Solasta: Crown of the Magister - Myzzrym

Palace of Ice Full Release Trailer is now out!
Palace of Ice DLC Content:
  • The Palace of Ice campaign is now available in single and multiplayer, a level 10-16 adventure that will take 25h+ to finish!
  • Added save file import for the Palace of Ice Campaign (characters need to be level 12 or below and have no custom items).
  • Added the Gnome and Tiefling to the Character Creator
  • Added Snowy Forest, Dwarven Interior, Dwarven Outdoor and Mountain Cave environments to the Dungeon Maker
  • Added Palace of Ice monsters to the Dungeon Maker
  • Added 3 new Palace of Ice musical tracks to the Dungeon Maker
  • Added 30 Achievements for Palace of Ice

Solasta: Lightbringers Edition
New to the world of Solasta? Grab your torches and join us with the Lightbringers Edition! Get the full experience of Solasta with all its DLCs in a single package - with all the ancestries, classes and subclasses unlocked. Be it alone or with friends with our Online Co-op, enjoy hundreds of hours of playtime through the three official campaigns: Crown of the Magister, Lost Valley and Palace of Ice. And if that's not enough, check out all the Custom Campaigns made by talented members of the community... or become a dungeon creator yourself with the Dungeon Maker tool! The Solasta Lightbringers Edition contains:
  • Crown of the Magister: The original level 1-12 campaign. From fledgling adventurers to saviours of Masgarth, this 40h+ campaign will take you through the Badlands in search of ancient artifacts to stand against a mysterious threat.
  • Palace of Ice: A level 10-16 campaign, it is the continuation of Crown of the Magister and Solasta's last DLC. Venture north into the lands of the Snow Alliance to help your allies and end the Sorak menace once and for all! Also unlocks the Gnome and Tiefling ancestries.
  • Lost Valley: A stand-alone level 1-12 campaign. Trapped by accident in an isolated valley where Manacalon's ancient traditions still rule, the party must find a way to escape by allying with various factions jumping at each other's throat. Also unlocks an additional subclass for each class.
  • Primal Calling: Unlocks the Barbarian & Druid classes, as well as the Half-Orc ancestry.
  • Inner Strength: Unlocks the Warlock, Bard & Monk classes, as well as the Dragonborn ancestry.
  • Supporter Pack: Enjoy additional dice to choose from in the option menu, as well as a plethora of high-quality concept art from the development of the game!
Free Content Update:

While downloading the update, come and watch the Community Video for more details on the DLC content.
General
  • Solasta is now playable on Steam Deck! Hurray!
  • AI should now make decisions faster during their turn.
  • Made more optimization changes in all locations which impact the entire game, such as paladin aura or areas with a lot of vegetation.
  • Loot that would drop in unreachable areas (for instance when an enemy is shoved into a pit) will now spawn at one of the party member’s feet.
  • Level 13 to 16 are now available in Custom Campaigns. Note that Crown of the Magister and Lost Valley are still capped at level 12 due to balance reasons and to avoid making the save files incompatible with Palace of Ice.
  • Humans, Elves, Dwarves, Halflings and Half-Elves are all receiving 6 new faces to choose from (3 Male / 3 Female).
  • Incapacitated tooltip now correctly states that it prevents taking action, reaction and movement (unlike the Tabletop rules, incapacitated in Solasta has always been a “skip turn” condition).
  • Frightened tooltip no longer states that target can’t get closer to the source of their fear (this feature had never been implemented so the tooltip was incorrect).
  • The Attunement Menu now separates magic items in each character inventory (instead of showing all magic items) to make it easier to find the magic item you want to attune to.
  • Added feedback when an attuned item effect is not currently active because it is not equipped correctly.
  • Changed the “Allow Attuning Unknown Items” optional setting into “Auto Detect Magic & Identify Items”.
  • Concentration now properly breaks when Incapacitated, Stunned or Paralyzed.
  • Level 5 Spell Mind Twist now affects ALL targets in the AoE instead of enemies only. The spell was just too strong in its current iteration with its AoE CC & damage, overshadowing other spells of the same level and even higher level ones - it’s still as powerful as before but you will have to be more careful about positioning your party.
  • Druid’s Wildshape forms now display the different attacks in the combat UI.
  • Added the Subtle Spell Metamagic (Sorcerer), which prevents enemy from casting counterspell when used.

