How is everyone doing? We're getting ever closer to the release of our next DLC Palace of Ice, for which we'll be announcing the release date pretty soon! While we wait a little more, what say you to some additional information on what's to come? But before that...
A cat?! It's been forever since we last shared a picture, but know that our little furry friends are doing well.
Palace of Ice Community Stream Archive
Didn't manage to catch Palace of Ice Community Stream? No worries, you can watch the session here and take 2d10 psychic damage whenever I start going on unrelated tangents (Developer-exclusive cantrip, DC 12 Wisdom Saving Throw) - but more importantly, get some interesting information on the upcoming DLC. If you prefer the text version, don't worry we've got you covered below!
Palace of Ice - General Information
The Gnome and the Tiefling ancestries are added to the Character Creator
Palace of Ice is a level 10 - 16 campaign that takes place a few months after the Crown of the Magister campaign. We estimate the playtime to be around 25h.
You will be able to import characters along with their gear and inventory from save files, unless those save files are modded, include a custom item from the Dungeon Maker or are way too old such as saves from Early Access versions.
Characters below level 10 will be be granted enough experience to reach level10 when launching Palace of Ice, prompting you to do the standard level up process.
You can't import save files where characters are level 13+.
Level 13 - 16 Subclass Features
Now we know what most of you are really curious about - what new features will our adventurers get in order to challenge those higher levels? As a reminder, you do not need to buy Palace of Ice to have access to level 13 - 16 in Custom Campaigns - however, Crown of the Magister and Lost Valley are still locked to level 12 maximum (otherwise we would end up with people unable to import their save files into Palace of Ice).
Important Note: Some features may end up getting slightly tweaked shortly after launch. Also, just like on Tabletop, Cleric Domains and Monk Traditions do not get new features between level 13 and 16.
Barbarians (Level 14):
Berserker - Retaliation: When an enemy within 1 cell of you attacks you, you can use your reaction to make a melee attack against them
Magebane - Spell Crusher: While raging, you can use your action to cast Dispel Magic with Constitution as your spellcasting ability. You can use Spell Crusher a number of times equal to your Prof. Bonus per short rest.
Stone - Last Stand: You deal additional damage equal to your proficiency on your weapon melee attacks.
Claw - Frightful Strike: While raging, the first creature you hit each turn with a melee weapon attack must make a Wisdom Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become frightened until the end of their turn.
Bards (Level 14):
Lore - Peerless Skill: You can cast Bardic Inspiration on yourself.
Hope - Song of Hope: You can use your action to activate Song of Hope. All allies other than yourself within 6 cells gain resistance to all damage and gain advantage on all their saving throws until the start of your next turn. You can use your action to keep singing on subsequent turns, extending the Song of Hope effect. If you take damage while singing, you must make a Concentration Check or Song of Hope ends. You can use Song of Hope once per long rest.
Traditions - Manacalon Perfection: You can use a bonus action to grant yourself and an ally the benefits of a maxed out bardic inspiration die without spending it. You can use Manacalon Perfection once per long rest.
Heroism - At Road's End: When an ally within 12 cells is reduced to 0 hit points, you can use your reaction to immediately heal them back to 1 hit point instead. You can use At Road's End once per short rest.
Druids (Level 14):
Land - Nature's Sanctuary: When you deal damage to an enemy with a spell of level 1 or higher, they must make a Strength Saving Throw or become restrained until the start of your next turn. After being affected once, they become immune to Nature's Sanctuary.
Kindred Spirit - Spirit Rage: You can use your bonus action to activate Spirit Rage, granting your Kindred Spirit a bonus to their AC and damage rolls equal to your Prof. Bonus, as well as an additional attack per round. Spirit Rage lasts 1 minute and can be used a number of time equal to your Prof. Bonus per long rest.
Wind - Unfettered: You are constantly under the effect of Freedom of Movement, and you also gain +1 cell movement and +3 bonus on initiative rolls.
Balance - Balance of Power: You can use your bonus action to grant all allies within 12 cells advantage on attack rolls until the start of your next turn. However, enemies also have advantage on their attack rolls against allies under the effect of Balance of Power.
Fighters (Level 15):
Champion - Superior Critical: Your weapon attacks now score critical hits on a roll of 18 - 20.
Mountaineer - Pack Striker: While wielding a shield, you have advantage on melee attack rolls against your target if you have a non-incapacitated ally within one cell of them.
Spellblade - Arcane Escape: After casting a spell on your turn, your move speed increases by 3 cells until the end of your turn.
Commander - Lead by Example: The first creature you hit each turn will be marked until the start of your next turn. When an ally (including yourself) makes a weapon attack against a marked enemy, they deal additional damage equal to your proficiency bonus. This extra damage can only trigger once per turn.
Paladins (Level 15):
Devotion - Purity of Spirit: You are constantly under the effect of Protection From Evil and Good.
Motherland - Heart of Lava: You are immune to fire and reduce slashing / bludgeoning / piercing damage you take by 5.
Tirmar - Sorak's Bane: After making a melee attack against an opponent who has natural darkvision or shapeshifting, you can use your bonus action to make an additional melee attack, adding your Charisma Bonus to the damage dealt.
Judgement - Retribution: Whenever an enemy within 6 cells deals damage to you, you can use your reaction to force them to make a Wisdom Saving Throw against your spellcasting ability. They take 2d8 + CHA Mod. Psychic Damage on a failure, or half as much on a success.
Ranger (Level 15):
Hunter - Superior Hunter's Defense: You can select one of the following options.
Stand Against the Tide: When an enemy misses you with a melee attack, you can use your reaction to force them to make that same attack against another adjacent creature.
Evasion: When you make a Dexterity Saving Throw, you take no damage if you succeed and only half damage if you fail.
Uncanny Dodge: When an enemy you can see hits you with an attack, you can use your reaction to halve the damage you take.
Marskman - Extra Attack (2): You can attack three times whenever you take the Attack Action.
Shadow Tamer - At Home in the Dark: While in dim light or darkness, you have proficiency in all saving throws. If you are already proficient, you gain a +1 bonus on your roll with the given proficiency.
Swift Blade - Uncatchable: Whenever you take damage, you can use your reaction to become invisible until you attack, cast a spell or your turn ends (whichever comes first). You can use Uncatchable a number of times equal to your Prof. Bonus per long rest.
