May is here, and summer is right around the corner. The team has been starting their work on Act II, and we've been polishing Act I as we go. Hopefully we'll soon be able to share some longer videos, so keep an eye on our Youtube channel if you're not already subscribed! Also, here is an obligatory picture of two of our furry companions during these hard times.
Linus & Oliver can be seen hard at work during most of the day. Sleeping that is.
Community Magic Armor Contest
April's Community Contest is over, and the winner is... Brightwall, by Nortar! With more than 30% of the total votes, this runic shield will banish the darkness no matter how far deep underground you decide to venture. And with the ability to cast Daylight once per long rest, even magical Darkness won't hinder your party! We want to extend our congratulations to all participants, including of course the four runner ups: Greg W Pola with Armor of Shadows (23%), Jason Broom with Archer's Nightmare (22%), Resy with Cloak of Lightning (14%) and Lathaon with Scales of the Remorhaz (11%). As usual, we will be sending Forum Badges as a reward to all participants - as well as some bonus XP so you can level up and get access to more avatars!
Speaking of armors - even though the winning submission was a shield - here is a quick peek at the new armor icons that you will find in your inventory.
We apologize but the summer catalogue didn't get approved by the adventurer committee, so no armored swimsuits
Power... Overwhelming!
Let's swap things around a bit this time, and start off with spells instead. Our VFX Artist has been very productive these last few weeks, and we have every intention of sharing her work with you! I present to you Frost Bolt, Guidance and Guiding Bolt!
We also have some more spell icons to share! Have fun finding out what spell each one represents. First one to get them all right get a Forum Title from yours truly!
Speaking of magic... Where did our adventurers end up this time? That's more books than you could read in a lifetime... several lifetimes even. I won't spoil too much about this location, but let's say if you expected Solasta to be all about going around caverns murdering orcs and goblins, Wendy you've got a surprise coming to you.
Caer Cyflen Wasn't Built in a Day - Part 2
Oh boy, more Caer Cyflen. Being the main city of our game, it's very likely that we'll keep polishing it while working on Act II and even beyond. That means you get to see it evolve alongside the development team in our bi-weekly Dev Updates! Hopefully that's something you enjoy, make sure you tell us how you feel about that in the comments.
The marketplace is slowly taking shape, now the next step is to add some life!
Fruits and vegetables aplenty! Tonight we feast!
As its name implies, the marketplace is where you will be doing most of your shopping. Fun fact: we used to have all the vendors scattered across the city so that they could each have their little corner with its own ambiance and decorations, but after playing for a bit we realized that running back and forth between the different shops was more tedious than anything else. The first time going around the city was great, but doing that every time you come back from an expedition was excruciating to say the least.
This is also when we decided to reduce the playable area of the city. Now that may sound like a bad thing to do, but think of it for a moment - larger cities don't necessarily make for a more enjoyable experience. Unlike playing on tabletop, you can't just skip the long and boring walk between the city gates and the castle - the DM isn't going to make descriptions of the same streets for 15 minutes every time you come back into town (at least I hope not). Adding fast-travel would be a work-around; but in that case what's the point of making a large city in the first place if players are always using fast travel after the first time? Therefore, we decided to pack most activities in a smaller playable area of the city - less time spent running is more time spent adventuring!
Here you can see the canal before adding the water, we'll have another screenshot ready for you once it's filled!
Welcome to the Art Corner
A Dev Update wouldn't be one without showing some of the fantastic work from our Art Team. Icons, concept art, 3D models - there's plenty of things to share with you!
Another example of Concept Art being made into an in-game prop by our wonderful 3D artists
More item icons, crafting components and potions!
Bloopers!
There's plenty more we could show, but we wouldn't want our Dev Updates to become too long now would we. Unfortunately, we don't have a lot of bloopers at hand this time, so here is a doodle from the latest Tactical Skribblio showdown, where the artistic capabilities of each and every team member are tested and judged. And by that I mean the lack of artistic capabilities.
I'd say this drawing was already pretty high tier compared to everything else.
That's it for today! Hope you enjoyed our Dev Update, and make sure to drop by next week for May's Community Event. Here is a taste of what's coming up...
