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

Apologies for the wait, the 1.3.52 Beta is now finally availabe. Wait, wait. Before you rejoice, we want to remind everyone that you should only switch to the beta branch if your run is currently blocked - for example, Rugan the friendly giant being stuck gallivanting in the swamps. Why is that? Well, the reason it is taking so long to get the 1.3.52 out of the gates is because it has a LOT of changes. And as you know it, any time you make a change something else can break - which in turn adds to the time required to properly QA everything.

This is why 1.3.52 is currently in the Beta Branch - because we have not had the time to properly check everything quite yet, and so we cannot be 100% certain that something else hasn't broken in a dark corner of Lost Valley or even Crown of the Magister. On top of that, because 1.3.52 is not a hotfix but an update, saves won't be retro-compatible - meaning if you make a save on the Beta Branch, you won't be able to load it on the current regular 1.3.47 main branch (of course that won't be a problem once the update hits the main branch, but just know that you can't jump back and forth nilly willy between the beta and the main branch for this particular 1.3.52 version). Long story short: If you go on the beta branch, DO NOT OVERWRITE SAVE FILES from your current run in case you want to go back to the 1.3.47 version.


Important things to know:
  • Beta participation has been reset, everyone is back on the Default branch. If you want to opt-in to this 1.3.52 Beta, you need to go to the BETAS tab and switch to risky_beta again. If you're not seeing the branch, simply restart Steam.
  • Saves made in 1.3.52 Beta will NOT work if you go back to the Default branch (not until the 1.3.5x update goes live on the default branch), so do NOT overwrite your existing save files, only make new ones.
  • 1.3.52 Beta has not been completely QA'd yet, meaning random things might be broken. Still, we are releasing it in the Beta branch so people who are stuck can continue their playthrough.
  • As usual, Multiplayer only works with players on the same branch - meaning if you are on the Beta branch, you can only play with people on the Beta branch.
  • The Beta Branch is only available on Steam as maintaining multiple builds on multiple platforms is very time consuming, and we prefer using said time on testing / fixing more bugs.
Changelog
Important Changes
  • Fixed even more desyncs - keep the save files coming, it helps us a lot in finding the sources of desyncs.
  • The host can now adjust custom difficulty settings and gameplay settings while in Multiplayer.
  • Fixed Rugan being able to get stuck in the swamp. Rugan no longer joins your party now, he will rejoin his friends immediately upon being freed. Save files with Rugan being stuck will remove him from the party and complete the quest upon loading.
  • Fixed - for real this time - Giants in the camp suddenly becoming hostile when you entered their camp after doing their questline. Just kidding some people are still getting whammed by angry Giants. Someone in the design team has some explaining to do.
  • The quest Shallow Grave no longer gets stuck if the party kills Charmer before validating the quest "Find Charmer".
  • Wolves, Spirit Wolves and Shapeshifted Wolves should now be able to climb and jump again.
  • Quality of Life: Added a boatload of crafting ingredients in most shops.
  • The quest The Prisoners will now fail if one of the prisoners die during the quest.
  • Added a warning when a player with mods join a Multiplayer lobby. Many desync errors we receive are due to players having mods installed
  • Added many new assets to the Dungeon Maker
  • Fixed a spawning issue that could happen if the party entered an outpost, left without attacking it and then came back after leveling up several times.
  • The People's headquarters' doors are now unlocked if a fight triggers while inside the building.
  • Fixed a 2nd fight immediately starting upon rescuing Reya and teleporting to the People's headquarters.
  • Fixed an issue where the party could get stuck if they left the Complex before talking to Sitenero, and then came back to talk to him later.
  • Rebellion's first quest now properly fails upon start if the party killed Sima before taking the quest.
