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KotC 2 Kickstarter Frequently Asked Questions


The following topics are covered in this section.


KotC 2 Frequently Asked Questions

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The following topics are covered in this section.


I am confused, are the graphics based on flat tokens or animated sprites like KotC 1?

KotC 2 supports both tokens and animated sprites. I made the first adventure module, KotC 2: Augury of Chaos, with flat tokens. Then I added the option to display characters using sprites, and I imported the KotC 1 sprites into KotC 2. We'll get nicer high-resolution sprites after the Kickstarter. Players will be able to choose between sprites and tokens.


I don't like the token art style, can you do something about it?

In support of KotC 2, I will say that the game's enjoyment isn't related to the game's graphics. It's all in the tactical combat, the AI, the dialogues and player choices, the creation of your perfect party, the fun puzzles, quirky companions and so on.
That being said, it is one of my goals to use the Kickstarter to improve the game's appearance and make it look like Baldur's Gate or Temple of Elemental Evil, if possible. KotC 2 already supports both tokens and animated sprites.


Will the game as delivered right after the end of the campaign include the full toolset?

YES of course. It will include the editor and the first adventure, Augury of Chaos.


Why are there several release / delivery dates depending on the reward tier?

That's because I want to create three new adventure modules that will each have their own release date. The modules will be connected, meaning that you can play the second module with the party that you finished the first module with.


Will the game have animated sprites?

That’s the plan. Please refer to the stretch-goals chart.
However, the first adventure, Augury of Chaos, currently is based on tokens. That being said, the sprites from KotC 1 are already available in the editor. They can also be used as player-character sprites.


Will the game have isometric backgrounds?

Augury of Chaos uses top-down backgrounds. Future modules may use top-down graphics or isometric graphics or a combination of the two depending on budget.


Can modders change the token / sprites / background graphics?

YES definitely.


Can I select between turn-based combat and real-time-with-pause combat?

The game features a turn-based combat engine only. In my opinion, turn-based combat is infinitely more interesting from a tactical point of view.


Are we creating our entire party from the start, or is it more like Baldur's Gate where we first make a protagonist and later on recruit companions?

Augury of Chaos allows you to create between one and six characters from scratch. Later on, you can recruit up to three companions and you can have up to eight party members.
In the three new adventure modules, I expect to set a limit of six active party members. The player creates between one and six characters from scratch. The other active party members (between zero and five) are recruited companions.
Non-active party members are characters that you’ve recruited before, but who are not adventuring with the party at the moment.


What retail platforms will KotC 2 be available on?

Direct Download (DRM free) and Steam. More platforms may be added in the future.


What operating systems will KotC 2 be available on?

Windows and Mac OS. You should have 4 GB of RAM and at least 1.5 GB of available SSD or HDD storage space.


Will you add multiplayer features?

Apologies. There are no such plans at the moment.


Is multi-classing available in the game?

Multiclassing is not possible in KotC 2. Please see the KotC 2 database for more information on Character Classes.


Will I get Steam keys?

Please pledge at Paladin level or above to receive a Steam Key of KotC 2 Augury of Chaos. The Champion level does not include the Steam Key.
If you pledge at Silver Knight level or above you’ll get both the DRM-free direct download link and the Steam Key of KotC 2 The Dark Arena.
If you pledge at Golden Knight level or above you’ll get both the DRM-free direct download link and the Steam Key of KotC 2 Forces of Chaos.
If you pledge at Diamond Knight level or above you’ll get both the DRM-free direct download link and the Steam Key of KotC 2 Heart of Evil.


Will I have access to closed beta testing?

Please pledge at Loremaster level or above to gain access to beta testing.


Can I get a Steam Key for KotC 1?

If you pledge at the Hero of the Realm level or above, you automatically get a Steam Key for KotC.
Otherwise, you can obtain a Steam Key for KotC by adding 8 GBP (9.89 USD) to your pledge amount. You need to be pledging at least at the Champion level for this offer.


What do I need to do to get the KotC 1 Steam Key add-on?

Please select the reward tier that you want and then increase your pledge amount by 8 GBP (9.89 USD) to get the KotC 1 Steam Key in addition to your tier’s rewards. You need to be pledging at least at the Champion level for this offer.


