For those of you who have been following us on Social Media, you already know what we're going to be talking about. For the others... be ready to be showered with information! But before that, you know what time it is.
They love to play around with clothings in winter, guess cats get cold too
One Winter Update, coming right up - December 14th
Bet you didn't see that one coming, did you! Honestly I wouldn't blame you, I just looked it up and yea it turns out Winter officially begins on December 21st, so technically it should be called "End of Autumn Update" - but then we'd kind of ruin the surprise, and no one likes that.
So yea, you get to enjoy some more Solasta right before Christmas, with all the new content and changes announced in the previous article. We'll be following community feedback closely after the update goes live, and roll out hotfixes in the following days in case anything goes wrong. Hopefully that won't happen, but you know how game development goes - hope for the best, plan for the worse. After that, most of the team will be taking a much needed break so communications will slow down a little, but worry not we'll be back in full force early January!
Note that your party won't be able to go above level 6 for now, which should be around the level you reach once you complete the new questline of the Winter Update. Save files should be compatible, but as always with Early Access we strongly suggest you start a fresh new adventure to avoid any potential issues!
Full Patch Notes will be released on the day of the Update, and the list will be massive!
Community Stream with the Team - December 15th
To celebrate the Winter Update, we'll be streaming live on Twitchand Steam on December 15th, starting at 8:00 am PST / 11:00 am EST / 5:00 pm CET. Join the Tactical Adventures crew as we discuss the content of this new update, this time with additional members:
Mathieu, Creative Director and CEO
Xavier, Gameplay and Narrative Director
Karim, Lead Programmer
Eleonore, Producer
Pierre, Marketing Director
Emile, Community Lead (that's me!)
We'll be taking questions from the chat, so don't be shy and ask away!
Also if you are a Kickstarter Backer, we've got you covered. Soon after the release on December 14th, you should receive a GOG Key of Solasta Supporter Edition through CrowdOx - just like you did for Steam. It might take up to 24h, so don't worry if you don't see it immediately.
Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
How are you all doing? Winter is starting show its nose, it's getting pretty cold here in Paris! However, that also means we're getting closer to the Winter Update, which we will be talking about a bit more in today's Dev Update. But before that...
Sometimes I wish I could swap places with our pets. Sneaking a nap under a sofa sounds pretty fantastic right now.
Remind me what's in the Winter Update?
Worry not, we've got you. After all, it's already been 3 weeks since we first announced the upcoming Winter Update, and not all of us picked Keen Mind during character creation (though I sure wish I did, now where did I put those damn keys again...). So here is a reminder of what you can look forward to:
An overhaul of the Lighting System, we're going back to the Tabletop Ruleset with no disadvantage in Dim Light and Darkvision working as its name implies.
A new area and its set of quests, taking place after the Necromancy Main Quest
The Scavenger System - no more lugging around all the junk you see lying around
New combat features, such as hiding during combat and applying Poison onto your weapon
More customization options in Character Creation, and a bit of plastic surgery on some faces
Inventory and Shopping improvements, hand picked from your suggestions
Optimization to the Food mechanic, so your party won't end up starving as often
Be prepared, this new location is absolutely gorgeous. Are you ready to enter the Wizard's Tower?
After Necromancy comes... which school again?
We'll talk about the light below, we've been talking non-stop about it these last weeks. What about the new content? Well friends, you're in luck - for I snatched two screenshots to share with you. To avoid spoiling too much, I'll simply show - and not tell.
New monster, coming through!
A new area means new monsters. Today the star of the show is the winner of the February Community Vote, let us give a warm welcome to... the Minotaur!
That's a big boy! You better be prepared, the Minotaur does not joke around.
The Minotaur's Charge, which deals extra piercing damage and can knock you down on a failed Strength Saving Throw.
The Minotaur's Reckless Attack, which grants it advantage on attack rolls in melee combat
Let there be Light, again!
You talked about it, we talked about it - Solasta's Lighting System had quite a few flaws. It wasn't properly explained, meaning a lot of people thought their constant disadvantage was caused by bugs. It was eating into the party's action economy, which was frustrating for some more experienced tabletop players. And to top it off it didn't affect monsters, who happily received a free coupon for a superior darkvision upgrade graciously offered by the MAAA (Monster Association Against Adventurers).
So we went back to the drawing board, and decided that sometimes the best solution is also the simplest - we're reverting the lighting system to the original Tabletop one. For those who may not be familiar with it, this means you will no longer suffer disadvantage to attack rolls while in Dim Light - only Perception Checks will be affected (meaning you're still advised to have a torch out if you don't want to run blindly into traps). Darkvision will also now allow characters to see in non-magical darkness up to a certain range, making it as if it were Dim Light for them (again, it won't help you against traps).
As you may already imagine, this made some encounters quite a lot easier - and some monsters much less scary. In order to rectify that, monsters who specifically relied on the darkness will now get extra bonuses while they remain in the dark. So... you should definitely get some light out, because as a wise adventurer named Zork once said: "It is pitch black. You are likely to be eaten by a grue". Worry not though, we've added two new cantrips to help with that!