Rogues (Level 13):
Thief - Use Magic Device: You can ignore all requirements on the use of magic items (except attunement).
Darkweaver - Shadowy: While in dim light or darkness and not in an enemy's line of sight, you can use your bonus action to become hidden and invisible until the end of your turn.
Shadowcaster - Shadow Casting: You can use your Sneak Attack when damaging enemies with spells requiring an attack roll as if you were using a finess or ranged weapon. All the other rules for Sneak Attack still apply.
Hoodlum - Dirty Fighting: You can use your bonus action to force an enemy within 1 cell to make a Constitution Saving Throw (DC 8 + Prof. Bonus + STR Mod.) or become blinded and incapacitated until the end of your next turn. After being affected once, they become immune to Dirty Fighting.
Sorcerers (Level 14):
Draconic - Dragon Wings: You can use your bonus action to sprout a pair of wings at will, gaining flying speed equal to your current speed.
Mana Painter - Mana Balance: You heal 5 HP per sorcery point you spend.
Child of the Rift - Riftwalk: You can use a bonus action to teleport up to 6 cells to an unoccupied space you can see. Any enemy with 1 cell of your target destination take force damage equal to your CHA modifier. You can use Riftwalk an number of times equal to your Prof. Bonus per long rest.
Haunted Soul - Soul Drain: You regain 1 sorcery point whenever you kill a creature of CR 1 or above with a spell of level 1 or higher. You can't regain more than 1 sorcery point per turn.
Warlock (Level 14):
Fiend - Hurl Through Hell: After hitting an enemy with an attack, you can banish them until the end of your next turn. Upon their return, they take 10d10 Psychic Damage. You can use Hurl Through Hell once per long rest.
Hive - Antimagic Chitin: You have advantage on saving throws against spells and magic effects.
Tree - One with the Tree: You gain +2 AC and you are always considered under the effect of half-cover against ranged attacks. Piercing Branch now deals an additional 1d6 Poison Damage when it triggers.
Timekeeper - Time Warp: You can activate Time Warp to take an additional action on top of your regular action. You can use Time Warp once per long rest.
Wizards (Level 14):
Shock Arcanist - Greater Arcane Shock: You can use your bonus action to make all spells you cast until the end of your turn roll maximum values on their damage dice. Additionally you must make a DC 16 Constitution Saving Throw, taking 7d6 Psychic Damage on a failure or half on a success.
Loremaster - Arcane Professor: You gain one extra level 1, 2, 3 and 4 spell slots. Additionally you learn 4 cantrips from any classes, they count as wizard spells for you.
Greenmage - Weakening Entangling Shot: When affected by Entangling Shot, the target also has disadvantage on all saving throws until the end of your next turn.
Court Mage - Expanded Spell Shield: Spell Shield cast range is now 12 cells and affects an extra ally.
High Level Spells
More levels also mean more spells! Here is the list of spells you can look forward to when leveling up.
Level 7:
Arcane Sword
Conjure Celestial
Delayed Blast Fireball
Divine Word
Finger of Death
Firestorm
Gravity Slam (Replaces Reversed Gravity): Deal massive amount of bludgeoning damage in a large AoE and inflict Prone & Incapacitated on a failed STR Saving Throw
Prismatic Spray
Regenerate
Resurrection
Symbol
Gravity Slam on the entire party with one person being protected by Spell Ward
Level 8:
Divine Blade (Homebrew): Create a blade of pure divine energy in your hand, allowing you to make melee spell attacks with it. On hit, deals 6d8 radiant damage and briefly stuns the enemy on a failed WIS Saving Throw. Concentration, 10 minutes maximum.
Dominate Monster
Earthquake (Heavily Modified): Creates a large area of difficult terrain, dealing bludgeoning damage and inflicting Prone on a failed DEX Saving Throw each round. Also randomly pushes affected creatures by 1 cell each round.
Feeblemind
Holy Aura
Incendiary Cloud
Maze
Power Word: Stun
Spell Ward (Replaces Antimagic Field): Create an Improved Globe of Invulnerability that can be moved with your bonus action. Any creature inside it is immune to spells of level 8 or below. Concentration, 1 minute maximum.
Sunburst
Thunderstorm (Replaces Control Weather): Deal large amount of lightning and thunder damage in a large AoE and inflict Stun on a failed CON Saving Throw or Blind on a success.
Thunder Thunder Thunder Thunder Thunder, you've been Thunderstruck!
Alright folks, this is the end for today! As always thank you for reading, and check out our Forums and our Discord Server to chat with other players :D
It's been quite some time since our last Dev Stream, hasn't it? Well, we're back on Friday with some new sneak peek for the upcoming Palace of Ice DLC! Come and join us for a nice little chat and some cool previews.
Around New Year, we said that we were working on something big... And you've been patient. Very patient! Now, it is finally time for us to reveal the new upcoming DLC: Palace of Ice. By far the biggest update we've worked on so far, Palace of Ice is not only a new adventure - it is the continuation and the conclusion of the Crown of the Magister campaign.
Palace of Ice DLC coming up May 2023
As Caer Cyflen rejoice over the Soraks' defeat in the Badlands, the Snow Alliance cries for help. With the Kingdom of Gallivan suddenly declaring war on their neighbours, there is little doubt that these insidious creatures have agents everywhere – and that they always had contingency plans well prepared.
The Palace of Ice DLC is a high level 10 to 16 campaign that will take your party into the frozen lands of the Snow Alliance. The allies of Caer Cyflen need your help now more than ever, for Soraks are not the only foes that have been sighted lately. Other ancestral creatures have joined the battle, and there is little hope for victory without experienced adventurers to face them.
2 New Ancestries. The Gnome and the Tiefling will become available in the Character Creator!
A continuation of the Crown of the Magister Campaign. Unveil the Soraks’ master plan and put an end to this threat once and for all!
Returning faces. Import your save file from a previous campaign to continue playing your previous party at higher levels, and meet characters from both CotM and the Ruins of Telema demo! Note that you can also create new characters if you so desire, as they will start at level 10 in Palace of Ice.
High-level encounters. Ready yourself, for you are not facing just goblins anymore! Get ever stronger up until level 16 to defeat the mightiest of foes!