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Can I pay with Paypal?

You may use the button at the bottom of the KotC 2 Features webpage to support the developer at any time, or to take part in the KotC 2 Kickstarter campaign once the campaign has been launched.
Please add a note with the name of your reward tier, your name and your email address. Many thanks for your support!
Also please note that by backing with PayPal you will not be backing through Kickstarter. You will receive the rewards for the tier you backed, but you will not be able to comment on the Kickstarter page (unless you pledge an additional GBP 1 through Kickstarter).


How will helping you design the game work?

Not long after the Kickstarter ends, I will send forms to the people who are creating things in the game. You are then welcome to submit names, characters, quest ideas, etc. I will work with you to come up with something that will fit into the world and games system.
You can also download the forms here:
Choices in CRPGs
Loremaster Tier: Name Something
Story Teller Tier: Create A Short Story
Legendary Bard Tier: Create A Soundtrack
Artifact Crafter Tier: Create An Artifact
Epic Painter Tier: Create A Splash Screen
Character Crafter Tier Create A Character
Epic Sculptor Tier: Create A Player Character Sprite
Monster Crafter Tier: Create A Monster
Quest Crafter Tier: Create A Quest
Companion Crafter Tier: Create A Companion
Map Crafter Tier: Create An Adventure Map
Archmage Tier: Create An Enemy Adventuring Party
Supreme Archmage Tier: Create A Recurring Villain


What is the KotC 2 KS Puzzle Challenge?

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The KotC 2 Kickstarter Puzzle Challenge is a series of 14 puzzles that will be posted on Twitter over a number of weeks, ending around the same time as the end of the KotC 2 KS.
The first person who will send the complete solution to enquiries@heroicfantasygames.com, including details on how to resolve each puzzle, will be able to create a new artifact in KotC 2. Please only email after all of the puzzles have been released.
Similar to the Artifact Crafter pledge level, we will add to one of the three new KotC 2 modules a new artifact weapon / armour or a new magic item or quest item. The item's properties, appearance and lore will be based on the suggestions you provide to us (within reason). If the item is intelligent, a dialogue could be associated with it. A new icon will be created for the item.
The first three persons to email the complete solution will be included in the game's credits.
Solutions should include an explanation of bizarre symbols, if any are present on a puzzle.


Is KotC 2 Augury of Chaos part of a campaign?

No. Augury of Chaos is a stand-alone adventure.


Are the three new adventure modules part of a campaign?

Yes. The three new adventure modules will be connected, meaning that you can play the second module with the party that you finished the first module with, and you can play the third module using the party that you finished the second module with.


Is there a free demo or tutorial somewhere?

KotC 2 does not have a free demo. KotC 1 has a free demo which is different from the main game and may be used as a tutorial for both KotC 1 and KotC 2.


What is the OGL 3.5 and what is it used for?

OGL is the open game licence created by Wizards of the Coast to allow third-parties to use their open game content. The open game content is a set of rules that constitutes the foundation of the pen-and-paper role playing game Dungeons & Dragons 3.5. Thus, the open content is distinct from D&D, but very closely related. If you like one, you like the other.
The way I see it, the OGL allows a book or game creator to borrow and reproduce many of the rules and content of Dungeons & Dragons 3.5. The creator cannot say that he uses D&D 3.5, but he can say that he uses the OGL, which is the set of rules at the root of D&D 3.5. The creator is allowed to quote D&D rules such as the rules for Touch Attack, Armour Class, Grapple and Cleave, as long as these quotes are clearly marked as being Open Game Content originating from the OGL. As well as the basic rules, the Open Game Content includes most spells, feats, skills and monsters of D&D 3.5, so it provides everything needed to make a great CRPG!


How much of the OGL 3.5 is used in KotC 2?

