Salthill Adventures 1.0 - Released

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Salthill Adventures 1.0 - Released

Postby Zent » Sat Oct 19, 2024 10:14 pm

Knights of The Chalice 2: Augury of Chaos
/-----------------------------------\
| Salthill Adventures 1.0 |
\-----------------------------------/

Zent <zent_56@proton.me>
 Module creator

Download links:
https://gofile.io/d/VihSaP
or
https://www.nexusmods.com/knightsofthechalice2/mods/10


Section I. Installation
~~~~~~~~~~~~~~~~
0. IMPORTANT! Launch game and go to 'Game Options' > 'Display' > 'Display Creatures Using Animated Sprite'
MUST BE DISABLED (red cross), otherwise you cannot play
- while you are in 'Game Options' > 'Gameplay' also disable 'Dialogue Music', it is highly recommended

1. Extract or open and 'Drag & Drop' the contents of the 'Salthill_Adventures.7z' archive into KoTC2 game directory.
- for instance D:\Steam\steamapps\common\Knights of the Chalice 2

2. Overwrite the files if asked
- 'Graphics' folder includes files that disable artifacts around custom tokens*
- 'Module' folder includes the campaign itself
3. Launch the game > 'Launch Module' > 'Salthill Adventures' > 'Launch Selection'
> Create 6 new characters > Set Avatar > Click 'Start!' button

* if you have the game on Steam each automatic update will restore files that cause ugly artifacts around tokens,
therefore navigate into \Steam\steamapps\common\Knights of the Chalice 2\Graphics\Glows and delete
files: Glow64x64.png, Glow128x128.png, Glow192x192.png and Glow256x256.png, also works on non-Steam copies.


Section II. About
~~~~~~~~~~~~~~~~
- level 1-6 adventure
- create six custom characters
- contains custom tokens and maps
- playable races: only human
- playable classes: fighter, rogue, wizard and cleric
- remade arcane and divine spell list in spirit of Baldur's Gate II
- takes about 4-10 hours to complete
- recommended difficulty settings 'Archmage' and "The Gold Cost of Leveling-Up" turned on
- contains no vendors, hoarding gold and mundane items is useless
- only playable with tokens
- contains mostly combat encounters
- recommended to use 'High Resolution Spell Icons'
- some spells allow for 'pre-buffing', ie. being cast outside of combat, you might need it



