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Knights of the Chalice 2 News

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!

I'll post a new Kickstarter Update with screenshots in coming days.

  • 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 [email protected] 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 [email protected] 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! :-)

Knights of the Chalice 2 Version 1.73

Hello everyone! Version 1.73 of Knights of the Chalice 2 has landed.

Today's update adds new monster sprites for the Marilith and Giant Frog, a new soundtrack, and a new introduction screen for Augury of Chaos. There are also a few bug fixes and an engine speed improvement when casting summoning spells.

  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
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. A saved game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes and Wise Mages of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.72

Hello everyone! Version 1.72 of Knights of the Chalice 2 is here! It fixes a bunch of bugs and adds new feats for the Paladin and Gladiator, the Lay On Hands and Scare Undead abilities of the Paladin, the Paladin's Oath, and new sound effects for spells.

Note to module creators: you'll need to paste the file Modules/Augury of Chaos/Spells.sml into your module folder in order to allow Paladins to use Lay On Hands and Scare Undead. Alternatively, if your module has custom spells, please open your spell list in the Module Editor, click on import to import the file Modules/Augury of Chaos/Spells.sml, and then import Lay On Hands and Scare Undead into your Spells.sml file. Thank you!

  • Added the Paladin's Oath. You select an Oath at level 1 and receive unique benefits at level 1 and level 11. You can choose between the Oath of the Defender, Oath of the Hospitaler, Oath of the Avenger, Oath of Devotion, Oath against Undeath, Oath against Fiends, and Oath against Dragons.
  • Added the Paladin abilities Lay On Hands and Scare Undead. A big Thank You to everyone who contributed ideas and suggestions for the Paladin!
  • Added the Paladin feats Extra Lay On Hands, Improved Lay On Hands, Improved Scare Undead, Fervent Faith, Widened Protection.
  • Augury of Chaos: reviewed the Paladin NPCs to give them the new Paladin abilities. Also updated the pre-generated Paladin player characters.
  • Added the new Gladiator feat Superior Throw Creature.
  • Fixed a bug with the Mage Knight's feat Improved Enhance Ability.
  • Fixed a bug with the Paladin's feat Mystic Shield. Thank you for the bug report Christiano!
  • Added new sound effects for the spells Boulder Strike, Fireball, Lay On Hands, Scare Undead.
  • Fixed bugs with the script commands "Give HPs" and "Set HPs". Thank you so much kai for the heads-up!
  • Fixed a bug with party items that have charges not getting replenished when the party rests, if the item was stored in a container.
  • Added missing text in the help entry for Halted.
  • Fixed an error concerning Reach Weapons in the help entry for Weapon Groups.
  • Fixed a display bug in the Module Editor, in the equipment page of the Creature Editor, when right clicking on an item and bag items were displayed.
  • Fixed some issues in the inventory screen when your backpack is full, or when using Spiked Gauntlets.
  • Corrected an error in the text of the help entry for the Light Weapon Restriction of the Mantis, and added a link to it in the entry for the Mantis.
  • Added a tooltip information bubble in the Effects interface of the Creature Editor, saying that only permanent effects can be added in this screen (rounds-based conditions can be given through a pre-battle script). Thank you Kyle for the heads-up!
  • The alignment Lawful Good will be automatically selected when creating a Paladin.
  • Fixed some issues in the character-creation interface when choosing a class specialisation option and then clicking cancel (the selected option wasn't getting reset).
  • Fixed a bug in the character-creation interface where the Hit Points of a newly-created character would be displayed as "uninjured" in the character sheet, rather than the actual number of HPs.
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. A saved game may be very helpful, too.

Thank You For Your Stalwart Support, Valiant Paladins of the Realm! Rejoice :-)

Knights of the Chalice 2 Version 1.71

Hello everyone! Version 1.71 of Knights of the Chalice 2 has landed. It adds two important new feats, fixes lots of bugs, and creates new opportunities for custom modules to shine!

  • New Feats: Added two new feats accessible to all the character classes: Excellent Two-Weapon Fighting, and Graceful Charge. Graceful Charge allows you to bypass creatures when charging, especially if you also have the feat Overrun. Very useful for all melee classes! Excellent Two-Weapon Fighting reduces or eliminates the attack-roll penalties when fighting with two weapons. Great if you'd like to use two large weapons and your character isn't a Fighter or Gladiator! Fighters and Gladiators can receive a different benefit if they take the feat. Thank you so much Kyle for these awesome feat suggestions!
  • Engine: Spells with a line area of effect will now stop when hitting a tall obstacle (being defined as any square of altitude 15 ft above the origin square or higher). The reason for this change is that I've seen the AI use Lightning Bolt through castle towers, which doesn't seem right.
  • Engine: Large creatures, when squeezing, won't take falling damage when one of the squares they occupy changes altitude (unless it's the creature's 'main' square, the top-left corner of the area occupied).
  • Engine: Added a few speed optimisations to accelerate the AI and gameplay.
  • Module Editor: In the Module Editor, you can now set for a module a custom (1000
  • 730 pixels) introduction screen, a custom (1000
  • 730) title image that will appear on top of the introduction screen, a custom music for the introduction screen, a custom music for the party-creation screen, a custom music for the character-creation screens one and two, a custom music for the character-creation screens three and four, and a custom music for the 'Escape' menu during play. Please go to your module's Module Data screen to set these.
  • Module Editor: In the Script Editor, added the possibility to retrieve the 'Name of the item user or caster'. This allows us to have items that apply an effect or cast a spell directly on the character holding the item. Thank you so much Kai for the heads up in the forums!
  • Bug Fix: Fixed a bug with the Mage Knight feat Improved Shocking Grasp not improving the damage from Shocking Grasp and Greater Shocking Grasp. Thank you so much Christiano!
  • Bug Fix: Fixed a bug with the Wizard spell Globe of Invulnerability having no effect. Thank you so much Christiano and frgrndrgns for the heads up!
  • Bug Fix: Fixed a source of crashes when using the Delay action in large battles. Thank you Christiano for the bug report!
  • Bug Fix: When creating a Rogue character, the game will now require you to select a Rogue specialisation. Thank you Christiano for the heads up!
  • Bug Fix: Fixed a bug with the Cleric/Bishop feat Fast Touch Domain Powers. Thank you so much Christiano for the heads-up!
  • Bug Fix: Fixed a bug that occurred whenever a script command would remove from a dual-wielding character his or her main-hand weapon. Thank you Kyle for the heads-up!
  • Bug Fix: Fixed a bug with the spell Produce Flame not getting empowered when cast by Fire Druids. Thank you Christiano for the heads-up!
  • Bug Fix: Fixed errors associated with the feat Epic Overrun.
  • Graphics: Fixed a graphics issue associated with Dwarf paperdoll images.
  • Augury of Chaos: Added a line in the Quest Journal entry for the quest of the Vanishing Sword highlighting the fact that if you go to any location not leading you towards the sword, the quest will be marked as cancelled. Thank you Kyle!
  • Help Entries: Improved the in-game description of the spell Halt Undead and, in the help entry for magic weapons, added a note saying that you need at least a +1 enhancement value on a weapon or armour in order to enchant the item with other enchantment types like Flaming.
  • Weapon/Armour Enchantment: In the weapon and armour enchantment interface, a note '+1 Required' will appear when the selected item hasn't yet received any enchantment. Thank you so much Kyle for the heads up!

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. A saved game may be very helpful, too.

Thank You So Much For Your Support, Fearless Heroes of the Realm! Enjoy :-)