Solasta: Crown of the Magister - Myzzrym
Modding & Crashes
We'd like to remind everyone that mods - although very fun and great to have - can usually become unstable after a large update (like the one we just did with the Primal Calling DLC). We're seeing a lot of crashes caused by using outdated mods, or trying to load save files that used mods that are now outdated.

In case you're running into crashes, please make sure you disable all your mods and start a new game. We unfortunately can't guarantee that any save that were made with active mods will load properly, as they are unofficial content.

Changelog
  • You can now control your proxy spells (i.e. Call Lightning) while in Wild Shape (Druid)
  • Using Mana Drain (Sorcerer) after performing a Sorcery Point to Spell Slot conversion will no longer crash the game.
  • Fixed RNG seed not being reset after the 1st load. Random is now random again!
  • Wild Shape (Druid) selection panel now closes when you switch between characters
  • Fixed a bug where Kindred Spirits (Druid) would no longer move in the Caer Lem Caves after crossing the rotating bridge
  • Fixed a very specific bug that could occur if Daliat is still alive when entering Caer Cyflen At War.
  • Fixed a minor bug that could occur when quickloading while a character is moving
  • Dungeon Maker: Fixed not being able to save in Custom Maps that contain Roll Activators, Plate Activators, Banter NPCs and Teleporter Gadgets.
  • Dungeon Maker: Time Activators can now be enabled / disabled via other Activators
  • Dungeon Maker: Removed some monsters and items that were not intended to be visible (they don't even work in the first place).
  • Dungeon Maker: Fixed Roll Activator not being highlighted as interactable environment
  • Dungeon Maker: Fixed a crash that would occur when trying to publish something with no dungeon or campaign selected
  • Dungeon Maker: Fixed simple doors so that you don't get an error message every time an activator targets one.
If you're running into bugs or other issues, please make sure to read our Help Thread to help us find them and squish 'em for good! You can also drop by our Discord server to ask other players for help :D

Cheers,
Myzzrym
Solasta: Crown of the Magister - Myzzrym
This version is a Public Beta
As a reminder, we use Public Beta so that people who are blocked by specific bugs may try to get their run back on track as soon as possible, However, as it takes time to properly QA new versions, we can't guarantee they are 100% stable. Therefore, if you do not have any of the issue listed below, you should just wait for the next patch instead.

How to switch to Public Beta branch?
Simply go to your steam library, right click on Solasta and select properties. Then, go to the BETAS tab and select publicbeta from the drop down menu, and then restart Steam.

Changelog

  • You can now control your proxy spells (i.e. Call Lightning) while in Wild Shape (Druid)
  • Using Mana Drain (Sorcerer) after performing a Sorcery Point to Spell Slot conversion will no longer crash the game.
  • Fixed RNG seed not being reset after the 1st load. Random is now random again!
  • Wild Shape (Druid) selection panel now closes when you switch between characters
  • Fixed a bug where Kindred Spirits (Druid) would no longer move in the Caer Lem Caves after crossing the rotating bridge
  • Fixed a very specific bug that could occur if Daliat is still alive when entering Caer Cyflen At War.
  • Fixed a minor bug that could occur when quickloading while a character is moving
  • Dungeon Maker: Fixed not being able to save in Custom Maps that contain Roll Activators, Plate Activators, Banter NPCs and Teleporter Gadgets.
  • Dungeon Maker: Time Activators can now be enabled / disabled via other Activators
  • Dungeon Maker: Removed some monsters and items that were not intended to be visible (they don't even work in the first place).
  • Dungeon Maker: Fixed Roll Activator not being highlighted as interactable environment
  • Dungeon Maker: Fixed a crash that would occur when trying to publish something with no dungeon or campaign selected
  • Dungeon Maker: Fixed simple doors so that you don't get an error message every time an activator targets one.
If you're running into bugs or other issues, please make sure to read our Help Thread to help us find them and squish 'em for good! You can also drop by our Discord server to ask other players for help :D

Cheers,
Myzzrym
Solasta: Crown of the Magister - Myzzrym
Primal Calling DLC Trailer

Primal Calling DLC Content
The following content is only available if you purchased the Primal Calling DLC.Full detail of each class and feature can be found in the following article.
  • The Barbarian Class, with its 3 subclasses: Path of the Berserker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan
Free Content Update - Major Improvements
The following content is available to everyone for free.
  • Level cap increased from level 10 to level 12, unlocking new class features as well as level 6 spells
  • Scars and Facial Paints customization options in character creation
  • Tired of playing through the tutorial? You can now skip it!
  • Rebalanced (harder!) fight at the end of the campaign - prepare for a challenge!
  • New Campaign Creator Feature, allowing custom dungeons to be bundled together into a campaign with custom monsters, custom NPCs & merchants and custom items!
  • New Town Exterior & Town Interior Environments for the Dungeon Maker
Primal Calling Community Video
Want to see what changed in more details? We have you covered! 