What. A. Contest! The quality of your submissions were incredible, even more than last month. We've had a really tough time trimming our selections down to five finalists, as each of us had our favorites... and unlike in the weapon contest, not a lot of overlap! Some of you had fantastic and original ideas that would totally fit Solasta, and trust me when I say that we've had to discard a lot of great submissions. So don't feel bad if you don't see your name in there! By the way you can always ping me on Discord if you're curious about what the team thought about your armor in particular^^
Here is a reminder of our most important criteria:
Design needs to avoid being overly complex. No sentient, morphing or world ending armors please.
Design needs to be SRD 5.1. Please be aware that not everything from the Player Handbook is free to use - Feats and most Archetypes are not valid (Battle Maneuvers are not SRD for instance). Also, none of the material from other books such as (but not limited to) XGtE or SCAG are SRD.
Content needs to be planned for Solasta. For instance, any design with Warlock spells won't be selected.
Design needs to be balanced for a lvl 1 - 10 adventure. Avoid overpowered armors - and even items for level 10 characters are not encouraged since they will be at the end of the game already.
Now without further ado, here the list of the selected armors (and a shield!) for this second round (in no particular order):
Archer's Nightmare, by Jason Broome
Armor of Shadows, by Greg W Pola
Scales of the Remorhaz, by Lathaon
Cloak of Lightning, by Resy
Brightwall, by Nortar
Note that we have already applied a first balance pass, so they may differ slightly from the original submission. The lore may also be reworked later by our writers.
Contest Rules
Voting ends on Monday, May 4th, 11:59pm PST
Anyone with a Forum Account may participate in the voting. Limit of one vote per person.
The winner will have his Magic Armor implemented in-game and be credited as its Designer in the Credits
All of those who wrote a submission will also receive a Forum Trophy for their participation to the contest
Necessary disclaimer: We reserve the right to alter submissions or work with their author to fit our design and specifications. You can read the full legal document here (roll Investigation DC15).
Hide Armor (Medium)
Grants a Bonus to AC
Grants a Constitution Bonus when worn
Attacks with Ranged Weapons against the wearer - such as arrows or bolts - are made with disadvantage (Spells are not affected)
Requires Attunement
Color Scheme: Plain brown with broken arrows patterns
Creator: Jason Broome
Studded Leather Armor (Light)
Advantage on Stealth Checks
Grants Darkvision 60'
No Attunement
Color Scheme: Black & grey with dulled gray studs
Creator: Greg W Pola
Scale Mail (Medium)
Grants a Bonus to AC
Can cast Fire Shield (Warm) once per Long Rest
Requires Attunement
Color Scheme: Blue & orange
Creator: Lathaon
Cape
Can cast Lightning once per Long Rest
Grants Resistance to Lightning Damage
Requires Attunement
Color Scheme: Dark navy with lightning arcs
Creator: Resy
Shield
Grants a Bonus to AC
Can cast Daylight on itself once per Long Rest
Can cast Light on itself at will
Requires Attunement
Color Scheme: Mirror-polished steel with darker metal boss and rim, etched with glowing runes
Hope everyone is doing all right out there. On our side we're hard at work with Act I, and we'll soon start cracking at Act II as well. Also, as we'll still be working from home for quite some time, here is a bit of love to our companions who now have to live with us all day long.
Gimli loves to invade our morning stand-up meetings with his peppy chirps.
April Contest - Design Your Magic Armor
Little reminder: you still have one week to submit your Magic Armor Design for a chance to have it implemented in-game at launch! On April 28th, we will select our favorite submissions and the voting phase will begin!
Time to craft your very own your magic armor in a video game!
New Systems, Operational!
As our Designers work on creating fun and challenging levels, we have a constant need to create and implement new systems to make their dreams a reality. Well, I say that but sometimes it's something as simple as needing a door that opens when you activate a lever. Or a trap that activates when you walk on a tile. Almost every interaction needs a system behind it, which is why our Programmers will never be out of work!
Step carefully now, fall damage is no joke!
For instance, we have recently been playing around with pressure plates - traps that only trigger when you step away from the plate, and not when you step on it. We've also implemented gadgets that only react to magic - or even magic of a certain kind (such as spells dealing fire or radiant damage). Solving puzzles and opening secret doors won't be a simple matter of succeeding a Perception check!