Items:
  • Armors now have a different icon depending on the character’s body type.
  • Maul of the Destroyer now stuns for 1 round instead of 1d3 rounds.
  • Fixed one version of the Souldrinker Dagger dealing +1d4 force damage instead of dealing +2d4 psychic damage.
  • Fixed some magic weapons giving +1 ATK bonus without giving +1 DMG bonus.
  • Fixed some magic weapons giving +1 / +2 DMG bonus multiple times (once per damage type).
  • Fixed some magic items not having the correct rarity.
  • Fixed passive magic properties not being active if the item isn’t identified and doesn’t require attunement (according to the TTRPG rules, as long as the item doesn’t require attunement, passive bonuses are active whether you are aware of them or not while active bonuses however need to be identified to be used).
  • Rapier of Harmony can now also cast Haste once per day and its bonus psychic damage can no longer be halved by succeeding a WIS saving throw (considering it needs to be attuned and is limited to Bards, we wanted to give it a little more oompf).
  • Removed class restriction for a few magic items, such as Cheater (dagger).
  • Flaming, Corrosive & Flash Arrows / Bolt now deal +1d4 (instead of +1d6) but no longer allow for a DEX saving throw (I mean the arrow already hit the enemy, that’s what the AC is for).
  • Levitating boots can now correctly be used at will (instead of once per hour).
  • Removed Attunement Requirement on some more situational items: Boots of Elvenkind, Boots of First Strike, Bracers of Sparkles, Chime of Opening, Pipe of Haunting, Ring of Darkvision, Ring of Feather Falling, Ring of All Words, Ring of the Ambassador, The Amendment.
  • Added Attunement Requirement on Belt of Regeneration and magic items giving damage resistance.
  • Ring of the Lightbringers can now cast both Shine and Light at will.
  • Fixed Staff of Metis giving +2 to Int Skill Check instead of just +2 INT.
  • Staff of Fire’s spells are now DC 17 instead of DC 13 (Staves in Solasta unfortunately can’t use the caster’s spellcasting DC).
  • Dwarven Plate’s tooltip now properly states that it also grants advantage on Constitution Saving Throws.
  • Ring of Regeneration and Belt of Regeneration now properly state that they work only when the wearer is above 1 HP. Note that this is different from the level 7 Regenerate Spell that keeps working even if the target is reduced to 0 HP.
Poisons:
Poisons are a neat little way to deal a little more damage, but it often felt like it was just not worth the effort. A single vial could take as much time to craft as a magic weapon, and it’s single use only. In combat, the low DC would mean monsters would often succeed their CON saving throw, completely negating the bonus damage. On top of which, many monsters are resistant if not straight up immune to poison damage! So, we decided to make a few changes to help our poison-loving friends a little.
  • Fixed vial version of Deep Pain rolling a Dex Save instead of a Con save.
  • Fixed the vial version of Ghoul’s Caress, The Burden & The Long Night saving throw triggering at the start instead of the end of the victim’s turn.
  • Fixed the arrow/bolt version of The Long Night not allowing for a saving throw at the end of each turn and not having the proper duration.
  • Buffed all craftable poisons to deal half-damage instead of no damage on a successful saving throw.
  • Buffed all craftable poisons CON DC from 10 - 15 to the following based on their rarity:
    • Common (DC 11): Basic Poison (+1d4).
    • Uncommon (DC 13): Arivad’s Kiss (+1d6), Arun’s Light (Blinded), Brimstone Fang (+2d4), Dark Stab (+1d8), Maraike’s Torpor (Poisoned).
    • Rare (DC 15): The Burden (Restrained), Ghoul’s Caress (+1d8 / Paralyze), Deep Pain (+2d8), The Long Night (+1d4, +1d4 at the end of each turn).
    • Very Rare (DC 17): Tiger Fang (+3d6).
    • Legendary (DC 19): Queen Spider’s Blood (+3d8 / Poisoned).
  • All poisons crafting duration have been massively lowered (read Crafting section below, consumable).
  • The Spider Queen will now also drop a Spider Queen Poison Gland required to craft the Queen Spider’s Blood (was previously missing from the drop table).
Shops:
 As time went by, we’ve come to realize that some powerful items in Solasta simply do not have the correct price. While there isn’t any issue shelling a couple hundreds of gold coins to get a small boost such as boots that gives you +3 to your initiative rolls, being able to set your Strength to 19 for a mere 1,500 gold by purchasing a Gauntlet of Ogre Power is a little too much. Originally, we wanted to have players find most of their magic items through combat and exploration, with shops (and crafting) being here to compensate for poor RNG. As such, we have decided to make some adjustments to the prices of more powerful magic items. Please let us know after playing some more how you feel about it, as it’s possible further adjustments will be needed.
  • Adjusted the price of most magic items depending on their properties and rarity.
Crafting:
I’m sure those of you who’ve tried crafting magic items noticed, crafting can sometimes take a long time... a... very... long... time. While the long travel distance between locations often offsets that issue in Crown of the Magister, those who’ve experienced Lost Valley probably felt that quite keenly - with many just deciding to chain multiple long rests in order to finish crafting their magic item. Another problem was that the existing system had some inconsistencies, with some uncommon items requiring up to 48h of crafting while some rare ones only needing 24h. This is why we also decided to make some tweaks to the numbers. Once again, if after playing for a while you feel like some things don’t work out quite as you’d like, please make sure to let us know.
  • Base Duration for crafting has been massively decreased to 10h / 12h / 14h / 16h / 18h (Common => Uncommon => Rare => Very Rare => Legendary), while Crafting DC has been increased to DC 10 / 14 / 18 / 22 / 25.
  • Consumables (like poisons and potions) take even shorter to encourage crafting & using them more during your adventure instead of hoarding them, with a base crafting duration of 2h / 3h / 4h / 5h / 6h (same DCs).
This should result in lower rarity items to be much faster to craft, while rarer items actually require a party member to be highly proficient in Arcana (not just anyone can craft very rare items without problems). Don’t be misled by the lower base crafting duration, a higher DC means you will fail crafting rolls more often - so very rare and above items are still a large time investment.
  • Standardized the price of enchantment crafting recipe to 10% of the cost of the final item.
  • Standardized the price of all primed items to cost 100 gp more than the base item.
  • Without taking the primed items into account, the price of the combined ingredients in a enchantment recipe should cost around 50% of the price of the final item.
  • Standardized the names of +1 (Acuteness / Smashing / Accuracy), +2 (Sharpness / Shattering / Sharpshooter) crafted weapons, and +1 (Sturdiness) and +2 (Robustness) crafted armors. Note: Hide Armor of Wilderness is an exception (replaces Sturdiness).
  • Added missing +1 / +2 weapons / armors crafting recipe: Studded Leather +1/+2, Hide +2, Chain Shirt +1/+2, Breastplate +2, Shield +1/+2, Mace +2, Morningstar +1/+2, Rapier +2, Quarterstaff +1/+2, Spear +2, Warhammer +2, Greataxe +1, Greatsword +2, Maul +2, Handaxe +1/+2, Javelin +1/+2, Light Crossbow +2, Longbow +2, Heavy Crossbow +2.
  • Renamed existing Mace of Smashing (+1d6 bludgeoning damage) to Crushing Mace to avoid confusion.
  • Crafting Manuals now have a slightly different icon between consumables, wondrous items, armors and weapons.
  • Tweaked a few recipes to now use all the existing ingredients (some ingredients prior to this update were never used in any recipe).
  • Removed some faulty crafting recipe and items from the Dungeon Maker, such as the scroll of Warding Bond or the duplicate crafting recipe for Potion of Healing.
  • Added Crafting Manuals for level 5, 6, 7 & 8 Spell Scrolls.
Crown of the Magister:
  • Heavily rebalanced the four faction shops so that they all start offering more interesting items on par with the Antiquarians.
  • The Antiquarians will still be offering Wondrous Items (including additional ones that they were not selling before).
  • The Arcaneum will now sell rare Crafting Components and rare Crafting Manuals for Weapon & Armor on top of the Primed Gear necessary to create them. Also lowered the Faction requirement for Primed Gear to avoid locking the crafting system behind a single faction.
  • The Circle of Danantar will still be selling all +1 / +2 weapons and armors - including missing ones that were added as well as the +1 & +2 Wands of the War Mage.
  • The Tower of Knowledge will now sell the Crafting Manuals for Wondrous Items, Magic Staves and Wands on top of selling the existing Poison Crafting Manuals.
  • Spell Scrolls and Crafting Manuals for Spell Scrolls have been redistributed between the Antiquarians, Arcaneum, Tower of Knowledge and the three priests of Caer Cyflen (Priest of Arun, Priest of Maraike, Priest of Pakri) - including the previously missing level 5 and 6 spells.
  • Dalon Lark now sells Potion Crafting Manuals, Bardic Instruments (all 8 of them!) and a few magic items.
  • Gorim’s crafting kits and tools are now sold by Hugo Requer instead. Also added missing Maul & Breastplate to her shop.
  • Added Wand of Identify and Wand of Detect Magic to Hugo Requer’s shop, as well as all previously missing magic focus. He also now sells all the different types of gems, including the valuable 300 Diamond required for Revivify; as well as Crafting Manuals for Basic Poison and Healing Remedy.
  • Circe Gerardoirin (the recipe vendor in the Manacalon Ruin) will now sell Crafting Manuals for +1 / +2 weapons and armors (Acuteness, Sharpness, Sturdiness, Robustness...). The Crafting Manuals for named weapons and armors are now mostly sold by the Arcaneum.
  • A few rare Crafting Manuals have been dispatched to some existing smaller vendors in the world. Make sure you check what they offer!
  • All items in shops except for Crafting Recipes and named magic items will now be re-supplied after a certain amount of time (can be very long for rarer items!).
  • Crafting Components that are neither sold by Arcaneum nor Hugo can now be found in Caer Lem once the Scavengers re-establish their base there.
  • Wilf Warmhearth and Atima Bladeburn in Coparann will now have more furnished inventories similar to those of Gorim and Hugo.

