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Knights of the Chalice 2 News

Knights of the Chalice 2 Version 1.65

Hello everyone! Here's version 1.65 of Knights of the Chalice 2. Here's the list of changes:

  • Fixed a source of crashes that could occur infrequently when launching a game.
  • Fixed a bug that could occur when loading the Settings file.
  • Fixed a bug in the Module Editor with the button 'Apply Image Size', in the box that appears when entering data about an activable zone.
  • Added 'depth-sorted' activable zones. You can now have zones containing an image (a statue, a pool, etc) that will be displayed in the right order so that characters in front of the object will be displayed on top of the object and characters behind the object will appear behind the object. When entering the name of the activable zone, simply add ',Sorted' so that the object will use depth sorting. Otherwise, the images are printed below characters by default, or above characters if you add ',Overlay' to the name of the activable zone.
  • Pushing the H key in the editor and keeping it pressed will hide the images contained in Sorted zones. This may be useful if you want to align the Sorted image with the backdrop image underneath, for example if you have a barrel as Sorted zone and the backdrop also has the barrel image and you want them to be in the same area. Press Tab and then repeatedly press H to see if your zone is perfectly aligned.
  • When moving and resizing activable zones in the Module Editor, pushing the right control key instead of the left control key will hide the tooltip text.
  • In the Module Editor, fixed a source of crashes when you have several maps sharing the same background image.
  • In the Module Editor box designed to edit Activable Zone data, when the cursor is in the 'HP/Nb.Particles' input box, pressing the Tab key will now move the cursor to the next input box, 'Hardness/Max.Size'. Pressing Tab again will return the cursor to the 'HP/Nb.Particles' box. Pressing Tab while the cursor is in one of the 'Position' input boxes will also switch between the input boxes for the x and y position, and pressing Tab while the cursor is in one of the 'Size' input boxes will switch between the input boxes for horizontal and vertical size.
  • In the Module Editor, ambient sound effects will now be playing.
  • Added a new sound source: Lightning field. This ambient sound source can be placed anywhere on a map easily using the menu of the Module Editor.
  • Added a new animation for vertical lightning. This effect can be placed anywhere on a map easily using the menu of the Module Editor. There are two parameters, the first one is the opacity percentage and the second one is the scaling factor. Zones are named like this: 'Lightning Animation,100%,50%'.
  • For the moving-water animation, you can now set the scaling factor. Zones are named like this: 'Water Animation,70%,60%'. The first number is the opacity, the second one is the scaling factor. You can now have a moving-water effect even on small rivers.
  • Fixed an issue with terrain conditions like 'Fog Cloud'. The game wasn't removing them from the Character Sheet after the end of combat (although they would get removed at the start of the next fight).
  • Added a mention of the new editor features in the help entry for the Module Editor.

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 Knights of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.64

Hello everyone! Here's version 1.64 of Knights of the Chalice 2. It's a small update. Here's the list of changes:

  • Fixed a source of crashes in combat when the player's party is far from the enemy and an enemy caster is considering using a summoning spell. Thank you Warlord Mal for the bug report! Also fixed another bug with the AI.
  • In the final battle of the Tutorial Module, gave the AI setting 'Rush To The Enemy' to two Mummies, a Vrock, a Skeleton and a Giant Skeleton. Also, upon selecting the Surprise Round option, one of the Giant Skeletons wasn't surprised; that is now fixed.
  • Added a note in the descriptions for the three feats of the 'Shake It Off' feat line explaining that the effect takes place on the caster's turn, not on the turn of the affected character.