Features & Improvements
  • Skip Intro is now available in the Campaign Selection Screen, next to the difficulty setting. This will allow you to skip the tutorials and start in front of the tavern, with your quest log telling you to head to the Council
  • Added Caer Falcarn & Dun Cuin official custom campaigns to the Campaign Selection.
  • All hairstyles & beard types are now available on every ancestry, with the exception of Dwarven beards (which remain exclusive to dwarves). 
  • Added scars and facial paints in the character creator.
  • Arcane Recovery (Wizard) now works like in the Tabletop ruleset. Wizards rejoice!
  • Difficulty settings are now saved in your save files - you can now have multiple runs with different difficulty settings at the same time!
  • Increased max level cap from level 10 to level 12.
  • Added the following level 6 spells to the game: Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Freezing Sphere, Harm, Heal, Heroes Feast, Sunbeam, True Seeing, Wall of Thorns. 
  • Added the following Druid spells to the game: Produce Flame (Cantrip), Shillelagh (Cantrip), Venomous Spike (Homebrew Cantrip), Flame Blade (Level 2), Heat Metal (Level 2), Moon Beam (Level 2), Spike Growth (Level 2), Call Lightning (Level 3).
  • The final fight of the campaign has been made harder following player feedback and the increased level cap.
  • You can now check a character's voice in their character sheet and change it at will.
  • Rebalanced Conjure Minor Elementals, which was just way too powerful - instead of 1 Skarn Ghoul, 2 Fire Jesters or 4 Wind Snakes, you will now only be able to summon 1 Skarn Ghoul, 1 Wind Snake or 2 Fire Jesters
  • Resistance to certain damage types shown in the Bestiary now have text when hovered to detail if there are exceptions (such as Resistance to Slashing except for Magic attacks)
  • The extra D4 Roll granted by Bane, Bless & Guidance will now be displayed separately in the combat log (instead of being mixed with the other modifiers) as y'all thought those spells didn't work.
  • Survival Checks linked to uncovering monster knowledge at the end of combat are now explained in the combat log.
  • Updated portrait background colors during combat and added new visual feedback when a character switches side
  • Using Action Surge after casting a spell should now allow you to cast another spell. Note that due to how the power is coded, it will only work if you cast a spell, use action surge and cast a second spell. If you use action surge and then attempt to cast two spells, it won't work.
  • When ambushed while asleep, party members will now wake up on their own after the second round of combat (as the party is surprised on round 1 already) 
  • The game will now allow you to choose which party member casts counterspell when multiple party members can do so. 
  • Items that can't be sold at the merchant will now be greyed out when shopping. We also added an "Insufficient" text next to the cost if you're trying to sell items that are too cheap in small quantities.
  • Wizards should no longer be able to give their spellbook to other party members (as it prevented them from preparing new spells and caused a lot of panic for newer players)
Campaign Creator & Dungeon Maker
  • Added the Campaign Creator Feature: The Campaign Creator allows you to link multiple maps together in a single campaign file, and create custom monsters, NPCs, items and merchants to use in said campaign. 
  • Note: Custom monsters, NPCs, items and merchants are not available in the standalone Dungeon Maker, as custom content is stored in a campaign file, not in a dungeon file. 
  • Added Custom Monsters to the Campaign Creator: You will be able to select an existing monster from the Solastan bestiary and change its name, description, ability scores (warning: due to how our system works, ability scores only impact non-proficient saving throws), armor class, hit points, saving throws (overrides ability scores saving throws), skills and edit their attack (to hit bonus, number of attacks per turn, damage, damage type and conditions).
  • Added Custom Items to the Campaign Creator: You will be able to select an existing item from Solasta and change its name, description, content (for documents like scrolls or books) and price. Further customization may be added in the future (such as changing the damage dealt for weapons or AC bonus for armors). Note: To avoid crashes, custom items are removed from the party if you export the characters at the end of a campaign, as each custom item is linked to a specific campaign.
  • Added Custom NPCs to the Campaign Creator: You will be able to select an existing NPC from Solasta and change their name and description. Note: Once inside the Dungeon Maker, you can also add banter lines to your NPCs (explained below)
  • Added Custom Merchant Inventory to the Campaign Creator: You will be able to create merchant inventory templates from scratch, adding individual items, quantities, if they restock or not (and how often they do), if the merchant offers detect magic / identify services, how much they overcharge (by default 10%) and how much they pay for items you sell (by default 70%).
  • Added new Roll Activator to the Dungeon Maker, which makes the party roll a saving throw, skill check or ability check to activate it.
  • Added new TIme Activator, which triggers after a certain amount of time passes.
  • Added new Grant XP & Grant Item Gadgets, to go hand in hand with the Roll Activator
  • Activators are now compatible with more gadgets, such as traps and NPCs
  • Added new Exit & Teleport Gadgets, allowing to exit maps by interacting with the environment (such as a door), teleporting within the same map and selecting the destination of the party between multiple maps when leaving.
  • Added Town Exterior environment for more urban encounters or a place to rest and trade goods after a long day of adventuring!
  • Added Town Interior environment to allow the party to actually enter taverns, inns and shops. 
  • Added NPC Banter, allowing you to write banter lines for NPCs that will play when the party interacts with them.
  • Optimized item & monster list which could take a while to load when opened
  • Added minor improvements, such as adding a scrollbar to navigate more easily between maps and setting item quantity in chests instead of having to add the same item multiple times. 
  • Fixed several bugs related to the Dungeon Maker, such as every lootpack being named CR0 Loot, the compass not always pointing north (why?!), incompatible elements not being removed when switching environment or area activators being impossible re-enable after being disabled once.
And for those who didn't get to see it yet, check out our Dungeon Maker Trailer! More features to come :)