Co-op with up to 4 players! Just like the two other official adventures, Palace of Ice is ready to be tackled solo or with friends.
New Dungeon Maker content:
Four new environments: Mountain Caves (indoor), Dwarven City (indoor), Dwarven Settlement (outdoor), Snowy Hills (outdoor)
New monsters: Monsters from Palace of Ice will be available to use in the Dungeon Maker
[FREE] New World Map System: Place your locations on one of the three existing World Maps (Crown of the Magister, Lost Valley & Palace of Ice), link them together and add some spice with Random Encounters during travel!
[FREE] New NPC Follower System: Create follower NPCs who can join the party (controllable) to give them a hand during combat!
Free content update for all!
Humans, Elves, Dwarves, Halflings and Half-Elves will all be receiving 6 new faces to choose from for free (3 Male / 3 Female)
Level 12 - 16 will be unlocked in the Dungeon Maker! Note that the Crown of the Magister and Lost Valley campaigns are still locked to level 12 max due to balance reasons.
Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Fixed an issue where a Monk would not unlock Ki points after leveling up to level 2.
Fixed an issue where the UI for Flurry of Blow would remain present after the Monk would spend their last KI point on Flurry of Blow, which, to ours and everyone's book, was to be considered confusing.
Fixed Monk not being able to wear the Tirmarian outfit or the Silvan outfit despite being clothing armor
Fixed a bug allowing paralyzed monks to deflect missiles.
On the short rest tooltip, "ki points" will be displayed on the panel, instead … well, … "None".
Fixed the issue where a Monk while performing an unarmed strike with 2 weapons equipped, said Monk would sometime use their second weapon to attack, instead of the bare fist damages, as he was taught to do and therefore lose the bonus damages linked to bare hands.
Inner Strength - Warlock
Fixed a strange behavior where a Warlock with the "Ready or Not" Feat would not get an advantage when using "ready action" with a cantrip.
Fixed an issue when a Warlock with Devil Sight would still have a disadvantage against an invisible enemy.
The Warlock will now use minimum spell level for invocations without a spell slot, or the warlock spell slot level for invocations which require a spell slot.
Fix a bug where the UI would not properly refresh after loading save, impacting invocations panel not being cleared.
Inner Strength - Bard
Rapier of Harmony will now be magical only for attuned bards.
Fixed a bug where Horn of Blasting would not count as an instrument therefore preventing a Bard equipped with it from casting some spells.
Fixed an issue where The Bard could not use some spells (especially newly learned cantrips) as readied actions.
Xbox
Fixed a bug happening when pressing "down arrow" to make pings in Multiplayer - there would actually be 5 pings made and pointing randomly on the map.
Added a campside icon in the Market, inside the Volcano
[Lost Valley] Fixed a bug where Huge sized enemies would instantly die when spawning during a Random Encounter on the Ruined Bridge Map. You will now need to face those Remorhaz head on.
[Lost Valley] The icon of the rest place in the Rebel Town is now well present when viewing the minimap of the Dinas Gessa
[Lost Valley] Fixed a bug where Conjured Spiders would drop loot after dying.
Global UI
Added a Long Rest Icons missing on the Fast Travel Map and the People's Hideout
Added missing fast travel waypoint on the map for the Long rest area
Fix incorrect message when looting stackable items
Fixed a UI bug where Tooltip would state that "Anathema" deals 0 recurring damage, instead of its actual recurring damage
Added a fix to make sure the tooltip is up to date when completing an item drag and drop.
Fixed a UI bug where Several conditions information would not be displayed upon holding button to see more info
Fixed a UI bug where the Close button would take the player back to the bestiary entry if the Next or Previous buttons are rapidly clicked multiple times before attempting to close the bestiary entry
Clicking the Short Rest button while the "spell", "power", or "ritual" selection panels are open will now close them
Fixed a control issue happening when switching between Gamepad and Keyboard/Mouse controls, then the "select all characters" button would not appear when expected
MiscelIaneous
[Level Design] Fixed some issues in Caer Lem Caves & Orc Caves, as well as in Bone Keep, making the characters stuck outside the map. "Hey, I'm heeeeere. ...Anyone?"
[Lost Valley] Fix to make sure that The Research Complex quest will be completed upon using the Major Gate to go back to the City.
[Lost Valley] Fixed a bug allowing quest items to be sellable in Lost Valley
[Multiplayer] Fixing several bugs happening when selecting Loot All during multiplayer sessions.
[PC Microsoft Store] UserPref will now properly be kept from one session to another
[Microsoft Store] Ironman Achievement now fully working for Microsoft PC & Xbox
[Sorcerer] Fixed a bug happening if a player made a save before the 1.4.28 update with a Sorcerer higher than level 3: some would not have the icon for the option to toggle meta magic
[Sorcerer] Fixed a strange bug with Sorcerer using twin spell on Guiding bolt, the 2nd projectile would not inflict damages, even if it touches.
Fixed a bug where an enemy that is incapacitated / stunned / paralyzed / surprised was still able to cast counterspell as a reaction
Fixed ability to duplicate items, when dropping 2 items that would stack in the "Ground" section of the inventory.
Fixed a bug where, while casting a spell, if the player pressed the shortcut to cast ("C" by default), and select a cantrip at the proper timing (right after casting and before the end of animation), the player can cast this cantrip for free.
Fixed an issue where Restorative ointment could not be crafted.
Fixed a bug where the Channel Divinity "Scourge of the Hidden" (from Oath of Tirmar) would not appear to apply 2d6 on creatures that are Shapeshifters with Dark Vision.
Fixed an issue where some attuned items (Cloth of the Lightbringers or Greenmage Armor among others) would give bonus AC instead of base AC when attuned.
Fixed a bug where the cutscene with Aksha would not play while characters enter the room using teleport spell.
Fixed an old-time bug when the Ogre would not being to spawn in the Goblin Cave (during the Goblin Culture quest)
Scavenger Clothes will now fully appear in female version.
Fixed and restored a file that could prevent saves from loading properly.
Fixed enchanted studded armors colors and icons
Dungeon Maker
Custom Monsters now display the default database title/description when it is not overriden.
