Hello, turn-based RPG fans!
Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.
Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.
Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.
My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.
After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence.
In the following pictures, you can see the combat engine in action. We will review some of their details below. Click on a picture to enlarge it.
Combat Engine Pictures

Picture 92: A critical hit from a Balor, inflicting 57 points of damage. I am simply reusing the blood-splash icon from KotC 1.
Picture 93: The party exploring the Temple of Chromatic Evil (that might not be the final name, haha).
Picture 94: Okay, here, we have the big battle I prepared for this update. Basically it's a bunch of goblins plus one gargantuan hydra. On the picture, you can see a blue arrow below the acting character. That means the character is going to take a five-foot step before attacking. Just like KotC, the interface will automatically try to offer the best solution (charge attack, single move + standard attack, or five-foot step + full attack). In the top-left corner, we have the Combat Actions menu. The menu is automatically updated according to what the character can do at any one time. For example, it will only show Grapple and Bull Rush when enemies are adjacent to the character.

Picture 95: A goblin gets an attack of opportunity and deals two points of damage to the acting character.
Picture 96: A goblin gets an attack of opportunity and misses. The animation is the same as in KotC - the attacker simply moves a bit towards the target when attacking. The sound effects are the same as in KotC.
Picture 97: The half-giant Eukath attacks a goblin and deals 10 points of damage.

Picture 98: Taking a move action would trigger an attack of opportunity from the hydra. In this picture, the hydra has reach 10 (two squares), because I forgot to increase it. But a gargantuan creature will normally have a reach of 20 (four squares). I talk about Reach in more detail in the web page about Weapon Groups.
Picture 99: The interface for taking a five-foot step.


Picture 101: This shows a path that is too long for the character to take.
Picture 102: Kobolds have two claw attacks, as well as a bite attack.
Picture 103: Interface showing Grapple.

Picture 104: Abraxazor deals a critical hit.
Picture 105: A long, but viable, charge-attack path. No attack of opportunity along the way.
Picture 106: Shorter charge-attack path.

Picture 107: Charge path of the half-giant.
Picture 108: Single move path going behind an enemy.
Picture 109: Charge path against the hydra.

Picture 110 and 111: Temple exploration. The fog of war looks smoother than in KotC 1.
Picture 112: Creating the enemy group in the editor.

