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Knights of the Chalice 2 News

Knights of the Chalice 2 Version 1.95

Hi everyone! Here's version 1.95 of Knights of the Chalice 2.

It's a small update, as I've been focusing more on the upcoming module "The Dark Arena" this month.

Version 1.95 improves several feats and abilities. It also fixes bugs in the Module Editor and in the single-screen Character Creation interface.

  • The Wizard feat "Black Wizard Advanced Specialisation" will now improve the range of Wail of the Banshee from Close to Medium. Also updated the in-game Help Entry for that feat.
  • The Wizard feat "Green Wizard Improved Alteration" will now improve the spell Transformation from Standard Action casting time to Free Action casting time. Also updated the in-game Help Entry for that feat.
  • The Cleric Domain Power "Devastation" will now allow you to cast the spell "Earthquake" as a level-8 spell rather than as a level-9 spell. Also updated the in-game Help Entry for that domain power.
  • The Paladin feat "Blessed Aura Of Courage" will now increase the radius of the Paladin's Aura of Courage from 10 feet to 20 feet (up from 15 ft). Also updated the in-game Help Entry for that feat. Please note: your Paladin won't be affected if he's already got the feat. You can edit your character's aura radius by opening the Module Editor, opening the Creature Editor, loading the "SaveChar.cml" file which can be found inside your saved game folder, opening your Paladin's Properties page, clicking on the "Feats" tab, then looking for the aura ability in the list of your character's Special Abilities in the bottom-left corner. Double click on the aura ability and you'll be able to edit it using the buttons on the right side of the screen. Don't forget to overwrite your file SaveChar.cml inside your saved game folder after editing the radius.
  • Created a new Help Entry for "Immunity to Mind Control" and improved the description for the spell "Protection from Alignment" and other versions of that spell.
  • Fixed issues with the Mantis selection in the Sprite/Token Selection Screen of characters.
  • Fixed a bug in the Module Editor, in the "Create Activable Zone" mode. Left clicking outside the map view, then dragging the mouse pointer over to the map view would result in the unwanted creation of an activable zone. Also fixed a similar bug when left clicking inside the map view, then dragging the mouse pointer outside the map view (this would create an unwanted zone when returning to the map view).
  • Fixed a bug in the Module Editor, in the "Create Activable Zone" mode. Left clicking and then keeping the button pressed for a few seconds would create an empty activable zone. The editor's tooltip will now just display "Empty Zone". Also fixed another bug that could result in the unwanted creation of large activable zones after clicking a "Pick position" button in the Script Editor and then returning to the "Create Activable Zone" mode. That last bug has often confused me in the past, with big activable zones seemingly appearing out of nowhere - that won't happen now.
  • In the single-screen Character Creation interface, fixed a bug with the number of spell picks at level 1 after clicking on "Reroll Abilities". Also fixed a similar bug in this interface with the number of weapon proficiencies of the Fighter and Samurai.
  • Some text characters that weren't recognised when copy-pasting will now be recognised (Windows version only).

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! May The Gods Smile On You! :-)

Knights of the Chalice 2 Version 1.94

Hello! Version 1.94 of Knights of the Chalice 2 is here.

This update introduces a few new features and improvements, and fixes a few bugs. A big Thank You to Arkain and Luka!

