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KickStarter Solasta Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It's lore time! https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2614476

An Introduction to the World of Solasta
By Aileen Rendyll, Loremaster of the Einarium

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Solasta is an old world.

From the mists of history, three races arose: Halflings, Dwarves, and Elves. At the height of the Elven wars, the creation of the Arcaneum, an institution dedicated to magic, marked the birth of the Manacalon Empire, and the beginning of the elves' supremacy over Solasta. The path of empire led to a separation: while the self-named “high elves” sought dominion over the whole world, the ancestors of today’s sylvan elves withdrew to the forests of the east and devoted themselves to living in harmony with nature and resisting the ambitions of their imperialist cousins.


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The Empire grew slowly but steadily, spreading out from the elven homelands of the Aer-Elai and conquering the lands that would become known as the Inner Provinces. Few could resist the power of elven magic – but then, the expansion faltered.

The lands of the snow dwarves were harsh, buttressed by cold and high mountains. Strengthened by the neighboring sylvan elves, the Snow Alliance fought the Imperial armies to a standstill, despite their magic.


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In response, the Manacalon Empire looked to expand in other directions, relying in its control of the plains to protect it against attacks from the north. Further territories were conquered in the south, east, and west, adding the Outer Provinces to the Empire and swelling the population of non-elven slaves who toiled to create its glory. Between the brute force of the Empire’s Iron Legions, the magical might of the Arcaneum, and the cunning of the secret service known as the Silent Whisper, resistance was futile. One by one, the small kingdoms surrendered until the Empire spanned a continent, supreme and unchallenged.

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Without warning, the Rift opened within the Aer-Elai, and countless thousands of humans poured through from a world they called Tirmar. The Empire responded to the sudden threat, but its forces discovered that the humans of Tirmar commanded a power that was completely new to godless Solasta. The humans’ deities had come with them, and their divine magic was more than equal to the arcane sorcery of the high elves. Even so, after a series of hard-fought battles the humans turned away from the Aer-Elai, moving north towards the lands of the Snow Alliance.

The Empire did not realize at first that the invading humans were refugees, fleeing an ancient threat – and no one knew that the threat was coming through the Rift after them.

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When the truth became known, the Empire joined forces with the human newcomers and Solasta’s free peoples. The Empire’s most powerful wizards, the masters of the Arcaneum, gathered to close the Rift and save Solasta. They succeeded, but at a terrible price: a great Cataclysm tore through the heart of the Empire.

The Cataclysm shattered the Manacalon Empire. The homelands of the Aer-Elai were warped beyond recognition and the Inner Provinces became monster-haunted wastes. Magic drained from the land. The very fabric of reality and the geography of many places was drastically altered: volcanoes erupted, mountains collapsed, earthquakes shattered the land, and civilization teetered on the brink of extinction.


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A thousand years later, Solasta has survived and civilization is spreading once again. The effects of the Cataclysm are still felt: the Aer-Elai, where wizards once sat and watched a world at their feet, are now the Badlands, full of monsters, hazards, and the shattered ruins of a mighty empire. Humans have become a part of this new world, learning to live in harmony with elves, dwarves and halflings. Their gods thrive on Solasta, having gained new followers from all races. The land has healed enough for arcane magic to return: wizards can work their wonders once again, with almost as much power as they used to enjoy in the days of the old Empire.


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Kyl Von Kull

The Night Tripper
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Steve gets a Kidney but I don't even get a tag.
I always like this

Without warning, the Rift opened within the Aer-Elai, and countless thousands of humans poured through from a world they called Tirmar. The Empire responded to the sudden threat, but its forces discovered that the humans of Tirmar commanded a power that was completely new to godless Solasta. The humans’ deities had come with them, and their divine magic was more than equal to the arcane sorcery of the high elves.

twist on the interdimensional invasion story.
 

Elex

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I'm impressed, rules are actually added pretty well.
but they have put an extra bonus action with action surge, that is wrong, they have to check better (nothing give an extra bonus action it break action economy a fighter/caster hybrid with 2 bonus action spell can be insane).
 