Picture 89: This picture shows the buttons that can be clicked to level up your characters, at the top-right of the screen.
Pictures 90 and 91: Here you can see the modified character screen. It was expanded based on advice from Tiavals (Thanks, Tiavals).
New Subraces, new Classes, Skills
Now let's talk a bit about design stuff. I've been thinking that it would not be too hard to create subraces, so I created the design for a whole lot of them, as well as the new Half-Salamander race. You can read about subraces and races in the associated web pages. The Subrace page is brand new. It also provides class recommendations for each subrace.
I have also been designing eight new classes. Most of them are hybrid classes - I did not want to create new spell books or spell systems.
A proper class illustration will be created for each new class. On that subject, I have finally uploaded to the web pages the new class illustrations from the graphic designer Roman. The illustrations include a brand new one for the Ranger, as Roman wanted to create a picture of a higher quality than the previous one.
The new classes are the following (click on the class name to open the corresponding Class web page):
Samurai - a high-BAB combatant, master of the single-sword style
Gladiator - a high-BAB combatant with blinding strike and wide weapon knowledge
Bishop - a medium-BAB cleric benefiting from additional domain powers
Warlock - a low-BAB wizard who can also use psionic powers
Psychic Healer - a low-BAB psionicist who can also use cleric spells
Champion - a high-BAB combatant who has access to cleric spells
Mage Knight - a high-BAB combatant who has access to wizard spells
Storm Warrior - a high-BAB combatant who has access to druid spells
Please see the associated web pages for more information. These pages are brand new. You can also use the updated KotC 2 title page to navigate between those pages.
I have also created a new page for character Skills. That page also includes information about characters advancing beyond level 20, and subrace suggestions for each character class. Note that each race also has a specific skill mentioned in the page about Races.
Another new page is the one for Weapon Enchantments. There are some new things there, like Giant Sized, Knockback and Exit Wound. Plus you will find some information about crafting.
I wanted to create some extra pages, like one for potions and potion mixing, one for showcasing the world map, one for celestial moon lore and one for showcasing screenshots, but I have not had enough time to do them yet. Also wanted to add the KotC 2 logo, didn't have the time.
New class features
Now let's talk a bit about new class features.
It has dawned on me that the Wizard and Druid could be a lot cooler if they had a chance to adopt a strong specialisation at level 1. So here you go: I have updated the pages for Wizard and Druid with new specialisation options. The Wizard specialises by choosing his celestial-body attunement, thus becoming a Red Wizard, Green Wizard, Blue Wizard, White Wizard or Black Wizard. He can also choose to be a generalist Wizard.
By taking the feats corresponding to his specialisation, the Red Wizard can benefit from a reduced cost for empowering and maximising damage spells. Each specialist Wizard gets good benefits by taking specialist feats.
Similarly, the Druid specialises by choosing his elemental sphere, thus becoming a Fire Druid, Earth Druid, Air Druid or Water Druid. He can also choose to be a generalist Druid.
Each sphere provides a number of benefits. The Druid does not need to take specific feats.
Hybrid classes will not have access to these specialisation options, thus giving more appeal to the base class.
I have also created and tweaked many cleric domains to make the Cleric even more interesting. For example, with the Flux domain, you cast cure and inflict spells as if they were close-range spells, rather than touch-range spells. With the Devastation domain, your inflict spells are maximised for free. With the Restoration domain, you cast cure spells using a move action rather than a standard action.
I have changed the design of the Fighter to give him many more feats.
The psionicist now has access to discipline feats.
Initiative order of magic effects
Finally, a word about the initiative order of magic effects. The D&D 3.5 system is quite complicated if you think about it. Whenever an effect is applied on someone, you need to keep track of its elapsed duration from the moment it was applied, so that you will know when the effect has expired and must be removed.
KotC 1 did not really bother about this. Effects on a character had a number of rounds and this number was reduced whenever the character took his turn. This is simpler but it does mean that an effect could be over very quickly if the character took his turn soon after receiving the effect, or the effect could last longer if the character took his turn long after receiving the effect.
So in KotC 2, we now try to get closer to the original rules. Each effect has its own initiative order and the remaining number of rounds is reduced only when the order in the initiative is reached. It's fairer but more complicated.
Even terrain effects will need to have their own initiative order. In effect, they will have to be treated as additional combatants in the initiative list, though this process will be invisible to the player.
That's it for now! As you can see, much more needs to be done, but the game is taking shape slowly. Thanks for reading and please post some feedback!
Link to the previous update (now made public)
http://www.heroicfantasygames.com/Forums/viewtopic.php?f=6&t=649#p4583
Between questions of health, nutrition, sports and a fridge breaking down on me, in the last few days my attention has constantly been diverted away from the good stuff, which is KotC 2 development.
Nevertheless, here is the promised update with lots of new screenshots and new design pages for your consumption.
Regarding combat, as I mentioned recently, I have finally implemented the most basic actions: moving in combat, taking a five-foot step, ending one's turn, delaying, standard attack, full attack, charge attack and attack of opportunity.
My plan is to continue implementing combat actions one by one, fixing bugs as I go. Today, while preparing this update, I harvested a good number of fresh bugs that I will have to correct first.
After that, I will focus on ranged attacks, opening the inventory in combat, grapple, bull rush, the other combat manoeuvers, the basic spells, ready versus spell, ready to counterspell, using a magic item in combat, using a class or racial power in combat, and using a spell-like ability. Spells, their interface and their graphical implementation will of course be a big part of the job. Afterwards comes the artificial intelligence.
In the following pictures, you can see the combat engine in action. We will review some of their details below. Click on a picture to enlarge it.
Combat Engine Pictures



Picture 92: A critical hit from a Balor, inflicting 57 points of damage. I am simply reusing the blood-splash icon from KotC 1.
Picture 93: The party exploring the Temple of Chromatic Evil (that might not be the final name, haha).
Picture 94: Okay, here, we have the big battle I prepared for this update. Basically it's a bunch of goblins plus one gargantuan hydra. On the picture, you can see a blue arrow below the acting character. That means the character is going to take a five-foot step before attacking. Just like KotC, the interface will automatically try to offer the best solution (charge attack, single move + standard attack, or five-foot step + full attack). In the top-left corner, we have the Combat Actions menu. The menu is automatically updated according to what the character can do at any one time. For example, it will only show Grapple and Bull Rush when enemies are adjacent to the character.



Picture 95: A goblin gets an attack of opportunity and deals two points of damage to the acting character.
Picture 96: A goblin gets an attack of opportunity and misses. The animation is the same as in KotC - the attacker simply moves a bit towards the target when attacking. The sound effects are the same as in KotC.
Picture 97: The half-giant Eukath attacks a goblin and deals 10 points of damage.



Picture 98: Taking a move action would trigger an attack of opportunity from the hydra. In this picture, the hydra has reach 10 (two squares), because I forgot to increase it. But a gargantuan creature will normally have a reach of 20 (four squares). I talk about Reach in more detail in the web page about Weapon Groups.
Picture 99: The interface for taking a five-foot step.



Picture 101: This shows a path that is too long for the character to take.
Picture 102: Kobolds have two claw attacks, as well as a bite attack.
Picture 103: Interface showing Grapple.



Picture 104: Abraxazor deals a critical hit.
Picture 105: A long, but viable, charge-attack path. No attack of opportunity along the way.
Picture 106: Shorter charge-attack path.



