Knights of the Chalice 2
Steam News 23 December 20254mo ago

Knights of the Chalice 2 Version 1.96

Hello everyone! Here's version 1.96 of Knights of the Chalice 2. This update adds 200 new sound effects to the game. Most of them are played during combat automatically, but you can turn them off in the Game Options scr…

Update log

Full Knights of the Chalice 2 update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone! Here's version 1.96 of Knights of the Chalice 2.

Extracted changes

0 fixes7 additions2 changes0 removals
  • UI and audio
  • Maps
  • Gameplay
addedThis update adds 200 new sound effects to the game. Most of them are played during combat automatically, but you can turn them off in the Game Options screen. The latest update also adds a bunch of new features for module development . I hope you'll like this latest KotC 2 version!
addedAdded 200 new Sound Effects in the "Sounds" folder of the game. There are new sound effects for male and female Warriors, Zombies, Skeletons, Shadows, Trolls, Goblins, Hounds, Giant Beetles, Oozes, underwater areas, the disarm combat action, missed attacks... As well as the automatic playback during combat, all of the new sound effects can be played through scripts.
addedAdded three new options in the Game Options screen under "Display": Play Attack Sound Effects , Play Critical Hit Sound Effects , and Play Expanded Missed Attack Sound Effects .
changedIn underwater maps , creature sprites will be displayed with some transparency (as when swimming or within fog clouds).
changedAdjusted the position of the sprites of Gelatinous-Cube sprites bigger than one square.
addedModule Editor: Added a " Search " box for many script-command elements (sound effects, music tracks, character skills, character conditions and more), so that you no longer have to scroll through long lists if you remember the name of the element you want to set.

This update adds 200 new sound effects to the game. Most of them are played during combat automatically, but you can turn them off in the Game Options screen. The latest update also adds a bunch of new features for module development. I hope you'll like this latest KotC 2 version!

  • Added 200 new Sound Effects in the "Sounds" folder of the game. There are new sound effects for male and female Warriors, Zombies, Skeletons, Shadows, Trolls, Goblins, Hounds, Giant Beetles, Oozes, underwater areas, the disarm combat action, missed attacks... As well as the automatic playback during combat, all of the new sound effects can be played through scripts.

  • Added three new options in the Game Options screen under "Display": Play Attack Sound Effects, Play Critical Hit Sound Effects, and Play Expanded Missed Attack Sound Effects.

  • In underwater maps, creature sprites will be displayed with some transparency (as when swimming or within fog clouds).

  • Adjusted the position of the sprites of Gelatinous-Cube sprites bigger than one square.

  • When a script command removes a companion, the game will now update the list of party members displayed in the top-right corner of the main view.

  • Module Editor: The Module Data screen now allows setting a "Resting Script" which will be executed any time the party rests. The resting script can also be set or modified using a script with the command "Set module property". (The resting script can take care of the resting effect with a command "apply campfire resting", or it can leave it to the game to do it after the resting script has been executed.)

  • Module EditorAdded a " Search " box for many script-command elements (sound effects, music tracks, character skills, character conditions and more), so that you no longer have to scroll through long lists if you remember the name of the element you want to set.
  • Module EditorWhen adding a script command specifying a sound effect or a music track, you'll be able to play the selected sound effect or music track by clicking on a new " Play " button.
  • Module Editor: Script commands can now be used to record a character's facing (e.g. "Top-Left") and reset a character's facing to a recorded value. Also, you can now use the Set Position script command to move a character to a position stored in variables.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly.

I'll post a new Kickstarter Update in the next few days at: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts

Thank You, Valiant Defenders of the Realm! Best Wishes and I hope you'll have a great Christmas and New Year time!! ^_^

Source

Steam News / 23 December 2025

Open original