Thanks for your patience, the new 1.3.53 version is now live! After hundreds of bug fixes and small polishes, countless hours of testing to make sure new problems weren't popping up by solving old ones... It is finally here!
Changelog
Important Changes
Added a party stash in Caer Hyfryd for the party to stash their loot, for all you hoarders out there.
Fixed the Reconnaissance quest (Mask faction) not being completable if the Meeting the Rebellion quest (Forge faction) was completed beforehand.
Fixed the Mutant Giant Ape in Lost Temple's treasure room not dropping its head upon being killed (Quest item). Look, the head just... it never was there OK? I'm the DM, this was a rare breed of headless Mutant Giant Ape.
Fixed the AI sometimes taking too long when multiple monsters were hidden in the fog of war. Biding their time. Plotting your demise.
Fixed The Last Endeavor quest failing upon starting a fight with Sitenero
Fixed Orenetis not giving his scepter to the party after completing the Major Gate quest. You've been bamboozled.
Fixed monsters with legendary actions skipping their turn in Multiplayer. Now bosses are bossy again!
Fixed the exit area in Caer Hyfryd sometimes not reapparing even after completing all the available quests in the city. The guards are just taking precautions with travelers you know, with all the diseases going around in the Valley...
Fixed the final cutscene not playing properly if you leave Lost Valley by force after aiding the Dominion.
Fixed the Primal Threat quest (Rebellion faction) being blocked if you left Dinas Gessa before talking to Ellaria. She's ready to talk to you again.
Fixed a freeze when an NPC tries to cast Light (here's a little secret, NPCs don't have inventories in Solasta... so what happens when they use Light which opens the caster's inventory when cast? Nothing good, that's what)
Fixed a strange case of identity theft where Vando Klarn was declared dead instead of Cafrain when the latter was killed.
Fixed a freeze that would occur if the battle started by using a proxy spell such as Call Lightning. Monster dum dum no understand why lightning hurts them, so monster freeze game.
Fixed being able to bypass the final battle cutscene in Crown of the Magister by teleporting to a very specific spot, which would prevent the final battle from playing out correctly.
Fixed The Prisoners (People faction) quest no correctly failing if Sitenero dies. He's dead, Jim.
Fixed Ellaria being in the entrance of Rebellion's Headquarters instead of properly guarding the magic barrier during the Primal Threat quest (Rebellion faction). Slacker.
The doors in Wizard's Lair can now be opened or closed manually by clicking on them after being opened once.
Fixed an issue in Multiplayer where players could enter the Abjuration Tower after completing the Light Puzzle in Crown of the Magister but the quest would not update, preventing them from rightfully kicking Razan in the shins.
Fixed an issue in Multiplayer where quickly spamming the Finish button while leveling up would allow for a level up without selecting a subclass, depriving the serial clicker from any future class features.
Fixed Meeting the Rebellion quest not failing when failing the intimidation roll after siding with the Forge. What did you expect?
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.
Hopefully fixed Giants in the camp suddenly becoming hostile when you entered their camp after doing their questline. If not, please send us your save file.
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. The wonders of medicine!
Quality of Life: Added a boatload of crafting ingredients in most shops, no more praying for RNJeesus to bless you with lucky drops.
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. 'Cause that's not borrowing luck anymore, it's just plain old cheating, pal.
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 wrong information in quest log after defeating rebels in the Jungle Escort quest
Fixed an error that could occur in the Noren Outpost during the Jungle Escort quest
Fixed Stone Golem not using its Slow power
Fixed the endgame cutscene sometimes not displaying the correct banner in the throne room. That's gotta be a bit awkward, hopefully the steward doesn't get fired over this.
Fixed Wand of Blight being unusable by Sorcerers
Fixed Armor of the Vagrant being impossible to craft even by the gods with its DC 56, it now has a correct Crafting DC 16.
Fixed Holy Weapon dealing the wrong amount of additional damage
Flying Creatures now only fly away from their target if they actually have the Flyby ability instead of suiciding into 3 attacks of opportunity every round
Fixed Periphanos missing from the Throne Room in the end game cutscene when Orenetis is reunited with Sitenero. Someone forgot to invite him.
Fixed the Research Complex being destroyed in the end game cutscene even if The Renewal quest was completed. Fake news!