Bug Fixes
  • Optimized performance when multiple sources of light are active at the same time
  • Optimized saving to reduce / remove freeze time when an auto-save is being made
  • Poison applied through poison vials should now last until a successful constitution saving throw is made instead of automatically being removed after one round
  • Powerful cantrip will now only damage the intended target after missing when combined with Twin Spell Metamagic
  • Reduced spacing between Russian letters to avoid some menus going off-screen in rare cases
  • Removed the "Treasure" section from the bestiary as it wasn't in use
  • Removed the strange "Unhandled Double Clic" error message that would appear when you would double click a weapon slot
  • Sleet Storm condition tooltip no longer displays "Warning: Null Feature". Because it's not null. It's actually pretty great. Sorry, French joke.
  • Take aim now works properly. Long story short, it used to remove advantage & disadvantage… after the rolls were already made. Not so useful eh?
  • Slightly reduced the amount of barks when jumping
  • Sleet Storm will now properly remove the "On Fire" condition
  • The game no longer soft locks if a character dies by falling into a death pit during their own turn
  • The game will no longer freeze when an enemy under the effect of Dominate Person damages themselves. Stop hitting yourself!
  • Upcasting Vampiric Touch now properly increases the damage it deals on subsequent turns
  • Using Fast Hand (Thief Rogue) by opening the inventory instead of using the utility slot in the combat UI no longer uses your Main Action
  • Vampiric Touch now requires a melee spell attack in order to deal damage
  • Wall spells can no longer be cast in the air
  • You can no longer use a scroll of Magic Weapon on magical weapons
  • Young Green Dragons should now correctly use Poison Breath instead of Acid Breath, and Young Black Dragons should now correctly use Acid Breath instead of Poison Breath. I blame colorblindness for that issue
  • Being damaged under the effect of Slimy Doom (Contagion spell) now properly stuns until the end of the turn instead of the start of the turn.
  • Characters granting themselves temporary HP will no longer react as if they were being healed by an ally
  • Fixed Mountaineers not having advantage when shoving using their Bonus Action (Shield Push)
  • Child of the Rift Sorcerers will no longer trigger Rift Magic when casting cantrips. Since, you know, cantrips don't use spell slots.
  • Crafting should no longer go banana if you take the Master Enchanter feat while almost done crafting an item
  • Dead characters now keep being dead after a cutscene instead of playing their prone animation instead (while dead)
  • Decisive Strike (Battle Cleric) now correctly scales up at level 8.
  • Distant Spell Metamagic can no longer be used with Misty Step, which has a range of self anyway (it didn't even work, the game just yoinked a Sorcery Point for free)
  • Expeditious Retreat no longer grants you 2 bonus actions. 'Cause that's absolutely broken for a level 1 spell.
  • Fixed Main Menu sometimes changing color if you left the game in the middle of a cutscene
  • Fixed a bug that could crash the game if the Unknown Hero died
  • Fixed a bug that could happen when attacking multiple times in the same round with a thrown weapon
  • Fixed a bug that could occur when starting a long rest (or anything else that skips time) while trying to select a target with a spell at the same time
  • Fixed a bug where casting Faerie Fire on enemies could make them unable to target them. Ironic, considering what the spell is supposed to do.
  • Fixed a bug where enemy portraits would remain in the initiative bar even after dying
  • Fixed a bug where granting the same condition twice on a character could remove said condition instead of resetting its duration.
  • Fixed a bug where Summons and NPCs would also receive a share of XP at the end of combat, thus reducing the amount of XP gained by the party.
  • Fixed a bug with the interface when trying to smite after expending all your level 1 spell slots
  • Fixed a crash that could occur when spamming Inventory and End Turn shortcut in rapid succession while in combat
  • Fixed a faulty auto-save location towards the end of the campaign which would not have the correct quest progression saved
  • Fixed a freeze that could happen when a Sorr-Akkath Tshar would try to use its Legendary Resistance to turn a failed saving throw into a success
  • Fixed a freeze that could occur if you spammed the "Sort by Ancestry" button in the Character Selection Screen
  • Fixed a freeze that would occur when an enemy died from massive damage during their own turn
  • Fixed a issue that could happen when summoned units turned hostile
  • Fixed a potential quest flow break if you completed the puzzle without triggering the cutscene with the Baron in the basement of Copparan.
  • Fixed a rare bug where items could disappear if your character had above a certain number of items, put them for sale and swapped characters before actually selling them. Probably just the merchant going hippity hoppity your items are now my property or something. 
  • Fixed a rare bug where scribing a spell could freeze the game
  • Fixed a rare bug where swapping a spell during level up as a Ranger could prevent you from completing your level up.
  • Fixed a rare freeze that could happen when summoned units disappeared
  • Fixed a rare freeze that could happen when trying to revive the crown bearer
  • Fixed a rare infinite loop that could happen if you broke concentration on Dominate Person while at the end of a combat.
  • Fixed a rare issue where scrolling through the inventory too fast could make it unresponsive
  • Fixed a rare issue where using a vendor to identify a magic item and switching to a different character inventory while clicking on items could allow you to CAST IT INTO THE FIRE! DESTROY IT!
  • Fixed a strange "Temporary Caption" text appearing when identifying magic items at your local merchant.
  • Fixed a strange bug where opening inventory multiple times during combat would make the lock icons of the locked equipment slots slowly drift towards the bottom left of the screen
  • Fixed a wall not actually existing in the Crown Room, which resulted in some Soraks going to hide inside that wall
  • Fixed a weird bug that would happen when casting Fly or Levitate on a flying creature, and then dropping concentration.
  • Fixed a weird bug where Soraks would gain an extra Blessing of Sorr Tarr buff icon every round (thankfully it was only the icon that stacked up, not the buff itself)
  • Fixed Advantage / Disadvantage tooltip sometimes not appearing properly when trying to attack an enemy
  • Fixed Aid tooltip showing instant instead of 8h
  • Fixed an error that could happen when casting Wind Wall directly on a large creature
  • Fixed an exploit when combining Mark of Fate (Domain of Oblivion Cleric) and Magic Missile, which could result in exponential amounts of necrotic damage. Perfectly balanced, as all things should be.
  • Fixed an issue that could cause a long waiting time after a Redeemer would burrow and attack a party member.
  • Fixed an issue that could make sorting characters incorrectly in the Character Selection Screen
  • Fixed an issue that would occur when a cutscene teleports your character into a proxy spell that you casted earlier (such as Wall of Fire). Ooooh, toasty!
  • Fixed an issue when changing zones multiple times while having summoned units in the party
  • Fixed an issue when trying to Intimidate Angbi - the character selected was not always the one with the highest Intimidation score
  • Fixed an issue where the combat UI would remain visible during a cutscene if it triggered at the same time as the combat ended
  • Fixed Aura of Protection tooltip showing {0} bonus to saving throws
  • Fixed Badland Hunters being overly eager to rush in with their longsword instead of using their longbow
  • Fixed being able to lock your own party inside the Master's Manor by helping the slave escape, going inside the cell and closing all the doors. I mean come on, now you're just asking for it.
  • Fixed being able to Twin Cast Guiding Bolt, Annoying Bee & Dominate Person twice on the same target
  • Fixed Bestow Curse (Damage) target not taking additional necrotic damage when damaged by spells with no attack rolls (AoE spells, magic missile…)
  • Fixed Bestow Curse incorrect duration. Although battles rarely last longer than 1 minute in-game, slapping foes with 24h of extra spicy curse in exchange for a mere level 3 spell slot sounds a bit too good.
  • Fixed Bestow Curse sometimes making non-existent bonus D4 rolls appear in the combat log when rolling saving throws
  • Fixed characters with certain personality flags not properly triggering banters when getting healed
  • Fixed Draconic Sorcerer sometimes not gaining the proper damage type resistance at level 6
  • Fixed Finesse weapons sometimes using DEX instead of STR even if your STR bonus is higher
  • Fixed footsteps sometimes not being synced properly with the walking animation
  • Fixed Great Weapon Fighting rerolling all damage rolls (including spells) while holding a 2-handed weapon instead of only affecting weapon damage rolls.
  • Fixed Half Plate of Sturdiness being a +2 Armor instead of +1
  • Fixed Greataxe +2 being named Greataxe +1
  • Fixed Heroism granting temporary HP at the end of the turn instead of at the start of the turn.
  • Fixed light sensitive monsters trying to run away from light effects that were cast on them (Shine spell for instance), which made them run back and forth trying to escape it (to no avail of course). They should now ignore it.
  • Fixed line of sights sometimes revealing hidden enemies
  • Fixed massive damage not killing party members who were already dying (on top of which no failed death saving throws were added either!)
  • Fixed missing description in some items
  • Fixed not being able to swap to your secondary ammo slot
  • Fixed Paladin Aura not being properly applied when the Paladin moved close to their ally (it would only apply at the end of said ally's turn instead of instantly)
  • Fixed powers & spells VFX being visible during cutscenes
  • Fixed Recycle (Marksman Ranger) not being usable during Long Rest
  • Fixed Solasta's clock incorrectly showing 12:00 PM at 12:00 AM and vice-versa. Give us a break, we're used to the 24-hour clock here!
  • Fixed some magic armors showing AC calculations in their minimal strength requirement tooltip
  • Fixed some monsters refusing to use certain spells they were given. Slackers.
  • Fixed some monsters stats who didn't have proper attack / damage bonus compared to their attributes
  • Fixed some shadows popping in and out when moving the camera around
  • Fixed Spider Queen Blood and The Burden poison vials not working properly
  • Fixed summoned creatures sometimes not appearing exactly where the user clicked
  • Fixed the campfire not being considered as bright light in the Canyon Random Encounter map
  • Fixed the game showing a disadvantage icon instead of an advantage one when trying to attack a prone enemy with a melee attack while not standing directly next to the target.
  • Fixed the Phase Spider not playing its attack animation after using Ethereal Jaunt (although the damage was dealt)
  • Fixed the tooltip showing additional effects on spells that don't get any bonus through upcasting
  • Fixed weapon action tooltip not correctly refreshing after swapping weapon configuration
  • Fixed World Map showing location names twice in Chinese and Russian
  • Fixed Lucky (Halfling) not working on Initiative rolls.
  • Fixed invisible creatures not being considered as fully visible when affected by Faerie Fire
  • Fixed magic items cooldown not ticking down while traveling on the World Map
Known Issues
  • Guiding Winds (Wind Druid) is currently only applied on weapon attacks, not spell attacks
  • A few NPCs & Monsters can't be targeted by Heat Metal although they should (bunch of cheaters)
  • Remorhaz T-poses when it tries to swallow a character instead of using the proper animation. Asserting dominance, adding insult to injury. 
  • Some enemies disappear too quickly after their death, which hides their death animation
  • The game takes a quick coffee break whenever a party member fails a Strength Check against a Minotaur's Charge. 
  • That one's weird. If you cast an lasting AoE spell over a trap, and then move a character (not necessarily onto the trap), the trap will trigger.
  • RNG seed is only regenerated the first time you reload a save - meaning after you load the same save twice, you'll always roll the same dice result if you do the same action. I sense a distortion in the time space continuum!
  • Proxy spells can't be controlled while Wild Shaped (Druid)
  • Savage Attack (Half-Orc) does the wrong amount of extra damage when using a versatile weapon with 2 hands.
  • There's a portrait mismatch when deleting and recreating a character with the same name but difference face. Who are you, and what have you done with the previous character?
  • Dungeon Maker: Trying to save in a Custom Map that contains Roll Activators, Plate Activators, Teleporters or Banter NPCs will crash the save/load system until the game is restarted. We be fixing that asap, did a woopsie in our latest build.
  • Dungeon Maker: Roll Activators are missing their VFX when highlighted
  • Dungeon Maker: Time Activators currently can't be Enabled / DIsab led by another Activator
  • Dungeon Maker: Some flickering can be seen when a House Prop (Town) is placed near a wall
  • Dungeon Maker: Monsters & NPCs can't be placed on Low & High Ground yet. 
Alright folks, this is the end for today - time for you to jump back in Solasta! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Alright people,

