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Knights of the Chalice 2 News

Knights of the Chalice 2 Version 1.41

Hello everyone! KotC 2 version 1.41 is here.

On this occasion, I've just created a new app branch named 'previous' for KotC 2 on Steam (thank you Nicola for the suggestion!). I'll put the last stable version in there in case the latest version has game-breaking bugs.

To access the 'previous' branch, please right click on KotC 2 in your Steam library then click on 'Properties'. Then click on the tab labelled 'Betas'. Then click on 'previous'.

However, I recommend just playing with the latest version. Simply let me know by email at [email protected] if there's a serious problem with the latest version, please. Thank you!!

Here's the list of changes in version 1.41:

  • Added some code to accelerate gameplay during combat. That's still a work in progress but you should notice some improvement when moving through the effect of Stinking Cloud and other terrain spells.
  • Added a transparency effect on character sprites when they're standing within a magical cloud.
  • The Barbarian's Rage will now grant a +2 bonus to Willpower saving throws (+3 with Greater Rage and +4 with Mighty Rage). Also updated the in-game help entry of the Barbarian class to reflect this.
  • Started work on the selection of Barbarian spirit animals during character creation. Please note: they don't do anything yet. But you can already check out their help entries. Feel free to comment on the spirit animals.
  • You can no longer use the Ranger's Critical Shot ability against targets that are immune to Critical Hits.
  • Fixed the spell school of the Necromancy spell Dominate Undead.
  • A Burdened character will no longer be able to move items from a Bag of Holding to any of the inventory slots.
  • The game will now display character Hit Points on top of sprites if the option to display the HPs in combat is turned on.
  • Fixed a bug with the Bishop's feat Extra Turning.
  • Fixed a bug preventing you from casting the Druid spell Summon Efreeti when you have immunity to fire damage.
  • Fixed a rare bug with dialogue answers containing the name of an NPC.
  • Added a link to the condition 'Dying' in the help entry for the feat Die Hard.
  • Added extra tooltip information in the second page of Character Creation when mousing over the ability scores.
  • Fixed a sprite issue in the second page of Character Creation.
  • Fixed a scrolling issue in the stairway ambush of the Tutorial Adventure.
  • Fixed a broken link in the help entry for the Energy Shield condition.
  • Fixed a typo in the help entry for Perfect Balance.
  • Fixed a typo in the help entry for Halflings.
Best Regards, Noble Paladins And Wise Mages! Enjoy! :-)

Knights of the Chalice 2 Version 1.40

Hi all! Here is version 1.40 of KotC 2. It's a small update. Here's the list of changes:

  • Fixed a source of crashes when recruiting a new companion and summoning a creature. This bug was introduced in version 1.39. My apologies for that! Anytime there's a bad bug like that, please email me at [email protected]. That's the quickest way for me to fix the issue. I heard about the bug only today (thank you Juhani!!).
  • Fixed a problem in the High Sewers script about the buried treasure of the Sharkman Druid.
  • Fixed an issue with the free trip attempt conducted as part of an Attack of Opportunity or Ready Versus Approach command.
  • Expanded the in-game chart of damage rolls according to each size category.
  • Fixed the help for the Death Knight special ability 'Conviction' in the Feats & Abilities tab of the Character Sheet.
  • Added some code to accelerate gameplay during combat. I haven't finished doing this. I'll add more optimisation code in coming updates.
Thank You, Stalwart Knights And Puissant Wizards! Take care! ^_^

Knights of the Chalice 2 Version 1.39

Hello everyone! KotC 2 version 1.39 has landed. Here is the list of changes:

  • Added a new option in the Game Options screen under 'Display'. You can now turn off the calculation and display of the chance to hit of enemy attacks of opportunity in order to accelerate gameplay. Simply click on 'Display Enemy AOO Percentages' under 'Display'. Do this if attack calculations are slowing down your game.
  • Fixed a performance issue during combat when a character has many conditions and effects.
  • During combat, the game will now display the character class of the acting character and the class of any moused-over character.
  • After a charge or a full attack, if your character can perform a swift combat manoeuvre, the game will no longer skip to the next character in the initiative list even if you have the option 'Automatic End of Turn' switched on.
  • Fixed a source of crashes occurring when a character is falling down and a script is triggered, such as the dialogue displayed in the tutorial when a character is knocked out for the first time.
  • Fixed a bug with the spells Remove Curse and Mass Remove Curse.
  • Fixed a bug with the feats Improved Magic Missile and Greater Magic Missile.
  • Fixed a bug with Spell Penetration bonuses from items that should apply to the caster level check when targeting enemies that have Spell Resistance.
  • Fixed a bug with the number of uses of Barbarian Rage not being reduced properly after activation. Also, you won't be able to start a Rage out of combat.
  • Fixed a problem with the five-foot step action ignoring inter-square cover. This problem was more visible in the Hearkenwold module.
  • Fixed a problem with the game displaying a five-foot step move + attack when actually you can't take a five-foot step to reach the enemy. That was related to inter-square covers. This problem was more visible in the Hearkenwold module.
  • The game will now remove the Monk's 'Flurry Of Blows' condition when combat ends or when your character is knocked out.
  • Using the Curing ability on allies when your character also has the Flux domain will no longer require a ranged-touch attack roll.
  • Fixed a bug in the box 'Activate Items And Special Abilities' if you click on the heading to change the order of the list of abilities.
  • In the 'Activate Items And Special Abilities" box, you can now right click on a line to open the help entry for the associated spell, if any.
  • Fixed some scrolling issues when using the single-panel dialogue interface.
  • Added a bit of text in the help entry about Damage Reduction explaining how 'DR / x AND y' works, as well as 'DR / x OR y'.
  • The help entries for spells will now indicate if a spell is a Spread spell, in the list of descriptors.
  • When you have to select an item in your inventory as part of a dialogue taking place during combat, you'll now be able to open bags and chests in order to select items contained inside.
  • Fixed a display issue in the Weapon or Armour Details screen.
  • In the Inventory Screen, fixed an issue with the display of weapon and armour names when mousing over item slots.
  • In the Inventory Screen, fixed the comparison tooltip when mousing over Wands and other items with charges.
  • In the Inventory Screen, fixed the comparison tooltip when mousing over Shields.
  • In the weapon and armour enchantment box, fixed an issue with the expected enchantment cost when it exceeds 10 points.
  • Fixed a link to the help entry for the Grease spell in the text of the Tutorial Adventure.
  • Added some text in the Tutorial: << Note that Ronja has multiple attacks. Left clicking on a nearby enemy directly, without using the Combat Actions menu, will let her perform all her attacks on the same enemy automatically until the target is defeated or your character has run out of attacks. However, you can use the attack commands in the Combat Actions menu to give more precise orders. You will then be able to select a different target for each one of your attacks. You will also be able to take a five-foot step in the middle of your attacks.>>
  • Added some text in the Tutorial: << When you're viewing someone's Character Sheet, pressing the left or right arrow keys will switch the Character Sheet to the next party member. However, if the Character Sheet's active tab is one of the spell tabs (Arcane, Divine or Psionic), then pressing the left or right arrow keys will switch to the next party member that has spells of the same type as the active tab. Therefore, if you want to cycle between all of the characters, and not just magic users of a certain type, you should switch to the Attack tab before pressing the left or right arrow keys. >>
Thank You For Your Support, Brave Heroes Of The Realm!! Enjoy! :-)

Knights of the Chalice 2 Version 1.38

Hello everyone! Version 1.38 is a small update for KotC 2. Here is the list of changes:

  • When the game's dialogue interface displays the list of your party members and you have to select one or several party members, mousing over the name of each character will now display the character class and level, and you can right click to open the character sheet of the moused-over character.
  • The feat Healing Focus now allows a Psychic Healer to activate Cell Division as a level-1 power. Also corrected the in-game help entry for Healing Focus.
  • You can now right click on the spells of a character in the Party Creation Screen to display the help entry associated with each spell.
  • Fixed display problems in Puzzle Screens when the single-panel dialogue interface option is turned on.
  • Fixed character name display problems in the Level-Up Screen.
  • Fixed a bug in the level-up Hit Point rolls above level 20.
  • Fixed the Halberd sprite used by the weapon named Severance.
  • Fixed a bug with the AI when the enemy uses the Slide action to break the grapple of an allied mage.
  • Fixed a typographical error in the help entry for Game Controls Out Of Combat.
  • Fixed a bug with picking up items when the party is failing on a hidden search check.
  • Fixed the gold amount check when booking a room at the inn after using the skill Word of Honour.
  • Allies will now be marked as 'Defeated' (not Unconscious) if their Hit Points drop to zero or below.
Thank You, Valiant Knights of the Realm! Best regards :-)

Knights of the Chalice 2 Version 1.37

Hello everyone! KotC 2 version 1.37 is here.

Aside from bug fixes, there are three main new features: a new single-panel dialogue interface (which you can turn off in the game options if you prefer the older one), new buttons in the cryptography screen, and a new checkbox in the weapon/armour enchantment interface allowing you to leave the name of the item (e.g. +2 Excalibur) unchanged.

In addition, it's now easier to take advantage of the Wade In + Mobility feat combination as you can just click on enemies. You no longer have to use the combat-actions menu to alternate between attacks and movement.

Please scroll down and skip the list of changes if you'd like to read about planned new sprites and the other things I've been planning for KotC 2.