  • The Rogue spells Shocking Grasp and Greater Shocking Grasp will now deal more damage when your character can perform a Sneak Attack on the target. The damage dice of these spells will be increased by your number of Sneak Attack damage dice (or half your Sneak Attack damage dice if the target is immune to Critical Hits and you have the Assassin specialisation). Also updated the in-game description of these spells.
  • When Lokkad the Genie heals the party in Chapter 4 of Augury of Chaos, your party will no longer lose beneficial conditions.
  • Added new script command options allowing the party to rest while keeping positive conditions such as Blessed or Hasted. See in the file Commands.mla: (apply) "Campfire resting to the character (keep positive effects)" and (apply) "Campfire resting to all members of the group led by (keep positive effects)".
  • Added a "Custom (Keep Current Settings)" main difficulty setting when you launch a new game. Normally, when launching a new game, your difficulty settings are updated to reflect the option you selected in the Party Creation screen. However, with the "Custom" option selected, your settings will not be updated. In the Game Options screen, your main difficulty setting will be set to "Adventure Mode (Easy)", but this won't affect your custom settings (it may affect the activation of certain Steam / GOG achievements, though). Also added a note in the Help Entry for Difficulty saying that your difficulty settings are saved within each saved game, and a note about the "Custom" difficulty option of the Party Creation screen.
  • Added to the Items file the missing spell scrolls Crocodile Bite, Greater Crocodile Bite, Scorpion Stinger, Greater Scorpion Stinger, Fly, Mass Fly, Fly Psionic, Wail of the Banshee, Mass Hideous Laughter, Mass Hideous Laughter (Rogue), Lesser Malison (Wizard), Lesser Malison (Cleric), Resilient Grease (Rogue), Creeping Doom, Constrictor Arms, Fungal Parasite, Nymph Beauty, Circle of Pain, Blink, Boulder Strike. Since they were missing as spell scrolls, the Crones in Augury of Chaos would deliver an "empty item" when you selected one of these spells as reward. Also corrected links to the Psychic Warrior class Help Entry in the spell scroll descriptions.
  • The Samurai and Gladiator feats "Improved Adamantine Armour" and "Greater Adamantine Armour" will now increase the Damage Reduction of your adamantine armour by two and four points respectively, up from one and two points previously. Also corrected the Help Entry for the armour material "Adamantine". It grants Damage Reduction / adamantine, not DR / adamantine and magic.
  • Improved the Help Entry for the feat "Improved Coup De Grace Weapon". Also added a link to the condition "Helpless" in the Help Entry for the "Coup de Grace" combat action. Also corrected an incorrect link in the Help Entry of the Paladin class.
  • Corrected a dialogue text error with the Chapter 3 Giant Spiders in the module Augury of Chaos.
  • Fixed a bug with Breath Weapons and Gaze Attacks producing a Sleep effect. They weren't checking for Sleep immunity on targets.
  • Fixed a bug with the award of the Steam / GOG achievement "Sworn Enemy of the Archlich". This will now get activated when you complete the module Augury of Chaos, if you meet the requirements.
  • Improved the description of the spell "Wind Wall" (all versions of it). Also improved the Help Entry for the Fog Cloak condition.
  • Fixed a text display issue in the Feats & Abilities screen of the Creature Editor when there are character achievements with line skips.
  • Improved the Help Entries for the Rogue Specialisation Fencer (Greater Weapon Finesse) and for the feat Superior Two-Weaopn Fighting.

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

Thank You So Much, Valiant Knights! Onwards To Victory! ^_^

Knights of the Chalice 2 Version 1.93

Hi everyone! Here's version 1.93 of Knights of the Chalice 2.

It's a small update mainly intended to fix the feat "Rolling Thunder". In addition, it improves the interface for Sunbeam, Minute Meteors, and Implosion. The feats Forest Affinity and Water Affinity are also improved for the Storm Warrior. Finally, for Module Creators, compatibility with the text produced by ChatGPT is improved.

  • Fixed the bug associated with the new Druid/Storm Warrior feat "Rolling Thunder". Thank you Arkain for the heads-up!
  • Added new combat-actions menu icons for "Sunbeam", "Minute Meteors", and "Implosion", so that you no longer have to go into the "Activate Special" menu in order to activate them.
  • Call Lightning, Call Lightning Storm, Produce Flame, Sunbeam, Minute Meteors and Implosion will now work with the "Accelerated" condition obtained from the spell "Accelerated Spell and Power".
  • The feats Forest Affinity and Water Affinity will now grant one additional Hit Die to certain summons of Wildcaller Storm Warriors. Also updated the Help Entries of these feats to reflect this.
  • Corrected a text error in the description of the artifact weapon named "Unthernalis" in the module Augury of Chaos.
  • Fixed an incorrect parent link from the Help Entry for Monk Specialisations to the Rogue class.
  • Added some code to improve copy-pasting text from ChatGPT into the Module Editor (Windows version). Some text characters weren't recognised by the game; now they will be.

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, Heroes Of The Realm! May The Favour Of Palanthias Rest Upon You!! :-)

Knights of the Chalice 2 Version 1.92

Hello everyone! Version 1.92 of Knights of the Chalice 2 is here.

It's a pretty big update with an upgrade of the Champion and Storm Warrior classes, some important bug fixes, a few AI and interface improvements, and a new button in the Module Editor's monster/NPC Creation Wizard.

