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Knights of the Chalice 2 News

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 [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 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 [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 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!

Knights of the Chalice 2 Version 1.83

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 [email protected] 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 [email protected] 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 [email protected] 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!