When a DM dialog line is read without a matching role, the dialog line is ignored
Removed an error message when quitting a DM campaign while in a DM dialog
Fixed a bug happening If a player disable subtitles in the options, dialogs will not be displayed anymore in dungeon maker
The dungeon maker now displays (x,y) coordinates on the top of the screen when Playtesting
DM dialog sequences no longer remove the fog of war, preventing the spoil of hidden rooms
Fixed the nasty bug where some character values went completely haywire, sometimes granting 4 extra attacks per turn to your Barbarian and sometimes completely emptying your Monk's Ki points. Balance in all things.
Fixed unlearning a Warlock Invocation during level up in multiplayer deleting that invocation instead of replacing it with another one. Sorry for that, the Patrons got a bit jealous that you got to hang out with friends. Note: We're working on a fix to have the missing invocations refunded in a future patch.
Fixed your backpack sometimes acting like a Bag of Shredding when drag and dropping items. What's a Bag of Shredding? It's kind of like a Bag of Holding, but items that go in never come out. Very large capacity! Very little use.
Fixed High Elves Bards not being able to cast spells as Ritual. Ritual Casting is no longer a racist feature.
Fixed Items tooltip sometimes not appearing after using the scroll wheel to go through the inventory.
Fixed Dwarven War Drums, Flute of Respite and Horn of Blasting not being considered Music Instruments (they were in the murder weapons category instead)
Changed Sash of Transmutation so that it now has 2 charges per short rest, and each use costs 1 charge. Also fixed its icon. The text hasn't been updated yet though. Woops.
Fixed the Shield reaction sometimes triggering even if +5 AC wouldn't save you from taking a hit.
Fixed the Body Slider being removed by mistake for Elves and Half-Elves
Fixed monsters taking way too damn long to wake up when taking damage at the start of the turn while asleep. COME ON STAND UP IT'S TIME TO FIGHT!
Fixed unconscious characters not making saving throws. Achtualley, they should only fail STR and DEX saving throws, as can be read on page 292 of the... guys? Guys come back :(
Fixed some tooltips showing unlocalized strings, such as Wand of the War Mage
Fixed start / end turn effects being skipped on sleeping & unconscious characters. Yes Bobby you still take damage from that Moon Beam. Yes Bobby your character is now dead, sucks to be you.
Fixed a rare case where loading a save with a specific camera angle would prevent characters from casting a shadow. That's absolutely not because the party was replaced by Vampiric Dopplegangers, nothing to see here move along.
Fixed Mountaineer Fighter's Close Quarter not properly swapping position with their target.
Dragonborns' tails should no longer be 100% synchronized during cutscenes. I mean it was pretty funny for some time, but we had to fix it.
Fixed Monks sometimes not having any VFX/SFX in multiplayer
Fixed clicking on a character portrait not moving the camera to their position when dead or controlled by someone else (multiplayer)
Fixed loot window staying in front when a rest is triggered by the host.
Fixed damage-based reaction spells and powers not triggering when absorbed by Temporary Hit Points.
Fixed Crafting Interface sometimes showing gibberish under Ability Check
Fixed "Click or Press Any Key To Start" on the Black Screen with White Text being a lie. You can now Click or Press Any Key To Start for real.
Fixed animation delay that would occur when a character was both shoved prone and away at the same time.
Fixed losing concentration on Malediction and Hunter's Mark when moving to another location.
Fixed Time Warlock's Curse of Time not being applied to all targets when casting Magic Missiles
Fixed Long Rest not correctly removing negative conditions from NPCs. NPCs are people too man, you can't treat them like that.
Fixed Identify not using a spell slot when the caster isn't a Ritual Caster. Not everyone's a Ritual Caster, this ain't One D&D yet.
Fixed being able to ready an action when slowed.
Fixed being unable to interact with the merchant screen on gamepad if the party has exactly 0 gold. I mean personally I don't see the problem, just stop being poor?
Fixed switching to the same weapon configuration than the one currently being held consuming the free inventory action on gamepad
Detect Magic should no longer spam the combat log with magical items sensed inside chests.
Fixed Warlock's Fiendish Vigor invocation casting an upcasted version of False Life.
Fixed the merchant screen not closing properly in Multiplayer if the host starts resting while other players are browsing the shop. IT'S TIME TO SLEEP, STOP SHOPPING!
Fixed Law Cleric Anathema showing the same tooltip twice.
Kindred Druids who chose a placeholder Snow Tiger should now have a Spirit Bear instead
Fixed casting Light of Gauntlets not showing any visual light
Fixed Flute of Respite using INT instead of CHA. Looking good doesn't mean being smart, and the Flute of Respite is all about looking good
Dungeon Maker
Added many new NPCs
Removed a couple of duplicate NPCs / Monsters. Note: Gorillas and Bandits still exist twice, because they have a melee and a range AI variant (unfortunately with the same name ingame)
Fixed some items having some faulty DLC tags
Added missing price to the 8 new musical instruments.
Removed placeholder and duplicate conditions.
Fixed Monsters sometimes making a melee attack with their range weapons in hand. I mean... a crossbow is pretty heavy, I wouldn't want to get wacked by that.
Fixed a very bad bug that would make the game hang up during enemies' turn.
Fixed the newly added spells missing their vocal spellcasting component.
Fixed the warning message popping up everytime you used loot all on the ground (get off my back game, I can carry all that loot and you know it. Let me be a loot goblin)
Fixed the lute being held the wrong way when spellcasting. You've got to pluck the cords, my bard, not knock on the wooden side.
Fixed Ranger Marskman's Fast Aim not properly working on all ranged weapons
Fixed the placeholder Snow Tiger appearing as a choice for Kindred Spirit Druids
Removed faulty placeholder pregen characters. Bye bye HopeBard08, we won't miss you.
Fixed Monks being unable to use Martial Arts bonus attack when holding a torch
Fixed Bards have a restricted selection of skills at level 1
Fixed a random german subtitle line that appeared in the tavern cutscene at the beginning of CotM. My dude got so drunk that they started speaking german.
Fixed the Elf Female Face 01 having changed by mistake
Fixed the Draconic Sorcerer Elemental Affinity scaling into infinity, allowing for 100+ damage cantrips. Some say that jet fuel can't melt steel beams, but bugged fire bolts sure can.
Fixed the Winter Wolf being removed from the Dungeon Maker by mistake.