Myzzrym

Tactical Adventures
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I'm impressed, rules are actually added pretty well.
but they have put an extra bonus action with action surge, that is wrong, they have to check better (nothing give an extra bonus action it break action economy a fighter/caster hybrid with 2 bonus action spell can be insane).

This is actually a little bit of a work-around. Normally, Action Surge is a free action that gives you back a normal action (no bonus action). In Solasta, how's it's currently coded is that it requires a bonus action to activate, but it refunds it (so you don't get an extra bonus action, since you used one to get one). However, that also means you currently cannot use Action Surge if you used your bonus action (I know, bummer). We'll have to see how to adjust that to the real rules, I think it use to break something in our system which is why it's the way it is right now.
 

Grunker

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I'm impressed, rules are actually added pretty well.
but they have put an extra bonus action with action surge, that is wrong, they have to check better (nothing give an extra bonus action it break action economy a fighter/caster hybrid with 2 bonus action spell can be insane).

That's not really wrong, it's just a bit of a roundabout implementation. Action Surge is a free action in 5E, but Solasta makes it a bonus action and then refunds that action. So functionally, it's identical to RAW, EXCEPT that you can't use a bonus action before using Action Surge. I'm pretty sure they'll find a solution to that - they should, at least.

EDIT: ok i really need to read shit before i reply
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Camera update: https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2615644

Demo Update - New Camera Options

Hello folks!

Many of you told us that your experience playing with the camera in the Demo was... less than stellar. Well, worry no more! We're coming out with an update to the Demo, with more camera options and a few fixes.

How do I access the New Version for the Demo?
As we don't want break everything right before the week-end, we're currently rolling out the new version of our Demo on a separate branch - meaning that you will need to do some extra step to update your game. Let me guide you through them.

1. Go to your Game Library, and right click on Solasta: Crown of the Magister Demo. Click on Properties.

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2. Select the BETAS Tab. Under "Select the beta you would like to opt into", choose "beta -"

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3. Close Properties. The new update should now download.

Patch Notes
1. There are now 3 different Camera Modes in the Settings Panel:

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  • Spring is the new default camera mode.It willfollow the party around, but also allow players to move the camera around with the directional keys or simply by moving the mouse to the edge of the screen. If the player is not controlling the camera anymore, after a short time it will drag the camera back to the party.
  • Follow is the old camera mode. It will follow the party around, and players will not be able to move it outside combat.
  • Free is the last camera mode. It allows the player to move the camera around, and will only go back to the party if the player presses "Tab" or clicks on a Character Portrait twice.
Please give the Demo another go and tell us which Camera mode you preferred!

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2. Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)

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3. We've also fixed a couple of issues that you reported!

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A little doodle by our Art Director for you backers out there!
Social Stretch Goals - Almost there!
Remember the Social Stretch Goal Table? Well, we're very close to reaching some of these numbers!

Note: The Social Goals Table will be updated on Monday.
 
Joined
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Messages
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Codex Year of the Donut
2. Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)

Myzzrym could you call the setting to turn it off "Game journalist mode" please?
 

Strange Fellow

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Steve gets a Kidney but I don't even get a tag.
2. Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)

Myzzrym could you call the setting to turn it off "Game journalist mode" please?
t. someone who think deciding whether or not to do an AoO in less than 30 seconds is somehow challenging.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
2. Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)

Myzzrym could you call the setting to turn it off "Game journalist mode" please?
t. someone who think deciding whether or not to do an AoO in less than 30 seconds is somehow challenging.
I agree, make it 3 seconds.
 

getter77

Augur
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Oct 12, 2008
Messages
861
Location
GA, USA
I like the potential of reactions to add another layer of engagement to tun based affairs, it just comes down to how it ultimately gets leveraged for both flavour and mechanical concerns. I suppose the baseline to meet, or ideally exceed given how many years it has been, would be the highly underrated Gladius.
 