One Goblin, bright and shiny thanks to the new Shine cantrip which lights up an enemy
Light up to three wall sconces at once with the new Sparkle cantrip
For those of you who enjoyed the previous Lighting System, we'll consider adding it back as a difficulty setting. Some people enjoy their dungeons dark. Very Dark. Like, the Darkest of Dungeons (if you never looked at Darkest Dungeon, do yourself a favor and go check it out).
The fun doesn't stop here
There is still plenty of content we're working on for the final 1.0 version that won't be in the Winter Update, but that doesn't mean we can't show it to you! Here is a selection of some of the work our team's been churning out these last few weeks.
Research on armor texture to create magic variant for the Leather Armor (+1 / +2)
Studded Leather Armor Concept Art
Research work on tabards and robes to recognize faction NPCs more easily
Concept Art of a future undisclosed questline. This one is going to be a fun one!
Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Today we're going to be doing a slightly different Dev Update than usual. You might remember that we've always been talking about working hand in hand with the community. This stance, which started during our Kickstarter Campaign, has not changed - if anything, Early Access is a direct extension of that. So far we've mostly used our Dev Updates to talk to you about what we have in store for Solasta. What we've planned, what we're working on, so on and so forth. This time however, we're going to be looking at some of the most popular suggestions and feedback we've received so far - and tell you what we'd like to do on each topic after sitting down together and discussing about it. For those who are curious on how we tackle feedback, we're holding regular meetings with the core team to go over the various community feedback. Considering the amount we've received, there are many suggestions that won't be featured here - but worry not, Community Feedback Reviews will come back in future Dev Updates as well.
... Alright, that was a meaty introduction! Who's up for some cat pictures?
And by cat pictures, I mean cat picture. One is enough, lest we all die of fluff overdose. Say hello to Kaiju!
Last chance to get your Solasta Sourcebook - Shop closing November 30th!
Over the past weeks since Early Access launched, we've received many requests from people asking if they could become backers even though the Kickstarter Campaign is over. Unfortunately, we've decided long ago that we wouldn't accept late backers - our Kickstarter Campaign officially ended early October 2019. That being said, we also have our Physical Goods from the Kickstarter Campaign available to preorder on CrowdOx... which often are the main reasons why people who missed the campaign wanted to join. As a reminder, we plan to send the Physical Goods within 3 months of the final 1.0 release of the game in 2021.
The three items available are the Solasta Sourcebook, the Adventure Box and the OST Vinyl
For those of you who are curious, we just completed the first draft of our sourcebook... which is currently sitting at 75,000 words - 165 pages of pure text, and that's before adding any pictures! From there on, we still need to do editing, validation, layout and proofreading before sending the final document to the printer.
Community Feedback Review #1 - Let's get started!
Alright folks, time to tackle them suggestions and feedback! Hope you've got a mug of coffee / cup of tea / bottle of vodka (wait what) ready, because this is going to be fairly long.
Do you plan on adding a "quick start" feature to skip tutorials once we've already completed them once?
Yes. This is something we're planning to do in the long run, however it is very likely that this feature won't be available during Early Access as we might still be adjusting things left and right - which might include the tutorial levels. Our current idea would be to have your party start in Caer Cyflen, skipping the tutorials and cutscene with lord Carran so you can immediately go to the council to start your adventure.
Will you be adding more crucial choices to dialogs?
This one is a hard one. Ideally, we'd love to have a wide range of impactful choices that would strongly impact the various quests you're tackling, but here's the thing - these things need time and money. A lot of it.
Let me elaborate. Adding a dialog choice would mean additional writing, which in itself isn't too bad. Considering Solasta is fully voice acted, you'd have to add voice recording which already starts to become expensive. Then, if you decide that the decision affects the quest - for instance by opening a new path to go around an encounter for instance - you add on top of this time required for game design and level design (to create that new path). And then you also add time required every time we do a test run, because if we don't test all the options chances are some of them may not work.
I explained this in a forum post a long time ago, but it's the same reason we're not going for multiple endings. Let's say you have the time to write three large story quests for the end of your campaign, each taking around 5 hours to complete for the player. When you arrive at the end of the game, if you play those 3 quests back to back, the game is linear but every player gets 15 hours of extra playtime. On the other hand, if you have a to choose between three different endings - each with their own quest - each player only gets 5 hours of gameplay. Now you may argue that players get more overall playtime because they would be encouraged to re-play the game to see the other endings, but those players are exception and not the rule - most players are satisfied with a single playthrough.
So, a single end with more content, or multiple endings with much shorter content for each of them? In the case of Solasta, we never intended our game to be very long - so cutting content to add more forks in the road doesn't sound like a wise choice for us. We'd rather focus on delivering a single, well crafted campaign - even if it might feel a bit railroaded at time.
