted' status and 'cursed' status for weapons, armour, and other items. These can now be set in the Item Editor and Weapon Editor. The system is quite flexible. Items can now be restricted to a character class, a class specialisation (or Cleric domain), a race or subrace, a combination of race/subrace and class/class specialisation, a specific character, or a comma-separated list of any of the above. When a restricted item can't be used by a character, it will be marked with a blue square in the Inventory Screen. The character won't be able to equip the item or activate it. Cursed items can't be unequipped by the player. They could be removed through a story script, or through the item's script.
Interface: Restricted items that can't be used or equipped by a character will be marked with a blue square underneath the icon of the item, in the Inventory Screen.
Interface: When typing special characters in multi-line text boxes, pushing one of the Alt keys will have the same effect as pushing one of the Shift keys. This may be useful for the macOS version, as I've been having trouble inputting the special characters using the Shift keys only. Also, pressing Alt+M will input the question mark character.
Bug Fix: Fixed a bug with skill checking for the Aquatic Familiar skill (Water Familiar skill) provided by Toad and Snake Wizard Familiars.
Bug Fix: Fixed a bug with a duplicate entry of the feat 'Widened Colour Spray' in the Help Search screen.
Bug Fix: Fixed a bug in the Help Entry system when using the Help Search screen several times.
Bug Fix: Fixed a bug with items inside a container not being activable out of combat when they should be.
Bug Fix: Fixed a display bug in the Creature Editor when displaying Centaur sprites in the Creature Properties screen. Also fixed a minor display issue in the Weapon Details screen and Item Details screen.
Enemy AI: Fixed a minor enemy-AI issue with flying spellcasters when considering the use of a wind-based spell.
Help Entries: Improved the Help Entries for Intelligence, Skills and the feats Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, and Spell Resistance.
Character Creation: Fixed a bug with character sub-types (such as 'Stable') when changing the race in the single-screen character-creation interface.
Character Creation: Improved the display of character skills during character creation.
Weapon Enchantment: Fixed an issue with weapon icon selection when enchanting a weapon with a unique/custom icon located within the WeaponIcons folder of a module.
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 So Much, Legendary Heroes of the Realm!! Enjoy :-)
Knights of the Chalice 2 Version 1.76
Hello everyone! Version 1.76 of Knights of the Chalice 2 is here.
Today's update adds 59 story images to the module Augury of Chaos, three new dialogue interface designs (Knight, Aztec and Undead) which can be selected in the Game Options, and the possibility for module creators to display custom dialogue interfaces.
Interface: Added a new button within the dialogue interface screen allowing you to switch the text style between standard and bold. This can also be changed in the Game Options under Display.
Graphics: Added 59 story images for the module Augury of Chaos, plus a few additional scripted scene descriptions. There are two images of the lava rift, two images of the Kobold Erzimon, two images of the Sea Hag, one image of the Sharkman, one image of Finchbury, five images of the Demon Maphistor, two images of the Frost Giant Jarl, one image of the dark ceremony, two images of the Coven of the Crones, two images of the juggling lady, two images of the throne-room Balor, two images of the throne room with Yanos, two images of the underwater cave, three images of the Lich Xadriphar, two images of the Soul Sucker Mastermind, one image of the Goblin arena, two images of the Angel Lyrian, one image of the Giant Spider Prince, one image of the Giant Spider Queen Sattram, two images of the Efreeti, five images of the Genie Lokkad, two images of the stone statues, two images for Chapter One introduction, two images for Chapter Two introduction, one image for Chapter Three introduction, one image for the Finchbury haunted house, one image of the Castle Gate Marilith, one image for the Guild of Adventurers, one image for the undead of Xadriphar's crypt, two images for the Moon Crypt, two images of the Evil Eye Emperor, and one image for the encounter with the Vampire Lord.
Graphics: Added three new dialogue interface designs (Knight, Aztec and Undead) which can be selected by the player in the Game Options under Display. If the player doesn't select one, the interface is selected by the module. If the module doesn't select one, the default interface (the classic one) is used. Please note: if a module has a custom dialogue interface design and you want to see it, then you shouldn't select a specific interface design in the Game Options.
Module Editor: Added the possibility for a module to use a custom dialogue interface design. This can be set in the Module Data screen. A dialogue interface includes 5 images: one in size 1000x326 for the windowed interface when a splash image isn't displayed, one in size 1000x326 for the windowed interface when a splash image is displayed, one in size 1200x400 for the full-screen interface when a splash image isn't displayed, one in size 1200x930 for the full-screen interface when a splash image is displayed, and one small image in size 80x80 for the frame of the dialogue icon. You'll find the files for the three new interfaces in the folder Graphics/Dialogue.
Module Editor: Scripts can now also be used to modify the dialogue interface during the course of the adventure.
Module Editor: Fixed a bug in the Script Editor that occurred sometimes when pushing the F12 key.