Elex

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Oct 17, 2017
Messages
2,043
2. Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)

Myzzrym could you call the setting to turn it off "Game journalist mode" please?
t. someone who think deciding whether or not to do an AoO in less than 30 seconds is somehow challenging.
a character only have ONE reaction until your next turn.
Generally a character have multiple way of use a reaction.
Example: a wizard can use the reaction for shield (and get +5 to AC and don't get hit by that arrow) or use the reaction for counterspell an enemy caster.
 

Rahdulan

Omnibus
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Oct 26, 2012
Messages
5,132
Got a solid hour out of the demo. Pretty good, although I think that [last] combat encounter with the spiders tended to drag on for just a tiny bit too long while offering no variety to speak of. I have to say that, even with the beta update to the demo, default camera is plain horrendous and Free is the only way to play this. This impression was perhaps not helped by the fact demo is set in a multi-floor dungeon with constant obstructions to your vision. If this kind of navigation is what awaits we're in for some rough times.
 

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
Just tried the demo and i like it. The camera is not a problem for me, but i dislike that the enemies can go through each other. the reaction mechanism is ok, because it puts an emphasis on making a fast decision.
 

Ysaye

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May 27, 2018
Messages
774
Location
Australia
I became a backer last night! Best wishes for the rest of the Campaign Myzzrym et al!

I think the things that immediately interest me are:
  1. Turn based party combat with fully customizable party;
  2. Vertical dungeons;
  3. Developer seems to have a good idea of the scope and not overly ambitious in this area;
  4. Game background / lore given so far sounds good; and
  5. (Prototypes (whilst I have not played the demo yet) look really good and the graphics look great.

I would be interested to know more (if that knowledge is available) about how sub-classes will be designed in the OGL setting; I am really supportive of going for less base classes, but I also wonder how the sub-classes (or archetypes as think some referred to them as) will be implemented (and apologies if I have missed this earlier in this thread). In particular my questions would be:
  • I presume that the subclasses/names listed in the D&D manuals (Eg. Eldritch Knight, Arcane Archer etc.) cannot be used directly? Would the intent then be to do "similar" style (game mechanically speaking?) classes with slightly different names, or would there be completely different invented sub-classes (noting the mention of the Darkweaver Rogue and Mountaineering Fighter)?
  • Are there thoughts on how many subclasses would be for each of the base classes? What would the design philosophy be around that - ie. would it be a case that you would be looking to have at least one "class and a half" option for each other base class (Eg. under fighter there is "Fighter with some Wizard", "Fighter with some Cleric" and "Fighter with some Rogue" options), or would the intent be to just create really unique sub-class options (eg. more like the wizard specialists of the original D&D5E).
  • Also am I correct in saying that there will be a level limit of Level 10?
 

Whisper

Arcane
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Joined
Feb 29, 2012
Messages
4,357
Few RPGs feature exploration (exploration!) of dark, deep places full of mystery.

This looks one of them. Wishlised, will buy.
 

Kyl Von Kull

The Night Tripper
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Jun 15, 2017
Messages
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Location
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Steve gets a Kidney but I don't even get a tag.
It’s been less than a week and they’re more than 41% funded. As I brilliantly predicted, they’ll hit their target with time to spare.
 

Elex

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Joined
Oct 17, 2017
Messages
2,043
It’s been less than a week and they’re more than 41% funded. As I brilliantly predicted, they’ll hit their target with time to spare.
I'm surpised it's not faster, some 5e homebrew books get more money and faster.
 

santino27

Arcane
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Oct 1, 2008
Messages
2,689
My team has the sexiest and deadliest waifus you can recruit.
https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2618047

2,000+ Backers & 45% Funded in less than a week! (+Social Goals Reached!)
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That's right, in less than a week we've already reached more than 2,000 Backers and we're getting close to 50% of our goal! You guys are the best. Thank you so much for all your support and your feedback, keep on getting the word out there!