It is finally time to reveal the date of our upcoming DLC. Barbarian, Druid & Half-Orc enthusiasts around the world rejoice - in two weeks, you'll be able to roam free in Solasta with a squad full of them and lay down some savagery upon them Soraks!


That being said, not even news that exciting will deprive you of your scheduled dose of fluff
Solasta turns 1 year old Today!


Exactly one year ago, Solasta went live on Steam Early Access. The campaign would take you up to the end of Dark Castle, we still had our homebrew lighting system and thousands of adventurers died on a daily basis against the tutorial Greyback Wolf. There are plenty of fun tidbits we can share from that time, here are a few for old times' sake:
  • Soraks would shove you without question into instant game-over pits in the caves of Caer Lem - as there were no "floor" back then in the fragmented ruins room. Much salt was spilled over monsters using "cheap" tactics by doing that.
  • The tutorial Greyback Wolf had by far the highest killcount of any monster, due to the fact that we did not highlight the disengage option back then. And since many new players don't read tutorial pop-ups, they would try to fight back and get mauled to death.
  • The Crown Room fight was hard. Very hard. Even experienced 5e players would often struggle if RNG were not in their favor - and remember we had no difficulty options back then.
  • Flying Snakes in Caer Lem would deal 3d4+1 poison, so they could easily one shot your spellcasters. Newer players could easily get slaughtered there.
If you're interested, let us know in the comments and we'll share more anecdotes in the future as we go through the various major Early Access updates and what they brought to the game.