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, Legendary Heroes of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.63

Hello everyone! I hope you're well. Here's version 1.63 of Knights of the Chalice 2. It's a small update. Here's the list of changes:

  • Fixed a bug with the 'auto-add actions' feature of the 'Set Dialog' command in the Script Editor. In version 1.62, actions would be added automatically even when you're only editing an existing script line, not adding a new one.
  • Fixed a bug that could occur in the Module Editor when changing something in the Edit Map Data screen. This would happen only if you played the game before launching the editor.
  • Fixed display bugs in full-screen mode when environmental effects such as fog are displayed on a map that is smaller than the screen. Thank you so much Dorateen for letting me know about this bug and about the one with 'auto-add actions'! Be sure to check out Dorateen's module Hearkenwold if you haven't already done so. There's also a forum thread for the module.
  • Added three new environmental sound effects that can be placed on any map using the Module Editor: Ship wood creaking, Sea waves, and Seagulls. These should be a great addition for any map featuring a boat, beach, harbour or large river. In the Module Editor, you'll find them in the menu under 'Other Tools' and then under 'Add Sound Sources'.

Separately, I've finished working on a new large isometric background image for a mountain map that will be used in the upcoming adventure module, The Dark Arena. I'll present it in the next Kickstarter update, coming soon. I think that's the last one of the big maps I wanted to work on for The Dark Arena. I have a few more maps to do, but they will be smaller.

I'm mostly focusing on The Dark Arena now, but rest assured, I'll keep on improving the base game and particularly the graphics, as promised.

Meanwhile, please feel free to spread the word about the KotC 2 goodness to RPG newcomers -- meaning people who only know Baldur's Gate 3. Thank you!!

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 Support, Dauntless Knights of the Realm! Best Regards ^_^

Knights of the Chalice 2 Version 1.62

Hello everyone! I hope you're well. Here's version 1.62 of Knights of the Chalice 2. It's a small update. It includes a new Fog Effect as well as Script Editor improvements.

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!!

The latest Kickstarter update can be found here. It has a bunch of nice preview screenshots.

Thank You So Much For Your Support, Fearless Knights and Wise Mages! Enjoy! ^_^

List of changes in Knights of the Chalice 2 Version 1.62

  • Added the new Fog Effect in the Module Editor. You can change the parameters of a map's fog (speed, angle, opacity, frequency) in the Edit Map screen of the Module Editor.
  • In the module Augury of Chaos, added the new Fog Effect to the maps of Finchbury and Ruined Village.
  • Fixed some issues with the text size for the information displayed when mousing over a creature in combat.
  • Added new script commands to set a creature's sprite, or record a creature's token, sprite, or square size. Also fixed some issues with the script command that sets a creature's token.
  • Added a new script command allowing the module creator to override the player's display mode selection - tokens or animated sprites - for a while.
  • Added new script commands to record or set a creature's immunities. For any of the immunities, you can choose between normal, immunity, resistance 25%, resistance 50%, resistance 75%, reverse, vulnerability 25%, vulnerability 50%, vulnerability 75%, or vulnerability 100%.
  • Fixed an issue in the Script Editor with the << Auto-add 'Add Answer' and 'Display Dialog' >> feature associated with the Set Dialog command. The editor wasn't displaying the automatically-added lines. You had to click on 'Refresh' to display them and if you didn't, the Script Editor could crash afterwards. Also, that feature will now work even when the 'Auto-add' checkbox is not currently being displayed (depending on the editor's currently displayed screen, the 'Auto-add' checkbox could be hidden when you click on 'Okay' to add the Set Dialog command to your script).
  • Fixed an issue with the Shift + WIN shortcut keys that can be used to end combat. Sometimes, when pressing these keys, the game would skip all of the monsters, including those that are supposed to join the fight in later rounds. Now it will only skip the current monsters and you'll have to press the keys again if there are additional monsters coming in subsequent rounds.

Knights of the Chalice 2 Version 1.61

Hello everyone! I hope you're well. Here's version 1.61 of Knights of the Chalice 2. It's quite a big update. Yay!!

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!!

The main changes are new background images during Character Creation, new goblin sprites that may also be used for player characters, new ooze sprites, new animated banners, some encounter tweaks, improvements in the Equipment Screen of the Module Editor, and bug fixes including three fixes for stuff that could cause a crash. See below for details.

I'll post a new Kickstarter update soon.

