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

Before we start, a VERY IMPORTANT message: Do NOT download the Beta Branch if you can launch multiplayer sessions without issues. Players on the Beta Branch can only play with other players on the Beta Branch - and not any other player - so we're rolling this out specifically for users who can't play in Multiplayer due to their region setting, which gets them "Sorry, photon cloud is currently not available". Also, this beta branch is PC only (not Mac)

If you're having issues running on the beta branch, please revert to the main branch. The update will be released on default once fully tested next week, so don't worry about it! Also, reminder for those who are having issues in general: Make sure you remove your outdated mods and do not use previously modded characters and/or saves!

How to go to Beta branch:
- Right click Solasta in your Steam Library
- Click Properties
- Go to BETAS tab
- Select betabranch in the list
- Click OK
- The update should download now
- To go back to the main branch, just do the same and select "None" in the list.

Changelog:
Important changes / fixes
  • Multiplayer: You can now select a different region when hosting a multiplayer lobby (instead of the game selecting the nearest server for you)
  • Dungeon Maker: Removed the "Lost Valley" restriction on a couple of assets that were already available before the launch of the DLC, which made some existing custom dungeons impossible to edit without buying Lost Valley.
Other changes / fixes
  • Made some optimization to Verdant Valley performance
  • Fixed a hidden achievement not being unlocked properly.
  • Fixed selecting "auto" for meta-magic, feats and languages during level up sometimes not working properly
  • Fixed another few desynchronizations
  • Fixed pinging a dialog NPC or merchant in multiplayer yeeting the pin in outer space.
  • Fixed the known issue of the end game cutscene not fully playing properly
  • Fixed a few cases with the known issue of recruiting the key NPC (prisoner) too early in-game making the game go wild.
  • Fixed the known issue where one guard was locked inside a room during a boss battle (PUNISHED FOR BAD BEHAVIOR), the door will now unlock when the battle starts
  • Fixed an issue where leaving the tutorial cavern while having an AoE spell active (like Flaming Sphere) would lock the game.
  • Fixed a few issues with quests related to Reya.
Solasta: Crown of the Magister - Myzzrym
Hey there folks! Lost Valley is finally here, and with it comes a ton of free improvements such as the long awaited online multiplayer co-op mode. Also, if you have some friends that want in now you can play together, Solasta is -60% off and Primal Calling is -20% on Steam until April 21st!


2 - 4 Player Online Multiplayer Co-op Mode (Free):
  • Free update to all players who own Solasta, no additional purchase required!
  • Compatible with both official campaigns (Crown of the Magister & Lost Valley) and Dungeon Maker custom campaigns.
  • All save files can be played both in single player and multiplayer (you can continue a multiplayer session alone or invite your friends to help you in a tough fight).
  • All content is synced with the host - if they own the DLCs, you will have access to them too while playing with them!
New Features (Free):
  • Spellcasting Chants: Your spellcasters are no longer mute when casting spells, and we’ve added an additional spellcasting animation to boot! (you can turn off chants in the option menu).
  • Crafting Feats: Tired of having to pick specific background in order to craft potions and magic items? We’ve added two feats to solve that problem!
  • Surprise System Overhaul: Now more faithful to the tabletop rules with individual perception checks for each surprised enemy, making fights more even!
  • Random Encounter Update: Instead of surprising / being surprised, random encounters will now often be fought more evenly with both parties aware of each other. 
Dungeon Maker Upgrade (Free):
  • [Quest] Added a Quest Editor. Add quests to your Custom Campaigns to give players specific objectives and reward them with experience and items
  • [Dialog] Added a Dialog Editor. Give your Custom Adventures more charm and lore by adding multi-choice dialogs with NPCs
  • [Loot Table] Added a Loot Table Editor. Create your own loot tables for chests and monsters to control what the players get
  • [Monster] You can now change a Custom Monster's CR and add resistances / immunities
  • [Weapon] You can now fully customize weapons with additional damage dice, damage types, saving throws and even conditions
  • [Gadget] Added a multiple exit gadget that allows the player to choose which map they go to next
  • [Props] Added new props to existing environments, such as trap doors, destroyed furniture, corpse piles, rivers, towers...
New Level 1 - 12 Campaign (Lost Valley DLC required):
  • A replayable non linear story with multiple endings, as you will be the one deciding which faction to side with in order to escape the Valley.
  • Brand new environments to explore, Lost Valley does not take place in the same region as Crown of the Magister.
  • New foes to face, with iconic monsters such as Giants, Hags and Golems who will try to turn your party into mush.
9 New Subclasses (Lost Valley DLC required):