Picture 107: Charge path of the half-giant.
Picture 108: Single move path going behind an enemy.
Picture 109: Charge path against the hydra.



Picture 110 and 111: Temple exploration. The fog of war looks smoother than in KotC 1.
Picture 112: Creating the enemy group in the editor.



Picture 89: This picture shows the buttons that can be clicked to level up your characters, at the top-right of the screen.
Pictures 90 and 91: Here you can see the modified character screen. It was expanded based on advice from Tiavals (Thanks, Tiavals).


New Subraces, new Classes, Skills
Now let's talk a bit about design stuff. I've been thinking that it would not be too hard to create subraces, so I created the design for a whole lot of them, as well as the new Half-Salamander race. You can read about subraces and races in the associated web pages. The Subrace page is brand new. It also provides class recommendations for each subrace.
I have also been designing eight new classes. Most of them are hybrid classes - I did not want to create new spell books or spell systems.
A proper class illustration will be created for each new class. On that subject, I have finally uploaded to the web pages the new class illustrations from the graphic designer Roman. The illustrations include a brand new one for the Ranger, as Roman wanted to create a picture of a higher quality than the previous one.
The new classes are the following (click on the class name to open the corresponding Class web page):
Samurai - a high-BAB combatant, master of the single-sword style
Gladiator - a high-BAB combatant with blinding strike and wide weapon knowledge
Bishop - a medium-BAB cleric benefiting from additional domain powers
Warlock - a low-BAB wizard who can also use psionic powers
Psychic Healer - a low-BAB psionicist who can also use cleric spells
Champion - a high-BAB combatant who has access to cleric spells
Mage Knight - a high-BAB combatant who has access to wizard spells
Storm Warrior - a high-BAB combatant who has access to druid spells
Please see the associated web pages for more information. These pages are brand new. You can also use the updated KotC 2 title page to navigate between those pages.
I have also created a new page for character Skills. That page also includes information about characters advancing beyond level 20, and subrace suggestions for each character class. Note that each race also has a specific skill mentioned in the page about Races.
Another new page is the one for Weapon Enchantments. There are some new things there, like Giant Sized, Knockback and Exit Wound. Plus you will find some information about crafting.
I wanted to create some extra pages, like one for potions and potion mixing, one for showcasing the world map, one for celestial moon lore and one for showcasing screenshots, but I have not had enough time to do them yet. Also wanted to add the KotC 2 logo, didn't have the time.
New class features
Now let's talk a bit about new class features.
It has dawned on me that the Wizard and Druid could be a lot cooler if they had a chance to adopt a strong specialisation at level 1. So here you go: I have updated the pages for Wizard and Druid with new specialisation options. The Wizard specialises by choosing his celestial-body attunement, thus becoming a Red Wizard, Green Wizard, Blue Wizard, White Wizard or Black Wizard. He can also choose to be a generalist Wizard.
By taking the feats corresponding to his specialisation, the Red Wizard can benefit from a reduced cost for empowering and maximising damage spells. Each specialist Wizard gets good benefits by taking specialist feats.
Similarly, the Druid specialises by choosing his elemental sphere, thus becoming a Fire Druid, Earth Druid, Air Druid or Water Druid. He can also choose to be a generalist Druid.
Each sphere provides a number of benefits. The Druid does not need to take specific feats.
Hybrid classes will not have access to these specialisation options, thus giving more appeal to the base class.
I have also created and tweaked many cleric domains to make the Cleric even more interesting. For example, with the Flux domain, you cast cure and inflict spells as if they were close-range spells, rather than touch-range spells. With the Devastation domain, your inflict spells are maximised for free. With the Restoration domain, you cast cure spells using a move action rather than a standard action.
I have changed the design of the Fighter to give him many more feats.
The psionicist now has access to discipline feats.
Initiative order of magic effects
Finally, a word about the initiative order of magic effects. The D&D 3.5 system is quite complicated if you think about it. Whenever an effect is applied on someone, you need to keep track of its elapsed duration from the moment it was applied, so that you will know when the effect has expired and must be removed.
KotC 1 did not really bother about this. Effects on a character had a number of rounds and this number was reduced whenever the character took his turn. This is simpler but it does mean that an effect could be over very quickly if the character took his turn soon after receiving the effect, or the effect could last longer if the character took his turn long after receiving the effect.
So in KotC 2, we now try to get closer to the original rules. Each effect has its own initiative order and the remaining number of rounds is reduced only when the order in the initiative is reached. It's fairer but more complicated.
Even terrain effects will need to have their own initiative order. In effect, they will have to be treated as additional combatants in the initiative list, though this process will be invisible to the player.
That's it for now! As you can see, much more needs to be done, but the game is taking shape slowly. Thanks for reading and please post some feedback!
Link to the previous update (now made public)
http://www.heroicfantasygames.com/Forums/viewtopic.php?f=6&t=649#p4583