Here are the new gadgets we were talking about above, ready to be used by our level designers!
Systems aren't only needed to build levels, of course. Another example would be the Party Banter feature that we promised in our Kickstarter Campaign, which just made its debut in-game! It still needs a lot of love and tweaking so that the party members aren't talking all the time (trust me, it gets tiresome very fast), but at least adventuring will be a little more lively now.
Characters will react differently to their party members depending on their personality (and yes, it will be voiced!)
As we're talking about new systems, I'd say it's high time we give you a glimpse of our crafting system! Now before we start, please keep in mind that crafting is not a main progression system in Solasta. It's used to make useful items such as scrolls, potions and poisons - not forge magical artifacts of tremendous power (you're playing a party of adventurers, not a party of blacksmiths).
"You youngsters and your healing potions! Back in my day, we drank herbal remedies and it cured everything I tell you. EVERYTHING!"
Crafting is done during downtime when travelling - after setting up camp, adventurers can devote time to various activities before going to sleep, including crafting. Still, remember that as with anything else we're showing you in our Dev Updates, all of this may change in the future as Crafting is still in its infancy in Solasta.
"Can we do a long rest yet? What do you mean we did one just before this fight, my character likes to sleep a lot alright?"
We've also been working on adding merchants to the city of Caer Cyflen. You can see here that your relation with certain factions will now come into play when bartering with them, as a bad reputation may result in shopkeepers raising their prices. The opposite may also apply and who knows, they may even have some special items in the back of their shop for you...
"Hugo, listen to me. I didn't mean to stab him, I thought he was a bandit you see? Now can you stop gouging your prices?"
Caer Cyflen Wasn't Built in a Day
Speaking of Caer Cyflen, its empty streets are slowly getting filled with life! It's a long process, but we're confident that it will look fantastic when we're finally done with it. We'll even have citizens walking around soon - that may not sound very impressive, but currently every NPC in town is just standing around looking like a tree so hey, progress!
"My dear, you must absolutely tell me where you got pennants that are so white." "Oh, those are just missing their texture."
We've also worked on what towns and locations will look like on the World Map which, again, changed quite a bit since the last time we showed it to you.
This world map is getting more and more eerie at night, isn't it.
Also, since we're talking about towns...
What is it? Where is it? You'll see...
It's a Kind of Magic
The great thing about spells in D&D is that there are plenty of them. The bad thing about spells in D&D is that there are plenty of them - wait what? Jokes aside, it can be very hard for new spellcasters to choose between all the spells that are available to them - which is why we've added filters on our Spell Page for you to easily find the right spell to prepare for the right occasion!
Maybe I'll finally stop preparing only concentration spells too, it didn't work too well last time I did that.
Our VFX artist has also added Levitate and Knock to Solasta. Who said we only show flashy destructive spells? Feast your eyes on these!
Something something "Open Sesame". I'm out of bad joke slots for the day, need a long rest.
Bloopers!
As it is often the case, our bloopers this time are once again a result of our Animator breaking things. Although this time he was helped by our Graphic Programmer in his quest to make our NPCs as derpy as possible.
"No, being able to look at two directions at once does not grant you advantage to Perception."
OH MY GOD WHAT IS THAT.
That's it for today! Hope you enjoyed our Dev Update, don't forget to participate in the Magic Armor Design Contest if you haven't already!
We're back at it with a new Community Contest - Design a Magic Armor! It wouldn't be fair if we only gave a chance for weapons to shine now, would it? So get your creative juice pumping and your fingers cracking, you have another chance to get your design in-game!
Note: The rewards for the previous contest have been sent! If you can't find your Weaponsmith Trophy in your Profile, please don't hesitate to create a thread on the forum or contact me on Discord.
Please keep your submission Safe for Work. Nothing 18+ (writing included)
Must not contain copyrighted material.
From April 28th to May 4th, the voting phase will take place. We will select a few of our favorite Magic Armor Designs, and the community will vote for the final winner!
The winner will have his Magic Armor implemented in-game and be credited as its designer in the Credits
All of those who wrote a valid submission will also receive a Forum Trophy for their participation to the contest
Necessary disclaimer: We reserve the right to alter submissions or work with their author to fit our design and specifications. You can read the full legal document here (roll Investigation DC15).