Detailed information about each subclass can be found in this thread

Dungeon Maker Additional Content (Lost Valley DLC required):
  • [Environments] Added 4 new environments from Lost Valley: Jungle, Swamp, Valley City & Valley Palace
  • [Monsters] Added new monsters from Lost Valley, such as Golems, Hags, Dryads etc...
General Improvements (Free):
  • You remember the one time that unlit torch on the wall succeeded its Dex Saving Throw against your Sacred Flame? Yea that's no longer possible, gadgets will now always fail their saving throw.
  • +1 and +2 versions of mauls, spears and crossbows are available at last! Now our dwarven weaponsmith will finally be able to go back to see their family.
  • Added Conjure Fey to the list of available spells. More creatures to summon! That couldn't possibly go wrong.
  • Damaged shared between the Druid and their Kindred Spirit is now shown in the combat log. Now you will no longer wonder when you lost all that health without ever being hit!
  • Redeemers now have a proper climbing animation instead of doing a UFO impersonation.
  • Druidic focus items can now be found in stores, druids rejoice! 
  • Flying units can now move through crawl spaces. You no longer need to cancel Fly to crawl through that little hole!
  • Arrows and other projectiles are now automatically stacked when opening loot bags. That's our Invisible Servant at work here, pretty neat eh?
  • Added a Wand of Identify that costs 500 GP for those poor parties of adventurers who don't have access to this all so important spell. 
  • High level casters will now prioritize using their more powerful AoE spells first, and cantrips usage priority has been lowered. Lower level casters will also do that if Deadly AI is activated.
  • Conjured Elementals no longer attack their summoner if the spell's concentration was broken willingly or if the spell duration runs out. 
  • Detect Magic can now be cast directly when right-clicking items in the inventory
  • Charm Person is no longer completely overpowered in combat. It now forces a target to skip their turn as long as they fail their saving throw on their turn.
  • True Seeing now automatically reveal hidden objects.
  • Automatic critical hits on paralyzed creatures are now properly explained in the combat log. 
  • Empty chests are now greyed out in the Blueprint (Minimap). You no longer need to remember what you already looted and what you haven't looted yet!
  • Added new textures to +1 and +2 Studded Leather Armors
General Bug Fixes (Free):
  • Fixed Druids not being granted Quest XP if they were in Wildshape form. I mean to be fair, how were the quest givers supposed to know they had to give a share of experience to that weird bear accompanying the party? 
  • Polished the jump and climb animations of Druids when in Bear form, which looked a little wonky.
  • Removed non-functional Eyebite scrolls from the game, and fixed the name of True Seeing, Freezing Sphere and Circle of Death scrolls.
  • Some monsters had wrong attack modifiers / AC and other values when compared with their attributes. Those little cheaters. Fixed.
  • Fixed some weapons not being properly oriented when held in characters' left hand. 
  • Wall of Thorns now properly deal slashing damage instead of piercing damage. Why? BECAUSE THAT'S IN THE BOOK, THAT'S WHY.
  • Fixed the crafting panel not showing everything properly when multiple items finished crafting at the same time.
  • Soraks and Werewolves now properly get disadvantage on their saves against Moonbeam. Because that's what the spell's good against. Shapeshifters. 
  • Fixed Kindred Spirit's stats being based on the Druid's animal form if summoned while Wildshaped.
  • Spike Growth no longer affect flying creatures. Because everyone knows Flying-type creatures are immune to Ground Attacks.
  • Fixed Brutal Critical not using the versatile damage die when relevant. 
  • Fixed conjured creatures sometimes appearing as "Unknown" because their own caster was too dumb to know what they summoned.
  • Accidently dragging and dropping an item to the same slot it was already in no longer consumes your action.
  • Elves and Half-Elves just remembered that Hypnotic Pattern is considered a Charm Effect and that they should have advantage to saves against that spell.
  • Action Surge can no longer be used when incapacitated as the only thing it allowed you to do was twice the amount of nothing. 
  • The DM has started to keep track of magic item charges, players can thus no longer keep using magic items while out of charges.
  • After re-reading the rules for the hundredth time, the DM also realized that using a spell scroll should prevent the caster to cast a bonus action spell in the same turn. No cheating!
  • Multiple damage resistances / damage vulnerabilities of the same type no longer stack.
  • Cancelling a proxy action with the Escape Key will now correctly refund the action.
  • Fixed Uncanny Accuracy sometimes not working properly for Ranged Weapons and Ranged Magic Attacks.
  • Wand of Winter now correctly casts Ice Storm instead of Blight and Wand of Blight now correctly casts Blight instead of Ice Storm. 
  • Flaming Sphere now correctly gets upcasted when casted by a Shock Arcanist
  • Fixed some high level features / spells such as Volley or Eyebite not triggering battles when used on unsuspected enemies. What was that? Must have been the wind. 
  • Fixed Barbarian's rage resistance not correctly working against magical slashing, bludgeoning and piercing damage. 
  • Fixed Protection from Evil which was working regardless of the enemy creature type. Should have been named Protection from Pretty Much Everything.
  • Fixed Calm Emotion not working properly on allies.
  • Fixed pre-made Barbarian Preka somehow possessing the Protection Fighting Style. This change only applies if you delete your existing Preka character file from the folder though.
  • Fixed Ogres throwing their mace instead of their javelins. I mean granted Ogres are stupid, but not THAT stupid.
  • Fixed Hunter's Mark working with Magic Missile, turning any enemy into swiss cheese.
  • Fixed Detect Magic not properly requiring Concentration.
  • Fixed Arcane Fury not being properly applied to Sunbeam.
  • Fixed Staff of Healing not granting the caster ability bonus that it should.
  • Fixed Pendant of the Healer being permanently stuck at zero charge. Surprisingly the players did not find this as funny as the DM did. 
  • Fixed concentration spells breaking when Druids would lose their Wildshape form.
  • Fixed Wildshaped Druids sometimes become completely undetectable by enemies when stealth.
  • Fixed Magic Weapon being able to target magical weapons, which did absolutely NOTHING. YOU LOSE. GOOD DAY SIR!
  • Fixed any buff / debuff being instantly dispelled the moment the party entered the world map, instead of running its normal duration.
  • Fixed Scrolls sometimes not being usable by casters even though they were part of their domain / oath spell list.
  • Goodberries can no longer be cast on the world map if the casting conditions aren't met (such as not having a focus equipped) 
  • Fixed Preserve Life being able to target creatures above 50% HP even though it only worked on creatures below 50% HP
  • Fixed being able to cast Levitate or Fly on already flying creatures.
  • Fixed grapple characters sometimes not being released from the grapple even after the creature's death. Damn those Remorhaz have strong jaws.
  • Fixed Chain Lightning not prioritizing enemies when seeking additional targets. Melee classes rejoice.
  • Fixed moving an enemy up or down with Levitate being a free action, leading to very fun tactics such as the "Deep Fryer" where the caster would repeatedly dunk an enemy in and out of damaging area spells such as Wall of Thorns. 
  • Fixed a few cases where an enemy would freeze in combat for several seconds before starting to act again. 
  • Fixed... oh lord that one is pretty bad. Fixed the Surprise System in the World Map being inverted. Basically what used to happen is that if your party rolled better than the monsters, you would end up surprised instead - and vice-versa, monsters would end up surprised if they rolled better than the party. This is why late game when your party's perception score became higher and higher you would end up getting surprised more and more often - even more if you were traveling at a slow pace. 
  • Fixed a few cases where enemies would run back and forth like headless cockatrices 
  • Fixed dwarves holding crossbows wrong. Don't ask me why, apparently they just didn't know how to properly hold their crossbow. Must have skipped crossbow holding classes.
  • Removed Large Monster repellent from stairs which made Large Monsters unable to walk up and down stairs in the past
  • Creatures will now play their idle animation after their emote in the bestiary to avoid excessive movement while looking at their stats.
  • Unconscious characters no longer have the right to roll perception against characters in stealth.
  • Fixed Berserkers being permanently in Reckless mode. Yes they be angry, but everyone needs to chill out from time to time.
  • Fixed Gold Dragons not being immune to fire. What is this travesty?!
  • Fixed Druids and Sorcerers previously not being able to use Wand of Lightning Bolt
  • Fixed Spiritual Weapon action remaining visible even after being used during the turn.
  • Fixed Heat Metal adding a duplicate condition every time it was reapplied, granting the target a nice garland of Heat Metal icons on their profile.
  • Fixed Heroism being able to target enemies.
  • Fixed the Dodge button sometimes remaining visible even after being used.
  • Fixed Black Tentacles previously not requiring concentration.
  • Fixed Guiding Bolt not showing any visible light on the target, even though it provides dim light. 
  • Fixed a rare freeze that could happen if a character that is already dying receives more than their max HP in damage in a single strike.
  • Fixed an exploit where Paladins could use an infinite amount of level 1 slots for free smites. You get a smite! And you get a smite! Everyone gets a smite!
  • Fixed Protection from Energy lasting 24h instead of a single hour.
  • Fixed casting spells from scrolls sometimes not taking into account the caster's spellcasting attribute. 
  • Fixed being able to kill your computer when casting multiple unoptimized Faerie Fire. Since Revivify don't work on computers, we decided to optimize Faerie Fire instead.
  • Fixed not being able to cast Acid Splash on adjacent enemies if one of them is large.
  • Fixed not being able to mark Brightwall Shield as a focus
  • Fixed being able to interact with invisible statues during a certain fight which may or may not involve a dragon in CotM
  • Fixed Hurl Flame from Create Flame not being able to be readied as a Cantrip.
Dungeon Maker Bug Fixes / Improvements (Free):
  • [Gadget] Added a gadget to remove NPCs from the map
  • [Gadget] Added a virtual exit gadget that allows the party to exit the map by interacting with it
  • [Gadget] Added a teleporter gadget to teleport characters within the same map
  • [Gadget] Exit gadgets can now be activated / deactivated
  • [Gadget] Entry activators can now interact with other gadgets
  • [Gadget] Stepping on a plate activator will now behave as a toggle (instead of having to stay on the plate)
  • [Lore] Lore texts are now recorded into the Journal and can have custom display durations
  • [Items] Added some missing Primed Items
  • Campaigns / Dungeons uploaded without an image will now default to a Solasta Logo
  • Separated the campaign description field into 2 fields: description (campaign lore) and technical info (information for the player)
  • Full item name will now appear as tooltip when hovering items in chests
  • Activator plates will now be highlighted when Alt is pressed
  • Disabled gadgets no longer highlight when pressing Alt
  • Fixed an issue where traps would not activate properly
  • Fixed an issue that could happen when merchant inventories contained no items
  • Fixed an issue that happened where multiple campaign shared the same name
  • Fixed Cabinets not having collision
  • Fixed Custom Saving Throws & Ability Checks display
  • Fixed an issue where some housing props were not properly aligned in the "Town" environment
  • Fixed all lootpacks showing "CR 0"
Known Issues:
  • If you get the following error message when trying to start a Multiplayer Campaign "Error loading: Could not recover the necessary multiplayer information from other players", make sure to check your computer's clock time. If it's not synchronized properly with real time the security token generated may be invalid, thus locking you out of playing online.
  • Shapeshifting / Cancelling Shapeshift while levitating or flying will cause the game to hang up in Multiplayer
  • There's an exploit where you can recruit a key character (a prisoner) too early during the DLC campaign, which makes the game go a little banana if it happens.
  • Under certain conditions, the end game cutscene only partially plays out (missing a part) and you will be stuck on a black screen instead of going back to the main menu (you will still be considered having completed the game).
  • In a certain boss fight, if the combat doesn't end because a guard is still fighting but you can't find him, he's hidden in a room and you will need to loot the key on the corpse the boss before opening that room.
  • Do not add characters such as / or \ in your character's name, it will render the character file invalid.
  • The Dungeon Maker maps can't be edited even if they belong to you. We're working on a fix!
  • Borrowed Luck (Mischief Domain) can be used even when rolling a saving throw with disadvantage
  • Elusive Target (Mischief Domain) can sometimes last an additional round
  • The area covered by Vengeful Spirits (Haunted Soul) cannot be crossed by player characters
Alright folks, time for you to head into Lost Valley! If you're looking for people to play multiplayer co-op with, make sure to drop by our Discord Server to meet new friends!

Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Note: The following content is only available if you purchased the Lost Valley DLC, available on April 14th at 9 am PDT / 12 pm EDT / 6 pm CEST. Once unlocked, the new subclasses can be played in all adventures (not only in Lost Valley).


The Commander (Fighter):
On the battlefield, victory is achieved through discipline, rigorous training and audacity. Solastan Commanders can often be seen leading the charge while bolstering their allies.
  • Bonus Proficiencies (Level 3): The Commander gains proficiency in Intimidation and Insight.
  • Rousing Shout (Level 3): The Commander can use a bonus action to give all allies within 15' of themself advantage on their next attack roll until the start of their next turn.
  • Coordinated Defense (Level 7): When the Commander takes the Attack action, they can forgo one of their attacks to grant an ally within 15' Dodge until the start of the Commander's next turn.
  • Invigorating Shout (Level 10): Rousing Shout's range increases from 15' to 30'. Allies affected by Rousing Shout now also gain temporary hit points equal to the Commander's level for 1 minute.

The Hoodlum (Rogue):
When heads need crackin' and people beatin', Hoodlums are those you turn towards. These brutes may not be professional soldiers, but honor don't win you fights - violence does. 
  • Mean Mug (Level 3): The Hoodlum gains proficiency in Intimidation, or expertise in Intimidation if they were already proficient.
  • The Right Tools (Level 3): The Hoodlum gains proficiency with martial weapons, medium armors and shields.
  • Heavy Beating (Level 3): The Hoodlum can use Sneak Attack even when using non-finesse melee weapons.
  • Menacing (Level 9): An enemy hit by the Hoodlum's Sneak Attack will have disadvantage on their attack rolls against the Hoodlum until the start of the Hoodlum's next turn.