Some known issues we're working on
Items can currently be permanently deleted in the inventory the following ways - DO NOT DO THIS before we release a new fix:
Drag & Dropping a stack of items (torches, candles, javelins, darts...) on an equipped slot (such as your weapon slot) will delete whatever was there. You think turning water into wine is impressive? Watch me turn this +2 longsword of doom into a 1d4 damage dart.
If your inventory is large enough to have a scroll bar, if you have only one item in the last row, drag and dropping it back into your inventory will delete it. It's like a magic trick, but a very crappy one because you don't get the item back later.
Warlock Invocations can't be swapped during level up in multiplayer - trying to do so will simply delete an invocation without giving you another one to swap with. If you really need to swap an invocation, save before leveling, level up in solo, save again and load that new save in multiplayer.
There's a very weird bug that makes some character values got banana, granting some players up to 40 AC, 4 attacks per turn (those blessed by RNG) and for others removing the ability to Extra Attack or being stuck at 0 Ki Points (those who got crapped on by RNG). We're working on a fix that will restore balance to this world.
High Elves Bards can't use Ritual Casting at the moment. We're working on making the feature racism-free.
Dev Stream on Monday 21st
We'll also be holding a Dev Stream on Twitch Monday 21st at 9 am PST / 12 pm EST / 6 pm CET to talk about the new update and answer your questions^^
The Inner Strength DLC is now available, with an extra serving of free update on the side! So, what's new? What changed? Everything will be revealed in the wall of text below.
17 New Feats (Free):
Arcane Appraiser: Magical Items are automatically identified when put in your inventory
Badlands Marauder: Gain +1 CON, resistance to poison damage and advantage on rolls against being poisoned
Forest Runner: Gain +1 DEX and +2 cells movement speed
Mightly Blow: When attacking with a melee two-handed weapon, deal additional damage equal to half your Strength modifier (rounded up)
Cloak and Dagger: After hitting an enemy with a light weapon, gain +2 AC until the start of your next turn (doesn't stack)
Distracting Gambit: After hitting an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack)
Forestalling Strength: Gain +1 AC while wielding a two-handed weapon
Mender: Stabilizing an ally with a Medecine checks heals them by 1 HP
Blessing of the Elements: When taking fire, cold or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn (once per short rest)
Trip Attack: Enemies hit by a melee Ready Action must make a contested roll (against shove) or be knocked prone
Daunting Push: Successfully shoving an enemy makes them lose half of their movement speed until the end of their next turn.
Ready or Not: Gain advantage on attack rolls when using Ready Action
Toxic / Melting / Burning / Icy / Electrifying Touch: The first time you deal damage with an unarmed or weapon attack each turn, deal additional poison / acid / fire / cold / lightning damage equal to your proficiency bonus (can't select Touch feats multiple times)
3 New Backgrounds (Free):
The Ascetic : Gain 1 language and proficiency with Survival, Insight and the Herbalism Kit
The Artist: Gain 1 language and proficiency with Persuasion, Deception and Performance
The Occultist: Gain 1 language and proficiency with Arcana, Deception and the Scroll Kit
Note: Unlike previous backgrounds, these 3 new backgrounds do not have a special quest in the Crown of the Magister campaign.
Gamepad Support (Free):
You can now play with controllers on PC! Hurray!
If it's not working properly, make sure you disabled Steam Input in the game properties!
Dungeon Maker Improvements (Free):
Boss Monsters can now be used in the Dungeon Maker. Legendary actions included. In case you didn't suffer enough.
Many monsters and items which were previously missing have now been added too!
Everyone say hello to the Dragonborn! These fellas get +2 Strength, +1 Charisma, Damage Resistance and a Breath Weapon linked to their Draconic Ancestry. For example, a Black Dragon grants resistance to Acid and an Acid Breath, while a Gold Dragon grants resistance to Fire and a Fire Breath.
General Improvements (Free):
Enemies who are immune to certain conditions will now display a text feedback instead of leaving the player to wonder if they are immune or if the spell is just bugged.
Clicking the "Light" button shortcut (bottom left) while having a light active will now extinguish it.
Four types of instruments can be found for the Bard to use as spellcasting focus: a Flute, a Lute, a Drum and a Horn.
Added a "Toggle" Icon for Sorcerers' Metamagic. While toggled off, you will no longer be asked to select a metamagic option every time you try to cast a spell.
Unidentified magical weapons will now properly inflict magical damage. The fact of not knowing its nature does not make it any less magical, after all.
Ready Action will now trigger when invisible enemies come out of invisibility to attack you.
Added Eldritch Blast, Viscious Mockery, Hellish Rebuke, Malediction, Dreadful Omen and Hilarity spells to the game (Bard & Warlock)
Added a "Fast Loot" system: looting crafting components out of bushes / flowers no longer opens a loot window.
Buffed most Kindred Spirits base AC, HP and damage as they were a little too weak.
Added some missing Primed Weapon / Armor to merchants in CotM and Lost Valley. If some are still missing, please do reach out to us!
General Bug Fixes (Free):
Fixed new Temporary Hit Points overriding old value even if the previous amount of Temporary Hit Points was higher. It should now always keep the highest amount.
Fixed a rare bug where Kindred Druids could no longer summon their pet until they leveled up
Fixed Heat Metal not working properly after the first few rounds. Now you can get back to cooking those Veterans alive, you monster.
Fixed a couple of range miscalculations where a spell's range would be slightly lower than intended.
Fixed Shield of Faith preventing the caster from casting Shield. "Because that would be too many shields, and THAT'S ILLEGAL!" - no it isn't, get back to casting Shield you dumdum.
Fixed a rare instance where shoving could cause an error. Shove off, error.
Fixed AC stacking incorrectly in some instances. Bygone are the days of Barbarians running around in their fancy Empress Garb for crazy amounts of AC.
Fixed allied NPCs sometimes making ranged attacks by hitting air with their melee weapon. That's... that's not how it's supposed to work Beryl. Use your crossbow.
Fixed some tooltips which were showing duplicate and/or empty strings
Fixed multiple Hunter's Mark (from multiple Rangers) not stacking properly on the same target
Fixed Greenmage's Leaf Scale feature activating when they get counterspelled. Which made no sense.