  • Upgraded the Champion and Storm Warrior character classes. Champions now have access to the new feats Battle Benediction, Blessed Hands, Mercy of the Heavens, Wrath of the Heavens, and Sanctified Giant, while Storm Warriors now have access to the new feats Rolling Thunder, Ironbark, Primal Ferocity, Environmental Aptitude, Furious Lightning Storm, and Wind Mastery. Champions now select a specialisation option called "Sacred Emblem" (choose between Battle, Miracles, Might, Vitality, Mercy, Dominion, and Faith), while Storm Warriors now select a specialisation option called "Tempest Path" (choose between Stormblade, Warmaster, Lifetotem, Earthbreaker, Stormguard, Wildcaller, Spellweaver, and Cataclysm).
  • In the module Augury of Chaos, gave a Sacred Emblem to Champions, and a Tempest Path to Storm Warriors. Also, you'll be able to choose a Tempest Path for Driaghan through the game's dialogue, if he joins the party.
  • If a dialogue option is not available due to the party's Bard not having an equipped musical instrument, or the party's Rogue not having Rogue tools, or the party not having a required item, or the party not having a required companion, or the party not having enough gold, the mousing-over tooltip will now let you know. For example, the tooltip will display "Impossible: Musical Instrument Not Equipped" when mousing over a "Bard Perform" dialogue option.
  • In the party creation screen, fixed a bug with the tick box "Hide non-matching characters" not hiding characters who don't meet the class or race requirements for the selected module.
  • Improved the combat AI for melee-focused creatures that have access to a move action (or free action) Spell-Like Ability.
  • Improved the combat AI for Barbarians, as well as the intelligence settings of the Barbarian named Jorad in the Augury of Chaos prologue.
  • Fixed an issue with the attack path calculation when mousing over an enemy. It would sometimes result in the "Target Too Far Away" message even though the character could actually move to a square adjacent to the target and attack.
  • When selecting "overwrite saved game" in the Save Game screen, the game will now keep the name of the selected saved game.
  • Added a new button in the Creation Wizard allowing you to set the Feats distribution type for the new creature. The options are "one Feat per three levels + 1 at level 1", "one Feat per two levels + 1 at level 1", "one Feat per level" and "two Feats per level". This feature may be used to create elite monsters and NPCs.
  • Storm Warriors and Druids will no longer be able to cast spells while wearing metal armour (after character creation). But see the new feat called "Ironbark".
  • Fixed a couple of issues with the Bard feat Story Teller. Temporary Hit Points will now be allowed out of combat, up to 20 points for each character, allowing the feat Story Teller to work as expected. Also added a note about this in the Help Entry about Temporary Hit Points.
  • Fixed a dialogue text display issue when selecting the Cat Familiar option during the prologue of Augury of Chaos in Finchbury. Thank you Arkain for the heads-up!
  • Fixed a dialogue text display issue / dialogue answer display issue / dialogue skill checking issue when clicking on the corpse at the very beginning of Chapter 1 of Augury of Chaos. Thank you Arkain!
  • Fixed a source of crashes when loading a game with, say, seven party members, opening the inventory screen, then loading a game with, say, five party members, and opening the inventory screen (as that screen was still expecting seven party members).
  • Fixed a source of crashes after closing the Formation Screen, when a new character joins the party (especially if you changed the party leader).
  • Fixed an issue where a module would crash when casting a spell dealing physical damage, if the module's weapons file was missing the entries for Warhammer, Longsword or Rapier.
  • Fixed a display issue in the Feats & Abilities screen of the Character Sheet of undead creatures.
  • Fixed a tooltip display issue when mousing over the title line of the Party Items box, and over the title line of the Floor Items box.
  • Fixed an incorrect body-slot setting for the item "Greatclub".
  • Added a clarifying note in the help entry for the feat "Black Wizard Improved Scare".
  • Fixed a help button in the Psychic Warrior creation interface which was leading to the Paladin's help entry.
  • Added a note in the help entry of the Healing Cleric/Bishop Domain Power and Healing Mastery feat to indicate that they grant the Healing skill to the character automatically. Also, the Healing skill will be shown in the Character Sheet, if you have this feat or that domain power.
  • Fixed a bug with the feat Green Wizard Improved Alteration granting the spell Enhance Weapon two bonus points instead of one.
  • Fixed an issue with the display of the skill "Streetwise" when it comes from the expanded skill set.
  • Improved the help entry for the feat "Divine Weapon" of the Champion.
  • Fixed Creation Wizard issues with the application of the Psychic Warrior Focus.
  • Fixed Creation Wizard issues with the extra weapon group proficiencies of Gladiators and Psychic Warriors with the Focus of Prowess.
  • Fixed Creation Wizard issues with the award of bonus feats associated with the Focus of Prowess specialisation of the Psychic Warrior and the Swashbuckler specialisation of the Rogue.
  • Fixed a bug in the old-style Character Creation interface when selecting a class specialisation then clicking on one of the ability scores.
  • Fixed a bug in the Creature Editor where switching tabs (e.g. from the Feats page to the Immunities page) would open the data of another creature, if the initial creature had its position modified in the list of creatures.
  • In addition to granting or removing normal feats, a script command can now be used to grant (or remove) a Cleric Domain Power, Psychic Warrior Focus, Champion Sacred Emblem, Storm Warrior Tempest Path, Paladin Oath, Barbarian Spirit Animal, Rogue specialisation, Monk specialisation, Wizard Transformation, or Wizard Familiar. To do this, you can use the "Set character property" command with the setting "Additional feat" or "Subtractive feat". You can then input the name of the feat or specialisation option you're interested in. The name should be exactly in the same form as when it is displayed in the Feats tab of the creature properties screen, in the Creature 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.