Now that being said, we also noticed that some dialog options may feel redundant or poorly exposed - for instance a lot of players were really surprised at the fact that experienced adventurers would just put an unidentified crown on their head without second thoughts. You can help us by bringing up particular cutscenes / dialogs where you feel like something just feels wrong so we can take a look at them and change the script a bit to make them feel more natural - I'm sure most of you would have less issues with the crown scene if it was implied that the crown was magically influencing the party to wear it.
Will you be adding more feats that would allow for more interesting martial builds, such as feats that add bonus action options for specific weapons?
We're definitely going to take a look at it. We understand that while spellcasters often get a lot of versatility and options through their spell choices, martial classes often need to rely a lot more on feats for customization - which is why we're not closing the doors quite yet on feats. One thing to note is that feats can either be very fast to implement... or very hard if it implies additional animations and / or programming work when it allows you to do something that doesn't yet exist in-game. We're likely going to stick to more simple ones to avoid delaying other parts of the game - but not just "passive" feats that give +1 here and there, we'll rack our brain to give you more options in combat.
Verticality creates a lot of issues for melee-focused characters, as they often can't reach enemies and have to rely on their ranged weapon
That feel when your Paladin can't smite anything because he's relegated to crossbow duty. More seriously though, while it is true that melee characters may feel a bit left behind in the early game, know that they will eventually come around when monsters become beefier as you won't be able to shoot them down before they reach your squishy backline. And trust me, when that happens boy will you be glad that your Paladin or your Fighter is standing in their way.
That being said, we're not saying just to "tough it up" until you reach higher levels - especially considering Early Access mostly covers the beginning of the campaign. We're looking into solutions to help our melee-loving friends - such as with minor wondrous items that may increase move speed so you can reach enemies more quickly, adding more melee units instead of ranged units in encounters, lowering monsters' AC and increasing their HP instead so they're not dead after a few shots (also lowering the frustration of missing too often).
My rolls are incredibly bad while the monsters' rolls are super good! What the hell?!
This is something that you will see in every game using true RNG. It is human nature to believe that after a series of poor rolls, you will be more likely to get lucky on your next one... but that's not the case. Sure, if you roll a million times the rolls will eventually even out - but if you roll just a mere 10 times, you can absolutely get nothing good. This is why many games use pseudo-RNG that will slowly increase your chances if you keep on failing, in order to reduce frustration. However, that's not what happens on Tabletop - which is why it's not something we've implemented in Solasta to start with.
To be perfectly clear, Solasta uses true RNG (pretty sure modders can look at our code to verify my claim) - but one thing that likely aggravates the belief of the player rolling worse than the monsters is due to a lot of players fighting in the darkness and thus rolling with disadvantage, which further increases the chances of getting a bad roll. We're hoping that the upcoming Lighting System changes which revert it to the Tabletop Ruleset will help lessen this belief that the dice rolls are skewed. We're also considering adding a difficulty setting called "Karmic Dice", which would add pseudo-random rolls as explained above (the more you fail, the more likely you are to get a better roll next).
Why am I getting a game over screen when a critical NPC gets downed? Can't they have death saves? Why can't I use my scroll of Revivify?
There are a couple of different issues here. In a technical sense, NPCs are considered monsters in Solasta, which is anything that's not a player character. They do not have inventories, they do not have personality flags, so on and so forth. As monsters do not have Death Saving Throws (and actually that the same on Tabletop),Critical NPCs are in the same boat and die immediately when downed. Now, we also know that on Tabletop your DM does not slam the table and yell "GAME OVER FOLKS" when an NPC die, no matter how important they were - because they can just start improvising when that happens (while slowly weeping as you just invalidated some 20 pages of quest they prepared for you, you monsters). So we're going to see if we can give Critical NPCs Death Saving Throws in the future, although we'll have to see if we have the time for that since it implies separating them from monsters.
The other issue is the scroll of Revivify. The way it works currently is that the character must be able to use the scroll in order for it to prevent a Game Over screen - so if the scroll is on your Fighter, go directly to Reload and do not collect $200. As a reminder, in 5e Tabletop the spell from the scroll must be part of your class's spell list for you to be able to cast it - meaning you're limited to Cleric and Paladin in Solasta. If we have the time, we'll change it so that the scroll is taken into account regardless of who's keeping it as long as you have a Paladin or a Cleric in your party (to avoid the mistake of giving the scroll to the wrong person coming to bite you).
Why is the game so hard?! I'm getting destroyed by those flying snakes in Caer Lem!
Game difficulty is always a very touchy topic, because it depends a lot on who's playing. We had some players ask us for more challenging encounters, all the while we've had some refund the game because they just couldn't make it past Caer Lem. This issue stems from the fact that we don't have a difficulty option yet in the Early Access - and considering the amount of overall work and balancing we need to do during that period, we likely won't implement difficulty levels before the full 1.0 release.
