Tacticular Cancer: We'll have your balls

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Development Info Small KotC2 Update - It was Druids

Discussion in 'RPG News & Content' started by VentilatorOfDoom, May 8, 2017.

  1. VentilatorOfDoom RPG Codex Staff Patron

    VentilatorOfDoom
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    Tags: Heroic Fantasy Games; Knights of the Chalice 2

    Deviating from the usual schedule Pierre Begue produced a new development update early, explaining what he's done the last few months and what's next in line for Knights of the Chalice 2. Snippet:

    Concerning spells, I have implemented all druid spells of level 1, 2, 3 and 4 plus some of the spells of level 5. Please see the Druid's spell list below and for the updated spell descriptions, see the Druid's webpage. I have found that the spells that take the most time to implement are spells that affect terrain like Quicksand, Insect Plague, etc. Because there is both the immediate effect of the spell and then everything else associated with the new terrain. As you can see in one of the screenshots below, squares can contain up to two effects, one on the ground (Spike Growth in the picture) and one in the air (Insect Plague in the picture).

    [​IMG] [​IMG] [​IMG]

    Among the spells I implemented, the ones that may be the most interesting are Gust of Wind and Greater Gust of Wind. They push creatures back by a few squares, so it's nice to use in conjunction with dangerous terrain or terrain spells. Also, it will be fun to watch the computer use those spells smartly against the player.

    Concerning summon spells, I've implemented all summon spells in the Druid's spell list. I'm thinking to add a 'Summon Monster' line of spells for the Wizard. I expect that it will include the following: Summon Skeleton at level 1, Summon Slime at level 2, Summon Gargoyle at level 3, Summon Babau at level 4, Summon Ettin at level 5, Summon Vrock at level 6, Summon Stone Golem at level 7, Summon Iron Golem at level 8 and Summon Marilith at level 9. There will be a gold and XP cost for the higher levels.​

    Read the full text here.
     
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  2. VentilatorOfDoom RPG Codex Staff Patron

    VentilatorOfDoom
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    Full update:

    Hello there, here is a new update on KotC 2 development. In the past few months I focused on three things: 1) Implementation of Druid spells, 2) Implementation of monster abilities, and 3) Interface for activating spell-like abilities, breath weapons, magic items, learning spells from scrolls, and casting spells from scrolls, wands and other items. (Please click on a picture to enlarge)

    Druid Spells from level 1 to 4

    Concerning spells, I have implemented all druid spells of level 1, 2, 3 and 4 plus some of the spells of level 5. Please see the Druid's spell list below and for the updated spell descriptions, see the Druid's webpage. I have found that the spells that take the most time to implement are spells that affect terrain like Quicksand, Insect Plague, etc. Because there is both the immediate effect of the spell and then everything else associated with the new terrain. As you can see in one of the screenshots below, squares can contain up to two effects, one on the ground (Spike Growth in the picture) and one in the air (Insect Plague in the picture).

    [​IMG] [​IMG] [​IMG]

    Among the spells I implemented, the ones that may be the most interesting are Gust of Wind and Greater Gust of Wind. They push creatures back by a few squares, so it's nice to use in conjunction with dangerous terrain or terrain spells. Also, it will be fun to watch the computer use those spells smartly against the player.

    Concerning summon spells, I've implemented all summon spells in the Druid's spell list. I'm thinking to add a 'Summon Monster' line of spells for the Wizard. I expect that it will include the following: Summon Skeleton at level 1, Summon Slime at level 2, Summon Gargoyle at level 3, Summon Babau at level 4, Summon Ettin at level 5, Summon Vrock at level 6, Summon Stone Golem at level 7, Summon Iron Golem at level 8 and Summon Marilith at level 9. There will be a gold and XP cost for the higher levels.

    For the Cleric, Druid and Wizard, I'm also thinking to have extra Summon Elemental spells: Summon Large Elemental at level 4, Summon Huge Elemental at level 7 and Summon Gargantuan Elemental at level 9. The elementals will be similar to those of the standard Summon Elemental spell, aside from a bigger size and slightly better ability scores.

    I have also been tweaking the effects of the Druidic Spheres, one of the effects I'm planning to implement is an exclusive summon spell for each elemental sphere. See the Druid's webpage for details.

    [​IMG] [​IMG] [​IMG]

    I will implement Wall of Stone soon; I'm thinking to allow the wall to be destroyed by normal attacks and damage spells. That will then require AI adjustments. When the player characters can be reached by the monsters, the monsters should ignore the wall. When the player characters cannot be reached because of a wall, the monsters should attack the wall. Finally, when the player characters can be reached but only by going through bad squares like a prismatic wall or a web, and a better path would be found in the absence of a wall, then it also makes sense to attack the wall rather than go through the bad squares.

    Special monster abilities

    I have always wanted to implement new monster abilities. The ones I have just implemented are the following:

    1) Swallow Whole: a big monster can swallow an enemy creature whole. To do this, the monster must start a grapple with the target. Once they are grappling, the monster can attempt to Swallow Whole by succeeding on a grapple check.

    If this succeeds, the target is removed from the battle field. It is not killed but it cannot do anything. It loses a random number of hit points every round. When the swallowing monster is killed, the swallowed character is brought back into the battle field at the position of the monster.

    Depending on remaining Hit Points, the character can then continue fighting, or he is immediately processed as unconscious or dead. This is a fun monster ability because it creates a situation where a character is made prisoner and dies after some rounds, unless the swallowing monster is killed quickly.

    [​IMG] [​IMG] [​IMG]

    2) Death Throes: Some monsters have the ability to explode when they are killed. Essentially, it's like a fireball spell centred on the monster getting triggered right before the monster dies from an attack (either a physical attack or a spell attack). However, the Death Throes damage does not have to be fire damage, it can be any of the five damage types, or force damage. In two of the screenshots, you can see the animation for a Death Throes dealing cold damage.

