Long time no see! (sorry <3) We have had a lot going on the past couple of months, but wanted to thank you all so much for your patience with this project! We are super excited to announce the Steam page has been launched! We have more content there for you to drool over, as well as a sick trailer. I hope you guys love it as much as we do, and if you have any questions about the game or just want to harass me (<3), please join the discord server!
Here we've got a taste of some of the music you'll be able to hear while playing Ancient upon its release. When we get Ancient available for release, so too will this OST be available.
This music has been made by our resident musician and composer, Matthew Martino Music.
As a reminder, we use Public Beta so that people who are blocked by specific bugs may try to get their run back on track as soon as possible, However, as it takes time to properly QA new versions, we can't guarantee they are 100% stable. Therefore, if you do not have any of the issue listed below, you should just wait for the next patch instead.
How to switch to Public Beta branch?
Simply go to your steam library, right click on Solasta and select properties. Then, go to the BETAS tab and select publicbeta from the drop down menu, and then restart Steam.
Changelog
You can now control your proxy spells (i.e. Call Lightning) while in Wild Shape (Druid)
Using Mana Drain (Sorcerer) after performing a Sorcery Point to Spell Slot conversion will no longer crash the game.
Fixed RNG seed not being reset after the 1st load. Random is now random again!
Wild Shape (Druid) selection panel now closes when you switch between characters
Fixed a bug where Kindred Spirits (Druid) would no longer move in the Caer Lem Caves after crossing the rotating bridge
Fixed a very specific bug that could occur if Daliat is still alive when entering Caer Cyflen At War.
Fixed a minor bug that could occur when quickloading while a character is moving
Dungeon Maker: Fixed not being able to save in Custom Maps that contain Roll Activators, Plate Activators, Banter NPCs and Teleporter Gadgets.
Dungeon Maker: Time Activators can now be enabled / disabled via other Activators
Dungeon Maker: Removed some monsters and items that were not intended to be visible (they don't even work in the first place).
Dungeon Maker: Fixed Roll Activator not being highlighted as interactable environment
Dungeon Maker: Fixed a crash that would occur when trying to publish something with no dungeon or campaign selected
Dungeon Maker: Fixed simple doors so that you don't get an error message every time an activator targets one.
During this event, your in-game purchases will become even more enjoyable. The event is limited in time, don't miss your chance to get additional rewards.
* Now we will launch (in the game) an event of 2-3 days, each time before the date specified in the description. [/]
This event is a bonus event for your recharge into the game, since when recharging you get separate points in this event, with which you can try your luck by spinning the reel for x50 points or spin a large scrolling for x500 points.
New Player Races: Svirfneblin (Deep Gnomes) and Ogre
Added 10 new Ogre character avatars
Added 32 new animal monsters:
Cheetah Leopard Lion Dire Lion Tiger Dire Tiger
Dog Hyena
Badger Dire Badger Wolverine Dire Wolverine
Black Bear Polar Bear
Bison Rhinoceros Elephant
Baboon Ape Dire Ape
Medium Viper Snake Large Viper Snake Huge Viper Snake Constrictor Snake Giant Constrictor Snake Monitor Lizard Crocodile Giant Crocodile
Deinonychus Megaraptor Triceratops Tyrannosaurus
Changed dire animals from elite monsters to normal monsters Added disease to Dire Rat Removed redundant bug abilities of following monsters: - Orc Drudge - Orc Scout - Decrepit Skeleton - Zombie Lord - Horde Ghoul - Vampire Spawn
New Grapple Rules:
Added, modified grapple related abilities: - Improved Grab - Rake - Constrict - Greater Grapple: Automatically deal damage to the target as if with an unarmed strike per turn Optimized grapple related logs Optimized Combat Maneuvers related descriptions
Battlefield Right-click Action Options:
- On/off: various default actions - On/off: Attack of Opportunity and Cleave Use Smite Evil Default ranged attack for throwing weapons only when cannot melee attack
Following conditions no longer lose Dex bonus on AC:
Added right-click sorting and row operations to storage box UI Optimized encounter generation Optimized adventure mode flee UI Optimized descriptions of saving throws Optimized conditions related logs Optimized replacement images when missing character images Optimized special ability types Encyclopedia: added Monster Special Abilities chapter Adjusted house rules: When certain house rules are on (or when your party has characters created based on these house rules), a bonus or penalty will be applied to enemies' attack rolls. Fixed: Wrong Int score of some animals Fixed: Horrid Wilting does not work on water elementals Fixed: Troll's Rend cannot be triggered Fixed: Sneak Attack applies to some spells Fixed: Some AC modifiers do not apply to Touch AC and Flat-Footed AC Fixed: -1 attack when monk not empty-handed and Unarmed Strike is on Fixed: Sometimes no quest monster for killing quests Fixed: Bug of adventure mode battle result UI
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
Here are some fixes for V0.112 on the experimental branch. I may have gotten carried away with some graphics tweaks.
