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.
Please don't hesitate to email me at [email protected] 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 :-)
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 [email protected] 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 :-)