https://www.nexusmods.com/knightsofthechalice2/mods/5
Thanks to @Dorateen for this mod, you are a true bro. I salute you
What does his mod best compare with?Gunnar wrote: ↑ June 15th, 2024, 12:43I just started playing this recently and it’s my new favourite game.
https://www.nexusmods.com/knightsofthechalice2/mods/5
Thanks to @Dorateen for this mod, you are a true bro. I salute you![]()
I agree with you about Augury and I feel like Dorateen addressed the problem by limiting all battles to short encounters on tight maps, a lot of the time against single type enemies.Gregz wrote: ↑ June 15th, 2024, 12:48What does his mod best compare with?Gunnar wrote: ↑ June 15th, 2024, 12:43I just started playing this recently and it’s my new favourite game.
https://www.nexusmods.com/knightsofthechalice2/mods/5
Thanks to @Dorateen for this mod, you are a true bro. I salute you![]()
I hated KOTC2 because it was a reloading/rerolling simulator, but I loved KOTC1.
Thank you for giving the module a look. The biggest inspiration for me is the old Gold Box games, and I think it compares most closely to that kind of approach. The adventure is designed to be open ended, so the player has a lot of latitude about where they go and what content to interact with.Gunnar wrote: ↑ June 15th, 2024, 13:00I agree with you about Augury and I feel like Dorateen addressed the problem by limiting all battles to short encounters on tight maps, a lot of the time against single type enemies.Gregz wrote: ↑ June 15th, 2024, 12:48What does his mod best compare with?Gunnar wrote: ↑ June 15th, 2024, 12:43I just started playing this recently and it’s my new favourite game.
https://www.nexusmods.com/knightsofthechalice2/mods/5
Thanks to @Dorateen for this mod, you are a true bro. I salute you![]()
I hated KOTC2 because it was a reloading/rerolling simulator, but I loved KOTC1.



Would you consider it "finished"?
I consider it an ongoing campaign, this is just the next stage of the adventure. Within the design, there are many self-contained adventures that are complete. But the broader story has not been concluded yet.
I made Hearkenwold as a module first for IceBlink. In fact, the update I just released is going to be present in the next IceBlink version as well. I just want to tinker with a few things next week, and then I can upload IceBlink Hearkenwold to the Vault.rusty_shackleford wrote: ↑ April 19th, 2025, 17:54@Dorateen I know you made modules for …I think, Iceblink? Can you link them?
Wasn't aware you made/maintained a version in both engines. I'm actually not that big of a fan of 3.5e, so I'll probably play the IceBlink version thenDorateen wrote: ↑ April 19th, 2025, 18:46I made Hearkenwold as a module first for IceBlink. In fact, the update I just released is going to be present in the next IceBlink version as well. I just want to tinker with a few things next week, and then I can upload IceBlink Hearkenwold to the Vault.rusty_shackleford wrote: ↑ April 19th, 2025, 17:54@Dorateen I know you made modules for …I think, Iceblink? Can you link them?
But the presentation is even more old school, and not as robust as Knights of the Chalice 2, in terms of systems and mechanics.
The developer of the IceBlink engine made a handy tool called the IceBlink Tilemapper. I use that to creat 16 x 16 tile maps, mostly from Gold Box art assets that are available. The finished maps are then imported in the KotC2 editor. That makes the conversion process easier, because I can copy the game maps directly between engines. Of course there is still room for fiddling, and adding KotC2's own art resources.rusty_shackleford wrote: ↑ April 19th, 2025, 19:32What is your process of designing maps? Do you just wing it in the kotc2(or IB?) editor, external program, graphing paper?