As the Kickstarter Campaign is starting to shape up, we also have a few announcements to make!
  • You've been many to ask for it, and we've decided to commit: We will release Solasta: Crown of the Magister on Mac as well! (Release date may not be the same)
  • We are currently in discussing for Russian Localization and a couple other languages!
  • We missed it the first time, but we've been given a "Project We Love" Tag by Kickstarter! Thanks guys!
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This week-end has been an active one. We've reached not one, not two... But SIX Achievements, unlocking two Social Rewards at once!

  • The Wallpaper Pack, which can be found on our Website. Please keep in mind that a lot of these are Mood / Research Environment Art, and may not appear in the final game. They were created to help us visualize the world of Solasta and its different Biomes, and are not necessarily representative of what you will find in-game.

Here's a sample of what you will find

Annnnd another sample of our Wallpaper pack!

  • Iron Man Mode is now Unlocked. This is for all of you crazy people who like challenges, for there will be no save-scumming allowed in this mode! Pray to the gods of RNG that they may treat you well, you will need their support.
Here is where we're currently standing for the next Social Goals!
On this note, big thanks to Krisys for converting our 4 Kickstarter Characters... Into Pixel Art! They are just adorable (and yes, it does count as 4 Fan Arts).

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Friendly Shout Out - Reigns: The Council
If we’re bringing Tabletop to Video Games, the fine folks over at Reigns are doing it the other way around - turning a fun little video game into a board game format! If you too would like to try to rule a Kingdom without having it fall apart and spontaneously burst into flames, take a look at their current Kickstarter Campaign. And if it does go wrong – don’t worry that’s probably not your fault, you can always blame your advisors for that. That’s what advisors are for, isn’t it?


Yes, I would be making this face too if I knew my doom was imminent
 
Last edited by a moderator:

Infinitron

I post news
Staff Member
Joined
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Messages
97,586
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
More lore: https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2618947

The Halflings of Solasta
By Heironymus Shearwater, Loremaster of the Guild of Antiquarians

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Origins and History
The halflings have always had an affinity toward water. Very few folk from other races know, for example, that our young are born in water and are amphibious for the first part of their lives.

According to legend, the halfling race began in the great marshes of Olme Fen, where the marsh halflings still live. The name “Olme” is fen dialect for “home,” and is pronounced in a very similar way.

The Manacalon Empire of the elves could not conquer the fens, and the Cataclysm, while it certainly caused some problems, harmed the halflings far less than other races. Because of this, some scholars snidely claim that halflings have no history, because they never did anything except hide in the fens. In fact, the halflings have a history that is just as rich as that of any other race. While halfling history will not be found in elven chronicles or dwarven archives, every halfling knows enough history to keep telling stories for as long as the food and drink last.

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The Marsh Halflings
The fens of the north-east are home to a large halfling population, most of them making a living from fishing and fowling just like their ancestors have from time immemorial. The marsh halflings, as outsiders call them, seldom travel far from their homes, but they can claim, with good reason, to know every reed and every sinkhole in the few miles round about. They have little curiosity about the outside world and many visitors find them unwelcoming, but they themselves would say that they mind their own business and wish others would do the same.

The Island Halflings
Not all halflings were content to mind their own business, though. As far back as histort records, young and venturesome halflings have found easy employment on the boats and ships that ply the rivers and seas. In the earliest times, some would make their fortunes and return home. Many more remained out in the world, though, founding halfling quarters in many ports and settling the southern islands from which their race takes its name. Even the might of the Imperial elven navy was not equal to their seamanship.

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Appearance
The halflings call themselves “folk,” a word which has been borrowed into the Common tongue for people in general. “Halflings” is a name given by other races: first the elves, who called them leathaine (“half-people”), and later by humans. This is because a typical halfling is about half the height of an elf or a human, though elves and even humans are a little thinner in proportion. Skin, hair, and eye color are very similar to those of humans. Marsh halflings tend to be slimmer than island halflings, as well as being paler of skin and darker of everything else.
 

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