List of changes in version 1.37


  • Reworked the Dialogue Interface in order to display the NPC/story dialogue and the possible answers in a single panel. However, you have the option to revert to the previous dialogue interface. To do so, please look for the option labelled 'Merged Dialogue Interface' in the Game Options screen, under 'Display'. Thank you so much Guido for the interface suggestion and the medieval graphics!
  • Improved the Cryptography Interface when mousing over a rune. Also added two buttons: 'Reveal a letter' and 'Resolve'. Reveal a letter will automatically decode a single random rune (if at least one rune hasn't been assigned to a letter yet). The Resolve button simply lets you complete the decoding successfully in one click.
  • In the Enchant Weapon or Armour dialogue box, added a checkbox allowing you to keep the existing name of the item you're enchanting. Note: if your weapon's name is in the form 'enhancement bonus + name' (for example +3 Excalibur) and your enchantment is a higher enhancement bonus, then the game will update the enhancement-bonus part of the name (e.g. +4 Excalibur).
  • Also reworked the Forge Weapon or Armour dialogue box so that you can use any name for the item.
  • Fixed issues with Wade In and Mobility when you attack enemies by clicking on them rather than by using the combat-actions menu. You will now be able to continue your attacks simply by clicking on enemies (as long as you have some attacks left and some movement points).
  • Fixed a bug with ranged attacks when you have the feat Wade In, there is a surprise round, and you click on one of the enemies to start your ranged attacks.
  • Reworked the Modify Weapon screen slightly in the Module Editor.
  • The game will now display the energy type of the Death Throes ability when it's activated. The icon will also be adjusted according to the energy type. Also, both Globe of Invulnerability and Spell Resistance will no longer protect against Death Throes.
  • Added the chart of Carrying Capacity in the help system, in the help entry for the Burdened condition.
  • Given a -4 penalty to initiative checks to the constructs at the beginning of the Tutorial Adventure.
  • When combat begins, the game will ignore any party-defeated scripts / scene scripts / tactics scripts associated with the party members (recruited companions may have one of these scripts, but they shouldn't be executed once the character becomes a party member). Also expanded the script command used to set the scripts of a character so that you can now change the party defeated (lost fight) script and other new scripts I'm planning to add (wounded script and turn script).
  • Fixed the display of spells with a repeating effect when a metamagic feat is applied.
  • Fixed an issue with cover and Reflex-Save Spread spells like Fireball or Shadow Storm. Any targets that do not have line of sight to the centre of the spell will be considered to benefit from Improved Cover, granting them +4 on the reflex saving throw.
  • Fixed an issue with the display of spell descriptors in the help system.
  • Fixed an issue with the Flat Footed condition remaining out of combat.
  • Fixed a problem with tiny status icons disappearing after opening the Formation Screen.
  • Fixed the duration of the spell Greater Stoneskin.
  • Fixed a problem with the scrollbars of small text boxes in the Module Editor.
  • Fixed a bug with the display of the expected effect of Grease on flying creatures that don't have the Prone condition.
  • Fixed a bug with certain melee attack paths allowing your character to reach a creature standing atop battlements.
  • Fixed a bug with the placement of rectangle spells like Grease near inter-square doors and walls.
  • Fixed issues with the Wizard feat Sleep and Hold Magic.
  • Corrected the help entry about movement in combat, as it stated that you move through squares occupied by allies at half speed. Actually, you move at normal speed through these squares.
  • Corrected an error (a missing word) in the help entry about Critical Hits.
  • Fixed a display issue in dialogue screens concerning the highlighting of the moused-over player answer.
Are you going to add new sprites?


A few people have been asking me this. I'm definitely planning to add new sprites. I've yet to finalise the list or hire a graphic designer for that. The reason being that, thus far, I've had to dedicate all my time to bug fixing, email replies and the implementation of some requested features that were relatively easy to implement.

Adding new sprites will take time even after I've found the graphic designer, because they are so difficult to create.

Also, new sprites are just one planned feature among many others, such as the upgrade of the Barbarian, Monk, Rogue and Mage Knight, the iconised combat actions menu, new feats, new subraces and new spells. At the moment, no single feature has priority over the others.

I'm going to be making three new modules in coming months, so I'll try to make sure that the first upcoming module brings at least a few new sprites, if possible. You won't have to buy the new module to get the new sprites. But they'll probably be coming around the same time as the new module, which means not right now.

So far, I haven't had the time to reply to people on the forums, but I will. My apologies for giving the impression that I'm not listening to player feedback. Please be sure that your feedback is important and it is really appreciated.

I will post a Kickstarter update soon in order to review this month's KotC 2 updates and the next steps in the development of the game. The KS updates can be found there: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts

Thank You, Brave Warriors And Mages! Enjoy! Best Regards ^_^