Supporter Pack
  • Added 68 new Wallpapers of Concept Art from Crown of the Magister, Lost Valley and Palace of Ice on top of the 37 original ones for a total of 105 Wallpapers.
  • Added 27 Concept Art of monsters from Solasta.
  • This content can be found in your Steam Folder ...\steamapps\common\SOLASTA\SupporterArtPack
Dungeon Maker:
General:
  • Added a World Map Feature to the Dungeon Maker. Add your different locations on your World Map with paths between them, and create biomes and random encounters to spice things up!
  • Added the NPC Follower System. NPCs can now switch factions and join the party under your control! Note: Not all NPCs can properly fight, make sure you are using those tagged as Companions.
  • Added new Merchants Template to make it easier on new creators (Dalon Fall with all Ingredients & Primed item, Magic Smith with all +1 items, Scavenger Store merchant with all standard tools and items, Wandering Merchant with many cheap wondrous items).
  • Added Tools & Languages to the Ability Checks & Dialog Roles.
  • Added NPC & PC portraits to the new dialog UI.
  • Added Basic Arrow & Crossbolt Recipe Books in the Dungeon Maker.
Items
  • Removed DLC lock for all items outside Palace of Ice exclusive ones (legendary items).
  • Handy Haversack & Bag of Holding are now classified under Magic Devices instead of Adventuring Gear.
  • Healing Remedy is now also classified under Magic Devices like the rest of the potions.
  • Added Restorative Ointment (& crafting manual) to the DM.
  • All music instruments (Bongo, Conch, Drum, Dulcimer, Flute, Horn, Lute, Shawn) are now properly classified under Adventuring Gear.
  • Mutated Dire Wolf Pelt is now correctly tagged under Ingredients (instead of Adventuring Gear).
  • Added Spider Queen Venom to the Dungeon Maker.
  • Arcane Shieldstaff is now tagged under weapon.
  • Added Commoner’s Clothing (Masgarth, Dominion, Northern) and Noble Clothing (Masgarth, Dominion, Northern, Cherry, Green, Orange, Pink, Purple, Red, Blue) to the Dungeon Maker - those are just simple clothes, but sometimes the party may want to dress up as well!
  • Added 10 GP & 1,000 GP “items”, completing the selection of gold piles (1 GP, 10 GP, 100 GP, 1,000 GP and 10,000 GP items are now available) to make it easier to give specific amount of gold.
  • Removed Periapt of the Master Enchanter and its Crafting Recipe from the Dungeon Maker and replaced it with a DM specific version that grants proficiency with the Abyssal Agitator Tool.
Conditions
  • Added 26 new conditions from the official campaigns to the 20 already existing ones. Make your Custom Monsters even more dangerous!
  • Distracting Gambit: Reduce AC by 1.
  • Constricted: Restrained & take 2d6 bludgeoning damage every turn.
  • Blinding Sickness: Disadvantage on WIS Checks, Saving Throws & Blinded.
  • Filth Fever: Disadvantage on STR Checks, Saving Throws & Attack Rolls using STR.
  • Mind Fire: Disadvantage on INT Checks, Saving Throws & Confused.
  • Seizure: Disadvantage on DEX Checks, Saving Throws & Attack Rolls using DEX.
  • Slimy Doom: Disadvantage on CON Checks, Saving Throws & Stunned for a turn when taking damage.
  • Cursed (Attack Rolls): Disadvantage on Attack Rolls against the creature that inflicted it.
  • Cursed (X): Disadvantage on X Checks & Saving Throws (STR/DEX/CON/INT/WIS/CHA).
  • Dazzled: Reduce AC by 2 and unable to take reaction.
  • Reduced Armor Class: Reduce AC by 3.
  • Borrowed Luck: Disadvantage on next Saving Throw.
  • Distracted: Disadvantage on Concentration Saving Throws.
  • Frightened (Fear): Run away from the creature that inflicted it.
  • Sickened: Disadvantage to Attack Rolls & Saving Throws.
  • Feeble Minded: INT, WIS, CHA set to 1 and can’t cast spell.
  • Hit By Dirty Fighting: Blinded & Incapacitated.
  • Incapacitated: Can’t take actions, reactions or move.
  • Insane: Can’t take action & Move erratically.
  • Silenced: Can’t cast spells with Verbal components.
  • Demonic Influence: Controlled by the enemy.
  • Removed Invisible (custom monsters can only inflict conditions on their target, not on themselves. Turning their target invisible doesn’t really help them).
  • Removed a duplicate Restrained Condition (there were two instances of Restrained).
  • Fixed Drained Condition not appearing in the Dungeon Maker.
Known Issues
  • Scrolls of Identify are defective and don’t work no more. The Wizard who scribed those scrolls probably wrote a typo somewhere, we’re on our way to fix it.