Section III. Thanks
~~~~~~~~~~~~~~~~
Thanks to Pierre Begue for great game, editor and advices and to other module creators for inspiration.
Last edited by Zent on Wed Oct 30, 2024 6:51 pm, edited 2 times in total.
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Salthill Adventures 1.0 - Released

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Re: Salthill Adventures 1.0 - Released

Postby BlueSalamander » Sun Oct 20, 2024 9:02 am

Wow, those graphics look really gorgeous! Congratulations!

I've just downloaded the module, I'll be sure to try it.

Didn't know that the outglow around tokens was an issue for some people. I'll see about adding a new option under Display to not have it displayed.

The design choices about no vendors and remade spell lists sound intriguing.

Thank you so much for your efforts! Have a great day. :)
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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Re: Salthill Adventures 1.0 - Released

Postby Dorateen » Tue Oct 22, 2024 11:10 pm

Hi Zent,

I just saw this on the Nexus page today. I hope you don't mind, I posted on a couple of forums to let other KotC2 players know about it.

Great to see more Adventure Modules released! I am planning to play it over the weekend.
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Re: Salthill Adventures 1.0 - Released

Postby Zent » Wed Oct 23, 2024 3:40 pm

Dorateen wrote:Hi Zent,

I just saw this on the Nexus page today. I hope you don't mind, I posted on a couple of forums to let other KotC2 players know about it.

Great to see more Adventure Modules released! I am planning to play it over the weekend.


Thanks a lot, I tried to register there myself, but was labeled as 'bot' without even posting anything. I plan to add there some stuff still, but I just wanted to have something released.
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Re: Salthill Adventures 1.0 - Released

Postby Dorateen » Sat Oct 26, 2024 9:28 pm

Zent wrote:
Dorateen wrote:Hi Zent,

I just saw this on the Nexus page today. I hope you don't mind, I posted on a couple of forums to let other KotC2 players know about it.

Great to see more Adventure Modules released! I am planning to play it over the weekend.


Thanks a lot, I tried to register there myself, but was labeled as 'bot' without even posting anything. I plan to add there some stuff still, but I just wanted to have something released.


Zent, I started to play the module. I enjoy your selection of music and the artwork. The writing is appropriately cryptic.

Have you had any reports of crashes? It could certainly be something on my end, but so far, every battles is crashing. The big battle when first getting to Salthill, just before killing the last enemy. Then right at the start of entering the cave in the NE corner of the map. And the fight with the three monkeys, I've noticed when one tries to throw a character after grappling the game crashes. I have updated to the latest version 1.77 and I copied over the graphics folder. I'd like to play more of the module if I can figure out why that is happening.
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Re: Salthill Adventures 1.0 - Released

Postby Zent » Sat Oct 26, 2024 11:53 pm

Dorateen wrote:
Zent wrote:
Dorateen wrote:Hi Zent,

I just saw this on the Nexus page today. I hope you don't mind, I posted on a couple of forums to let other KotC2 players know about it.

Great to see more Adventure Modules released! I am planning to play it over the weekend.


Thanks a lot, I tried to register there myself, but was labeled as 'bot' without even posting anything. I plan to add there some stuff still, but I just wanted to have something released.


Zent, I started to play the module. I enjoy your selection of music and the artwork. The writing is appropriately cryptic.

Have you had any reports of crashes? It could certainly be something on my end, but so far, every battles is crashing. The big battle when first getting to Salthill, just before killing the last enemy. Then right at the start of entering the cave in the NE corner of the map. And the fight with the three monkeys, I've noticed when one tries to throw a character after grappling the game crashes. I have updated to the latest version 1.77 and I copied over the graphics folder. I'd like to play more of the module if I can figure out why that is happening.



That's strange, I've just played both monkey ambush battle, monkeys in cave battle and first field battle and no crash whatsoever. Now in my prior testing all crashes were caused by wrong spell or spell like ability added to a monster. Cause at the beginning I created some areas filled in monsters using vanilla spells, but then decided to remake spell system completely, so it sometimes happened that monster would try to cast spell or use ability that no longer existed and game would crash. That was the only source of crashes I had.

This is the 'build' I am using right now:
https://gofile.io/d/547bAh

Does it happen during enemy turn, or when for instance party member tries to cast some spell or ability?
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Re: Salthill Adventures 1.0 - Released

Postby Dorateen » Sun Oct 27, 2024 1:00 am

Zent wrote:That's strange, I've just played both monkey ambush battle, monkeys in cave battle and first field battle and no crash whatsoever. Now in my prior testing all crashes were caused by wrong spell or spell like ability added to a monster. Cause at the beginning I created some areas filled in monsters using vanilla spells, but then decided to remake spell system completely, so it sometimes happened that monster would try to cast spell or use ability that no longer existed and game would crash. That was the only source of crashes I had.

This is the 'build' I am using right now:
https://gofile.io/d/547bAh

Does it happen during enemy turn, or when for instance party member tries to cast some spell or ability?


I'm going to download the module again, maybe it was just a bad download. It seems like it would happen on the enemy's turn. I'll let you know how it goes.
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Re: Salthill Adventures 1.0 - Released

Postby Zent » Sun Oct 27, 2024 9:56 pm

Dorateen wrote:
Zent wrote:That's strange, I've just played both monkey ambush battle, monkeys in cave battle and first field battle and no crash whatsoever. Now in my prior testing all crashes were caused by wrong spell or spell like ability added to a monster. Cause at the beginning I created some areas filled in monsters using vanilla spells, but then decided to remake spell system completely, so it sometimes happened that monster would try to cast spell or use ability that no longer existed and game would crash. That was the only source of crashes I had.

This is the 'build' I am using right now:
https://gofile.io/d/547bAh

Does it happen during enemy turn, or when for instance party member tries to cast some spell or ability?


I'm going to download the module again, maybe it was just a bad download. It seems like it would happen on the enemy's turn. I'll let you know how it goes.


Released new version 1.01.
https://gofile.io/d/xFzF9C

Fixed a minor bug and made a bit of playthrough video.



https://www.youtube.com/live/De5bZRZOGrQ
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Re: Salthill Adventures 1.0 - Released

Postby Dorateen » Sun Oct 27, 2024 10:13 pm

Zent wrote:Released new version 1.01.
https://gofile.io/d/xFzF9C

Fixed a minor bug and made a bit of playthrough video.

[youtube_https=]https://www.youtube.com/live/De5bZRZOGrQ[/youtube_https]

https://www.youtube.com/live/De5bZRZOGrQ


That's great, thanks! I was able to download from the link above. Replaced the module file, and it is working fine. I fought the two big battles with the Planters and Ravens. Also tested the first fight in the cave with the Stone throwers. That is really cool, and I like how you created custom spells and items.

Looking forward to playing more.
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Re: Salthill Adventures 1.0 - Released

Postby BlueSalamander » Wed Oct 30, 2024 5:22 pm

I've tried the module yesterday (including the Doe map, black cat and deserters map, and then the dark cave maps that lead to the gargoyle with earthquake SLA), I've had no crashes. Just a few issues which I've fixed for version 1.78, coming soon.

If you get crashes, Dorateen, please feel free to email me the zipped saved game folder at enquiries@heroicfantasygames.com and I'll have a look.

// in my prior testing all crashes were caused by wrong spell or spell like ability added to a monster

Then, I'm going to add some code so that if a required spell entry isn't found in the custom spell list of the module, the game looks for it in the base spell list (the one in the Data folder). That should prevent any such crashes.

I'll mention Salthill Adventures in the latest Kickstarter update.

Thank you!! Best regards 8-)
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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