Some Selection Criteria:
Design needs to avoid being overly complex. No sentient, morphing or world ending armors please.
Design needs to be SRD 5.1. Please be aware that not everything from the Player Handbook is free to use - Feats and most Archetypes are not valid (Battle Maneuvers are not SRD for instance). Also, none of the material from other books such as (but not limited to) XGtE or SCAG are SRD.
Content needs to be planned for Solasta. For instance, any design with Warlock spells won't be selected.
Design needs to be balanced for a lvl 1 - 10 adventure. Avoid overpowered armors - and even items for level 10 characters are not encouraged since they will be at the end of the game already.
Are you ready for the first Dev Update of April? Well you better be, for we have tons of things to show you!
Community Magic Weapon Contest
Annnnd stop! With 32% of the total vote, the Arcane Shieldstaff wins March Community Contest: Design your Magic Weapon! Second place goes to the Manacalon Javelin of Sure Returning (21%), followed by the Winged Dagger (17%), the Mace of the Midday Sun (16%) and finally the Mountain Breaker (14%). Huge congratulations to our winner GreyWarden77, the runner-ups Woolynelson, Maruo Sartori, Ithron and Shadow of Olympus, as well as everyone else who participated to the contest. We will soon be sending Forum Badges as a reward to all participants - as well as some bonus XP so you can level up and get access to more avatars!
Bronze for participating, Silver for getting selected, Gold for 2nd place, Diamond for winning!
We've also been informed that the Arcane Shieldstaff looks similar to the Staff of Defense found in the Lost Mine of Phandelver D&D 5e module. However, it doesn't grant a +1 Bonus to AC, and it can also cast Shield as a Reaction (Staff of Defense can only cast Shield as an action). Oh and it also doesn't have a 5% chance of blowing up every morning, we can already imagine the amount of bug reports about "Items disappearing from Inventory" if we did that.
That being said, thank you for staying vigilant and telling us about these kind of issues - if we do conclude that it's too close to an existing item in the end, we may change it slightly while keeping the intent intact (so it won't suddenly be doling out fireballs by the dozen, but it may trade Mage Armor for a +1 to All Saving Throws for instance)
Day & Night Cycles
You might remember us showing you a little sneak peek of the Day & Night cycle when talking about our new World Map screen in early February (Dev Update #7). For those who missed it - or who simply forgot, it's been 2 months after all - here it is!
You can even see the clock at the top showing the passage of time!
Back then, you were only able to see the changes in luminosity on that specific screen... But it is no longer the case! When your party is inside a location, time keeps going - so when you do a short rest or a long rest (1h / 8h), you will see the level change with the time of the day.
Before / After a long rest, from 10:50 am to 6:50 pm (8h)
Now for the fun fact: even when you're not doing rests, the time is actually flowing in real time. That means if you were to leave your computer with Solasta running for a few hours (without being in a menu), you may very well come back and see that the luminosity now looks a lot different! This should almost never happen if you're just playing normally, but just for fun here is what it looks like with a (very) accelerated video. As you can see, it's not just a question of having one "Day version" and one "Night version" of the level - the luminosity changes with the in-game time! It's also important to note that the changes aren't only visual - after a certain hour, you will be fighting under Dim Light conditions - and who knows, maybe even in total darkness!
Once the night hits, you better have those torches and Light spells ready!
Alright, hope you enjoyed it! All of that was made possible thanks to our Graphic Programmer, who made a fantastic tool for the team to play with!
Most of his work can be considered as MakeThingsPretty.exe for our Dev Updates
Random Encounters!
Don't you love it when you're traveling back to town from dungeon-delving, half-dead and completely out of spell slots - only to be hit by a random encounter? Well, now you can experience these rage inducing moments in Solasta as well! That's what you get for culling down the locals, you damn murder hobos. Anyway, random encounters - they have now been implemented in the World Map, and you can even get ambushed under certain conditions. This means we've also been working on a small encounter map - and will probably end up making a few more so that you don't always fight "random" encounters in the same "not so random" location (damn it Fred, I told you we should have gone around that clearing, we've been ambushed the last 5 times we went through here!)
Hey look guys, more XP and loot to entertain us during our journey!