Fixed movement sometimes not properly stopping when a character detects a trap on the way
Fixed Fire Wall tooltip showing 8d6 fire damage instead of 5d8
Fixed missing icons in the Dungeon Maker
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
In Crown of the Magister, using invisibility in the Necropolis of Cradle of Fire when meeting Laethar to bypass the fight and exit the zone will break the quest flow and prevent the main story from continuing.
In the Shallow Grave quest, if the player chooses to report Charmer, the quest will not tell you to go back to talk to Sima - making it look like the quest is blocked (but it's not, don't be shy just go talk to Sima). The Rebel Outpost Quest will now start, although the Shallow Grave quest will still appear incomplete.
In the Shallow Grave quest, if the player chooses to attack Charmer while Rugan is still in his cell, he will join the fight against you. Why, we're not too sure, maybe Charmer is his buddy or something. Anyway, if you want to avoid that you will need to finish A Giant Step quest before attacking Charmer.
In the Shallow Grave quest, the option to incriminate Charmer can be missing. In this case, the only option to proceed forward is to kill him (at least until we fix it). Good lord this Shallow Grave quest got the short end of the stick.
If you decide to recruit Sitenero, the quest "Escort the Prisoners" is blocked and The People questline can no longer be progressed. The only options to finish Lost Valley are either by force by confronting the Redeemers or to kill Orenetis to get his scepter.
In Multiplayer, the game sometimes freezes when fast travel fails because of one character is busy.
Dominion's soldiers may randomly appear in outposts. They didn't get the memo.
Upon arresting or killing Karelia Snowfox and returning to the inn in the Confrontation quest (Dominion faction), a black screen can occur.
Not so friendly giants will still attack the party if the player made their save file inside the caverns before the patch
The end game cutscene may bug out if the player sided with the Forge.
The end game cutscene may bug out if the player both killed Sitenero and fixed the major gate
The Giants quest line is blocked if the party goes to the city BEFORE talking to Gartok after starting the Lost Giants quest
Thanks for your patience, the live version of this Beta patch is planned for release very soon! After hundreds of bug fixes and small polishes, countless hours of testing to make sure new problems weren't popping up by solving old ones... We're banking on patch 1.3.53 to be the chosen one! The patch that will free everyone from losing their friendly giant in the swamps, having unfriendly guards prevent the party from leaving the city or getting locked into an infinite battle because a cowardly enemy locked themself into an adjacent room.
For safety reasons we're releasing patch 1.3.53 a little earlier on the Beta Branch (risky_beta) while we do some final checks internally before rolling it out on default for everyone else (including our friends over at GoG and Game Pass). That said, it's available now for those who want to jump in immediately to try it out!
As a reminder:
If you want to opt-in to this 1.3.53 Beta, you need to go to the BETAS tab and switch to risky_beta. If you're not seeing the branch, simply restart Steam.
Saves made in 1.3.53 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.
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
Added a party stash in Caer Hyfryd for the party to stash their loot, for all you hoarders out there.
Fixed the Reconnaissance quest (Mask faction) not being completable if the Meeting the Rebellion quest (Forge faction) was completed beforehand.
Fixed the Mutant Giant Ape in Lost Temple's treasure room not dropping its head upon being killed (Quest item). Look, the head just... it never was there OK? I'm the DM, this was a rare breed of headless Mutant Giant Ape.
Fixed the AI sometimes taking too long when multiple monsters were hidden in the fog of war. Biding their time. Plotting your demise.
Fixed The Last Endeavor quest failing upon starting a fight with Sitenero
Fixed Orenetis not giving his scepter to the party after completing the Major Gate quest. You've been bamboozled.
Fixed monsters with legendary actions skipping their turn in Multiplayer. Now bosses are bossy again!
Fixed the exit area in Caer Hyfryd sometimes not reapparing even after completing all the available quests in the city. The guards are just taking precautions with travelers you know, with all the diseases going around in the Valley...
Fixed the final cutscene not playing properly if you leave Lost Valley by force after aiding the Dominion.
Fixed the Primal Threat quest (Rebellion faction) being blocked if you left Dinas Gessa before talking to Ellaria. She's ready to talk to you again.
