Search found 262 matches

by Dorateen
Sun Apr 03, 2022 2:55 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 43319

Re: Hearkenwold

Thanks, Pongo. I was testing yesterday, and there are some fights I think can get pretty challenging. As is the nature of an open design, a big factor is the level of the party when they enter this area. No shame in characters finding themselves in over their heads and running off to come back later.
by Dorateen
Sat Apr 02, 2022 2:26 pm
Forum: General IceBlink Project Discussions
Topic: IceBlink Engine Streaming
Replies: 47
Views: 5452

Re: IceBlink Engine Streaming

Great to see the continuation of this stream. The party will start to run into some more dangerous enemies from this point, that was a fun battle against the hellhounds. Trumpkin's well-timed critical hits really helped.
by Dorateen
Fri Apr 01, 2022 10:55 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 43319

Re: Hearkenwold

Thanks, slowdive! I like the shadow effect of the raised tiles, because on a 2d map, it helps distinguish walls from floors. However, the height mapping does have collision, and when you make bridges or balconies, players have to access those higher (or lower) tiles via a ramp or stairs. The one sma...
by Dorateen
Fri Apr 01, 2022 7:41 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 43319

Re: Hearkenwold

April Update I must have been motivated last month, because I was able to get a lot done in the recreation of Edinmoor as part of the Hearkenwold campaign. This includes two maps of mountain wilderness as well as the second dungeon featured in the adventure. I am starting on the concluding areas, b...
by Dorateen
Tue Mar 22, 2022 5:39 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 43319

Re: Hearkenwold

Knights of the Chalice 2 releases officially on Steam and gog this Friday, March 25.

I have uploaded one more video to showcase the Hearkenwold adventure module. An encounter in the Dwarven Halls of Hamhock, when the party stumbles across a group of conspiring monsters.

https://youtu.be/MzrRohMFl1Y
by Dorateen
Tue Mar 22, 2022 3:55 pm
Forum: IceBlink Engine
Topic: running script on enemy death
Replies: 5
Views: 287

Re: running script on enemy death

Just a quick thought: could you make a custom spell just for this instance that will be attached to the onScoringHit tag, one that will do the exact amount of damage as the zombie's hit points?
by Dorateen
Tue Mar 22, 2022 2:08 pm
Forum: IceBlink Engine
Topic: running script on enemy death
Replies: 5
Views: 287

Re: running script on enemy death

How did it work in the Eldarin Stone? I thought you first used exploding zombies in that module. Was it a custom script that you might need to import?
by Dorateen
Tue Mar 22, 2022 2:04 pm
Forum: IceBlink Engine
Topic: Problem and solution to DoConvo OnEndCombatIBS
Replies: 6
Views: 380

Re: Problem and solution to DoConvo OnEndCombatIBS

Good catch.

I've been using the Trigger Events to add a conversation that will fire immediately after a combat encounter.
TriggerEvents.jpg
TriggerEvents.jpg (88.19 KiB) Viewed 376 times
by Dorateen
Sun Mar 06, 2022 2:50 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 43319

Re: Hearkenwold

Thanks, Pongo. I think I have used Low Constitution the most as a way to simulate cowardly (or let's just say cautious ) party members. In a few places, I have Low Intelligence options, because that's always fun. Oh, and lots of Low Charisma choices for characters who want to mouth off at NPCS or ac...
by Dorateen
Sat Mar 05, 2022 3:48 pm
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 83
Views: 13642

Re: Pescua [title work in progress!]

I'm going to focus now on just getting a build ready to publish. I'm cutting all the Chp2 content for the minute and focussing on making Chp1 a better experience Sounds like a good plan. The Chapter 2 content, you will then add back in after the build is published? In other words, not scrapping com...