Module Editor: Fixed a bug in the Script Editor when pressing escape while mousing over the search box of an image selection box.
Help Entries: Added some text in the help entries for attacks of opportunity (AOOs) and the feat Great Cleave saying that AOOs don't grant Cleave attacks.
Spell Descriptions: Improved the descriptions of the spells Fireball, Power Fireball, Rogue Fireball, Lightning Bolt, and Electric Sphere.
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 Loyal Support, Fearless Warriors and Mages! Best regards :-)
Knights of the Chalice 2 Version 1.75
Hi everyone! Version 1.75 of Knights of the Chalice 2 has landed.
Today's update introduces high-resolution spell icons, which can also be used as dialogue icons. I hope you'll like them!
Graphics: Added a brand new set of high-resolution spell icons, featuring more than 600 new icons for spells and psionic powers.
Graphics: Expanded the set of existing spell icons. For example, there are now unique icons for each version of the Summon Elemental spells.
Graphics: Added a new option under 'Display' allowing you to revert to the classic set of spell icons, if you prefer that one.
Module Editor: You can use the new spell icons in scripted dialogues. This works because the format of the new spell icons is the same as the format of dialogue icons (64*64 pixels).
Voice Effects: Increased the volume of voice effects and non-localised sound effects, by playing them as stereo sounds even if the sound file uses the mono-channel format.
Sound Effects: Added a new sound effect for a metal gate or door opening: 'Door opening 4.wav'.
Help Entries: Improved the help entries for the feats Armour Expertise I and Armour Expertise II. Also added a link to these feats in the help entry for 'Restricted Dexterity Bonus'.
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 So Much, Valiant Paladins and Wizards of the Realm! Take care!! ^_^
Knights of the Chalice 2 Version 1.74
Hello everyone! Version 1.74 of Knights of the Chalice 2 is here.
Today's update adds new monster sprites for the Evil Eyes, a new soundtrack for the Tutorial Adventure, new title and story images for the Tutorial, a new prologue image for Augury of Chaos, a new script text export and import function, and bug fixes covering the enemy AI, pathfinding, shortcut keys, and graphics.
Module creators can use the script text export and import function to ask ChatGPT or Claude.AI to expand a dialogue script based on your indications. They might not do a stellar job yet, but since new improved AIs are getting released rather frequently, I'm sure that this feature will come in handy.
Graphics: Added a new sprite for the Evil Eye (with four variations: red, black, blue, purple).
Augury of Chaos: Updated the module Augury of Chaos so that Evil Eyes in the module will use the new sprite.
Graphics: Added a prologue image for Augury of Chaos displayed after you've finished assembling your party in the party-creation screen.
Graphics: Added a couple of title images for the Tutorial Adventure (Citadel of Shadows).
Music: Added a new soundtrack for the Tutorial Adventure.
Graphics: Added a couple of story images for when you meet Valiann in the Tutorial Adventure.
Graphics: Added three story images for when you meet Princess Sadina in the Tutorial Adventure.
Graphics: Added two story images for when you meet Thulak in the Tutorial Adventure.
Graphics: Added a story image for when you meet Loremaster Astaroth in the Tutorial Adventure.
Graphics: Added a couple of story images for when you enter the hall of the Pool of Communion in the Tutorial Adventure.
Sound Effects: Added a new 'Portcullis chain.wav' sound effect.
Module Editor: Added the load as text and save as text functions in the Script Editor.
Bug Fix: Fixed some issues with items that grant an ability increase (day-long or permanent) upon use, or that cast a spell upon use.
Bug Fix: Fixed an issue with items within bags not applying their effect.
Bug Fix: Fixed a bug during character creation when right clicking on the selected subrace to open the help entry for the selected race.
Bug Fix: Added a line in the help entry for Feats explaining that you always get at least one feat at level 1 (you can get one or two depending on the difficulty setting).
Bug Fix: The Half Giant Skirmisher feat will now be reflected in the Attack Bonus statistic during character creation.
Bug Fix: Fixed a display bug with the spell Hypnotic Pattern. When showing who will be affected, the game will now assume an average roll for the maximum number of Hit Dice affected by the spell.
Bug Fix: Fixed a couple of bugs resulting in the game displaying an incorrect expected path during combat.
Bug Fix: Fixed an enemy AI bug with some far-away enemies failing to move towards the party members.
Bug Fix: Fixed a bug with the shortcut key for 'Slide' (Q) and other issues with keyboard checking.
Bug Fix: Fixed a sprite display bug introduced in version 1.73.
Bug Fix: In the Module Editor, fixed a bug when setting more than three points for a polygonal activable zone. Please note: it will only work with convex zones (meaning not 'U' shaped). Please use several zones if the shape of the zone is more complicated.
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 So Much For Your Support, Brave Heroes of the Realm! Enjoy! :-)