The Oath of Judgment (Paladin):
No sin should be overlooked, no matter how small - although punishment must also fit the crime. Relentless in their pursuit of justice, those who decide to stand in their way better be prepared.
  • Oath Spells: The Judgment Paladin gains the following Oath Spells: Guiding Bolt (3), Protection from Evil and Good (3), Enhance Ability (5), Hold Person (5), Hypnotic Pattern (9), Haste (9)
  • Channel Divinity: Weight of Justice (Level 3): The Judgment Paladin can use a bonus action to make their next melee weapon attack restrain their target for up to 1 minute (Charisma Saving Throw to negate at the end of each of their turn).
  • Channel Divinity: Purge Corruption (Level 3): The Judgment Paladin can use a bonus action to purge Blinded, Deafened, Paralyzed or Poisoned from an ally within 30'.
  • Aura of Righteousness (Level 7): All allies within 10' deal an additional amount of damage equal to the Judgment Paladin's proficiency modifier when making weapon attacks (same damage type than the weapon used to make the attack). 

The Mischief Domain (Cleric):
Mischief is a way of life for followers of Misaye. Expect them to do the unexpected with a sly smile on their lips, even when the Lady of Luck turns the tables on them.
  • Domain Spells: The Mischief Cleric gains the following Domain Spells: Charm Person (1), Expeditious Retreat (1), Blur (3), Invisibility (3), Hypnotic Pattern (5), Slow (5), Confusion (7), Greater Invisibility (7), Dominate Person (9), Hold Monster (9)
  • Trickster (Level 1): The Mischief Cleric gains proficiency in Stealth and Deception.
  • Borrowed Luck (Level 1): After failing a saving throw against a spell or magic effect, the Mischief Cleric can use their reaction to reroll that saving throw. If they succeed, they will have disadvantage on their next saving throw. Borrowed Luck cannot be used when the Mischief Cleric has disadvantage on their saving throw. 
  • Channel Divinity: Strike of Chaos (Level 2): When hitting a target with a weapon attack, the Mischief Cleric can deal additional psychic damage and inflict a random condition for up to 1 minute (Wisdom Saving Throw to negate at the end of each of their turn)
  • Elusive Target (Level 6): When hit with a melee attack, the Mischief Cleric can use their reaction to gain Dodge and Disengage until the end of their next turn.
  • Divine Strike (Level 8): The Mischief Cleric deals additional psychic damage when making weapon attacks. 

The Court Mage (Wizard):
Court Mages were once the magical equivalent of elite bodyguards. Highly prized during the Manacalon era when society was ruled by magic, this tradition has slowly resurfaced in more recent years.
  • Always Prepared (Level 2): The Court Mage gains proficiency with shields and the Protection Fighting Style.
  • Spell Shield (Level 2): The Court Mage can use an action to create a powerful shield around themself and an ally within 30', granting both large amounts of temporary HP for up to 1 hour.
  • Counterspell Mastery (Level 6): The Court Mage gain advantage on their spellcasting checks when casting Counterspell. Additionally, enemies have disadvantage on their spellcasting checks when attempting to counterspell the Court Mage's spells. 
  • Improved Spell Shield (Level 10): While under the protection of Spell Shield, creatures gain advantage on all saving throws against spells and magic effects. The magic remains for the full hour even if the Spell Shield reaches 0 HP. 

The Swift Blade (Ranger):
Swift Blades are fast, silent and deadly. Originally trained to take down Manacalon arcanists in a matter of seconds and vanish, they often worked together with Green Mages with great success.
  • Quick Steps (Level 3): The Swift Blade's speed increase by 10'. Additionally, opportunity attacks are made against them with disadvantage when they Dash
  • Blade Dance (Level 3): While dual wielding melee weapons, the Swift Blade gains +2 AC.
  • Battle Focus (Level 7): The Swift Blade can enter a heightened state of battle focus until the start of their next turn, dealing additional weapon damage every time they attack.
  • Extra Attack (2) (Level 11): The Swift Blade can attack three times whenever taking the Attack action.

The Haunted Soul (Sorcerer):
Haunted Souls are sorcerers whose innate abilities draw malevolent spirits to them. Those who survive the ordeal form a symbiotic relationship, harnessing their power while having their soul slowly drained away.
  • Origin Spells: The Haunted Soul gains the following Origin Spells: Inflict Wound (1), Ray of Enfeeblement (3), Fear (5), Phantasmal Killer (7), Mind Twist (9)
  • Spirit Visage (Level 1): The Haunted Soul can use a bonus action to inflict disadvantage on ability checks and attack rolls on a target until the start of the Haunted Soul's next turn (Wisdom Saving Throw to negate)
  • Vengeful Spirits (Level 6): The Haunted Soul can a bonus action to call forth a 15' square area filled with vengeful spirits. Any hostile creature entering or starting their turn in the area takes necrotic damage (Charisma Saving Throw to halve). The Haunted Soul can use a bonus action to move the vengeful spirits by up to 30' on their turn.

The Path of the Claw (Barbarian):
It is an open secret that Barbarians of the Path of the Claw are the descendants of an old clan that mingled with dragons. Whenever they enter a rage, their ancestry comes rushing out and takes over their senses, allowing them to perform incredible feats of power.
  • Primal Calling: The Primal Calling DLC is required to unlock the Barbarian class and its subclasses.
  • Dragon Ancestry (Level 3): The Claw Barbarian must choose one type of dragon as their ancestor,. This choice will define the damage type associated with their other features.
  • Dragon Scales (Level 3): While raging, the Claw Barbarian gains +1 AC and resistance to the damage type of their ancestor. 
  • Draconic Wrath (Level 6): The Claw Barbarian can use a bonus action to breath a 15' cone of elemental damage (Dexterity Saving Throw to halve). 
  • Dragon's Blessing (Level 10): While raging, the Claw Barbarian gains additional elemental damage on their melee weapon attacks. 