New Levels in the Work
We've been showing you a lot of the same locations slowly being improved - which is fairly important considering those are the first levels which new players will be seeing - but I'm thinking some of you might want to see some new locations. Well, here is a little something for you - although we won't be telling you where that is! Always keep in mind that all you're see here is Work In Progress, it's far from being done!
Ohhhh toasty. Did things get a bit heated over here, or did the wizard just drop a fireball to clear the area?
"Mellon"! "Mellon"! Damn it guys, it's not working.
Concept Art & Icons!
Time to show some love for the Art Team, who've been kept busy working on... icons. Lots and lots of icons, for all kinds of stuff! Turns out that when you want your Character Creation to be free of placeholders, there are plenty of little things you need to take care of - Divine Domains for Clerics, Fighting Styles for Martial Classes, Spells for Spellcasters, Archetypes for everyone... Anyone, here it is - once again, not everything is final so some of these icons may very well change in the future!
We finally have an image for the Acolyte Background! With this, all 8 Backgrounds are now ready
First version of divine domains & some extra archetype icons
First version of crafting component icons (ooohh crafting... another topic to discuss sooner or later!)
VFX Corner!
Today's a good day for VFX lovers. Why, you may ask? Well, how about... Fireball, one of the signature spells of D&D? Feast your eyes now, before you grow weary of it after spamming fireballs at every issue you find in your way.
How do level 5+ wizards deal with their problems? EXPLOOOOOSION!
However, it wouldn't be fair if we only showed Violet all the time. Here is Vigdis with a brand new Solasta-flavored power: Channel Divinity - Holy Retribution, from the Law Domain. When you lose HP from an enemy melee attack, you can use your reaction and Channel Divinity to immediately <s>smack that impudent swine</s> strike back with some added psychic damage!
RETRIBUTION, HERETIC! IT TASTES LIKE VICTORY!
Bloopers!
Unfortunate as it is, no blooper this time. There weren't so many funny bugs as there were unwanted crashes, and error messages aren't the most entertaining screenshots to share. So instead, here's a rejected helmet design doodled by our Lead Animator during our last Sprint Review.
A giant spoon for a helmet? Someone fire this man right now.
That's it for today, April Community Contest is right around the corner!
The submission period is now over, thank you to all participants out there! We’ve received more than a hundred magic weapons in total, and trimming that selection down to five finalists was hard... real hard! So don’t feel bad if your idea didn’t make it to this final round, there were so many great submissions that we simply couldn’t include them all.
Before we reveal the winners of the first round, I want to share with you some of the criteria we used to select them:
The weapon had to be balanceable. We can easily lower a +4 attribute bonus to +2, a +2d8 necrotic damage to +1d8, 5 charges of magic missile to 2 charges - but a weapon that can cast Cloudkill, a 5th level spell, can’t be balanced unless we removed the spell from it (and that would completely change the idea behind the weapon).
The weapon had to not be overly complex. Some submissions had great flavor, but simply were not possible to implement because they were too complex - such as weapons that would transform into other weapons or even monsters under certain circumstances.
The content had to be SRD. We had a few submissions that included spells that simply don’t exist in D&D, or that had content only available in the PHB like Battle Master maneuvers.
The content had to be planned for the game. Some weapons included Warlock Spells (which aren’t planned for Solasta at release)
Now without further ado, here the list of the selected weapons for this second round (in no particular order):
Arcane Shieldstaff, by GreyWarden77
Mace of the Midday Sun, by Woolynelson
Manacalon Javelin of Sure Returning, by Mauro.Sartori
Mountain Breaker, by Ithron
Winged Dagger, by Shadow of Olympus
Note that we have already applied a first balance pass, so some of these weapons may differ slightly from the original submission. The weapons’ lore may also be reworked later by our writers.
Contest Rules
Voting ends on Monday, March 6th, 11:59pm PST
Anyone with a Forum Account may participate in the voting. Limit of one vote per person.
The winner will have his Magic Weapon implemented in-game and be credited as its Designer in the Credits
All of those who wrote a submission will also receive a Forum Trophy for their participation to the contest
Necessary disclaimer: We reserve the right to alter submissions or work with their author to fit our design and specifications. You can read the full legal document here (roll Investigation DC15).