Fixed Bracers of Archery granting damage bonus on melee attacks. AGAIN. HOW MANY TIMES MUST WE FIX YOU.
Fixed Ranger Marksman's Reaction Shot not triggering against spells.
Fixed Greenmage's Leaf Scale also not triggering properly against spells.
Fixed Dragons missing their Blindsight feature
Fixed Shapeshifting as a Balance Druid while another character is dead to suddenly trigger a game over if no one else could cast Revivify. Basically the game went "wait, Druid can revivify, but Bear no can revivify. Druid now Bear, so revivify not possible now. Dead person no can be saved, game over". Oh game, you did your best.
Fixed Law Cleric's Holy Retribution text string - and hopefully it should no longer randomly deal damage to the Cleric instead of the attacker.
Fixed an issue where Confrontation (Lost Valley) could become impossible to complete if Karelia was killed
Fixed an issue where The Lost Apprentice (Lost Valley) could bug out if Lysantir died before reaching Orenetis or Hasbrudal
Fixed an issue which could prevent the completion of The Lost Book (Lost Valley)
Secret Report (Lost Valley) will now properly fail if you previously killed Cafrain's contact
Fixed Berserker Barbarians' saving throw against Frenzy not taking into account their magic items' bonus
Fixed bonus cantrips gained from subclasses being into account in the total number of cantrips known when leveling up (preventing the spellcaster from learning more cantrips)
Fixed Confusion's area of effect not increasing when upcasted
Fixed Marksman Ranger's Recycler not working properly while traveling on the World Map
Fixed several issues with Chinese and Russian where some text wouldn't appear
Barbarian Rage should no longer work when wearing Heavy Armor
Fixed an issue where Wind Druid's Sheltering Breeze could only be used once per long rest
Fixed an issue where Hunter Ranger's Whirlwind Attack would do absolutely nothing when used. Well that was disappointing.
Fixed an issue where... alright where do I start with this one. If your character falls unconscious while you had their inventory open, and you then use an item from there while unconscious, game goes boom. Congrats to that one guy for finding this bug.
Slashing, Piercing and Bludgeoning damage inflicted by spells should now be correctly considered "magical damage" for the purpose of overcoming resistance and immunity. Because one could argue that spells are, I don't know, magic?
Fixed a weird interaction between Rogue's Evasion and Draconic Sorcerer's Elemental Affinity that would prevent Evasion from triggering.
Fixed Marksman Ranger's Fast Aim being completely busted and targeting every enemy you hit previously on your turn. It should now correctly only target the last enemy you attacked.
Fixed Giant Crows' disease not doing ANYTHING AT ALL. Y'ALL SHALL NOW SUFFER AT THE HANDS OF THE GIANT CROWS.
Fixed Barbarian's Rage not correctly ending when they don't attack nor take damage for a round. C'mon they're strong enough already in Solasta, no need for freebies.
Fixed an issue where some Kickstarter backers' names were overlapping in Caer Cyflen's monument
Fixed an issue where ability scores would sometimes be unable to go above 20 even when intended (like with a Potion of Cloud Giant Strength)
Fixed Judgment Paladin's Aura of Righteousness not providing its bonus correctly on spells with multiple projectiles
Creatures under the effect of Hideous Laughter will now properly roll a saving throw with advantage when damaged
Fixed a case where characters would not become immune to Dragons' Frightful Presence after succeeding their saving throw
Fixed A Giant Step (Lost Valley) being stuck if you free Rugan after failing a Persuasion check
Fixed Grappled / Constricted conditions not being correctly removed if the character is forcefully moved (teleport / shove / etc). GET DOWN MISTER PRESIDENT!
You know how in most tactical games, flyings units take extra damage from bows? Well apparently, in Solasta flying units' weak point was... doors. They would INSTANTLY DIE if you close a door on their face instead of being shoved away. That should no longer be the case. The door meta is over, time to find another exploit against flying units.
Fixed a rare case where Kindred Druids' pet would lose their damage bonus. C'mon they are already weak enough :(
Fixed a couple of animation delays that would occur in special circumstances with opportunity attacks, prone opponents etc.
Fixed an issue where The Prisoner (Lost Valley) could soft lock if you killed Orenetis prior to starting the quest
Failing to convince Orenetis in an important dialog towards the end of the game will trigger the battle as intended
Attacking Marin Ving at the end of the game will teleport Cafrain to the combat so he no longer blocks the fight by being out of reach
Fixed Oblivion Cleric's Herald of Pain's saving throw to trigger at the end of the enemy's turn instead of the beginning.
Spells cast from inside a Globe of Invulnerability can longer be counterspelled from outside
Fixed crafted item disappearing if the crafter is over-encumbered when the crafting completes
Fixed being able to cast Black Tentacles in the air
Fixed not being able to leave Black Tentacles' area of effect after failing a saving throw once. What is it with you, Black Tentacles? Why are you causing so many problems?
Fixed some calculations which made certain spells range slightly lower than intended
Fixed Pass Without Trace missing from the Druid's spell list
Fixed a bug where Mardracht would be missing from his own cutscenes (wut?)
Multiplayer Fixes / Improvements (Free):
Fixed a bug where items could disappear when using "Loot All" if it would make the character over-encumbered
Fixed a desync that could occur when a player triggered fast travel while already moving through the blueprint
Fixed more desyncs that could occur when manipulating items in the inventory
Fixed a rare issue where the party could get stuck in a location if the host tried to leave the area exactly when another player started interacting with something else
Fixed another desync that could happen when giving items to the different factions
Fixed an issue that could prevent players from joining a lobby when the password was more than 20 characters. Wow those are some long passwords you got there.
Fixed a desync that could occur if a narrative sequence triggered while one person is still loading
Fixed a funny bug where if a shop is opened while you're checking another player's inventory, both character models would fuse into some nightmarish amalgamation. Ed...ward?
Fixed an item duplication exploit which could trigger when multiple players had their inventory open at the same time
Clicking on a player's position icon will now move the camera to them
Fixed pinging on controller sending multiple pings at once
Dungeon Maker Bug Fixes / Improvements (Free):
When playing Custom Campaigns, the game will now also auto-save after changing location / finishing a long rest (5 min cooldown)
Fixed the camera behaviour while in dialog in Custom Dungeons
It is no longer possible to name a Custom Monster with an existing internal monster name, which would cause other custom campaigns using the same monster to be hidden. That one took some time to find out, thanks to every creator involved!