The Circle of Balance (Druid):
As the Cataclysm ravaged Solasta and mana vanished druids of the Circle of Balance tirelessly walked the land, following their one teaching: nature giveth, nature taketh away.
  • Primal Calling: The Primal Calling DLC is required to unlock the Druid class and its subclasses.
  • Circle Spells: The Balance Druid gains the following Circle Spells: Prayer of Healing (3), Calm Emotions (3), Mass Healing Word (5), Revivify (5), Banishment (7), Blight (7), Mass Cure Wounds (9), Cloudkill (9)
  • Gift of Life (Level 2): Whenever the Balance Druid use a spell of 1st level or higher to restore HP to a creature, they also heal an additional amount of HP equal to the Druid's level at the start of their next turn.
  • Survival of the Wisest (Level 6): The Balance Druid's spell DC and spell attack modifier increase with their knowledge level of the creatures they target. 
  • Cold Embrace (Level 10): Whenever the Balance Druid damages their target with a spell, they become unable to heal any HP until the start of the Druid's next turn.
Alright folks, hope you enjoyed reading all that! Let's meet again tomorrow for the full patch notes, and in the meantime don't hesitate to drop by our Forums or our Discord Server.

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

We hope you enjoyed Solasta's Multiplayer Beta Weekend. In order to make sure we deliver the best experience to you when the full release drops on April 14th, we really want to get feedback from all of you out there who love Solasta as much as we do. Even if you didn't participate to the Beta Weekend, make sure you check up the Feedback form available here!


For those who may not know, this image was the first public Concept Art of Solasta!

Alright folks, that's it for today! Keep an eye out for more Lost Valley news, 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 hope you're as excited as we are about Solasta's Multiplayer Beta Weekend! Without further ado, here are the guidelines to have a nice co-op gaming session. Oh and by the way, if you weren't there yesterday there is a VOD of our Dev Co-op stream available here



Multiplayer Co-op Beta Weekend Details
  • How to participate: Simply switch to the multiplayerbeta branch on Steam. See detailed guide #1 below, or check the Branch guide on Steam.
  • Start Date: Thursday March 17th at 8 am PDT / 11 am EDT / 4 pm CET 
  • End Date: Monday March 21st at 4 am PDT / 7 am EDT / 12 pm CET
  • How can I report bugs & other problems: Please use this Google Form here
  • Who can participate: Anyone who currently owns Solasta: Crown of the Magister on Steam (and anyone who buys it during the Beta Weekend)
  • Playing with friends in different region: If you are not in the same region as the host, you will need to select their region when looking for the lobby room. See detailed guide #2 below, or check Multiplayer guide on Steam.
  • Looking for other players: Join our official Discord Server and use the Looking for Group channel
  • Communicating with other players: There is currently no in-game communication system, but you can use one of the multiplayer room in our Discord Server for voice chat.
  • Desynchronizations: If you and your friends no longer see the same things (player A rolls a 12 but player B sees them rolling 5 instead), the host simply needs to save and reload that save to continue playing together. See detailed guide #3 below, or check the Desync thread on Steam
  • What is compatible with Multiplayer: Crown of the Magister Campaign and Custom Campaigns from the Dungeon Maker are multiplayer compatible. Custom Dungeons are not, but it is fairly easy to convert a dungeon into a campaign. See detailed guide #4 below, or check the Dungeon Maker manual on Steam (1st section after changelog).
  • DLC in Multiplayer: All content is synced with what DLC the host owns.
  • Modding: Please remove all mods before playing as modding is not supported in Multiplayer and will likely crash your game.
  • Save Files: All non-modded Crown of the Magister save files should be playable both in Single and Multiplayer. You can continue from your multiplayer save file in singleplayer, just like you can make you friends join your singleplayer save file. 
  • Online Multiplayer only: There is no LAN mode available.
  • Final Release: Multiplayer will be fully released as a free update to all players on April 14th, when the Lost Valley DLC comes out.
Guide #1: Switching Branch on Steam
  1. Go to your Steam Library
  2. Right Click on Solasta: Crown of the Magister
  3. Click on Properties
  4. Select the BETAS tab on the left
  5. Select multiplayerbeta in the drop down menu. If you don't see the branch, simply quit and restart Steam.
  6. Solasta should now be downloading an update! If not, simply quit and restart Steam
  7. Once updated, launch Solasta and check the top right corner. If it says version 1.3.25, congratulations you made it!




Guide #2a: Hosting a Multiplayer Session
  1. Click on Multiplayer (above Settings)
  2. By default you will arrive on the Create Game screen
  3. Put a session name for other players to recognize your session
  4. Put a password (case sensitive!) if you only want to play with people who you will share the password with. 
  5. Note: No password means the room is public and anyone can join.
  6. If you put the visibility to private, your room won't appear in the lobby browser - even if people have the password. The only way to join would be to invite or join through Steam Friends.
  7. You can lower the Max Players if you wish, but you can start with 2 players even if the max is set to 4.
  8. Allow crossplay isn't used in this Beta Weekend (this option exists to allow players from Gamepass, Steam and GoG to play together)
  9. Either click on New Adventure if you want to start a new campaign, or click Load Game if you want to continue an existing one
  10. Note: If you're playing with Steam Friends, you can invite them to your session lobby directly



    Starting a New Adventure
    1. As the host, you decide which campaign and difficulty mode the group will be playing.
    2. Once everyone is here, each player can select a character they made (or they can make one while in the room).
    3. Once all players click ready (bottom right), you can start the game. Enjoy!
    4. Note: Even though everyone can save at anytime, as the host you are usually expected to make save files to continue playing in the future!


    Loading a Save File
    1. If you Load Game, players will be forced to play existing characters from the save files. You can't change characters in an existing campaign.
    2. Once everyone is here, you can assign each character to a player (or multiple characters to one player)
    3. Once everyone is ready, you can start the game. Enjoy!


    You can also kick someone from the room by clicking their name at the bottom of the screen

    Guide #2b: Joining a Multiplayer Session
    1. Click on Multiplayer
    2. Click on JOIN GAME above the Session Name
    3. Make sure you select the Server Region matching your host's location. 
    4. If you can't see the room you're looking for, make sure you click Refresh List from times to times (note: if the host put his session as private, it won't ever appear)
    5. Select the session and click join game (you may need a password)
    6. If you know the exact name of the session, you can also type it in the Session Name box at the bottom and click Join Game directly
    7. Note: If you're playing with Steam Friends, you can directly join them through the Steam Friends menu.