Can cast Mage Armor once per Long Rest
Can cast Shield thrice per Long Rest
Requires Attunement
Color Scheme: Purple & Gold trim
Creator: GreyWarden77
Shieldstaves are a rare artifact from ages far past.Crafted by an ancient mage during war time, this staff promises to keep its user safe and able to focus on other magical pursuits, leaving defense to the staff
Deals additional Radiant Damage on hit
On a Critical Hit, target is affected by Faerie Fire
Requires Attunement
Color Scheme: White & Gold
Creator: Woolynelson
The handle of this weapon looks as if it were carved from alabaster, with a bright golden striking head.
Grants a Dexterity Bonus when wielded
Returns to the wielder when thrown
Requires Attunement
Color Scheme: Wooden, with silver decorations and a golden head
Creator: Mauro.Sartori
A javelin of magnificent workmanship, perfectly balanced. Decorated in pure silver along its entire pole with a precious weave easily referable to the ancient Manacalon empire. Its golden tip seems to release a faint light in the dark, a sign of the magical power that this artifact contains inside.An ancient artifact created before the cataclysm by the powerful magicians of the Manacalon empire, very little is known of its origins - but in some ancient representations found in a crypt in the Badlands by a group of archaeologists and scholars of the New Empire, the artifact can be recognized as the main architect of crucial victories in historical battles.
Grants a Strength Bonus when wielded
Can cast Thunderwavecentered on the wielder once per Long Rest
Requires Attunement
Color Scheme: Silver & Steel
Creator: Ithron
Leather wrapped haft with a beveled head with silver inlays. The maul looks like it should weigh more than it does when initially lifted, but re-gains that apparent weight ten-fold while descending in a strike. Crafted by long dead leader of a clan of the Snow Alliance. Designed to be equally useful for combat, and for breaching the defenses of other clans when they came into conflict.
Can cast Feather Fall on self once per Long Rest
Can cast Misty Step once per Long Rest
Requires Attunement
Color Scheme: Silver with a black handle
Creator: Shadow of Olympus
The grip is of a hard, glossy black material and is in fact crafted from the beak of an enormous raven. At the base of the Winged Dagger, the pommel, is a stylized bird’s claw in platinum grasping a mysterious, cloudy, spherical gem that when gazed upon appears to bear moving shapes inside like clouds in the sky. The platinum quillons spread as wings, majestically from the dagger’s hilt. The platinum blade is diamond in cross section, and long and tapered, ending in an impossibly sharp tip.The Winged Dagger was crafted in a gentler time to less gentler men. The Dagger was crafted in exchange for services rendered by Yxaethenes Soulbender, a Manacalon magister of minor renown. The Winged Dagger, once created, was employed through many a nefarious exploit by accomplished burglar, “Bad” Omen Starsbrite. Starsbrite actually prefered, and in vain attempted, to promote the more flattering nickname of “The Perfect Crime”. Nonetheless “Bad” Omen Starsbrite gained much notoriety and infamy for somehow always being able to gain escape from seemingly impossible odds. He often worked alone, not out of preference, but of the fear of his singular reputation. His tendency of emerging as the sole survivor after a particularly perilous operation went south had the effect of thinning the ranks of his working companions. “Bad” Omen “The Perfect Crime” Starsbrite eventually met his ultimate fate after taking one too many chances and one too many coffers of gold.
The current situation may not be ideal, but it’s not going to stop us from making our scheduled Dev Update! We hope you’re all doing well out there - on our side we’ve all switched to working from home. The good thing about being a small team is that it makes us a bit more agile, so we’re still able to make good progress on Solasta as we speak!
As you can see our productivity remains unaffected.
March Contest - Design Your Magic Weapon
Little reminder: you still have one week to submit your Magic Weapon Design for a chance to have it implemented in-game at launch! On March 31st, we will select our favorite submissions and the voting phase will begin!
Don’t miss your chance to make your magic weapon a reality in Solasta!
Solasta Alpha Footage!
We all know it’s been forever since we’ve released gameplay video footage of Solasta outside very short gifs in our Dev Updates. Thing is, you always wonder: when is your game "good enough" to show to the world? Is the lighting too strong here? Does this bug really look bad? Will people understand that X and Y are temporary? So on and so forth.