Fixed a freeze when an NPC tries to cast Light (here's a little secret, NPCs don't have inventories in Solasta... so what happens when they use Light which opens the caster's inventory when cast? Nothing good, that's what)
Fixed a strange case of identity theft where Vando Klarn was declared dead instead of Cafrain when the latter was killed.
Fixed a freeze that would occur if the battle started by using a proxy spell such as Call Lightning. Monster dum dum no understand why lightning hurts them, so monster freeze game.
Fixed being able to bypass the final battle cutscene in Crown of the Magister by teleporting to a very specific spot, which would prevent the final battle from playing out correctly.
Fixed The Prisoners (People faction) quest no correctly failing if Sitenero dies. He's dead, Jim.
Fixed Ellaria being in the entrance of Rebellion's Headquarters instead of properly guarding the magic barrier during the Primal Threat quest (Rebellion faction). Slacker.
The doors in Wizard's Lair can now be opened or closed manually by clicking on them after being opened once.
Fixed an issue in Multiplayer where players could enter the Abjuration Tower after completing the Light Puzzle in Crown of the Magister but the quest would not update, preventing them from rightfully kicking Razan in the shins.
Fixed an issue in Multiplayer where quickly spamming the Finish button while leveling up would allow for a level up without selecting a subclass, depriving the serial clicker from any future class features.
Fixed Meeting the Rebellion quest not failing when failing the intimidation roll after siding with the Forge. What did you expect?
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.
Hopefully fixed Giants in the camp suddenly becoming hostile when you entered their camp after doing their questline. If not, please send us your save file.
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. The wonders of medicine!
Quality of Life: Added a boatload of crafting ingredients in most shops, no more praying for RNJeesus to bless you with lucky drops.
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. 'Cause that's not borrowing luck anymore, it's just plain old cheating, pal.
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 wrong information in quest log after defeating rebels in the Jungle Escort quest
Fixed an error that could occur in the Noren Outpost during the Jungle Escort quest
Fixed Stone Golem not using its Slow power
Fixed the endgame cutscene sometimes not displaying the correct banner in the throne room. That's gotta be a bit awkward, hopefully the steward doesn't get fired over this.
Fixed Wand of Blight being unusable by Sorcerers
Fixed Armor of the Vagrant being impossible to craft even by the gods with its DC 56, it now has a correct Crafting DC 16.
Fixed Holy Weapon dealing the wrong amount of additional damage
Flying Creatures now only fly away from their target if they actually have the Flyby ability instead of suiciding into 3 attacks of opportunity every round
Fixed Periphanos missing from the Throne Room in the end game cutscene when Orenetis is reunited with Sitenero. Someone forgot to invite him.
Fixed the Research Complex being destroyed in the end game cutscene even if The Renewal quest was completed. Fake news!
Fixed movement sometimes not properly stopping when a character detects a trap on the way
Fixed Fire Wall tooltip showing 8d6 fire damage instead of 5d8
Fixed missing icons in the Dungeon Maker
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
In Crown of the Magister, using invisibility in the Necropolis of Cradle of Fire when meeting Laethar to bypass the fight and exit the zone will break the quest flow and prevent the main story from continuing.
In the Shallow Grave quest, if the player chooses to report Charmer, the quest will not tell you to go back to talk to Sima - making it look like the quest is blocked (but it's not, don't be shy just go talk to Sima). The Rebel Outpost Quest will now start, although the Shallow Grave quest will still appear incomplete.
In the Shallow Grave quest, if the player chooses to attack Charmer while Rugan is still in his cell, he will join the fight against you. Why, we're not too sure, maybe Charmer is his buddy or something. Anyway, if you want to avoid that you will need to finish A Giant Step quest before attacking Charmer.
In the Shallow Grave quest, the option to incriminate Charmer can be missing. In this case, the only option to proceed forward is to kill him (at least until we fix it). Good lord this Shallow Grave quest got the short end of the stick.
If you decide to recruit Sitenero, the quest "Escort the Prisoners" is blocked and The People questline can no longer be progressed. The only options to finish Lost Valley are either by force by confronting the Redeemers or to kill Orenetis to get his scepter.
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)
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.
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.
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.
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.
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...
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 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 byour Discord Server to meet new friends!
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.
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.