  • Fixed being able to use a ladder in Complex while in battle to change location, breaking the game.
  • Fixed Borrowed Luck being able to trigger all the time.
  • Fixed the party not being able to talk to Renno in the quest The Last Endeavor
  • Fixed the endgame cutscene not properly triggering in some conditions
  • Hopefully fixed an issue that could prevent a Multiplayer game from starting if a player's computer clock was not displaying the right time (yes, that happened more often than you would think).
  • Fixed an unwinnable fight that could trigger if an AoE spell remained in the cavern when leaving the tutorial area.
  • Fixed Finaliel's Lab doors being closed when battling Orenetis
Other fixes
  • Fixed Iron Golem missing Fire Absorption and Poison Breath recharging on 5-6 instead of 6.
  • Fixed Life Drain not working properly
  • Fixed dialogs playing too fast in Dungeon Maker cutscenes
  • Fixed Custom Campaigns being tagged as "Steam Workshop" for their creator (and thus become impossible to edit) after being played in Multiplayer.
  • Mac versions will now have Volumetric Lighting disabled by default, as many Mac configurations seem to have issues with Volumetric Lighting causing visual artifacts to appear on screen.
  • Teleporting behind the magical barrier in Dinas Gessa without the Rebellion's approval will now trigger a fight with them.
  • Fixed Clay Golem missing Acid Absorption
  • Fixed not having advantage when attacking Monsters who used Reckless Attack
  • Fixed Tremorsense not properly detecting invisible units
  • Fixed casting Fly / Levitate on a prone character keeping them permanently prone while in the air
  • Fixed cancelling Wild Shape while under the effect of Levitate breaking the game
  • Fixed that one trapped chest in Verdant Valley's caves being impossible to disarm.
  • Fixed Elusive Target lasting one more round than intended.
  • Fixed the quest Wind of Change missing quest markers
  • Fixed players being able to leave Caer Hyfryd without visiting Orenetis the first time they enter the city, breaking the quest flow.
  • Fixed Aura of Righteousness not applying its bonus to magical attacks
  • Fixed not being able to enter the area covered by Vengeful Spirit
  • Fixed Coordinated Defense being usable an infinite amount of time
Known Issues
  • Monsters with Legendary Actions will skip their turn in Multiplayer
  • If the party leaves Dinas Gessa before finishing the quest Primal Threat by talking to Ellaria, that quest becomes stuck and they can no longer progress with the Rebellion faction.
  • If you did not talk to Orenetis the 1st time you entered the city, it is possible that the next time you enter the city there will be no Exit Area, thus locking you in (no work-around)
Solasta: Crown of the Magister - Myzzrym
Changelog
  • Fixed a very large desynchronization issue that would occur with spells, items or magic effects that affect ability score checks. The #1 offender was the magic item "Stone of Good Luck", and spells such as Guidance, Bless and Bane.
  • Fixed a desynchronization that occurred when you open a monster details in the bestiary
Known issues & Workaround
  • If you get "Error loading: Could not recover the necessary multiplayer information from other players" when trying to launch the campaign in Multiplayer, make sure your computer's clock is showing the proper time. If it's not synchronized properly with real time, the security token generated may be invalid, thus locking you out of playing online. This error can also happen if your anti-virus or internet security is blocking the files transfer
  • Unless you are on the Beta Branch 1.3.48, the giants will turn hostile when you enter their camp
  • If the exit area disappears when you are in the city, you can still leave by opening the map and fast traveling to the exit, that should automatically get you back to the World Map.

  • If you free Rugan the Giant in the Swamps, do not attempt to explore the area with him in your party. You need to leave the Swamps immediately with him, otherwise he can get permanently stuck - for example, if you manage to teleport into the Spider Cave with him (no solution outside reloading an older save).
  • Please see the screenshots below if you're confused as to how to guide Rugan outside the swamps.