As for the Flying Snakes, you might be surprised to know that they are actually official SRD monsters and we're just using their stat block. However after looking into it in more details, it is true that they feel very dangerous for mere CR 1/8 (25 XP) monsters - especially with their high damage variance, which can go anywhere from 2 to a whooping 13 damage in a single attack. For newer players that may have taken damage against goblins and haven't done a short rest, a single round with poor luck can easily wipe out their party. We will be lowering their damage to 2 - 9 to start with (1 + 2d4 instead of 1 + 3d4) and see if it helps. For our more hardcore fans out there do not worry about us making some part of the Early Access easier, you will still have plenty of fun with the harder difficulty levels at launch.
What's the deal with food? The trips are long and the vendor in Caer Cyflen only has 10 rations available!
You'll be happy to know that the vendor has decided to stock up after seeing how many of you were coming to ask for more food - from the next update onwards, the number of rations in the store has increased from 10 to 99. You will mostly be limited by gold or weight if you decide to buy that many, but at least you'll be able to stock up as you want.
Another fix we've added to tackle the food issue is that the game will now prioritize food you've created and / or hunted before eating rations (it wasn't always the case before), so rations should only be consumed as a last resort. We've also added travel options to automatically cast and eat Goodberry and / or Create Food and Water before a long rest so that you don't have to micro-manage. Note that we've also made it so magically created temporary food disappear after a long rest to avoid stocking up on it - we know that RAW they should last for 24h, but it added too much clutter and work as you could end up with multiple stacks with different timestamps. Unfortunate as it is, you won't be able to convert your remaining spell slots into Goodberries before going to sleep!
Why do I not get XP when I talk my way out of a fight? I'm forced to face the boss at a lower level because I didn't murder my way through?
That's fixed in the upcoming update. Diplomacy will now give you as much XP as if you fought the encounter, so that you don't feel forced to take every fight just for the sake of optimizing your experience gain. Let's be honest, you need all the XP you can get before facing the new beefed up Madracht and his cronies.
Where is the Manacalon Rosary?
Poor Hugo Requer, no one ever visits his shop. Jokes aside, we understand that it was confusing for players that every crafting kit was available in the general shop with the exception of the Manacalon Rosary. In the upcoming update, the Manacalon Rosary will be available in the general shop next to the other crafting kits. Sorry Hugo, you needed to put a bit more effort into marketing, man.
Spellblade Fighter, Shadowcaster Rogue and Rangers in general should be able to replace a spell when they level up
This is indeed correct according to RAW, however it's also one of those features which are very time-consuming to add and may (and I say may) not make the cut for the full release. It involves a lot of fringe cases and adding a system we haven't worked on yet, so we'll need to see if we still have the time after completing the more important part of the game. That being said, you may be aware that there will be a free post-launch Sorcerer DLC - a class which also benefits from such feature. If we can't have it in the 1.0 release, chances are we'll end up working on it for the Sorcerer DLC.
Why can't we revisit locations we've already cleared?
Unless there are very good reasons why, you should always be able to return to locations you've already visited. So far however we've had two different issues. First, in Caer Lem you could only revisit up to the broken fort because... well, there was simply no entrance to the Caer Lem Caves, making them inaccessible once you left them. Second, we've had a very annoying bug (that you may have ran into) that caused an infinite loading screen whenever you tried to return to Tower of Magic after completing its quest - effectively preventing you from setting foot there again. And considering that the third location (Necromancy) was the final level of the Early Access build, well... There wasn't anything else to revisit, eh?
Both those issues should be fixed for the next update. Go back and grab those treasures you couldn't before!
Can we get get an option to adjust how long the dice remain visible on screen?
This requests falls in the "quality of life and other option settings" bucket - meaning we'll work on it once we get to the polish stage if we get the time. Seriously though, that means we've noted it down in our backlog. It's there. It exists. I promise.
Can we get the battlelog to show the rolls of every dice and not just the D20 ones?
Same as above! We'll get to it if we have the time, but we understand that people may want to check what they rolled exactly to curse twice as loud when they realize they rolled three 1 and a 2 on a 4d8 roll. Curse you RNG gods!
Solasta in the Top Steam Releases of October 2020 & Steam Autumn Sales
Well folks, we made it. You made it. What I mean is, you made it possible. And we made the game. Okay let's stop here it's getting hella confusing and my head hurts. Long story short, we are in the Top Steam Releases of October 2020!So thank you, each and everyone of you, for supporting us.
MOM, GET THE CAMERA!
For those who may have missed the Launch Discount, we'll also be participating in the Steam Autumn Sales starting later today - so it's a perfect time to join in the fun if you were still on the fence! Oh and if you really love us, do you know what you could do? Nominate us for a Steam Award. Who knows, on a series of consecutive natural 20s it might just work. What do you mean I can't roll to seduce the dragon?
Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Today's going to be a shorter article, so strap up and let's get going. Oh but before that, let's welcome our newest team member, Newt!
Who's a good pupper? That's right, you are!
Now that you've all met Newt, let's move on to the main topic: Lighting.