    Joining a New Adventure
    1. Create the character you want to play in this campaign or select it from your existing characters.
    2. Make sure you click on Ready
    3. Wait for the host to launch the game!


    Joining an Existing Campaign
    1. In existing campaigns, you can't create new characters. You will have to play one of the existing characters.
    2. You can make a request to the host to show them who you want to play
    3. Once the host assigned the characters to the players, click ready and wait for them to launch the game!


    Guide #3: Desyncs, disconnects & crashes
    Solasta's Multiplayer Feature is still in beta, so you may run into a few issues during the weekend. If that happens, please report it in this Google Form to help us find and fix it! Don't worry about if you're reporting the same thing as others already have, if we see a problem showing up multiple times it's actually very helpful for us to know that it's a common issue.

    Desynchronizations
    • In rare cases (at least we hope they're rare!), you might run into a desynchronization - which is what happens when the different players start seeing different things even though everyone is still connected to the game. For example, one player may see that their ally just missed their attack - while another see that they hit that same attack. Or that someone is chilling in front of the merchant, while the actual player is already 50 feet away opening a door.
    • When this happens, the host needs to make a save file and load it. There is no need to leave the session, the host can load the save file while the game is still going on. 
    Crashes / Disconnects
    • If a player suddenly crashes or gets disconnected, one of the remaining player (usually the host if they were not the one who crashed) simply needs to make a save file and then have everyone leave the session. Create a new multiplayer session by loading the file, and wait for everyone to join the lobby before continuing your adventure.
    Guide #4: Converting a Custom Dungeon into a Custom Campaign
    As stated above, Custom Dungeons are not playable in Multiplayer - but fear not, it's very simple to convert them into Custom Campaigns and re-upload them on Steam Workshop!
    1. Click on Dungeon Maker
    2. In the Campaigns Tab (selected by default), click on New Campaign at the bottom
    3. Fill the Campaign Settings on the left
    4. Click on the right window (Embedded Content) and scroll to the top
    5. Under "Locations", click on Import
    6. Select your Custom Dungeon
    7. Click on your Custom Dungeon and click on "Set Start"
    8. Click Save (top left), and then Close
    9. Click on your new Campaign and click Browse Files
    10. Add a .png file with the same name as the Campaign in the folder (which will be the thumbnail of your Custom Campaign in the Steam Workshop)
    11. Go back to Solasta, click on your new Campaign and click Publish





    Alright folks, have fun trying out Multiplayer Co-op! See you on Monday for a round of Community Feedback, and don't hesitate to drop by our Forums or our Discord Server.

    Article by Tactical Myzzrym
Solasta: Crown of the Magister - Myzzrym
Join us over at https://www.twitch.tv/tacticaladventures/ to watch the new Online Multiplayer Co-op mode live and ask questions to the devs :D

Solasta: Crown of the Magister - Myzzrym
Hey hey people,

We've been keeping it secret for a long time, but today's finally the day. We are announcing Online Multiplayer Co-op for Solasta - available in all existing and future campaigns, as well as custom Campaigns created in the Dungeon Maker! But that's not all, we're also announcing our next DLC: Lost Valley, coming up April 14th - a brand new level 1 - 12 adventure with branching paths and multiple endings, with 9 new subclasses and many new monsters and locations. And, of course, the free multiplayer upgrade for everyone!

Multiplayer Dev Stream March 16th
On Wednesday March 16th at 9 am PDT / 12 pm EDT / 5 pm CET, we will be hosting a Dev Stream on our official Twitch Channel. This time it will be a little different though - as we'll be showing off Online Multiplayer Co-op with a couple of veterans from our Discord Server. Make sure to drop by to check out Solasta Multiplayer a day before the Beta starts!



Solasta Multiplayer Co-op Beta Weekend starting March 17th
From Thursday March 17th at 8 am PDT / 11 am EDT / 4 pm CET to Monday March 21st 4 am PDT / 7 am EDT / 12 pm CET, a Beta Branch will be available on Steam with Online Multiplayer mode activated.


Tell your friends, boot up the game and enjoy some quality time beating up Soraks together!

Here is what you can expect from this Beta version:
  • Multiplayer works on the official Crown of the Magister Campaign and Custom Campaigns from the Dungeon Maker. However, Custom Dungeons (not campaigns) are not available in Multiplayer, but it is fairly easy to convert a dungeon into a campaign (we will put up a how-to guide to help newer dungeon creators).
  • You can play with friends all over the world, however if you do not live in the same region as the host you will need to select their region when looking for the lobby room.
  • All DLC content is synced with what the host owns, meaning that if they have Primal Calling all players in their game will be able to create Druids and Barbarians. However, that also means a player with Primal Calling won't be able to play a Barbarian if their host doesn't have the DLC. 
  • There will still be some desynchronizations - which is when something goes wrong and suddenly player A and player B no longer see the same things (for instance, player A rolls a 12 but player B sees them rolling 5 instead). When this happens, the host simply needs to save and reload that save to continue playing together.
  • Note: Multiplayer will be fully released as a free update to all players on April 14th, when the Lost Valley DLC comes out.
  • Note: There is no LAN mode, Multiplayer is online only.
On the day the Multiplayer Co-op Branch goes live on Steam, we will also be posting several guides on how to switch to the Beta Branch, how to Create / Join a lobby in Multiplayer, how to convert a Custom Dungeon into a Custom Campaign, and lastly what to do in case of desyncs.

Lost Valley DLC available on April 14th


Welcome to Lost Valley, a seemingly idyllic yet isolated enclave ruled by the benevolent (?) Orenetis

Available on April 14th, the Lost Valley DLC is a brand new level 1 to 12 campaign that will take your party into the lands of the Dominion. This remote place long forgotten by all is ruled with an iron fist by the tyrant Orenetis, but the arrival of your adventurers will light a fuse under this political powder keg.