Mana Lamps can now be set as on or off in the Dungeon Maker
Fixed loading screens between locations always being the same
Fixed an issue where a dialog could be stuck if no matching role was found within the party
Added many monsters that were previously hidden in the Dungeon Maker
Added many items that were previously hidden in the Dungeon Maker
Known Issues:
There is a long delay whenever quitting the Dungeon Maker before returning to the main menu.
The Kindred Spirit Druid has a bugged Spirit option with a weird name - do not pick it, it's a placeholder we'll remove in a hotfix!
Kindred Spirit's description text still show the old AC, HP and damage values instead of the buffed values
Some test characters we played with decided to stick around and made their way into the pregen category, they will be dealt with soon. Those characters are: Corthyn Dosa, Jane Storm, Iela Olfborn, and at higher levels the aptly named Lore08 Bardy and Hope08 Bardy. There are also 4 level 12 characters Burg Dormer, Esbery Dudley, John Guert and Ros Hasting that shouldn't be there because... well who's going to play with max level characters anway?
Monks don't get their bonus action attack when attacking while holding a torch. Apparently kicking with a torch in hand is not considered a Martial Art?
When picking up loot from the ground, you will often see the message "some items can't fit the inventory" - don't worry, that's a text bug. Unless your inventory is truly full, the items are actually picked up.
Alright folks, time for you head back into Solasta! If you're looking for people to play multiplayer co-op with, make sure to drop byour Discord Server to meet new friends!
Less than 1 week before the release of the Inner Strength DLC, coming out Monday November 14th! And you know what that means - it's time to talk about the last class of the trio. Warlocks!
If Sleep affects 5d8 HP and a cat has 2 HP, how many cats can Sleep put asleep? Mili and Oliver say at least 2.
Read the Fine Prints
So you're telling me you want to learn magic, but you've got no money to enter a magic academy and no ancient bloodline running through your veins? It's alright, just sign here and I'll take care of it. What is this? You can't read either? Even better!
Jokes aside, Warlocks are spellcasters whose magic originates from their pact with an otherwordly being - a pact that could be your stereotypical deal with the devil, a whimsical interest from a powerful fey, or even the protection of a compassionate entity. Their patron grants them power in exchange for services, a facet of the class that can be very interesting to explore on Tabletop but which could not be implemented in Solasta.
First drafts of the Warlock outfits
Starting at level 1 Warlocks get access to Pact Magic. This type of magic is very different from other spellcasters, as Warlocks know very few spells and have even less spell slots... with only 1 at level 1, 2 at level 2 and 3 at level... 11! What sorcery is this?! However they regain their spells on a short rest instead of a long rest, and all their spells are automatically upcasted to the highest level they can cast (which caps at 5th spell level)! This makes Warlocks very explosive spellcasters who can afford to go all in during each and every fight. Also, don't forget to learn Eldritch Blast - Warlocks' signature cantrip! It's by far the most powerful cantrip in the game, and it synergizes with many Eldritch Invocations.
You will learn to love that cantrip. Because you'll be throwing it around a lot.
At level 2 Warlocks get their first two Eldricht Invocations. Those are like special Feats available only to them, which can go from granting them additional spells to greatly improving Eldritch Blast. There are a total of 22 Eldritch Invocations available in Solasta, and Warlocks can learn an additional one at level 5, 7, 9 and 12. On top of that, they can also swap one of them each time they level up so you won't ever be stuck with one you dislike!
Here's a couple of old sketches when doing research on the Warlock's visuals.
At level 3 Warlocks get their Pact Boon, which gives them the choice between Pact of the Blade, Pact of the Chain and Pact of the Tome:
Pact of the Blade: Weapons wielded by the Warlock count as magical for the purpose of overcoming resistance and immunity.
Pact of the Chain: As Solasta does not handle familiars, Pact of the Chain has been adapted to grant Warlocks the power to bind themselves to one of four creatures for a minute (bonus action, recharges on a long rest). The Imp grants them darkvision, resistance to fire and poison. The Pseudodragon grants them advantage on all saving throws against spells and magical effects. The Quasit grants them resistance against bludgeoning, piercing and slashing non-magical attacks. The Sprite grants them +2 cells movement speed and immunity to opportunity attacks.
Pact of the Tome: The Warlock can immediately choose 3 additional cantrips from any spellcasting class.
Excuse me sir I believe that's yours.
At level 11, Warlocks unlock Mystic Arcanum. As stated above, Pact Magic is limited to spells below level 5 (as getting 9th level spells refreshed on short rests would be insanely strong) - but that doesn't mean Warlocks can't get access to them! Mystic Arcanum allows them to choose a 6th level spell that they can cast once per long rest.
Eat some of this, you dang oversized lizards!
The Fiend (SRD)
When we were talking about your stereotypical deal with the devil, Fiend Warlocks are the first thing that come to mind. Having made a pact with a powerful demonic (or devilish!) entity, Fiend Warlocks get access to the Dark One's Blessing, which makes them gain temporary hit points every time they kill a hostile creature (reminder: temporary HP do not stack), At level 6, they can call upon the Dark One's Own Luck, granting them an additional d10 to all their ability checks and saving throws for one minute. And at level 10, their Fiendish Resilience allows them to choose one damage type that they'll gain resistance again - which can be swapped at the end of each short rest! Although be careful, magical weapons will bypass it.
The Hive (Homebrew)
Bravery or simply insanity? Some Warlocks have chosen to make a pact with the Hive, a mysterious entity which scholars have theorized to be in control of Redeemers all over Solasta. Hive Warlocks display many similarities with those giant mutated insects, applying Weakening Pheromones whenever they hit their enemies with spells, which gives them disadvantage on their next saving throw. At level 6, they get Magic Counter which allows them to cast an improved version of Counterspell once per short rest (without using a spellcasting slot). And at level 10, Reactive Carapace makes them instantly gain temporary HP until the start of their next turn immediately after they take damage from a spell or magic effect.