A lot of the 3.5 rule system is used by the game. Many of the feats, like Rapid Shot, Cleave and Whirlwind Attack, and creature abilities like Barbarian Rage, Sneak Attack, Smite Evil, Death Throes and Swallow Whole are true to the rule system.
You also have the standard combat rules like Attacks of Opportunity, Five-Foot Step, Bull Rush, Trip, Disarm, Sunder, Grapple, fighting with two or more weapons, Cover and Concealment, Saving Throws, Entangled, Blinded, Flaming weapons, and standard spells like Mirror Image, Grease, Web, Solid Fog, etc. In many ways KotC 2 is closer to the rule set than KotC 1. For example, KotC 2 has the Dying condition applying to characters with Hit Points between -1 and -9.


How much impact do you feel the OGL 3.5 has on the overall product?

It’s a very large impact, for both KotC 1 and KotC 2. The combat engine is really a re-creation of what's going on with OGL 3.5 tabletop-RPG combat. Character creation, classes, monsters, spells and creature abilities are also derived from the OGL 3.5 for the most part. KotC has often been compared to the D&D CRPG Temple of Elemental Evil.


How important are the skills gameplay-wise?

Skills are important as they give you access to more dialogue options. These extra dialogue options often grant benefits to the player's party.
For example, with the [Nature] skill, you may be able to identify monster tracks, allowing the party to avoid being surprised when the monsters attack. You may also be able to collect herbs that allow the party members to recover Hit Points or their daily spells and psionic powers.
With the [Mantis Light Sleep] skill, you may avoid a surprise attack taking place when the party is resting. At one point in the game, a Coven of Witches demands some blood from the party. Gameplay-wise, it means losing some Hit Points permanently. But if you have the [Bard Perform] skill, you can use it to avoid losing Hit Points. The party will not get blocked if it lacks any particular skill, but having more skills may make the experience more enjoyable.


Is Augury of Chaos as rich an adventure as KotC 1?

Augury of Chaos is as substantial an adventure as KotC 1, featuring many hours of gameplay. While there are fewer locations in Augury of Chaos than in KotC 1, areas in Augury of Chaos are packed with more content than areas in KotC 1.
Combat encounters in Augury of Chaos typically take more time than in KotC 1 because enemies often come in waves. You cannot assess the difficulty of a battle simply by looking at the opponents that the party is facing in the first round, because more enemies may appear in subsequent rounds.
More so than in KotC 1, in Augury of Chaos certain decisions taken by the player may have a large impact on how the rest of the adventure unfolds. You start thinking 'What would happen if I did things differently?', which gives a reason for playing the game again with a different party making different choices. Also, while KotC 1 only has a few puzzles, Augury of Chaos is packed with non-combat challenges. There are secret messages for the player to decode, riddles to answer and various other puzzles and non-combat situations to resolve.


How much effort went into the toolset?

Honestly, a tonne of effort went into building and debugging the toolset. It is my dream toolset. It's so easy to create a new adventure and add monsters, artifacts, dialogues, quest items, plot hooks, corridors, caves, dangerous areas, doors and portcullises, secret passages, puzzles and elaborate combat encounters.


What inspired KotC 2?

KotC 2: Augury of Chaos is a brand new adventure which does not really borrow much from any particular classic D&D module. Parts of it may have been inspired by the classic D&D module White Plume Mountain, other parts by the Slave Lords series, and yet other parts by Planescape: Torment, Dark Sun: Shattered Lands and the Baldur's Gate series. Cryptographic challenges were inspired by the adventure game Broken Sword: The Shadow of the Templars. However, for the most part, Augury of Chaos is the result of a number of cool ideas I've been writing down over the years.
For the Kickstarter module, KotC 2: The Dark Arena, and the other modules in the planned trilogy, my sources of inspiration include the D&D module Red Hand of Doom, the games Dark Sun: Shattered Lands and Dark Sun: Wake of the Ravager, the Baldur's Gate series, Conan books, Spartacus films, the book The Seven Serpents, the d20 module Mad Manor of Astabar and various classic D&D modules, such as Against the Cult of the Reptile God, Castle Amber, Castle Caldwell and Beyond, The Veiled Society and Lost Tomb of Martek (in it, particularly the Mobius Tower).

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Will there be scripted battles like the early orc attack in KotC 1?