  • Demonic Greases don't properly work when applied to weapons for now. Our best dwarven smiths are still trying to figure out how to apply them correctly, this isn't exact science. 
  • Rock Gnomes played a little prank by copying the Shadow Gnome's homework and currently have +1 Dex instead of +1 CON. We'll be reverting that once they are out of detention.
  • DM: Mischievous Sprites have taken over the NPC Multi-line dialog boxes, making using them a huge pain as each key stroke will take you out of the dialog box. We've sent a squad of Fey-hating Rangers to take them down.
Upcoming Content & Adjustments (not in current patch)
  • Barbarian Magebane: Spell Crusher changes to Bonus Action (vs Action), can be used Prof. Bonus per Long Rest (vs short rest).
  • Bard Tradition: Manacalon Perfection changes to once per short rest (vs 1 per long rest).
  • Spellblade Fighter: Arcane Escape changes to grant Dodge until the start of your next turn (vs giving you +3 cell movement).
  • Court Mage: Spell Shield Temporary HP changes from 5x Level to 4x Level.
  • Heroism Bard: At Road’s End Heal changes to 4d12 + CHA HP (vs 1 HP).
  • Adding new weapon icons for: Spear +1, Spear +2, Maul +1.
  • Adding missing magic weapons: Greatsword +2, Greatsword +3, Scimitar +3, Gauntlet +3, Javelin +2, Javelin +3, Handaxe +2, Handaxe +3.
  • Fixed Barbarian’s Mindless Rage not working against Hypnotic Pattern.
  • The Unconscious tooltip now states that Short Resting will restore downed characters to 1 HP even without spending any Hit Dice.
  • Looting ammo will now replenish the ammo slots in priority before being stored in the backpack.
  • Fixed Kindred Spirits sometimes losing their HP & AC bonus when changing locations.
  • Fixed some Kindred Spirits not having the correct stats.
  • Fixed being able to equip shields by double clicking even without shield proficiency.
  • Fixed some spells AoE indicator not correctly highlighting enemies that are at the edge of the spell radius (but still within range).
  • Hopefully fixed once and for all the long delay that could occur when a Minotaur uses their charge attack.
  • Finally fixed a bug where inspecting a character sheet after cancelling Character Creation would show every skill modifier at -5. Thank you random person on Discord who helped us find the cause, I’m sorry I forgot your name!
  • Fixed text issues on Studded Armor of Leadership, conjured weapons such as Flame Blade, Barbarian Rage, additional damage dealt with legendary weapons, some recipe in the crafting menu, Beacon of Hope, Primed Shield & Armors, Expeditious Retreat condition, Sash of Transmutation.
  • Fixed some primed items missing their Primed tags.
  • Fixed some monsters making less attacks per round than they should be able to. Hulk smash. Many times.
  • Fixed looting containers not properly showing the looted items in the combat log. You can now see what the rogue yoinked from the barrel while the rest of the party was fighting for their life.
  • Fixed True Strike not properly following RAW. It is now back to being completely useless, and the world is safe again!
  • Fixed enemies being able to do a melee attack even if they get pushed outside melee range before completing their attack (for instance running in melee into a ready action Repelling Blast Warlock).
  • Fixed regular clothing mistakenly adding a penalty to Stealth calculation as if it were armor.
  • Made the background of the action panels and spell labels slightly darker to improve legibility in more luminous environments.
  • Fixed Leaf Scales (Greenmage Wizard) not working against ranged weapon attacks. Also updated its description to state that the damage reduction does not stack with successful spell saving throws (Leaf Scale will no longer trigger in that specific case).
  • Fixed Chain Warlock “Bind Sprite” granting them Fire Resistance for no reason.
  • Fixed Prayer of Healing upcasting only working per 5 spell levels.
  • Fixed Primed Wand not being tagged as Spell Focus.
  • Fixed Blade Barrier not having the “Concentration” tag.
  • Fixed Produce Flame not correctly adding Spell Attack Bonus when used as a Ready Action.
  • Fixed casting Levitate with Quickened Metamagic consuming the caster’s main action.
  • Fixed Blight not properly inflicting max damage on Plant Creatures.
  • Fixed Half-Orcs under the effect of Death Ward consuming both Relentless Endurance and Death Ward when reduced to exactly 0 HP.