Thank You So Much For Your Support, Valiant Heroes of the Realm! Enjoy! ^_^

List of changes in Knights of the Chalice 2 Version 1.61

  • Fixed a source of crashes when Pizarra joins your party after the battle in the High Sewers, when you've used the option providing a Giant Spider ally during the battle and you finish the battle with the spider as the acting combatant. Also, the spider's sprite will now face the party leader at the end of the fight.
  • Fixed a source of crashes in combat which was actually due to AI processing when a large creature is squeezing, or will be squeezing to avoid terrain magic effects like a Stinking Cloud.
  • Fixed a source of crashes in the Module Editor when opening a module.
  • Added a number of code and memory optimisations to improve speed.
  • In Augury of Chaos and the Tutorial Adventure, tweaked a bunch of encounters where mages should have auto-casting spells like Mirror Image on (but didn't have them on previously). Also gave the auto-casting Mirror Image to a bunch of Rogues and Assassins.
  • Fixed missing weapon and armour proficiencies for about 40 creatures in Augury of Chaos and about 20 creatures in the Tutorial Adventure.
  • Using recent artwork from Pioneer Valley Games (PVGames), added a bunch of nice background images to the Character Creation and Change Token / Sprite interfaces. There are eight backgrounds and the game selects one based on your character's class.
  • Using recent artwork from PVGames, added modular goblin sprites, meaning goblin sprites that can have a specific body type, armour type, and weapon, including magic weapons. They're mostly intended to be used as monsters (particularly in the upcoming module The Dark Arena, as your characters will be low level for quite a while), but you can use them for your player characters too, by selecting 'Goblin 1-7' in the 'Body' dropdown box during Character Creation, or anytime using the Change Token / Sprite screen within the Character Sheet. You might like to use the new sprites for your Kobold characters.
  • Using recent artwork from PVGames, added new sprites for Gelatinous Cubes and Slimes.
  • Updated a number of oozes and goblins in Augury of Chaos and the Tutorial Adventure using the new sprites. Also tweaked some encounters with oozes in Augury of Chaos. Also tweaked some goblin and kobold encounters in Finchbury.
  • Fixed a bug with the penalties incurred for wearing armour for which you lack the appropriate proficiency. The penalty reduction of Masterwork Armour was applied two times.
  • Fixed the position of the magic animations that are displayed when drinking a potion or casting spells, when characters are displayed using sprites.
  • Fixed issues with the Prone sprite of the Hill Giants that you fight during the battle with Pizarra in the High Sewers.
  • Fixed a display issue with blood stains when rain is affecting map colours.
  • Created a swaying banner animation for the map of Crossroad Castle (in the upcoming module The Dark Arena) and other maps. Added a new menu option in the Map Editor, under 'Other Tools' (below 'Add Isometric Lights'), allowing you to place the new animated banners anywhere on a map easily. Also added one such banner to the map of Finchbury (atop the village's tower).
  • Improved the Equipment Screen of the Module Editor so that it now displays a red square underneath weapons and armour for which the creature lacks the appropriate proficiency.
  • Improved the Equipment Screen of the Module Editor so that the tooltip now displays the same information that you get from within the game, including Armour Class details for any armour item, or Attack Roll details for any weapon. You can also use the tooltip to compare weapons and armour for the current creature, as the tooltip will display information on both the worn item and the backpack item.
  • In the Creature Properties screen of the Module Editor, right clicking on the selected class will now open the help entry for that class.
  • In the Module Editor, tiny status icons will now be displayed even for hidden creatures, if the option to display these icons out of combat is activated.
  • Fixed a bug in the Module Editor where a map would be saved with dark colours if the editor was displaying the rain effect at the moment you're saving the map.
  • In the Creature Template Editor, added to the tooltip a line saying that you can right click in order to select the moused-over creature in the Map Editor (as I keep forgotting about that feature).
  • In the macOS version only, fixed a bug in the tooltip display of Psionic Power Points when mousing over creatures that have Power Points.
  • In the macOS version only, added the missing 'Add Isometric Lights' option of the Map Editor, under 'Other Tools'.
  • In the macOS version only, fixed a bug with duplicate entries in the 'Body' dropdown box during Character Creation.