This adventure features:
  • A replayable non linear story, as you are the one deciding which faction to side with in order to escape the Valley
  • New foes to face, with iconic monsters such as Giants, Hags and Golems who will try to turn your party into mush
  • New subclasses, one for each of the nine existing classes in Solasta
  • Play Lost Valley co-op with up to 4 players when it comes out, as all official campaigns are co-op compatible! 
9 New Subclasses:
  • The Commander, Fighters who can bolster their allies both offensively and defensively in the middle of combat.
  • The Hoodlum, Rogues who rely on intimidation and brute force to get what they want.
  • The Oath of Judgment, held by Paladins who seek to purge corruption and deliver justice wherever they go.
  • The Mischief Domain, granted to Clerics of Misaye who always seem blessed with good luck.
  • The Court Mage, elite Wizards who are masters at protecting others with their arcane powers.
  • The Swift Blade, silent and deadly Rangers whose purpose is to assassinate high priority targets.
  • The Haunted Soul, Sorcerers with symbiotic relationships to malevolent spirits, granting them horrifying magic.
  • The Path of Claw (Primal Calling DLC required), Barbarians with powerful dragon-like abilities.
  • The Circle of Balance (Primal Calling DLC required), Druids who are adept at both granting life and taking it away.
New Dungeon Maker content:
  • Four new environments: Jungle (outdoor), Swamp (outdoor), Valley Palace (indoor), Valley City (outdoor)
  • New monsters: Monsters from Lost Valley will be available to use in the Dungeon Maker
  • [FREE] New Quest System: Add quests to your Custom Adventures to give players specific objectives and reward them with experience and items!
  • [FREE] New Dialog System: Give your Custom Adventures more charm and lore by adding multi-choice dialogs with NPCs!
  • [FREE] New Custom Loot Table System: Create your own loot tables for chests and monsters to control what the players get!




Alright folks, this is the end for today! See you tomorrow on Twitch for the Dev Stream, or on Thursday for the Multiplayer Beta weekend! 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 folks,

It's been some time since our last update, hasn't it! Here we've been hard at work on our next DLC, which we should hopefully able to share more about in the near future. In the meantime, we want to congratulate the winners of the Crown of the Dungeon Maker 2 Contest (held by SirMadnessTV) who've been working on some fantastic custom maps, which you will be able to download below! Oh and we also noticed that the last cat picture we've provided was in 2021. Shame! Here is one for today!


Little Mili is settling well in her new home, although she loves destroying the sofa!

Crown of the Dungeon Maker 2 Contest is over!
And congratulations to all the winners! This contest held by SirMadnessTV saw many contestants try their hands at making the best adventure they could using the Dungeon Maker tool within the limits of a 50x50 map, and boy did we get some treats.


UncleSporky takes first place Shelter, a level 1 - 3 adventure inside a tavern that is filled with great RP moments!


Cynoc takes second place with the Legend of the Woman in White, a level 2 adventure about investigating a local legend!


EricWisdom takes third place with the Dragonstone Saga, a very tough level 6 - 8 adventure that will challenge your tactical knowledge of Solasta!


Special mention to Cervando who made a great level 1 - 3 adventure where you attempt to save a princess from the Athenaeum of Arcana, but who gave up his spot to remain impartial as a jury member of the contest

You can find those custom maps and most of the remaining submissions on the Steam Workshop at this link! All winners, as well as the 5 participants that were blessed by the RNG gods (Marchiato, TWMB, DaveyD, Tordon & Werick93), will receive their Steam Cards prize in the coming days.

Solasta Physical Goods Update
We just heard back from our partner who's overseeing all the transport and shipping part of our Kickstarter, and here are the latest news!
  • EU: Both the Sourcebook and the Adventure Box have made their way to the warehouse! EU Shipping should start next week if nothing goes wrong. Also, good news for our UK backers - since the goods were purchased before 2021, the new regulations shouldn't apply to your rewards (so no additional delays if all goes well). 
  • US: The Adventure Box made it to the warehouse, but the Sourcebook is still stuck at sea. Latest ETA we were given is end of February, so shipping will be delayed (probably to early March). Sorry about that, there is literally nothing we can do but pray to the gods of the sea :(
Alright folks, this is the end for today! Go grab those custom maps and give them a spin, they are really good! And as always, 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!

Thank you all for joining our Dev Stream yesterday, it's been a real blast chatting with you - we should definitely do this more often (as soon as we have more time)! For those who could unfortunately not be there, here is a VOD link for you: https://www.twitch.tv/videos/1263120461



Additionally, thanks to a brave soul named Mastani, we have a recap of all questions & answers in text form as well! So if you don't feel like sitting through 2h of me going off tangents, here is all the juicy info in a bite-sized format.

About Tactical Adventures

Q: Are you hiring?

A: As our current studio’s philosophy is to stay relatively small, we're not hiring at the moment. Also keep in mind that we are a French studio, so you would need live in France & speak French fluently to join us^^ That said we do have English partners so you could end up working with us on Solasta or one of our future projects!

Q: Will there be future opportunity for voice acting?

A: There will be new voiced lines in the next DLC, but we work with an audio partner when it comes to Voice Acting - so we rarely pick up specific voice actors ourselves (mostly due to logistical reasons). 

Q: Will you do a crossover with Amplitude to do an Endless Dungeon?

A: I don’t think so, though we never know what the future holds.

Q: Do you have any stats about the most/least popular classes/subclasses?

A: I don't believe we have those statistics. Unity is fairly limited in what we can collect :(

Q: Will the setting book that was part of the Kickstarter be available in the future?

A: As much as we would love to, we currently can't for legal reasons. That said if it ever changes in the future, we will make an announcement.

Q: Would you be open to community collaborations to improve translations?

A: We are aware of certain translation issues (in Russian for example) but due to potential complications with French laws regarding free labor we'd need to check that up first.

About Solasta's upcoming content

Q: What will be in the DLC?

A: Although we don't want to reveal too much about it for now, here is some information:

    A full new adventure in the world of Solasta. The previous DLC focused on new classes. The goal this time is to offer more content.

    The story will take place somewhere different than Crown of the Magister.

Q: When is the DLC coming out?

A: Hopefully in a few months, stay tuned to social media for the announcement.

Q: Will we be able to create quests in the dungeon maker?

A: It is something we are working on (quests, dialogues…), we hope to release it at the same time as the DLC.

Q: Will there be new races or classes in the new DLC?