We've been talking about Lighting quite a lot recently after receiving feedback from the community (that's you!), and we've been hard at work to tackle the issues you've brought up. I can safely say that we were quite happy to read your comments on our most recent Dev Update where we stated that we planned to go back to the original Tabletop Lighting System, however we also want to clarify a few things to avoid any misunderstanding.
Monsters Inc.
Some of you mentioned that if we are to buff monsters when they are in the darkness, than the problem would remain the same. Now, you have to keep in mind that we're not just planning to slap some generic buff on any hostile creature sitting in the dark - only a few, selected dwellers from the deep get to enjoy this. It will be part of their identity, not a simple video game gimmick - just like how Vampires regenerate while they aren't exposed to sunlight.
Those who had to fight Aksha know how tough these darkness-loving monsters can be!
Of course we don't necessarily think that we'll hit all the right notes straight from the get go, which is why Early Access is here. Considering how our previous lighting system added a hefty layer of complexity (although not necessarily well explained nor particularly fun to play with), some fights may become way too easy for parties with Darkvision. Monsters who get bonuses while staying in the darkness might end up a bit too strong to deal with at first. We'll be collecting data and feedback from you to make sure we adjust the difficulty properly for the 1.0 release in 2021.
Playing with the Light
Lighting is and will always remain a pillar of Solasta, which means that fighting certain monsters will require you to use light. Yes, even if your entire party has Darkvision. Just like how fighting Trolls with no fire or acid at hand is like shooting yourself in the foot with your hand crossbow, some Solastan monster will be extremely hard to take down if you refuse to shed some light in the darkness. Now the good part is, lighting a torch is something everyone can do!
Jokes aside, we've also taken to heart your comments about how hostile creatures could easily get out of an illuminated area which would lead you to a wild goose chase every round. We're currently testing around with a few new features to combat that, but keep in mind that not all of them may be implemented in the upcoming patches!
Secret Martial Technique: Torch Throw!
New homebrew cantrip: Sparkle. Light up multiple interactable objects at once from afar
New homebrew cantrip: Shine. Temporarily light up a hostile creature from range.
Too Easy, Too Hard!
We've also seen some of you quarrel about the right level of difficulty for the game. Well, not to worry - as we've said before, the final release will feature difficulty level options, so you'll be able to adjust the experience to your own taste. For those who preferred the old lighting system, we're also considering adding an option to swap back to the original Solasta Lighting system - that being said we'll need to see if we have the time to implement it before launch, so no promises!
Our Steam Early Access Launch has been a blast so far. We've spent hours upon hours reading your messages, comments, suggestions, feedback... and it's been great! This is everything we wanted from the Early Access period. Anyway, now that things have calmed down a bit, we're back with our scheduled Dev Updates - this time with a preview of the upcoming Winter Patch, which should drop in the coming months. But before that... Let's greet our newcomers with our usual ritual - a picture of one of our fluffy companions!
Say hello to Tallulah, our 3D artist's little buddy!
Winter is Coming
Grab your coat and fire up your computer, here's a little sample of what's coming next!
A new area and its set of quests, taking place after the Necromancy Main Quest
The Scavenger System - no more lugging around all the junk you see lying around
New combat features, such as hiding during combat and applying Poison onto your weapon
More customization options in Character Creation, and a bit of plastic surgery on some faces
Inventory and Shopping improvements, hand picked from your suggestions
Still under consideration, but we might be adjusting the lighting system following your feedback - potentially not in this patch!
And plenty of other additions, that we'll talk about in the coming weeks!
More content! With that, you should definitely be able to reach level 6 by the end of Early Access
Got a Light?
If you've been following Solasta for a while now, you might remember that the main criticism of our Demo (Ruins of Telema) was the camera - most people had issues moving the camera around without bumping into walls or other obstacles, making the experience slightly more painful than we originally envisioned. As such, we've worked quite a bit on that topic before the launch of our Early Access - and while we do still have a few hiccups here and there, complaints about camera control are now much rarer!
The most common complaint of our Early Access version has since switched to our Light System which we've explained more than a year ago in an article... and not without good reasons. We've been reading through your messages and suggestions, and we find ourselves agreeing on quite a few of them. The largest issues being:
We've been saying that Solasta is faithful to the 5e Tabletop ruleset, but we've made changes regarding the lighting rules
This design change wasn't clearly explained in-game, leading many people to be disappointed after expecting their Darkvision characters to be able to see without light
Fighting in dark environments is frustrating due to often rolling with disadvantage, especially against enemies that like to stay at range
While we had our reasons to change the lighting rules originally (as stated in our article), we've come to appreciate how difficult it is for Tabletop players to adjust to that new set of rules - especially since everything else stays fairly close to the original Tabletop ruleset. So... we're going back to the drawing board to make it better! After all, that's what Early Access is for is it not? Gather feedback from the players, keep what people love and rework what people find problematic.
A screenshot from more than a year ago! This old level named "The Crypt" sadly no longer exists.