Nearly all encounters in Augury of Chaos are scripted in one way or another. They are not computer-generated random encounters like the ones you could find in the old Bard's Tale series. As a result, encounters often have some pre-combat dialogue or some other special feature such as a surprise round, enemies appearing in waves, something happening when a certain monster or NPC dies, enemies casting scripted spells, enemies running away when they are losing, or something more elaborate like fire or acid damage inflicted on the party members each round.


Did you go for a linear main story again?

Augury of Chaos has an overall linear story structure divided into four chapters. There are optional areas and encounters, but it's a good idea to go through all of them to get more experience points and items. Most of the game's non-linearity comes from the way the player handles each encounter. For example, one encounter may be resolved either through combat or dialogue, while another encounter may allow you to select out of two factions which one the party will support. In the final area, a particular NPC may or may not help the party, depending on player action earlier in the game. Another NPC may or may not appear and attack the party, for similar reasons.


What does it mean that people who back in the first 24 hours will get their download details first?

I've created a system for sending out emails containing the download details. It can take quite a while to send out emails to hundreds or thousands of recipients. I will make sure to give priority to the people who pledged in the first 24 hours by inputting their email addresses into the system first.


Does the editor support the creation of virtual tabletop battle maps?

I hope that KotC 2 will facilitate the creation of tabletop battle maps. Right now, the map editor of KotC 2 has a few export options: Export image to PNG, Export tile map as JPG, and Export the map's zones to PNG. We can discuss the addition of more export options later on.


Can we display a grid overlay in-game?

There's already an option to display the grid while you're building a module with the integrated toolset. I'm also planning to have an option to display the grid while playing the game.


Can we use a point-buy system to create characters?

Currently, each race has a total number of ability-score points and these are distributed randomly. You can click on an ability to make sure that it receives the maximum value for that race and sub-race. I might implement an optional point-buy system.


Does the game provide players with gray-area choices or dilemmas?

There is a 'good versus evil' undercurrent in KotC 2. However, a number of important choices are given to the player and some of these choices can be non-good or downright evil. Non-good choices, such as giving a Demon what it wants, can bring benefits to the party. Thus, you may face a dilemma from time to time.


Can I get an extra KotC 2 digital download / Steam Key for a friend?

Please select the reward tier that you want (at least Champion) and then increase your pledge amount by 20 GBP to get an extra Direct Download of KotC 2: Augury of Chaos, including the adventure-creation toolset, from http://www.heroicfantasygames.com.
Alternatively, please select the reward tier that you want (at least Paladin) and then increase your pledge amount by 28 GBP to get an extra direct download and Steam Key of KotC 2: Augury of Chaos, including the adventure-creation toolset. This includes both a direct download on www.heroicfantasygames.com and a Steam Key for Augury of Chaos once the game is available on Steam. Thank you!


Please explain what it means to take the best from BG 2, ToEE, Dark Sun and PS:T?

Let's take Baldur's Gate 2 for instance. BG 2 is a great RPG, well loved by many. But it is loved by different people for different reasons. I assume that it is loved mainly because of the companions and because of the quests. These two RPG aspects are things I want to focus more on.
When I said 'recreate the best aspects of past 2D D&D computer RPGs' (a tall order I know), I meant that I would take the great tactical combat from Temple of Elemental Evil, the encounter design from Champions of Krynn, the user-friendly interface from Dark Sun Shattered Lands, the companions from BG 2 and Planescape Torment, the great quests and strongholds from BG 2, the quirkiness of characters from PS:T, and the philosophical dialogues from PS:T. Without going overboard on the philosophical aspect, of course.


Are the maps 2D or can there be higher and lower floors?

The adventure maps are based on large hand-drawn images like in BG 2 and Pillars of Eternity, so they are 2D images. However, in the editor you can specify the altitude of squares. Therefore, you can have higher floors and lower floors.
For instance, from a ship you can use bull rush to throw enemies overboard. Soldiers standing atop castle towers can be pushed off the battlements, to their painful doom. :D


Is it possible to play as an evil character?