Primal Calling DLC available on November 4th


For those of you who've not been around Solasta for the last few weeks, here is what you can expect from the Primal Calling DLC:
  • The Barbarian Class, with its 3 subclasses: Path of the Berserker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan
What's this "Community" Tag you may ask? Well, both Druid & Barbarian were part of the Wishing Well Event where everyone could submit their own archetype that they'd like to see implemented in-game. We then sorted through all those wonderful ideas and created Community subclasses from them!







Free Content Update Incoming!
Adventuring hasn't been kind to you lately and you don't got no gold to buy them goods? Worry not, we've got you covered. With the Primal Calling DLC also comes a fat content update - and everyone gets it for free! Aside from the usual bug fixes, here are some of the large changes or additions you can look forward to:
  • You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure.
  • Max level 10? How about max level 12, how does that sound? With them level 6 spells and all.
  • Our characters' faces may not be the prettiest around, but you'll now be able to add scars and face paints. Some more customization can't hurt!
  • Was the final encounter of the campaign a little too easy? We made it harder for you.
  • The Campaign Creator is here. What is the Campaign Creator? A new feature that allows you to bundle custom dungeons together, create custom monsters, items, NPCs and merchants. It's still in development though, so not every parameter can be tweaked yet.
  • The Dungeon Maker now has a Town Interior & Exterior environment! Custom campaigns can now have main hubs where your party can safely rest, trade, and chat with NPCs in-between dungeons!

Skip Intro can be found right under the Difficulty Setting


Facial paint and scars are now on the menu


Campaign Creator - Make your campaign, customize your world!


Town Exterior Environment - Make your own little town, with merchants and gardens!


Town Interior Environment - Time to relax in a cozy little tavern

Alright folks, this is the end for today! See you on November 4th for the Update, keep warm until then! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there everyone,

We're back today with the results of the Wishing Well Event, with our final two community subclass designs (as well as some runner-ups that we really liked). We've also saved the VOD of last week's stream for those who might have missed it - which ended up becoming a Q&A and unboxing session (with the support of a cute cat cam). Also, make sure you check your emails - the final PDF of the Sourcebook has been sent through CrowdOx!


Here we can see two members of the Solasta team hard at work. Such passion. Much wow. 

Dev Stream Archive


Didn't manage to catch last week's stream? No worries, you can watch (or rather listen to) the session here. Outside an impromptu unboxing session of the Solasta Adventure Box, we've mostly been discussing about the upcoming DLC, bugs and improvements as well as modding (with a good amount of unrelated tangents about gaming and the game industry in general). Grab a coffee and enjoy those 2 hours of chit-chat! 

Community Contest: Crown of the Dungeon Player?!
For those who might not be aware, some awesome members of the community have been hosting Community Contests recently. After SirMadnessTV's Custom Dungeon Creation Contest, it's now Vel's turn to announce the Crown of the Dungeon Player contest - a custom dungeon run contest with $125 prize pool in Steam gift cards! Just click on the image below to see the rules and submit your run.


Huge thanks to Vel for hosting this contest. Go give it a try!

Wishing Well - And the Community Subclasses are...
Before we get into the results, we just wanted to thank you all again for participating to the Wishing Well Event. We've received several hundred submissions, totaling more than 2,000 features to sift through - and let me tell, some of those ideas were fantastic. For everyone who participated and had a valid email address linked to a Solasta Forum account, you should have received a new forum badge!


Barbarian Participation / Barbarian Community Designer / Druid Community Designer / Druid Participation

For those who may not remember the Wishing Well Event rules, we picked up themes and features that we loved the most to put together a Druid & Barbarian community subclass from all the great ideas you submitted. Without further ado, here are the members of the community whose submission we took inspiration from: Patrick P. Hansen, Randy Ward, IceJoker, MooWun, Brad Allison, Miles Young (Ragnar), Cat Scratch Fever, DestinyNinja, Joshua Talty


Barbarian - Path of Stone

Barbarian Community Subclass - Path of Stone
Barbarians following this path draw their strength from their connection to stone. They never give up in the face of adversity and thrive in hostile environments. The first Stone Barbarians hailed from the North, even before there was a Snow Alliance. They were the ones who kept the people safe during the harsh winters, when hungry monsters were on the prowl. And once Manacalon began its incursions, they were in the thick of it, lending their legendary implacability to the resistance. 1000 years after the Cataclysm the Path of Stone still has many followers, from all lineages. 