  • Arcane Recovery / Natural Recovery now only appear after a short rest if spell slots have been spent.
  • Fixed Eyebite not having the proper Saving Throw behaviour for Asleep & Sickened.
  • Fixed Stoneskin not properly granting resistance to Non-magical Piercing Damage.
  • Fixed Blindness condition sometimes preventing line of sight from updating even after being removed.
  • Fixed the icon for +2 Leather Armor, +1 & +2 Studded Leather Armor, Warhammer of Acuteness, Scroll of Hilarity, Scroll of Dreadful Omen, Scroll of Malediction.
  • Fixed characters without proficiency in Sleight of Hand always rolling it with disadvantage.
  • Fixed Scholar of the Elements (Elemental Cleric) not working as intended.
  • Fixed Swift Retaliation (Shadow Tamer Ranger), Retaliation (Berserker Barbarian) and Swirling Dance (Freedom Monk) not working if the equipped weapon has the Thrown tag.
  • Fixed Holy Retribution (Law Cleric) hurting the Cleric instead of the attacker under specific conditions (something with it sometimes triggering even if an enemy was outside range, the Cleric hurts itself in its confusion).
  • Fixed Verbal Onslaught (Tradition Bard) not dealing the correct amount of damage.
  • Fixed Eldritch Blast having a lower range than Chill Touch.
  • Fixed Fast Aim (Marksman Ranger) potentially causing a freeze if a dead / dying creature is close to the Ranger.
  • Fixed Legendary Creatures sometimes skipping their turn after being CC’d even if the condition is removed.
  • Fixed Martial Art (Monk) not mentioning that it doesn’t work when wearing armor.
  • Fixed Gift of Life (Balance Druid) incorrectly stating that it heals at the start of the Druid’s turn instead of the target’s turn.
  • Fixed Greater Restoration not correctly removing Exhaustion.
  • Fixed Scale Mail of Robustness using the wrong crafting components.
  • Fixed Marked of Fate (Law Cleric) not allowing retargeting after death and fixed its saving throw occurring at the start instead of the end of turn.
  • Fixed being unable to learn a ritual from a scroll for Pact of Tome Warlocks in multiplayer.
  • Fixed invoked creatures turning hostile after being granted temporary HP and then having it removed (by taking damage from enemies for example).
  • Fixed AI sometimes being able to use two reactions in the same chain of actions.
  • Fixed characters attempting to interact multiple times with the same gadget if the player spam clicks on it.
  • Fixed Fiendish Resistance selection being cut offscreen after a rest if the character is in position 4.
  • Fixed Sorcerer clothes clipping into the leg of more muscular humans and dragonborns. GAME IS FINALLY PLAYABLE!
  • Fixed a very rare bug where a character could lose access to their spellcasting ability in multiplayer.
  • Reduced the difficulty of some lower level random encounters: 9 Bandits => 6 Bandits, 2 Hags + 2 Wolves + 1 Dryad => 1 Hag + 2 Wolves + 1 Dryad.
  • Fixed magic items / primed items / poisons random loot table to include some missing items added in later updates.
  • Fixed Primed Scepter, Primed Ring and Primed Wand requiring attunement.
  • Fixed Poison Bulb Traps being immune to Necrotic Damage.
  • Fixed Prone Characters making their “hurt” sound even if the attacked against them missed. STOP FAKING!
  • Fixed enemies not taking damage from Spirit Guardian when entering the AoE via special moves (burrowing, jumping...)
  • Fixed Winter Wolves healing when taking Cold Damage.
  • Fixed enemies being able to use Parry-type reactions even when incapacitated.
  • Fixed the Cloak and Dagger feat not showing any feedback in the combat log.
  • Fixed a strange case where having 2 different spellcasters cast Heat Metal on the same target would make subsequent uses of the spell damage the 1st spellcaster instead of the target. Personally I just think the 2nd spellcaster is trolling their friend, but hey.
  • Fixed another strange bug where casting Annoying Bee on target after casting Heat Metal on a different one would make Heat Metal damage the bee’d target instead of the original target. This is the proof that bees have transitive properties and heat travels through bees better than through Heat Metal. Hey stop saying “Neeeeerd”!
  • Fixed a rare case where Court Mage Spell Shield would no longer give any Temporary HP after reaching level 7.
Solasta: Crown of the Magister - Myzzrym
Hiya folks!

