Knights of the Chalice 2 Update – Tutorial Adventure, New Icons & New Features

This new Kickstarter update for Heroic Fantasy Games’ Knights of the Chalice II highlights the game’s latest patch that adds a special tutorial module, new dialogue options, player character tokens, and more. But beyond that, it shares some thoughts on the game’s upcoming official release and beyond.

Check out the link above for the patch notes, and here’s more on the game’s release:

Thoughts About The Official Release

Here is the list of things I would really like to finish before the official release on Steam & GOG:

  • Wrap up the Village content and Tutorial content and make sure that all quests can be completed. Also, it would be good to add a few extra quests in Chapter Two and Chapter Three.
  • Allow the player to save the game in a few particular places where you have to go through a long dialogue sequence before fighting, or you have to go from one fight to another without any chance to save (I’ll see what I can do about this).
  • Highlight the recommended Feats and Spells when characters gain a level, as it shouldn’t be too hard to implement and it will improve the experience for new players.
  • Improve the item descriptions of Magic Scrolls, Potions and Wands.
  • Add a new section in the PDF Guidebook on How to Create a New Module.
  • Of course, I will add the names of Kickstarter backers to the Credits Screen before release.
  • Remove the remaining bugs in the game and editor. Prepare the Steam and GOG Achievements.
  • Add the Spell Shortcut System. This might improve gameplay quite a lot. I’ll see if it can be added before release.
  • Add a few new Magic Items like the Prismatic Helmet and Amulet of the Second Spell. They were mentioned in the Kickstarter update about magic items. These items would be nice to have for the Castle Map of Augury of Chaos, where you face many high-level spellcasters.

Here is a list of some of the things that will probably have to be added afterwards:

  • The Barbarian Class upgrade. It will be very, very cool, but I guess it isn’t super urgent.
  • The iconised Combat-Action Menu. I might use the assets of the RPG Humble Bundle for this.
  • Improvements in the Secret Message Decoding Interface, as suggested in the forums.
  • Improvements & new options regarding the Dialogue Interface, as suggested by Guido (Thank You!). The suggestions include a new option to have all of the dialogue text displayed at the bottom of the screen and another to limit the width of the dialogue box in full-screen mode.
  • A Local-Map Screen would be good, as the existing minimap is really small.
  • Most of the planned new Feats, new Magic Items, new Subraces, new Spells and Character-Class improvements for the Rogue, Mage Knight, Monk and others.
  • Also, I’ve created a couple of really nice isometric Dungeon and Cave Maps in the style of Temple of Elemental Evil. These will probably go into the First Module of the upcoming Trilogy if I can’t add them to the Augury of Chaos Village Map because of time constraints.

I know that many other cool improvements have been suggested, but I have to be selective and give priority to the more important elements. I will do the rest afterwards.

If you have some thoughts about what should be, or not be, in the game before the release, please feel free to let me know here, or in the forums, or by email at enquiries [at] heroicfantasygames.com. I’ll read everything after posting this update.

Also, if you have any feedback on the Difficulty System (or anything else), please feel free to let me know. Is the difficulty okay now? I like the new system because it’s flexible enough to allow for both easy and difficult encounters and it’s quite easy to make a tough encounter easier just by giving special negative levels to enemies in the Module Editor.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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