The Timekeeper (Community)
The winner of the Wishing Well, Timekeeper Warlocks have made a pact with an unknown entity from beyond space and time. At level 1, enemies damaged by their spell become afflicted with the Curse of Time, taking a small amount of damage at the start of each of their turn. At level 6, Time Shift allows Timekeeper Warlocks to vanish from the battlefield after taking damage, only returning at the beginning of their turn with all the damage taken undone by rewinding time (once per long rest). Finally at level 10, they get Accelerate - using a bonus action they can grant the effect of Haste to an ally for a single turn, without the lethargy when the effect ends (proficiency bonus per long rest).
The Tree (Lost Valley)
Those who have braved the marshes of the Lost Valley know that some trees out there are better left alone. Unlike Druids who commune with Nature, Tree Warlocks' blessings are viewed by many as a curse. At level 1, Piercing Branches start to sprout from their skin, inflicting damage to any enemy who hits them with a melee attack. At level 6, they receive the Blessing of the Tree, granting them immunity against poison effect, and resistance against poison and necrotic damage as their blood and skin start to take a greenish color. And at level 10, they can unleash an Explosive Growth, sprouting branches from all over their body to inflict heavy damage to all enemies around them, shoving and restraining them on a failed dexterity saving throw (once per short rest).
Alright folks, this is the end for today! Next time we'll be talking about... The trailer and the Community Video :D Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
We're back with more information about the upcoming Inner Strength DLC (which releases November 14th), this time featuring the Monk! The perfect opportunity to make references to dumb (but fun) kung fu movies. But before that, here are some of our new hires!
Say hello to Selma and Zelda, our two newest fluffy and adorable hires!
I know Kung Fu
If I ask you which class runs around half-naked on the battlefield while smashing enemies left and right, you say... Barbarian, okay I guess that's correct too. But hear this - you want to go even faster? Punch people in the face and kick them in the nuts instead of relying on a big chunk of metal to swing around? Well look no further than Monks. These expert martial artists are simply the fastest among all existing classes, and although they are less durable than most other front liners their speed allows them to quickly get in and out of combat. Each of their strike may not deal large amounts of damage, but they can be empowered with Ki to add debilitating effects, such as the infamous Stunning Strike (which makes many DMs weep for their boss monsters).
First drafts of the Monk outfits
Starting at level 1 Monks get access to Unarmed Defense, allowing them to add their Wisdom modifier to their Armor Class as long as they are not wearing armor. They also get their class-defining feature Martial Arts, which grants them scaling damage when fighting unarmed (from 1d4 at level 1 to 1d8 at level 11), allows them to use Dexterity instead of Strength for those attacks and gives them the ability to do an additional unarmed strike with a bonus action.
Your face to my foot style!
At level 2 Monks get a passive movement speed increase (from +2 cells at level 2 to +4 cells at level 10) with the Unarmored Movement feature, making them the fastest of all classes. They also unlock a pool of Ki points, which is the class resource Monks spend to use most of their powers. By using 1 Ki point and their bonus action, they can use Flurry of Blows to make two additional unarmed strikes, Patient Defense to Dodge, or Step of the Wind to Disengage or Dash and double their jump distance.
At level 3 Monks commit to a Monastic Tradition, which unlocks their Subclass features. They also get Deflect Missiles, which allows them to use their reaction to lower the damage they take from ranged weapon attacks. If Deflect Missiles lowers the damage to zero, a Monk can even spend 1 Ki point to return the projectile to their attacker
Excuse me sir I believe that's yours.
At level 4 Monks get access to Slow Fall, greatly reducing fall damage and allowing them to get back up on their feet immediately after falling.
At level 5, Monks get an Extra Attack like most other martial classes, but they also unlock the bane of all Dungeon Masters... Stunning Strike. By using 1 Ki Point, they can force any creature they hit to roll a Constitution saving throw or be stunned for 1 round. This is where I remind you that Monks can attack 4 times per round thanks to their Flurry of Blows, meaning there is a very high chance whoever they're targeting is in for a very bad time.
Kill bosses with this simple trick! DMs hate it!
At level 6 Monks gain Ki-Empowered Strikes, making their unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
At level 7 Monks gain access to Stillness of Mind, making them immune to the charm and frighten conditions. They also get Evasion, allowing them to take no damage at all instead of half damage when succeeding a dexterity saving throw, and only half damage if failing it.
More color sketches to work on the Monk outfit
At level 10 Monks gain Purity of Body, making them immune to disease and poison. That's a lot of immunities!
Way of the Open Hand (SRD)
Open Hand Monksare honed martial artists who can easily take control over the battlefield. Their signature Open Hand Technique automatically adds one of three effects when they use Flurry of Blows - they can either knock their target prone, shove them away or prevent them from taking reactions. At higher levels, they get Wholeness of Body which allows them to heal themselves once per long rest, and with Tranquility they can spend 1 Ki point to cast Shield.
Way of Survival (Homebrew)
For Survival Monks, the best offence is a strong defense. With Defensive Stance, they get a bonus +2 AC when not wearing any armor - and they have advantage on attack rolls as long as they are under the effect of Patient Defense. At level 6 they unlock Unbreakable Body, which further enhance their toughness. Patience Defense now also grants resistance to all damage, and taking damage makes you heal a small amount of HP at the start of your next turn. At level 11, Survival Monks turn resilience into power with Unmoving Strength to add their Constitution modifier to unarmed strikes damage rolls.
Way of Light (Community)
The winner of the Wishing Well, Light Monks are specialized against creatures who dwell in the dark - such as Soraks! They learn the Light and Shine cantrips with Luminous Ki, and creatures hit by Flurry of Blows automatically start emitting bright light. This enables their level 6 feature Radiant Strikes, which adds radiant damage to each of their attacks when hitting enemies under the effect of Luminous Ki or Shine. Lastly at level 11 they get Blinding Flash, which allows them to use 2 Ki points and their bonus action to deal radiant damage and blind enemies surrounding them.
Way of Freedom (Lost Valley)
Freedom Monks are a tempest of blows flying accross the battlefield. With Swift Steps, Flurry of Blows grants them the effect of Dash for free and advantage of their next attack. At level 6, Swirling Dance allows them to use their reaction to counterattack right after an enemy misses them with a melee attack. And at level 11, Unending Strikes improves their Flurry of Blows to attack three times instead of two.
Alright folks, this is the end for today! Next time we'll be talking about the Warlocks. Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.