Additions
Added stop-gap cheat to make applique armour purely aesthetic. This is planned to be removed with addon structures.
Trees are now affected by wind.
Added experimental graphics setting to enable tracks to push grass down.
Added muzzle flash effect for medium size cannons.
Fixes
Spare tracks and external fuel barrels now have reasonable mass again.
Attached part mass wasn't being considered in the physics sim, it is now.
Fixed name validation issues with faction creation.
Fixed AIs only moving up to a certain point in the new Fields by themselves.
Fixed armour view not disabling correctly when returning to the main menu.
Fixed track end wheel mount selection GUI not updating correctly to the currently selected mount.
Removed holes in new Fields map border.
Stopped the game locking up when trying to play with tracks with no roadwheels (broke again in V0.112).
Shell ground impact visual effects now scale with shell size.
Reduced black pixel artefacts on cannon muzzle flash effects.
Fixed not being able to place on track panels after armour view has been enabled.
Changes
Adjusted all external armour mass.
Made external armour mass and thickness more accurate when scaled.
Changed grass shader, looks better and runs better.
Game version now permanently displayed.
Adjusted wind for all levels.
Tweaks to "The Crossroad" lighting and fog.
Track resistance is no longer inversely proportional to roadwheel diameter.
Added more smoke to engine fires.
Optimizations
Disabled attached part model merging. While it saved CPU performance, it threw a wrench in GPU rendering. The multi-threading improvements are still working.
I've been reworking the whole Cultist Simulator codebase so I can use it in BOOK OF HOURS too. And also so that I can provide some additional modder support, and fix a rare but nasty bug in the old save system.
If you've been paying close attention, you'll have seen updates being released on to the alpha branch (aka gateofivory), very quietly, like a semi-retired widower-spy releasing messenger-bats at twilight. These updates are now on the beta branch (gateofhorn). Here's what you should know if you want to go in there:
The card placing system is completely reworked. Tokens now have a shadow that shows you where they'll go. Verbs won't move cards out of the way. There are some graphical rough edges which I still need to smooth out.
there's a new, more robust save format that should be resistant to the very occasional save corruption in the older version. It should transparently import your old save at game start. It will keep your old save, renamed, so you can always revert to the main branch.
there's an improved console and some new modding features, in particular the ability to load your own custom binaries. Which is very exciting for those into that sort of thing, and will sound so much blah to everyone else, I know.
Bugs. The usual beta health warning. There'll be all kinds of oddness with localisation updates until I merge everything back in.
any questions? one at the back there? is there any new content? no, sorry! This is the big disadvantage of loc: the content is basically frozen unless we want to annoy China, Germany, Japan and Russia by not translating new content, or go through a four-strand loc process every time. Hang on for BOOK OF HOURS, which is all new content.
It would also be remiss of me not to mention that Lottie's extraordinary one-shot Cultist Simulator RPG, [i[The Lady Afterwards[/i], sold out in physical form almost instantly but that the digital/pdf version will be available from November 18th... in the usual TRPG PDF places but also here on Steam. There'll be a Tabletop Bundle with Cultist Simulator - a complete-the-set bundle, so if you already own CS, you can pick up a copy of TLA without paying for CS twice.
You will be able to hook up the station directly to your road network by using one of the entrance and exit roads. This allows you to to handle many more goods per minute than with a default access road like most buildings.
The model is designed in a way to handle different amounts of rails, but we're not sure yet if we'll release this as a feature - we need to work more on the movement system itself first.
Road building quality of life
While we work on trains in the background, with this week's update we're releasing a couple small QoL features to make road building a little easier:
Using the move tool, you can drag a road end point on top of another road or intersection to merge them
Road segments reorganize themselves a little when you make a road segment that would be too short for the game
You can't build multiple roads on top of each other anymore
You can't move intersections so close together that the road segment in between would be too short
There is more road building QoL to come, but it takes time because the building system is gridless and free-form :)
Happy playing!
Edit: Uploaded a quick fix to find save files that were missing for some players after the update.
Edit: Uploaded another fix to handle road construction issues.