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 level 10 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

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice/

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

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.



Join us on Twitch Friday March 31st at 9 am PDT / 12 pm EDT / 6 pm CEST for a Community Stream! We'll be sharing more information on the Palace of Ice DLC, show some concept art, share some anecdotes and give you a sneak peek of some new snowy environments.



To celebrate D&D Direct 2023, Wizards of the Coast are hosting a franchise sale on Steam. Go and grab some classic gems or snatch some of Solasta's latest DLCs at a discount!

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.

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice/

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

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.


Don't forget to wishlist Palace of Ice on Steam to help spread the word!

This adventure features:
  • 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.

Article by Tactical Myzzrym

https://store.steampowered.com/app/2100431/Solasta_Crown_of_the_Magister__Palace_of_Ice
Solasta: Crown of the Magister - Myzzrym
Hey there folks!
The Tactical Adventures team wishes you all a happy 2023! Here's to another year of adventures at your side <3

And for those who are curious... Keep an eye out, we've got interesting stuff coming up!


Solasta: Crown of the Magister - SatrianuM
Changelog

Inner Strength - Monk
  • 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

https://store.steampowered.com/app/1096530/Solasta_Crown_of_the_Magister/
Solasta: Crown of the Magister - Myzzrym
Changelog
  • 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.
Solasta: Crown of the Magister - Myzzrym
Changelog
  • 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^^

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

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):
3 New Classes (Inner Strength DLC required):


Detailed information about each subclass can be found in the following threads:
1 New Race (Inner Strength DLC required):
  • 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 by our Discord Server to meet new friends!

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/

Article by Tactical Myzzrym
Solasta: Crown of the Magister - SatrianuM
Heya people!

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.

https://store.steampowered.com/app/2100430/Solasta_Crown_of_the_Magister__Inner_Strength/

Article by Tactical Myzzrym
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