Path Features:
  • Level 3: Stone Resilience - While raging, you gain temporary HP equal to twice your proficiency bonus at the end of your turn. These temporary hit points are removed once you stop raging.
  • Level 6: Strength from Within - You can use your Constitution modifier instead of another ability modifier whenever you have to make a Saving Throw.
  • Level 10: Rock Solid - While raging, you gain +1 AC for every hostile opponent you can see within 5' of you, up to a maximum of +4.
  • Level 14 (not in-game): Last Stand - While you have temporary HP, you gain a bonus to your melee weapon attacks and melee weapon damage rolls equal to half your proficiency bonus. Additionally, whenever your Relentless Rage roll succeeds, you also gain temporary HP equal to 1/4th of your maximum HP. These temporary hit points are removed once you stop raging.
  • Note: Temporary Hit Points do not stack (higher amount of temporary HP overrides current temporary HP).
  • ContributorsPatrick P. Hansen, Randy Ward, IceJoker, MooWun, Brad Allison
Barbarian Runner-Ups
  • Sacrifice Theme: Deal additional damage when below half HP / Gain the effect of Bless for one round when damaged / Expend hit point dice in combat to gain temporary HP / Regain HP gradually up until half max HP while raging.
  • Might Theme: Rage damage bonus is doubled + Make a free shove action when hitting with Reckless Attack / Double movement speed when entering rage + hitting enemies reduce their speed by half for a round / Add an extra weapon damage die to your Reckless Attack / Gain AC depending on number of enemies around you (reused in Path of Stone)
  • Dragon Theme: Gain AC + Resistance to one element / Breath Attack (limited use) / Deal additional elemental damage with melee weapon attacks / Enemies hitting you in melee take elemental damage
  • Warpaint Theme - Share Rage bonus damage to surrounding allies / Enemies within 5' are affected by Bane on a failed saving throw (aura) / Share Rage resistance to damage type to surrounding allies / Ranged attacks against you are made with disadvantage.
  • Chieftain Theme - Can't be surprised + Gain Advantage on Initiative rolls / Enemies you hit have disadvantage if they try to attack someone else / Gain AC for each ally close to you / Bolster an ally granting Temporary HP to both of you and giving them advantage on their next attack (limited use)

Druid - Circle of Winds

Druid Community Subclass - Circle of Winds
Druids from this circle draw their strength from the winds. As the Cataclysm raged, the connection druids felt to nature frayed. But not so for the Circle of the Winds. They felt the mana currents carried by the winds and through them a connection to nature. Through this, they were able to protect nature from the worst of the cataclysm-born depredations. The Circle is still alive today, its druids hailing from all part of Solasta, wanderers under the open sky.  

Circle Features:
  • Level 2: Carried by the Wind - Casting a level 1 or higher spell makes you automatically take the Disengage action for free and gain 10' of movement speed until the end of your turn.
  • Level 6: Sheltering Breeze - You can use a bonus action to let a Sheltering Breeze blow upon all allies within 30' of you, making them gain advantage on all Saving Throws until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier per long rest. 
  • Level 10: Guiding Winds - When you hit an enemy with an attack (anything that requires an attack roll), the next attack made against them before the end of your next turn has advantage. 
  • Level 14 (not in-game): Unfettered - While conscious, you are constantly under the effect of Freedom of Movement.
  • Contributors: Miles Young (Ragnar), Cat Scratch Fever, DestinyNinja, Joshua Talty
Druid Runner-Ups
  • Plant Theme: Summon a patch of venomous vines, poisoning and damaging upon failed saving throw (limited use) / Create a plant armor granting you temporary HP and dealing piercing damage back upon getting hit by melee attacks (limited use) / Gain the permanent effect of Barkskin and reduce non-magical damage taken by a flat amount / Increase the power of venomous vines and plant armor.
  • Cycle of Life Theme: Use your reaction to reroll a failed concentration check with advantage (limited use) / Gain a bonus to your spell DC and spell attack modifier equal to half your knowledge level when fighting creatures you already faced (Solasta only) / Damaging an enemy with a level 1 or higher spell prevents them from healing any HP until the start of your next turn / While not incapacitated, critical hits count as normal hits and you gain resistance to poison and necrotic damage (too similar to Fungal Body from Circle of Spore)
  • Healing Theme: Restoring HP using a spell of level 1 or above also heals the target for half your druid level HP at the start of your next turn / Make a giant flower sprout on the battlefield, healing and shielding allies who end their turn next to the flower (limited use) / Healing spells are automatically cast as if using a spell slot on level higher / When dropping to 0 HP, immediately regain 50% of your maximum health (once per long rest)
Alright folks, this is the end for today! As always thank you for reading, and remember to download your Solasta Sourcebook PDF if it was among your Kickstarter rewards. And check out our Forums and our Discord Server to chat with other players :D

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym


Hello everyone!

While we're all patiently waiting for more news about the upcoming Solasta DLC, we'll be hosting a chill Dev Stream on Tuesday 28th starting at 9 am PDT / 11 am EDT / 6 pm CEST, where we'll discuss Barbarians and Druids and check out some community-made dungeons (I heard the ones made by Silverquick are quite popular). Make sure you join us to chat about Solasta and chill together with other fans of the game!


Our gameplay director's new kitten, taking a nap on his favorite plushy

Physical Goodies Update
We've just received good news from our partners helping us on the Solasta physical goods!
  • Adventure Box: As some of you already saw in previous updates, we had receive a sample of the Adventure Box. Now we've received confirmation that the manufacturing process has started!
  • Vinyl Disk: We've stated in a previous update that our Vinyl Disks have been sent! Hopefully everyone should receive theirs by mid-October at the latest.
  • Solasta Sourcebook: We're finally getting there. We just got the final digital version of the Deluxe Sourcebook complete, and we're now validating the design of the physical cover. That's the final step before printing!
As a reminder, our goal is to start shipping the Adventure Boxes and Sourcebooks in January 2022 - so there's still quite some time before you receive them. 


The Deluxe Version contains 40 additional pages of Concept Art & other sketches with notes from yours truly, Myzzrym

Alright folks, this is the end for today! See you on September 28th for the Dev Stream, and don't hesitate to prepare a few questions for us! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Heya you lovely folks! 

We're still some way until our next update, but in the meantime we're putting out Steam Cards for y'all! But before that, we're going to treat you with another feline picture - two in one week, that's crazy!


Long long cat.

35% Discount - Time to grab a copy!
It's time for some week-end sales! If you had some friends on the fence about Solasta, now's the time to tell them about it! The 35% discount is running this week-end and ends on Monday 20th at 10 am PST / 1 pm EST / 7 pm CEST. Also slightly unrelated, but we're seeing some people asking about the Mac version - don't worry, we haven't forgotten about it! We're still working on it, and we'll inform you as soon as we have a date.

Steam Trading Cards, woooooh
That's right folks, Solasta's getting some Steam Trading Cards! We wanted to do that at launch, buuuuut you all know how busy that can be, especially for a team that have less than 20 people. So, we're fixing that right now! Actually, they've been out for a few hours already, so you might have noticed them popping in your Steam inventory.