However, with the Steam Game Festival: Spring Edition making its sudden appearance and Solasta’s Pre-Alpha Demo once again being available (although not anymore, the event ended yesterday morning), we wanted to make sure people understood that the game had evolved since our Kickstarter. This is why we made a short video bundling quite a few previously unavailable features on Twitter last Friday, which you can enjoy in Full HD here.
One feedback that stayed with us ever since we released our Kickstarter Demo was that Spell Icons were not clear. You would look at your spell bar and go "alright, I’m pretty sure my cleric should have cure wounds, but where is it..."
Aside from a few of them that are fairly obvious, would you be able to name all these spells from their old icons alone?
While they all looked quite beautiful (at the very least I really liked them), our Art Director decided to change the art style of our spell icons - to improve glance value and readability. Here is a side by side comparison of a few of these spells, which are all going to receive the same treatment in the coming weeks.
It’s hard to deny that the new ones are much easier to recognize.
Speaking of spells, we’ve just added Fog Cloud to the game. Time to obscure those lines of sight!
Character Creation Update
You’ve seen quite a few updates on our Character Creation Tool, and today’s Dev Update is not going to be the exception! Our goal is to have it completely done soon, so we can set it aside and focus on other parts of the game.
The High Elves join the fray in our Character Creation Tool...
And so do the Half-Elves!
Now all that remains are the Island Halflings and the Hill Dwarves, and we should have a complete lineup for our races!
Environment Update
One Snow Alliance Embassy, ready to go! Here is how it looks in-game compared to its original Concept Art.
Pretty impressive rendition of the original 2D concept art, isn’t it!
We’ll also share with you a couple of screenshots of an external location that your party will have to explore fairly early in their adventure. Watch your step, you don’t want to fall in that ravine...
Giant Eagles Join the Fight!
Our second flying enemy just joined the roster of foes you’ll have to face. Give giant eagles a warm welcome!
Tactical Adventures assures you that no eagles were harmed in the making of these gifs.
Bloopers!
You may have noticed the lack of Thunderwave so far in our Spells FX updates. Truth be told, we did have Thunderwave in-game (you may remember it was available in our Pre-Alpa Demo) - but the format wasn’t quite right. The spell was automatically centered around the caster, which a few players made sure to inform us about! So we fixed it. And by that I mean, we introduced a new bug while doing so. Here is a little demonstration of what happens after you get hit by Thunderwave.
Weeeeeeeeeeeeeeeeeeeh!
We also just hit 2,000 followers on Twitter, which was the perfect occasion for me to sneak behind the back of our Producer and ask our Lead Animator (father of many horrible and hilarious gifs) for a little something for the occasion. And trust me, he delivered! Alas, poor goblin - you were never supposed to do things like this.
Goblins doing thumbs-up, check. I may yet win this bingo game.
That’s it for today! Hope you enjoyed our Dev Update, see you next week for more Solasta goodness!
Did you miss our Kickstarter Demo back in September 2019? Well, you're in luck! We're making it available once again for the duration of the Steam Game Festival: Spring Edition! Enjoy ːredgiftː
Note: This is the exact same Pre-Alpha Demo that was available during our Kickstarter Campaign, so if you already played it there won't be anything new. We're working on other things right now, some of it you might see fairly soon in an update :)
Two months ago, you designed a Mayor for Caer Cyflen. One month ago, you've voted for a new Monster to be added to Solasta. And now.. It is time for you to design a Magic Weapon that all future adventurers will be able to find in their quest for mighty loot to save the world! As with the Mayor Contest, we will be selecting our favorites and holding a community vote when the submission period is over.
Please keep your submission Safe for Work. Nothing 18+ (writing included)
Must not contain copyrighted material.
From March 31st to April 6th, the voting phase will take place. We will select a few of our favorite Weapon Designs, and the community will vote for the final winner!
The winner will have his weapon implemented in-game and be credited as its designer in the Credits
All of those who wrote a valid submission will also receive a Forum Trophy for their participation to the contest
Necessary disclaimer: We reserve the right to alter submissions or work with their author to fit our design and specifications. You can read the full legal document here (roll Investigation DC15)
Hey hey friends! February’s Vote is over, it’s time for us to open the lid and count the votes!