A: No, there won’t be any new classes / races in the next DLC - as stated above, we focused our efforts on making a new adventure this time. That said there will be additions on the gameplay side in the character creator...

Q: Do you have plans on increasing the level cap?

A: Not for the next DLC. Just like adding new classes, adding new levels is very time consuming. We have 9 classes (all with sub classes) and it would require for each to add new effects, new features… 

Q: Is there a chance we can get some more magical weapons?

A: There will be some more magical weapons coming with the DLC, but ideally we'd like to make some more if we ever get some time to do that. 

Q: Can you consider adding random magic item drops from monsters?

A: Although it isn’t impossible, it’s very hard to balance between not enough and too much - remember that RNG also plays a large role in each player's experience. For the moment, we don’t plan on tweaking the main campaign (Crown of the Magister) because any small change can have cascading effects.

Q: Any information about multiplayer (possibly in the DLC)?

A: We won’t be speaking about multiplayer today. If there is anything regarding Multiplayer, it would be in an official announcement. 

Q: Do you have plans to add an option to stop your travel and turn back once starting a travel and / or the option to modify our equipment when we travel?

A: For inventory, it should work, as for turning around it has been asked for a lot but would require reworking the whole system. We thought about it but as it added a risk of breaking the campaign, we preferred to avoid it. 

Q: Are you still considering working on some UI QoL features, like showing attack/spell success odds when AC/stats are unlocked in bestiary?

A: That actually is more than just QoL, it would be a design choice. On tabletop you do not have percentage displayed when rolling against a goblin, if you know it has 11 AC - so adding percentage would make it more "video-gamey" (although there is nothing inherently wrong with that). 

Q: Are you planning to get the custom background displayed on Inspection panel?

A: We have talked about it; I’ll have to check where it’s at.

Q: Will multi-classing be a thing?

A: No, as it would create too many complications and would be too hard for Q&A. It will stay in the domain of mods.

Q: Any update on props/weathers/FX in the DM creator?

A: No, we don’t have active weather effects in game, the ones you can see (for example in the Dark Castle) are baked into the level. It might be possible for smoke to be added as a prop, but not rain on a whole level.

Q: Are there plans to bring more accessibility to the game like larger tooltips and UI scaling?

A: Would like to but it may require us to revamp part of the system. It's not a quick addition, but it is being discussed.

Q: Is there a plan for Apple M1 optimization in the future?

A: For anything Mac related, we had partners work on it so please send us a mail with as much details and information as possible so it can be transferred to Q&A.

Q: Will there be new voice acting for the playable characters in the DLC?

A: No, as it would require the new voice actors to record all the lines of the Crown of the Magister campaign as well - and that's very expensive!

About Solasta

Recap on the Dungeon maker module and future upgrades:

The dungeon maker started as just one map with multiple rooms. To make full campaigns and avoid the players having to download all the individual maps, the campaign tool was developed to allow the linking of maps. Coming up in the future is the ability to add custom monsters, NPCs, merchants and items. The goal is to add custom dialogues and texts but the goal is to keep the tool simple to allow the maximum of people to use it. The fear of making something too complex is that too few people will use it.

Q: Is it possible to add a way to create custom classes or races?

A: Might already be possible via mods, we don't plan to create such a tool ourselves.

Q: Why do you limit to tile set in the dungeon maker instead of allowing a mix and mash of everything?

A: The short answer is: optimization. The more assets you put, the longer the map will take to load. There are mods which allow you to that but as devs we have to ensure the game is stable and doesn’t lag out for people with the minimum configuration settings.

Q: Some spell requirements are tricky; would it be possible to add notes about them?

A: The problem for us was to strike a balance between giving the players the necessary knowledge in the tutorials without overloading them with tooltips and such. Also, D&D rules hard :(

Q: Have you thought about making the game more re-playable?

A: It’s a problem with RPGs, even if you make several branching paths and endings, few players will actually replay the game to see them all. Supergiant had this issue with Pyre when starting to work on their next game (the fantastic indie that is Hades). That is why roguelite games are huge right now, they are made with replayability in mind (instead of simply encouraging it).

Q: Why was the bright blue (aqua?) hair color removed when the game left early access?

A: The easy answer: it could have been removed by mistake. The other might be that our art director did a check before 1.0 and determined that it didn’t fit with the characters (remember things can change a lot while the game is in EA)

Q: Would a native Linux version be possible (or PS/Switch/…)?

A: Adding another version to maintain is extremely consuming (and more so with the multiple Linux OS). At some point the company has to make a business call between spending time to maintain the version and working on content.

Q: Would it be possible to add more verticality in the dungeon maker tool?

A: Yes, under the form of assets, but not in a “free build” mode as past experimentations revealed that it's fairly easy to “break” the camera. It still is a thing we watch out for when designing future content.

Q: Why did you design your dragons as they are in game?

A: We didn’t want to copy paste the dragons from the monster’s manual because our license technically doesn’t include that manual so we had to design our own.

Q: Would it be possible to add a world map maker in the campaign creator?

A: We are thinking about it but we haven’t decided to work on that yet.

Q: Why did you choose Unity over Unreal?

A: Unreal is much harder to work with and it isn’t necessarily adapted for the same things. While it would be possible to do Solasta in Unreal, it may not be worth the effort.

Q: Could we have a manual dice roll feature?

A: It would require too much effort for too few people.

Q: Could you add animals like bears or horses to be NPC in the campaign?

A: We currently can’t add monsters as NPCs but we're looking at it. As for horses, I don’t think we even have them in-game so... no.

Q: Can we have feature where NPCs can turn hostile?

A: Currently no, the reason being that that NPCs aren’t monsters (they don’t even have stats as far as I know), so even if they turned hostile they wouldn’t be able to do anything. We're trying to homogenize that. 

Q: Any chance the enemy AI can be updated to handle stealth better?

A: To make stealth work better (and less “cheesy”), we would have to overhaul the stealth system and that would cost us too much time… only for players to find new exploits, which would bring us back to square one. Most game with stealth can be cheesed if you look hard enough!



Jan 13, 2022
Solasta: Crown of the Magister - Myzzrym
The stream is up! For the next 2 hours, come can hang out with us at https://www.twitch.tv/tacticaladventures.

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