For those who liked the challenge of playing around with the light during combat, fear not - light & dark, much like verticality, is a pillar of Solasta. We've been discussing about many potential options - one of them being to stop penalizing the player and instead buffing the monsters while in the dark. This way we can revert the lighting rules back to its original tabletop version, but still heavily encourage players to use light properly against monsters that benefit from the darkness. We're also discussing about adding ways to light enemies from afar, such as throwing torches for teams without spellcasters, or even adding a few homebrew spells.
That being said, keep in mind that all of this is still being discussed and tested - so we may not add everything I've been talking about above. We'll try to get a few changes implemented into the Winter Patch, but no promises!
Features and Improvements
Lighting isn't the only thing getting improved! We've made tons of little improvements here and there as well as adding missing features that we originally planned for our Early Access launch (that didn't quite make it due to time constraints). Here are a few of them that you can look forward to once the Winter Patch goes live.
AoE loot is finally a thing! Pick and choose items from the ground after combat, and switch who picks what up on the fly
Double click to loot & equip items, two quivers to easily switch between normal and magic arrows
The Hide Action is finally here. Rogues rejoice, sneak attack for everyone! You need to break line of sight first though
The Dash Action has also been reworked, a simple misclick doesn't eat your action anymore
Slowly working our way into increasing our characters' charisma by improving their faces, one by one
This is just a portion of what the Winter Update will contain. Hope you enjoyed today's little preview, we'll be revealing more in the coming weeks! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
We're pushing a small Hotfix today for people who're still running into game-breaking bugs during their run. As we want to make sure this small patch does not cause more issues than it fixes (and since it literally only contains bug fixes), we've decided to upload it to a BETA branch on Steam.
What does that mean?
If you're not currently running into any game-breaking bug while playing Solasta, you can safely ignore this patch - it's only here for those who're having severe issues when playing Solasta.
If that's your case, you can try to switch to the following BETA branch to download the patch and hopefully play in peace without those pesky bugs gnawing at your ankles!
How do I do that?
Open your Steam Library
Right Click on SOLASTA Crown of the Magister
Select Properties...
Select the BETAS tab
Put in the Beta code ireallyhatebugs
Click on CHECK CODE
Select the 0.3.4_beta branch (instead of NONE). If you can't see it, restart Steam and re-open the BETAS tab, it should be available now.
When you successfully select the 0.3.4_beta branch, you should see a small message under the code box
That's it, just close the Properties window and the hotfix should start downloading!
This will be the last patch before switching our entire focus to the next big update, which will drop this winter season! We'll have to ask you all to be a bit patient until then, as we won't be delivering any updates until then - every small patch we make delays the larger one, and we know you're all waiting for more content from us, not just fixes. We will go into more details as to what this big Winter Update contains, but let me already tell you that there will be new quests, more customization and the Rogue's Hide action among other things!
Important: If you are running into infinite loading screens, make sure to verify your games files!
Go to your Steam Library and right click Solasta => Properties => Local Files Tab => Verify Integrity of Game Files.
If this doesn’t fix the problem, try loading an older save (such as an auto-save) to go through the problematic area! On rare occasions, save files can get corrupted so the solution is loading another one.
Tutorials
Characters and NPCs in the tavern should no longer clip into their chair or the table in the intro cutscene.
You are now forced to use Disengage against the Greyback Wolf. Hopefully that will save some more lives, too many budding adventurers died there
We've also updated the Quest to clearly indicate that you must push the rock after disengaging
Added a camera movement in the Orc Cave to show where the lever is to open the door
Added a bit of gold in the Stealth Tutorial, because gold is life
World Map
Fixed a bug where locations would sometimes appear at the wrong place. Don't lose your waaaaayyyy!
Fixed a bug where the party would sometimes not move on the World Map, then suddenly teleport further away. The DM just forgot to move your tokens, sorry
Caer Lem should no longer be producing light at night on the World Map. Its secret goblin nightclub has been closed for sanitary reasons
Fixed a bug where trying to travel with an unconscious character would sometimes crash the game. Give the poor lad some of that healing potion!
The camera behavior should be more consistant on the World Map now
Random encounter locations should now have music outside combat as well
Caer Lem
Monsters should no longer shove you to your death. We will re-introduce this feature when we roll out the difficulty settings, but it was too punishing for new players
A secret passage in the cave should now properly open up when interacted with
Daliat should no longer appear alive in a cutscene if you killed him earlier. He will haunt you regardless, you monster
You should no longer be able to walk inside fire tiles. At least not here. Not now. Not like this
Tower of Magic
Fixed a bug where killing spiders would sometimes teleport you to an empty Crown Room. Sorry future Solasta speedrunners
It should no longer be possible to get a random encounter between leaving the Tower of Magic and the Trouble Night Event
Fixed one wall being closer than what the visuals showed in the Crown Room
The chest in the Crown Room should no longer be filled with test items
Caer Cyflen
Fixed a rare crash that occurred after Aer Elai (the vision) from the Crown-bearer
Started optimizing Aer Elai to reduce fps issues
Fixed a rare bug where merchants sometimes weren't positioned properly after cutscenes
Fixed NPCs sometimes not properly looking at people when they talk after reloading a save. They're just standing there... menacingly
Added a quest marker for the first scavenger quest
Necromancy Quest
When fighting Lizzaria, the zombies should no longer be locked behind bars. They get to join the fun too!