Choose your Monster
Let’s just hope you won’t regret it when you see it charging towards you in a narrow corridor
With a staggering total of 50% of the votes, the Minotaur wins February’s Community Vote by a huge margin! In second place, we have the Ettin with 20% of the votes, followed by the Troll with 16% and the Ettercap last with 14%. Minotaurs will thus join the monster roster of Solasta, prepare to face them in deadly encounters. With the ability to charge and gore anyone in its path as well as being able to attack recklessly as much as they want, Minotaurs will make for tough foes to defeat!
Did Someone Say... Monsters?
It’s easy to forget that it takes quite a bit of finishing touches to have a monster be 100% ready for the final game. And by finishing touches, I don’t mean making it look prettier (although it’s always nice) - I mean that there are a lot of "little things" to take care of. One of them, for instance, is their portrait for the initiative tracker during combat.
The reign of random Google Image placeholders is finally over!
Speaking of placeholder icons, if you've never seen what some of them can look like, I invite you take a look at this wonderful gallery of placeholder icons for DOTA 2 - let it be known that Valve has some very humorous artists. Also, do you know what else is important? Audio - and especially audio timing. Imagine your character hitting an enemy... only to hear the impact about a second later. There are few things that can be as grating as audio delay, and it completely destroys game immersion. This is why one of our Programmers worked on a little tool for our Audio Engineer to visualize the different animations and help them time the audio more easily!
And we’re still improving it! You can check plenty of things with it, not just monsters.
Also, little fun fact (if a little useless) that I forgot to mention last time: our Flying Snake’s tail is dynamic. That means if it suddenly froze in the air, the tail would still dangle for a bit (because physics). That also means you could technically make it wiggle very hard, something I have no doubt our Lead Animator already did.
Danger noodle, wiggle wiggle!
Flinging Spells at the Environment
We usually don’t show much about our Programmers’ work, for a very simple reason: there isn’t really anything to show. Lines of code don’t really make for good screenshots after all. But today’s an exception - we’ve long been working on it, and we’re finally implementing interactions between spells (and powers) and the environment! It might seem like such an obvious thing, but a monster, a door and a torch are far from being the same thing. There are different systems at work behind each of those elements, and not everything reacts in the same way... That is, unless you want some poorly optimized game or very weird things to happen.
One of the earlier iterations of Spells / Environment interaction, you can see an older version of the combat grid
Doors are no longer safe from Wizards. Open, sesame!
You can now light torches with Fire spells, and extinguish them with Water & Ice spells (we’re still discussing that choice)
Character Customisation is Getting There!
We’ve been showing you all these cool haircuts and beards in the past Dev Updates; you’ll be happy to know that we’re slowly implementing them in-game! Soon enough you’ll be able to make a colorful party to travel the lands of Solasta. Farewell, Violet, Garrad, Rhuad and Vigdis, and hello new adventurers with custom faces!
We’ll show you some other races in future updates as well!
More Architecture, now in 3D!
We’ve showed you plenty of concept art for buildings and details in the past updates - but what do they actually look like in 3D? Let’s take a look at the Snow Alliance Embassy!
Here is the concept art of the facade of the Snow Alliance Embassy
And here are the 3D models of the window, the arches and the pillars. Pretty faithful, eh?
On that topic, we’ll share a more in-depth article about the city’s playable area in the near future. We know it’s something that a lot of you are curious about, since a game’s main hub is somewhere you spend quite a bit of time after all! Currently we’re working on the Embassy District - and not only the buildings, but also the ground and the rest of the environment. Here are a few screenshots I’ve managed to nab!
As a reminder, here is the concept art of the Embassy District that we shared quite some time ago
Here is the same camera angle, but this time in-game (Work In Progress of course). It’s sorely lacking vegetation for now!
And here is the promontory, overlooking the... well, I guess the lack of city since it hasn’t been merged in the main branch yet
Bloopers!
Woohoo, blooper time! Remember when I was talking about having armors adapt to the character’s shape? Well, here is what happens when the settings aren’t working properly.
Adding eldritch horrors to Solasta, check
Here is another hilarious bug that we ran into (and that we shared on our Discord server some time ago) when working on traps. There’s some time loop shenanigans at work here!
This test level was aptly named "Tower of Pain"
That’s it for today! Hope you enjoyed our Dev Update, see you next week for March’s Community Contest!