Solasta: Crown of the Magister - Myzzrym
Patch 1.2.15
  • Added Lockpicks to Spy & Lowlife starting equipment
  • Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
  • Fixed Loot Containers not showing all items if there were more than 15 items inside them
  • Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
  • Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
  • Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
  • Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
  • Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
  • Staff of Healing is now usable by druids and is a universal focus
  • Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
  • Fixed Wild Shape Badlands Eagles not having 2 attacks per round
  • Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
  • Fixed Aid not working properly with Wild Shape
  • Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
  • Fixed Pilgrim's & Zealot DoT not lasting the correct duration
  • Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
  • Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
  • Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
  • Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
  • Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
  • Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
  • Added feedback in the combat log when Kindred Druids use Share Pain
  • Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
  • Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
  • Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
  • Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
  • Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
  • Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
  • Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
  • Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
  • Fixed Minotaurs' successful charge pausing the fight for several seconds.
  • Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
  • Fixed Scroll Scribing not displaying the correct information
  • Fixed Bracers of Defense being sold for dirt cheap
  • Fixed dying enemies vanishing before their death animation played out completely
  • Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
  • Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
  • Fixed portrait not being updated when deleting and recreating a character with the same name but different face
  • Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
  • Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
  • Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
  • Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
  • Fixed Rage damage being added when attacking using DEX with a finesse weapon
  • Fixed Unarmored Defense stacking with Mage Armor
  • Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
  • Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
  • Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
  • Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
  • Added sound when dropping items on the ground
  • Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
  • Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
  • Fixed certain monster AIs not properly taking into account their movement range when deciding on an action

  • Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
  • Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
  • Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
  • Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
  • Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
  • Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls
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
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.

Note: This Public Beta does not have a Mac version (not to worry, Mac will get the patch at the same time)

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
1.2.15: Fixed a bug introduced with 1.2.14 where Wild Shape state wouldn't save properly
  • Added Lockpicks to Spy & Lowlife starting equipment
  • Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
  • Fixed Loot Containers not showing all items if there were more than 15 items inside them
  • Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
  • Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
  • Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
  • Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
  • Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
  • Staff of Healing is now usable by druids and is a universal focus
  • Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
  • Fixed Wild Shape Badlands Eagles not having 2 attacks per round
  • Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
  • Fixed Aid not working properly with Wild Shape
  • Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
  • Fixed Pilgrim's & Zealot DoT not lasting the correct duration
  • Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
  • Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
  • Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
  • Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
  • Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
  • Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
  • Added feedback in the combat log when Kindred Druids use Share Pain
  • Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
  • Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
  • Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
  • Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
  • Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
  • Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
  • Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
  • Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
  • Fixed Minotaurs' successful charge pausing the fight for several seconds.
  • Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
  • Fixed Scroll Scribing not displaying the correct information
  • Fixed Bracers of Defense being sold for dirt cheap
  • Fixed dying enemies vanishing before their death animation played out completely
  • Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
  • Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
  • Fixed portrait not being updated when deleting and recreating a character with the same name but different face
  • Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
  • Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
  • Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
  • Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
  • Fixed Rage damage being added when attacking using DEX with a finesse weapon
  • Fixed Unarmored Defense stacking with Mage Armor
  • Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
  • Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
  • Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
  • Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
  • Added sound when dropping items on the ground
  • Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
  • Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
  • Fixed certain monster AIs not properly taking into account their movement range when deciding on an action

  • Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
  • Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
  • Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
  • Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
  • Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
  • Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls
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
Hello everyone!

For those of you who don't follow us on social media, we've just released a Community Survey yesterday to better understand what sort of games you - our community - enjoy playing! Now don't you worry, we are still working on Solasta as we speak (more on that soon!) - however, we're also taking the time to look at the future of Tactical Adventures, and we want to know your tastes before we walk down a new path! But before that...


Well at least SOMEONE is enjoying the cold weather out there.

Looking at a future of (Tactical) Adventures!
So what's that all about? Well before we go into details here is the survey link (closes end of November): https://forms.gle/9pVa6MoBx1TuNXUYA



Alright, so! Let's talk a bit about game development. As you all know, making a game takes a lot of time... and often quite a few people too! People with different areas of expertise, meaning you can't really ask a Concept Artist to start fixing bugs all of a sudden. While Programmers & QA are still on the prowl hunting down bugs and fixing them after the game launches, Level Designers may be working on new maps for a future DLC. Meanwhile, the Creative Director is already writing down ideas for potential future games. All of that to say, not everyone will have the same tasks during the life cycle of a game.

Game companies rarely keep working on a single project once their game is out, as not everyone has a lot to do in post-launch! So, since most studios want to keep everyone active and involved, some folks are going to start digging at new projects. And that's where our survey comes in, we're curious to know what you guys like when you're looking for new games.

But... but what about good ol' Solasta? Cheer up, this does not mean we're taking it behind the barn. Like I said earlier each member of the team has different work to do - and most of us are still deep in the Solasta hole! You can always find us on our Discord Server if you have questions, we do pass by from time to time to answer questions^^

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.

Article by Tactical Myzzrym
Nov 16, 2021
Solasta: Crown of the Magister - Myzzrym
IMPORTANT: MAC PLAYERS

Problem should be solved! You should now be downloading the proper version on Mac as well (previously the game was attempting to download v1.1.34 instead of v1.2.12, which would of course break everything)

We're getting reports that some Mac players are getting issues loading into the game after this hotfix. If that's the case for you, please use the previous_version branch to revert the hotfix. Simply go to your steam library, right click on Solasta and select properties. Then, go to the BETAS tab and select previous_version from the drop down menu, and then restart Steam.

Changelog

  • Fixed a minor issue that could happen when swapping weapons in the menu
  • Fixed an error that would occur when saving/loading after a Druid would revert from Wildshape due to losing all their HP.
  • Fixed a crash that could occur when trying to load a cutscene or leave a location while concentrating on Sunbeam (spell)
  • Removed the ability to drop Produce Flame & Flame Blade on the floor to avoid weird quantum shenanigans from happening
  • Fixed an annoying bug that would make a Fighting Style disappear if you cancelled the level up process after choosing one.
  • Fixed a potential skip in Lava Forest that would break the quest flow if you teleported through a hidden path.
  • Potential fix for Mac issues with Volumetric lighting glitch.
  • Improved stability by fixing some minor glitches happening in the background (invisible to players, but we do receive small error messages on our end :D)
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
Hey there folks!

Did you know that there's currently 2 Solasta Community Contest running - with a prize pool of $600 Steam Gift Cards and 7 games?

Make sure you give it a try, there are plenty of participation prizes to go around! Much love to our wonderful community for hosting those contest❤️

{LINK REMOVED}
{LINK REMOVED}

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

  • Fixed a minor issue that could happen when swapping weapons in the menu
  • Fixed an error that would occur when saving/loading after a Druid would revert from Wildshape due to losing all their HP.
  • Fixed a crash that could occur when trying to load a cutscene or leave a location while concentrating on Sunbeam (spell)
  • Removed the ability to drop Produce Flame & Flame Blade on the floor to avoid weird quantum shenanigans from happening
  • Fixed an annoying bug that would make a Fighting Style disappear if you cancelled the level up process after choosing one.
  • Fixed a potential skip in Lava Forest that would break the quest flow if you teleported through a hidden path.
  • Potential fix for Mac issues with Volumetric lighting glitch.
  • Improved stability by fixing some minor glitches happening in the background (invisible to players, but we do receive small error messages on our end :D)
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
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
...