How to go to Beta branch (1.3.48):
  • 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.
  • Reminder: Players on the Beta Branch can only play with other players on the Beta branch, so make sure people you play with also switch to the Beta Branch!
  • Changelog: The giants in 1.3.48 should no longer be hostile if you enter their camp, unless you saved inside the cave and exit directly in their camp (workaround: leave the cave through the other exit, which leads you next to the Forge Outpost)
Note: We are working on a large update to fix most of the issues brought up during the last week, such as Rugan getting stuck in the swamps or some NPCs not continuing their quest properly. Hopefully we can roll it out on the Beta Branch later this week for people who are having these issues.
Apr 22, 2022
Solasta: Crown of the Magister - Myzzrym
Heya folks,

Quick 1.3.48 update on the Beta Branch to fix the giants being hostile when you enter their camp after doing their quest. We're still working on a fix for Rugan getting stuck in the swamp, that should come next week.

Note: If your save file is in the Verdant Valley Cave, the giants will be hostile if you exit from their camp (since that fix is not retroactive if you're already in combat or inside that cave). Simply leave the cave through the other exit (which takes you not far away from the Forge Outpost).


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.

Reminder: Known issues and workaround
  • Some players told us they sometimes don't have an exit area in the city to return to the World Map. You can bypass that problem by opening the map and fast traveling to the exit, that should automatically get you back to the World Map.

  • If you free Rugan the Giant in the Swamps, do not attempt to explore the area with him in your party. You need to leave the Swamps immediately with him, otherwise he can get permanently stuck - for example, if you manage to teleport into the Spider Cave with him (no solution outside reloading an older save). This fix is not in the Beta Branch 1.3.47 patch as it has more potential ramifications, but we expect a fix to be coming next week (which should also fix the save files where the Giant is currently stuck).
  • Please see the screenshots below if you're confused as to how to guide Rugan outside the swamps.


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

As always after a release, we're working tirelessly to bring you hotfixes to squash 'em pesky bugs. Some may take a bit more time than others, so please make sure you read the known issues well!


Multiplayer players: Switch to the Beta Branch 1.3.47!
  • We just found a source of frequent desynchronization which we fixed on the Beta Branch 1.3.47. This version has not been thoroughly tested yet, which is why we're only releasing it on the Beta Branch and not for everyone - but if you're playing with friends we heavily advise you all switch to the Beta Branch for a more stable experience.
  • Reminder: Players on the Beta Branch can only play with other players on the Beta branch, so make sure people you play with also switch to the Beta Branch!
  • If you don't switch to the Beta Branch, here is what is causing most of the desynchronizations: Having any spells, items or magic effects that affect ability score checks. The #1 offender being the magic item "Stone of Good Luck", or spells such as Guidance, Bless and Bane - please make sure to unequip the Stone of Good Luck and avoid using spells like Guidance, Bless and Bane if you are not on the beta branch
  • There is also a desynchronization if you open a monster details in the bestiary, although that is more rare (also fixed in the Beta Branch).
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.

Known issues
  • We've just received reports that Giants turn hostile if you enter their camp now. Please do not enter the Giant Camp until we fix it or you might get murderized!
  • Some players told us they sometimes don't have an exit area in the city to return to the World Map. You can bypass that problem by opening the map and fast traveling to the exit, that should automatically get you back to the World Map.

  • If you free Rugan the Giant in the Swamps, do not attempt to explore the area with him in your party. You need to leave the Swamps immediately with him, otherwise he can get permanently stuck - for example, if you manage to teleport into the Spider Cave with him (no solution outside reloading an older save). This fix is not in the Beta Branch 1.3.47 patch as it has more potential ramifications, but we expect a fix to be coming next week (which should also fix the save files where the Giant is currently stuck).
  • Please see the screenshots below if you're confused as to how to guide Rugan outside the swamps.



1.3.46 Changelog:
  • 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. If you still run into this issue, please contact us on Discord directly with your Dungeon attached.
  • Made some optimization to Verdant Valley performance (it will still slow down if you use a Torch or another Light effect in some parts for now).
  • 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 (aside from those mentioned above in the known issues)
  • 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, except for one particular case (finishing the People Faction but you decide to kill important NPCs at the end)
  • 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, the door will now unlock when the battle starts
  • Fixed an issue where leaving the tutorial cavern while having an AoE spell active (like Fog Cloud) would lock the game.
  • Fixed a few issues with quests related to Reya.
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

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