Fixed a rare crash where killing Lizzaria would drop her Arcane Focus, which probably was an Orb of Annihilation considering how it annihilated the game stability
Mardracht has been buffed a lot, poor old man barely had enough HP to stand up. He now is ready to kick some butt
Mardracht should no longer disappear before the end of the cutscene
Made adjustments to the items found in loot containers
Added audio when breaking windows
Fixed the main quest not updating if the player immediately rushed to the secret passage instead of entering the courtyard
Mana Lamps should no longer go invisible after being lit. Those lamps are weird man, I tell you
Added a short fade to black effect when transitioning between Cemetery and Courtyard
Skeleton now have new portraits and a small ambiant VFX
Fixed the poor dwarven ghost's beard looking like a fluffy stuffed animal
Fixed a few pathfinding issues when playing around moving crates and puzzle doors
Added a collider so that players can walk inside a certain sarcophagus. You're already pillaging tombs, don't be rude come on
Items
Ring of Protection +1 should now work properly
Heavy Armor should no longer reduce AC if you have negative DEX modifier
Unidentified items should now properly hide their properties until identified
The attunement system should now work properly. The Wand of Lightning Bolt awaits you!
Scroll of Lightning Bolt should no longer be named Scroll of Fireball. The scribe in charge of writing scrolls has been reassigned to latrine duty
Crafting a scroll of Jump should no longer give you a scroll of Mage Armor. Latrine duty duration has been doubled.
Weapons tooltip should now display if they are Simple or Martial weapons
Fixed a bug where drag & dropping items in the inventory would make them... disappear! Truth be told the rogue probably stole them
Added some harvestable ingredients. GATHER ALL THE FLOWERS!
Made some adjustments to item cost.
Fixed a rare bug where a character going unconscious on top of loot, getting healed and then attempting to pick up said loot would sometimes crash the game. Loot is sacred, don't fall on it
Faction items should no longer show white squares in their tooltip
Updated the Harversack tooltip
Spells
Updated the icons of Flaming Sphere, Spiritual Weapon and Dancing Light
Removed the ability to upcast Fog Cloud for now. Save the frames, kill the upcasting
Added VFX effects to the Tongues spell
Fixed a rare crash when refreshing spell slots
Fixed a very rare crash when spells go poof game goes boom boom. And that's a no no
The Shield spell should now properly end on the start of your next turn
Fixed a rare crash when casting a spell inflicting a condition using a scroll
The game will now display a warning message when trying to scribe a scroll you already know
You can now scribe Greenmage spells if you're a Greenmage
When attempting to move spells such as Flaming Sphere, Dancing Light & Spiritual Weapon, you should no longer lose your Bonus action if you immediately cancel instead of moving after selecting it.
You should no longer be able to cast Flaming Sphere directly on top a character
Added VFX effects to the Remove Curse spell
Casting Levitate on an enemy should no longer give them advantage on their Saving Throw
Speaking of Levitate, Spiders should no longer turn invisible if you cast Levitate on them. Seriously, who does that?
Fixed Protection from poison doing weird stuff
Characters
Snow Dwarves should now properly get +2 in Constitution Saving Throws instead of Advantage. Tell me again about how you "misread" the feature, Larry.
Fixed the idle pose when holding a 2-handed sword. Fighters all around the world now know how to properly wield a greatsword
Fixed a very peculiar bug where an NPC would sometimes replace your character if the two shared the same name. What can I say, some NPCs always wanted to be adventurers
Fixed a bug where Saving Throw modifiers were applied twice against Ghouls paralyzing effect. Larry I'm sure you know how to do basic math, stop cheating
Fixed a bug sometimes causing issues when attempting to level up an Oblivion Cleric
Fixed characters sometimes not visually waking up from sleeping conditions
Characters in Stealth knocked unconscious will no longer be considered in Stealth
Adjusted Anton & Miles (pre-made characters) starting equipment
Fixed a very funny bug where some characters would wave their torch back and forth, even when unconscious
Fixed an issue with the Sorrak ranged attack animation could sometimes be out of sync
Aristocrats should now properly have proficiency in Intimidation as displayed in the tooltip
Archers should now properly take into account elevation when aiming at the enemy before shooting
Disarming a trap while holding a rapier should no longer show the rapier flying around
Added some missing audio for Sorraks, such as spellcasting and Doom Laughter
Fixed characters sometimes saluting by placing their arm inside their chest instead of on their chest. Poor Sorraks, they're trying their best to blend in
Skeletons should no longer hold their shortbows inside their wrist
Characters should now reposition themselves automatically if they start their turn stacked on top of someone else
Characters' portrait should no longer be blurry after loading a save during combat
Fixed Orcs' faces in the Bestiary
Miscellaneous
Added an option to enable non-seeded RNG (has to be activated manually). Savescummers rejoice!