As a general rule, I prefer to create adventures involving a good or neutral party. However, in KotC 2: Augury of Chaos, during much of the adventure the party's main goal is simply to survive and escape. So I think you could approach the adventure with a good, neutral or evil outlook.
Currently, your starting party members can be of good or neutral alignment, but that could be changed easily to include evil characters. Normally, your enemies in Augury of Chaos are neutral or evil.
I will consider including evil options in the three upcoming adventure modules. If this is something that many KS backers would like to have, then I'll do it.


Will there be arguments or conflicts between the party members?

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The more arguments and potential conflict between the party members, the better. The more interaction between the companions and the player's characters, the better. We want the companions to have their own personality and be more than just combatants. They shouldn't follow the player's characters unquestioningly.
Of course, if you find out that one of the party members is a spy, this would result in a fight or the spy running away to ambush the party later on. :)
Endearing companions can really turn a good RPG into a great RPG.
In Augury of Chaos, your party can cooperate with a number of evil creatures, and one in particular can join the party and help you defeat your enemies in the later part of the game. If I remember correctly, you can choose to break the alliance and fight the creature using a dialogue option.
In Augury of Chaos, your companions might voice their disapproval or even prevent you from taking a particular course of action. If that happened, you could reload, deactivate the troublesome party member, and go through the dialogue again. :) You can freely activate or deactivate a party member when the party is not fighting.
In the upcoming adventure modules, certain companions might decide to leave the party and possibly fight the party later on. In Augury of Chaos, a villain that you fought previously can join the party.


Are you on Steam / Steam Early Access?

Steam is definitely planned following the Kickstarter, after a relatively short period dedicated to the improvement of the game.


Can you multiclass your characters?

Multiclassing is not possible in KotC 2. Please see the KotC 2 database for more information on Character Classes.


What are the hardware requirements?

Any Windows PC with 4 GB of RAM should be able to run the game. A Mac OS version is planned.


When will the game be released?

Direct Download and Steam release is planned following the Kickstarter, after a relatively short period dedicated to the improvement of the game.


Is KotC 2 Augury of Chaos part of a campaign?

No. Augury of Chaos is a stand-alone adventure. With the help of Kickstarter, we will make a trilogy of connected modules.


Is there a free demo somewhere?

KotC 2 does not have a free demo and I have no plans to make one. KotC 1 has a free demo which is different from the main game and may be used as a tutorial for both KotC 1 and KotC 2.


What programming language did you use?

KotC 2 is written in C++ using Visual Studio 2008, the SFML 1.6 library, the Boost library and object-oriented programming techniques.


Why did you decide to go with your own engine?

At the time, the available engines were really focused on 3D games, while my games have a focus on 2D. So, all the 3D functionality is not helpful for me. Then there may be cost or licence issues. For KotC 2, it just seems to me that a tonne of programming would be needed, no matter what engine or library I’m using.


Are there restrictions on when to save the game?

You cannot save the game while your party is engaged in combat or when you are talking to NPCs.


Are there puzzles in the game?

Yes, there are puzzles and riddles and cryptographic challenges. Players who do not have perfect proficiency in English need not worry, as the game often provides Hints and solutions for this type of challenge.


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What spells are in the game?

KotC 2 has more than 700 spells. For more information, please see Wizard spells, Druid spells, Cleric spells, Psionicist powers, Psychic Warrior powers, Rogue spells, Ranger spells, or Paladin spells.


What skills are in the game?

KotC 2 has 31 primary and secondary Skills.


What feats are in the game?

KotC 2 has 478 Feats. Please see the list of KotC 2 Feats.


Are the characters required to eat?

No. The characters will never die from starvation.


Does the game allow non-fighting solutions to situations?

Sure. You do not have to kill everything and everyone. You can often negotiate with NPCs, bribe them, trick them, intimidate them or charm them, or use other non-combat skills such as Forgery and Stealth.


What is the size of the player's party?

Augury of Chaos allows you to create between one and six characters from scratch. Later on, you can recruit up to three companions and you can have up to eight party members.
In the three new adventure modules, I expect to set a limit of six active party members. The player creates between one and six characters from scratch. The other active party members (between zero and five) are recruited companions.
Non-active party members are characters that you’ve recruited before, but who are not adventuring with the party at the moment.


What are the player races and classes?

KotC 2 has 22 Classes, 10 Races and 36 Subraces.


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