Here are the 11 Steam Cards that you can collect through playing the game (and trading with other players)


The 5 Badges (plus the foil badge) based on the different Schools of Magic


Emoticons that you'll be able to use while chatting on Steam. Spoon included for the connoisseurs out there.


5 different backgrounds that you'll be able to unlock or purchase in the Steam Points Shop 

Alright folks, this is the end for today! Take care, and enjoy hunting for them Steam Trading Cards! Also, check out our Forums and our Discord Server to chat with other players

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks! 

It's been a bit more than a week since the Wishing Well Event ended, and we received so many submissions that we're still going through them all! No I mean seriously, we have several thousands of class features to read through, so that's going to take some time. In any case, thank you so much for your participation - we're super happy about how many of you took the time to send us your awesome ideas. But we aren't about to keep everything for ourselves! Today, we'll be presenting the main themes behind the subclass designs we received. But first...


Kitty! It's been a while, I know some of you only read our news for that fluff factor.

Barbarian Paths
Barbarians are an interesting bunch. Mighty warriors driven by their rage, overpowering their enemy through pure physical prowess and innate combat senses where Fighters shine through training and skills. You could draw similitudes to what Sorcerers are to Wizards: it's in their blood. 



Most submissions we received can be regrouped in the following themes, here is a little breakdown of the most common ones (with some comments):
  • Mountain / Stone: Unbreakable Barbarians who stand in the middle of the fight, taking blows left and right without a care. Just imagine that scene with Boromir from Lord of the Ring, but instead he doesn't die and keeps fighting (although that would be the Zealot from Xanathar's Guide - the features here are a little different) .
  • Blood / Sacrifice: Barbarians who grow stronger the more injured they become, the epitome of high risk high reward.
  • Strength / Might: Strength is everything to these Barbarians, who can break the ground with a stomp and throw enemies around like wet towels. You may not like it, but this is what peak performance looks like.
  • Dragons: Dragon Blood does not only produce Sorcerers, and these Barbarians use their Draconic features to heavily enhance their combat abilities.
  • War Paint: Blessed by the shamans of their tribe, these Barbarians covered in magic war paint and tattoos often surprise enemies with strange curses and protection that one would not expect from a savage warrior.
  • Leadership: Some are warriors, others are leaders - these Barbarians are both. They lead by example, jumping first into the fight, empowering and rallying their allies through their rage and powerful war cries.
  • Spirits / Ancestors: Barbarians whose powers are linked to the tribe's Guardian Spirits or Ancestors. Unfortunately this theme skirts a little too close to the official Ancestral Guardian subclass featured in the Xanathar's Guide, so we had to discard the proposals linked to it.
  • Pirates: Some people suggested Barbarian pirates, sailing the high seas! While the idea could be fun, Solasta: Crown of the Magister's campaign takes place far away from any ocean, and most features wouldn't work in consequence.
  • Vikings: Similarly we also had some submissions for Barbarian Paths taking inspiration from the Vikings. Not a bad idea, but it just doesn't work in the current setting, sorry!
  • Death: We had a few submissions for Barbarians that would grow stronger each time they would kill, with some features even giving them a little bit of Necromancer vibe.
  • Brawler: What happens when you don't have Monks in your game? People submits Monk-like subclasses instead. More seriously though, this is something that could be very cool - and that we've seen a lot of homebrew out there. Some people just want the punching and kicking without the whole peace of mind and supernatural Ki package bundled with it, and I personally agree! But fighting barehanded would require a lot new set of animations, not to mention a lot of features included grappling which is just not in Solasta. 
  • Craziness: Barbarians whose rage goes incontrollable and unstable, leading to very strange consequences.
  • Hunting: So, here's the issue with this theme - very often I found that the features submitted were pretty much Ranger features (or could be). It's not that Barbarians can't be close to nature, but here they retained very little Barbarian identity and went full Ranger-but-strong-instead-of-dexterous. Also, a lot of focus on thrown weapons - we don't have a lot of those in Solasta :(
  • Animals: Unfortunate, chief. Path of the Beast is already a thing in Tasha, and the features are looking awfully similar.
  • Half-Demon: This could be interesting, but we haven't introduced any demons to the Solasta setting yet. Does that mean there are none though? Who knows.
  • Elements: A lot of features received there were very close to the Storm Herald (Xanathar Guide), so we had to scrap them.
  • Focus / Clarity: A twist on the usual rage-fueled warrior, these Barbarians turn their rage into pure focus instead.
Druid Circles
The Clerics of Mother Nature have arrived (though don't let them know I called them that, I don't think they'd appreciate it). Druids are full on spellcasters who trade the ability to wear metal and to shoo spooky skeletons away with the ability to turn into animals - and large ones at that. 



Most submissions we received can be regrouped in the following themes, here is a little breakdown of the most common ones (with some comments):
  • Sky / Space: Although both Circle of the Moon & Circle of the Stars already exist, we found a lot of interesting submissions within that thematic which strayed away from those official subclasses. 
  • Nature / Balance: It was obvious, everyone was expecting it, the Druid was going to get submissions with nature-related features. And some good ones at that, there were a lot of great ideas there!
  • Cycle of Life: These Druids protect the cycle by nurturing life but also combatting those who keep to remain alive after their time has come. Thematically it's the creed of Maraike in Solasta, so there might be conflicts with her Clerics.
  • Healing: Druids whose powers revolve around healing the land and its inhabitants, blessed by Nature herself.
  • Shapeshifting: As with Nature, we know Shapeshift-enhancing features were going to be a thing. That said, a lot of them are skirting a little close to the Circle of the Moon!
  • Fire: Sorry chief, Circle of Wildfire just came out in Tasha recently!
  • Death / Decay: A little close thematically to the Circle of Spore from Ravnica, and also a little too close to Necromancy. We found that theme getting a little far from what we think Druids are in Solasta, not to mention our campaign is ill-suited for really evil characters.
  • Spirits: Flying a little close to the Circle of Dreams!
  • Dragons: Now that's interesting. While Dragons are a huge thing in Solasta, and the notion of Draconic Barbarians sounded cool - Draconic Druids don't resonate with us as much. First of all, Dragons already grant Arcane powers (Sorcerers) so having a divine spellcaster with links to Dragons must mean they worship them. But Druids, unlike Clerics, aren't really drawing power from a single deity - but rather nature itself (which is why they are a separate class from Clerics). As you can see, it gets a little complicated lore-wise when it comes to Draconic Druids.
  • Martial: Druids who've been spending time at the gym getting those gains and punching fools. 
How will I know if my submission is selected?
Before releasing the DLC (date not yet revealed), we will announce which ideas we selected (and some personal favorites as well) in a news post just like this one – and the name or nickname you put in the Google Form will also be added to the in-game credits as Community Designer. 