Dice Rolls should now properly appear when making ability checks during cutscenes
Fixed some lighting issues when swapping to the third weapon configuration (weapon + light source)
Fixed most missing texts in French, German and Chinese
Fixed the camera sometimes not switching to battle mode when entering combat. Peace is not an option, camera
Fixed a crash when the creature with the highest initiative died of an "at the start of your turn" effect.
Fixed a whole lot of rare crashes and bugs again! More stability banzai!
Added a button on the main menu to easily leave a review on Steam, which you should totally do because that would make you even more awesome than you already are
Fixed a rare bug where the game would sometimes display an empty string instead of the correct location of the party in the save file
Fixed the camera sometimes going bananas when focused on a character
Fixed a rare bug preventing the player from doing Short Rests after doing a Long Rest + Level up
The loading screen when launching the game should now properly scale to your screen resolution instead of being horribly stretched
Optimized starting time a bit. You should see a slight improvement when launching the game!
Fixed a strange bug that would happen when attempting to fast travel and closing the map at the same time
Continue & Load Game buttons should no longer be greyed out when cancelling Character Creation
Poisoned and Diseased conditions should now properly be displayed
Fixed a rare and strange bug where audio levels could get out of sync in certain conditions
Rocks should properly roll when pushed now, instead of sliding on the ground
Fixed a small issue with the Adventurer Ghost portrait
Added new sounds to ghouls, skeletons and zombies
Made some slight improvements to the map here and there
It's time for the 1st hotfix patch. We're furiously scribing down your bug reports in our Great Book of Grudges - wait, wrong game - I mean in our Great Book of Bugs. Be assured that we're working on making sure that the Early Access version is as stable as it can before we start heading back to working on completing the game! Anyway, here's the patch content - we're planning a meatier one hopefully next week (or the week after that).
This patch does NOT break save games. Game away!
Important: If you can't launch the game or run into infinite loading screens, make sure you go to your Steam Library and right click Solasta => Properties => Local Files Tab => Verify Integrity of Game Files. This should fix the issue!
Monsters will no longer slap you when you spam click while paralyzed. Yes, that could happen
Added some rations to find in existing levels - we may adjust this in the future, but for now we don't want make it too punishing for new players who're having trouble managing their food as we don't have difficulty options.
Removed a random text bubble appearing in the garden of Caer Lem - no, you are not supposed to converse with grass.
Casting the Light Cantrip while selecting targets with another spell will no longer allow you to cast both Light and the other spell in the same turn. No Larry that's not a feature, you're just cheating.
Failing to scribe a scroll no longer adds the spell to the spellbook. STOP CHEATING LARRY, I CAN SEE YOU FAILED YOUR ARCANE CHECK.
Feats which modify your ability scores should now properly... well, modify your ability scores (duh).
Fixed Bestiary Lighting, because monsters deserved to be seen at their best too.
Fixed a bunch of Lighting issues when fighting in Dim Light exterior (during dawn / dusk) and when fighting under Darkness or Fog Cloud spells. Take that, disadvantage rolls!
Fixed a few missing Chinese Characters. 不好意思 !
Fixed a bunch of rare crashes that hopefully you'll never get to see now. No, you can't know what they were - what's behind the DM screen stays behind the DM screen.
Some localization texts are still missing in French / German / Chinese. We're hunting them down and we're planning a fix in next week's patch!
We've finally made it to Steam Early Access! It's hard to imagine that it's been barely a year since the end of our Kickstarter Campaign, isn't it? The game has changed so much since the first Demo we released that it feels like an eternity. I even begin to tell you how happy we are to finally be able to not only show, but even put the game in your hands at last. Alright let's cut this intro short - apologies but no feline friends for this time!
Get Solasta Early Access on Steam now!
This one is for everyone who missed our Kickstarter and repeatedly asked us if we could have a late backer option - you can now buy the game on Steam! We're celebrating the release with a -15% launch Discount for the week, and will appear in the very relevant upcoming Steam Festival - The Digital Tabletop Fest.
If you're not familiar with Early Access, getting the game on Steam now will also give you the final game at launch (you won't need to buy it twice) - however keep in mind that save files will likely not be compatible.
New monsters? New environments? New spells? LORE? To celebrate our Early Access Launch, here is a brand new trailer for everyone to enjoy!
Solasta Supporter Pack DLC
Kickstarter Backers, make sure to redeem your Supporter Pack Key to enjoy some high resolution Concept Art of Solasta (as well as some Digital Dice Customization when 1.0 releases). For the others, if you love Solasta so much that you want to further support the studio after buying the game, head to the DLC Page!
Share your Feedback & Suggestions!
A large part of Early Access is about you - our community - and how you can help us shape the game into what you really want Solasta to be. As such, we ask you not to be shy - if there are bugs you'd like to see squashed, features you'd like to get implemented or tweaks you'd like to see added, come and tell us! Our Official Forums are here for that.