Hearkenwold - Released

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Re: Hearkenwold - Released

Postby Dorateen » Wed Jul 20, 2022 8:51 pm

I have the new Barbarian class features working for enemies in Hearkenwold. Thank you for your help, Pierre! These encounters will be a lot tougher now. The updated creatures will appear in the next version of the module, which I am still planning to release this summer.

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Re: Hearkenwold - Released

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Re: Hearkenwold - Released

Postby Dorateen » Thu Sep 01, 2022 2:31 pm

I have just posted version 1.45 of the Hearkenwold adventure module to the Nexus page:

https://www.nexusmods.com/knightsofthechalice2/mods/5

This latest version includes a brand new adventure called "Edinmoor". It can be accessed as part of the campaign at any time, but it was designed for characters of 7th level.

I also have a bunch of fixes and improvements to previous content. Here are a couple of screenshots from the new areas:

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Re: Hearkenwold - Released

Postby BlueSalamander » Sun Sep 04, 2022 11:10 am

Awesome news and great-looking screenshots!

Congratulations, Dorateen! Thank you for all your efforts 8-)
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Re: Hearkenwold - Released

Postby Dorateen » Sun Sep 04, 2022 3:14 pm

Thank you, for all your invaluable assistance in updating creatures and solving other issues. I am looking forward to the upcoming trilogy of modules starting the Dark Arena.
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Re: Hearkenwold - Released

Postby Dorateen » Sun Dec 04, 2022 5:57 pm

I updated the Hearkenwold Adventure Module to version 1.52, bringing it current with the latest build of Knights of the Chalice 2. Thank you, Pierre, for your help updating the creature list so that casters have access to the newest spells. The module is available on the Nexus page here:

https://www.nexusmods.com/knightsofthechalice2/mods/5

And I also created a new video to showcase the party fighting some undead, including a couple of vampires.

https://www.youtube.com/watch?v=5NqQ18rqWEg

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Re: Hearkenwold - Released

Postby BlueSalamander » Mon Dec 19, 2022 5:53 pm

Awesome, Dorateen! Thank you so much for all the updates. 8-)

Version 1.53 needs to have "Throw Creature" in the Spells.sml file for the Throw Creature combat action to work.

If you would like, please send me your latest Creatures.cml / Templates.cml file and I'll update the creature list with the feat Improved Throw Creature and the AI setting required for the AI to use Throw Creature (that setting is "Attempt throw creature %" in the Intelligence tab of the Creature Editor).

The automatic update won't set that setting very high (the most will be 30%), so if you have a monster that's designed to throw the player characters around, feel free to set a high percentage manually, together with a high percentage for "Attempt grapple %".

Version 1.54 will have the "item buy-back" feature and you'll be able to add to a merchant's item list as many items as you'd like using the "Give items" script command.

Have a great Christmas time! Cheers :)
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Re: Hearkenwold - Released

Postby Dorateen » Mon Dec 19, 2022 7:15 pm

That would be great, I'm looking forward to see how the throw creature works, and making a video showing this in action. I'll send you the files.

Enjoy the holidays!
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Re: Hearkenwold - Released

Postby Dorateen » Fri Jan 06, 2023 8:19 pm

I have updated Hearkenwold to version 1.54, which now includes the new combat maneuvers and feats that are part of the latest build of KotC2.

https://www.nexusmods.com/knightsofthechalice2/mods/5

And I posted a new video that shows the Throw Enemy option in action, as well as some bugbear barbarians using the more recent Spirit Animal abilities.

https://www.youtube.com/watch?v=BJJ6j7zD5mY

Once again, thank you Pierre for help in updating all the creature files.
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