The Vinyl Disks are starting to arrive!
Some of you in France may have already received theirs! For all the others, our audio partner G4F gave us the following estimates:
  • France: About a week
  • Europe: 2-3 weeks, maybe more depending on the country
  • USA: Around a month
  • Others: 1-2 months
Also, some of you have been asking us about changing addresses. Unfortunately, that's already too late for the Vinyl Disks - but you still have a tiny bit of time for the Sourcebook and the Adventure Box! Just head to CrowdOx, log in and change your address there.



Alright folks, this is the end for today! Hope you enjoyed getting a glimpse of all the submissions we received! Also, check out our Forums and our Discord Server to chat with other players!

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks! 

Are you ready for more Solasta? That’s right, today we’re revealing part of our upcoming DLC – say hello to the Barbarian and the Druid. But wait, that’s not all! As most of you know, ever since our Kickstarter we’ve been working hand in hand with our players – you – to make Solasta a better game, and that’s why today starts the Wishing Well Event!



What is the Wishing Well?
The Wishing Well is an event where everyone gets to submit design ideas for the two Community Subclasses that we’ll implement in-game for our first upcoming DLC – one for the Barbarian, and one for the Druid. We (Tactical Adventures) will be going through the submissions to select ideas that we find really cool, and either implement them as such, or tweak them to fit the game (for instance if the feature sounds really great but is too complex to implement, we’ll adapt or simplify it). Of course, the name (or nickname) of those we’ll use ideas from will be added in the game’s credits as Community Designers.

When is the Wishing Well taking place?
The Wishing Well starts now and ends on Sunday September 5th at 11:59 pm PDT.

What are the rules of the Wishing Well?
  • Please only participate once per person, i.e. 1 submission maximum per class 
  • Please do not submit existing designs taken either from official sourcebooks or existing homebrew (unless it’s your own homebrew and you’re willing to share of course)
  • You do not need to submit a complete design – for instance, if you have cool ideas for a level 3 and level 6 barbarian features, but nothing for level 10 and 14, you can still submit something!
  • Please note that by participating, you agree to Tactical Adventures using the content you submitted. The legal guidelines can be found here (Barbarian Contest) and here (Druid Contest), if you’re proficient in legalese and want to dig into the documents.
  • Please note that we may adapt and modify the design you submitted
  • Please note that we may select features from different submissions to create both community subclasses (as in, picking a level 3 feature from one submission, and a level 6 feature from another one…)
How do I participate to the Wishing Well?
Simply submit your ideas in this Google Form! 


How will I know if my submission is selected?
Before releasing the DLC (date not yet revealed), we will announce which ideas we selected (and some personal favorites as well) in a news post just like this one – and the name or nickname you put in the Google Form will also be added to the in-game credits as Community Designer. 

Alright folks, this is the end for today! As always thank you for reading, we can’t wait to see what crazy ideas you have in mind! Also, check out our Forums and our Discord Server to chat with other players!

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Hey there folks,

Hope summer's treating you well! We're here today with an unboxing of the Solasta Adventure Box as we've just received a sample from the manufacturer - spoiler alert, it's looking great! Also, for those who could not get a box before it was too late... There is something big coming up next week for everyone, so keep an eye out :)


Mili on sentry duty while I long rest. I mean while I work. Totally not sleeping on the job, that would be unprofessional. 

Solasta Campaign Rulebook - Did you find any mistake?
Before we start: we're about to wrap up the Campaign Rulebook for Solasta with a professional proofreader, but as we say two minds are often better than one. So if you found any mistake or typo, you can submit them for us to fix before we send the file to the printer! You can fill the form as many times as you want, but only submit once per mistake.
And as always... Thank you for your help!

The Solasta Adventure Box... in pictures
As a reminder, the Kickstarter Physical Rewards are planned to be delivered in Early 2022 as explained on a previous Kickstarter update. Also, as we receive these questions every time we talk about our physical rewards - no, unfortunately you can't purchase the Adventure Box or the Solasta Rulebook anymore :(


The Adventure Box - apologies for the mess, my work desk at home is fairly messy


Opening the box! Excitement continues to build!


The Ruins of Carillach Gar, a beginner adventure level 1 - 4 set in the Badlands


Booklet of Character Sheets (easily detachable), with a special Solastan design! Each Character has 3 sheets (Gameplay, Roleplay, Magic)


Battle Board, with both side usable. Front represents the Badlands (exterior), Back represents the Ruins (interior)


Our Game Master Screen, with beautiful Solastan artwork on the front and helpful information for the DM on the back


Little Dice Pouch with the Solasta logo and two sets of dice (d4, d6, d8, d10, d12, d20)


Standees, Tokens & Character / Monster Cards. Violet is the only Small creature of the lot (aside from token creatures), she's so tiny!


Character & Monster Cards unpacked! Those are small cheat sheets help them the DM during combat.

Alright folks, this is the end for today! As always thank you for reading, and make sure you come back next week for something... big. Very big! Also, check out our Forums and our Discord Server to chat with other players!

Article by Tactical Myzzrym
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