    The radius and the amount of damage, for example 10d6 fire, can be set in the editor. Death Throes can trigger a chain reaction if several monsters with Death Throes are present. For example, killing the first monster triggers his Death Throes, thus killing a second monster with Death Throes, thus triggering a second Death Throes effect. The Death Throes ability is implemented as a scripted spell that is launched automatically.

    3) Rend: A monster with this ability automatically deals extra damage whenever they hit with two or more natural attacks in a row. For example, a girallon hitting with two or more claw attacks deals extra damage. The extra amount can be set in the editor.

    4) Skewer: A monster with this ability performs a critical hit whenever its attack roll exceeds the Armour Class of the target by a certain number, normally five. The critical hit still needs to be confirmed.

    5) Reach: Big monsters can attack creatures within a certain radius, in addition to adjacent creatures. When they charge, they stop at the first square allowing them to attack the target. Players also gain Reach by wielding a reach weapon.

    I want to implement a few extra monster abilities but I will limit myself to simple ones, like 'Regeneration x Hit Points per round' and the ability to destroy an item worn or held by the target on a successful attack (there will be a percentage chance for this to be triggered).

    Interface for activating spell-like abilities, breath weapons and magic items

    There are two aspects of this interface: what happens outside combat and what happens in combat. Outside combat, if you want to trigger an ability like Cure Light Wounds, you open the character's inventory and you click the button 'activate ability or magic item'; or you drag and drop a magic item onto that button. Then a window opens, displaying all possible abilities that can be activated and all magic items that you can activate. You click the one you want to activate.

    [​IMG] [​IMG] [​IMG]

    During combat, you do not do this by going into the character's inventory. Instead, you click 'Activate Special' in the combat menu. The game then displays a list of the things you can activate while in combat and you click one to select it.

    For example, a Drake player character has a breath weapon. Characters can also have several spell-like abilities. Some Druid spells, like Produce Flame and Call Lightning, grant a spell-like ability to the caster. I think Call Lightning is a really powerful spell. Clerics can also gain spell-like abilities due to their selected domains.

    What's next in the development of KotC 2

    Next I will continue implementing spells and other improvements. Most likely I will implement the cleric's spell list right after the druid's spell list, because many cleric spells are similar to spells in the druid's list. Then there's the paladin's list, ranger's list, rogue's list, wizard's list, psionicist's list and psychic warrior's list. Thank you for reading this update and for your continuing interest in this project! Feel free to post ideas and comments!

    The druid's spell list (open)
    Level 1

    Summon Wolf
    Cure Light Wounds
    Entangle
    Longstrider
    Enhance Weapon
    Magic Stone
    Fog Cloud
    Produce Flame
    Shillelagh
    Animal Trance

    Level 2

    Summon Crocodile
    Barkskin
    Enhance Ability
    Flaming Sphere
    Lesser Restoration
    Quicksand
    Gust of Wind
    Hold Animal
    Protection from Energy

    Level 3

    Summon Scorpion
    Freedom of Movement Personal
    Call Lightning
    Poison
    Cure Moderate Wounds
    Dominate Animal
    Greater Enhance Weapon
    Protection from Ability Loss
    Spike Growth
    Wind Wall
    Babau Slime

    Level 4

    Summon Griffon
    Cure Serious Wounds
    Turn Pebble to Boulder
    Dispel Magic
    Flame Strike
    Freedom of Movement Touch
    Ice Storm
    Disruption
    Water Breathing
    Mass Protection from Energy
    Ice Lance
    Greater Gust of Wind

    Level 5

    Summon Snake
    Insect Plague
    Baleful Polymorph
    Call Lightning Storm
    Cure Critical Wounds
    Death Ward
    Stoneskin Personal
    Energy Wall
    Wall of Stone
    Confusion

    Level 6

    Summon Girallon
    Sirocco
    Greater Protection from Energy
    Raise Dead
    Slay Living
    Mass Enhance Ability
    Mass Cure Light Wounds
    Greater Dispel Magic
    Regeneration
    Mass Hold Animal

    Level 7

    Summon Treant
    True Seeing
    Chain Lightning
    Mass Cure Moderate Wounds
    Fire Storm
    Greater Ice Storm
    Heal
    Sunbeam
    Mass Disruption

    Level 8

    Summon Roc
    Mass Cure Serious Wounds
    Mass Death Ward
    Mass Greater Protection from Energy
    ower Spell and Power Resistance
    Earthquake
    Blindsight
    Mass Regeneration

    Level 9

    Summon Spider
    Finger of Death
    Whirlwind
    Mass Cure Critical Wounds
    Foresight
    Mass Freedom of Movement
    Sunburst
     
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  3. Drog Black Tooth Arcane

    Drog Black Tooth
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    So this is what unironic autism looks like hmm.
     
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  4. Joined on the 4th of July Prophet

    Joined on the 4th of July
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    Turn sequence markers look like five additional characters standing in a line. Maybe they are spectators at the arena.
     
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  5. oldmanpaco Master of Siestas

    oldmanpaco
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    So why is eye color on the character sheet but not any other physical characteristics (height, weight, hair color)?
     
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  6. CRD Learned Patron

    CRD
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    Divinity: Original Sin 2
    still waiting for gog/steam release.
     
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  7. holla_cabezas_de_mierda Cipher

    holla_cabezas_de_mierda
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    lol, I dont know. But I am excited for this to be released and hope people will create some of the old classic module series to bring a group from level 1-16 or whatever. Would be awesome.
     
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