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

Thank You So Much, Valiant Knights! A Bold Warrior Fears Nothing! ^_^

Knights of the Chalice 2 Version 1.91

Hello everyone! Version 1.91 of Knights of the Chalice 2 has landed.

I, for one, welcome the arrival of our new insect overlord: the four-armed MANTIS!

  • Added the Mantis sprite in two versions, golden and green, and updated the character-creation interface.
  • The spell Globe of Invulnerability will no longer work against the "Throw Creature" action. Thank you Lord Mage for the heads-up!
  • The Barbarian's Spirit Animals will no longer be marked as having a verbal and somatic component, so you'll be able to use them while holding a heavy shield or tower shield. Thank you, Lord Mage!
  • Fixed the proficiency category of Tower Shields in the modules Augury of Chaos and Tutorial, and in the Data/BaseWeapons file.
  • Fixed a source of crashes in combat when an enemy mage is scripted to use a summoning spell.
  • Fixed a bug with the effect of the spell Flesh to Stone causing the game to crash. This was due to an incorrect setting in the spell: "Condition petrification" instead of "Condition petrify". Thank you Zent!
  • Adjusted the position of modular sprites for humans when prone.
  • Fixed a centering issue with the prone sprite of the Pig sprite.
  • Fixed a centering issue with the prone sprites of the three female child sprites.
  • Added a couple of tokens for a Horse of size 2x2 squares.
  • Added a new functionality to the "Give item to character" and "Give droppable item" script commands so that the item can be equipped on a body slot rather than added to the character's inventory (any pre-existing item on the target body slot will be removed). To do so, you can use this example: "Longsword/Right hand". Please see the command's tooltip information in the Script Editor for more details about this.
  • When a scripted dialogue has "vo" or "voiceover" in its music volume field, and an ogg voiceover file is played after setting up the dialogue, once the voiceover playback is over, the music volume will now return from 50% to 100% progressively. In other words, the music volume will be reduced to 50% only while the voiceover file is being played. Also fixed an issue with these volume variations when there are several dialogues with the same music.
  • Fixed a bug with the script command "If already talked to".
  • Fixed an issue with the script command to add a companion when that character had the "Allow out-of-square position" intelligence setting.
  • Reduced the maximum distance for casting a spell out of combat on an NPC.
  • Fixed a bug with the script command used to give a condition to a creature. During combat, it would fail to remove the creature from the list of combat participants even if the condition given was "Dead". This will now work - you can remove a combat participant after combat has begun.
  • Added "Leave map after running to destination" as an extra option for the script command used to set the non-combat behaviour of a creature.
  • Fixed an issue with the "Apply temple healing" script command not removing the Swallow Whole condition, which would then prevent adding a swallowed target as a companion.
  • Fixed a source of crashes when a custom module uses spell scrolls not named exactly as their spell. Thank you Zent for the heads-up!
  • Fixed a bug in the Module Editor when a creature is holding two weapons, you remove the right-hand weapon, and mouse over the left-hand weapon.
  • Fixed a display issue in the inventory screen in the macOS version only.

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

Thank You So Much, Brave Heroes! And May the Smiling God, Apollus, Shower You With His Blessings!! :-)