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

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I think it still gives you the XP.
With regards to loot, not sure how I feel about that. There's a good argument to be made that if you want their loot you're welcome to jump off after it :incline:

Well that could be, I was actually surprised by your note that the XP is awarded after combat, so I went to check out a video and sure enough, there was no XP pop up. So I think I was confused from going back and forth between BG3 and Solasta and having spent more time on BG3 at this point. :oops:

Re: loot, yeah, my point is that I expected to lose the loot (and you should, really).
 

DeLastOne

Novice
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Dec 9, 2019
Messages
14
When was the last time you had to create your whole party from the getgo? And no, "Adventurers" and "Mercenaries" a la Pillars or Pf:KM do not count. Only KotC 2 comes to mind.

D20 Dungeons, Low Magic Age, Realms Beyond: Ashes of the Fallen etc...
 

DeLastOne

Novice
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Dec 9, 2019
Messages
14
I made a mod to speed up the game during combat, I can share it if anyone is interested.

Wondering to what extend can you currently mod the game ? Eg. right now a lot of talk in the steam forums about the light system. Will there be a way to implement mod changing game rules ?
 

Shrimp

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Without being very knowledgable about modding and the way the game is coded I imagine that it'd be an easy task to just increase the areas illuminated by various light sources.
 

RPK

Scholar
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Apr 25, 2017
Messages
339
there's a combat speed mod mentioned earlier in this thread, so it seems someone has already create at least one mod for the game.
 

MuckMan

Learned
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When was the last time you had to create your whole party from the getgo? And no, "Adventurers" and "Mercenaries" a la Pillars or Pf:KM do not count. Only KotC 2 comes to mind.

D20 Dungeons, Low Magic Age, Realms Beyond: Ashes of the Fallen etc...

Interesting, except Realms Beyond I did not hear of the other two games you mentioned. I will check them out.
Wondering to what extend can you currently mod the game ? Eg. right now a lot of talk in the steam forums about the light system. Will there be a way to implement mod changing game rules ?
IIRC the developers do not release a full on Tool-Kit, but they make the Code as open as possible in the hopes that some modders can create something.
 
Joined
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Messages
50,754
Codex Year of the Donut
I made a mod to speed up the game during combat, I can share it if anyone is interested.

Wondering to what extend can you currently mod the game ? Eg. right now a lot of talk in the steam forums about the light system. Will there be a way to implement mod changing game rules ?
I already looked into it, it can be implemented trivially.
Their change to the core rules was a bad one. Too many races have darkvision, completely craps all over the ones that don't.
 

Stormcrowfleet

Aeon & Star Interactive
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I made a mod to speed up the game during combat, I can share it if anyone is interested.

Wondering to what extend can you currently mod the game ? Eg. right now a lot of talk in the steam forums about the light system. Will there be a way to implement mod changing game rules ?
I already looked into it, it can be implemented trivially.
Their change to the core rules was a bad one. Too many races have darkvision, completely craps all over the ones that don't.
Don't everyone have darkvision in the core rules also? I always play human in 5th and I'm literally always the only guy around without darkvision.
 
Joined
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Messages
50,754
Codex Year of the Donut
I made a mod to speed up the game during combat, I can share it if anyone is interested.

Wondering to what extend can you currently mod the game ? Eg. right now a lot of talk in the steam forums about the light system. Will there be a way to implement mod changing game rules ?
I already looked into it, it can be implemented trivially.
Their change to the core rules was a bad one. Too many races have darkvision, completely craps all over the ones that don't.
Don't everyone have darkvision in the core rules also? I always play human in 5th and I'm literally always the only guy around without darkvision.
Halflings, humans, and dragonborn don't iirc.
 

vazha

Arcane
Joined
Aug 24, 2013
Messages
2,065
Am I just dumb or sleight of hand doesnt work outside of initial tutorial? I just got sworn it, got my mission and was thinking about robbing half the town blind with my 8 proficiency cutpurse, but no, cant do a thing.
 

vazha

Arcane
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Aug 24, 2013
Messages
2,065
They'll probably add it during early access, no? Or would i be better off shelving it altogether and waiting for the full release?
 

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
https://www.solasta-game.com/news/104-beta-version-034-hotfix-bugs-be-gone

BETA VERSION 0.3.4 HOTFIX - BUGS BE GONE

Hey there folks,

We're pushing a small Hotfix today for people who're still running into game-breaking bugs during their run. As we want to make sure this small patch does not cause more issues than it fixes (and since it literally only contains bug fixes), we've decided to upload it to a BETA branch on Steam.

What does that mean?
  • If you're not currently running into any game-breaking bug while playing Solasta, you can safely ignore this patch - it's only here for those who're having severe issues when playing Solasta.
  • If that's your case, you can try to switch to the following BETA branch to download the patch and hopefully play in peace without those pesky bugs gnawing at your ankles!
How do I do that?

TB7UJR3dDVykmKmBBm4521oLr0AlYje4ogeFWrQT.png


  1. Open your Steam Library
  2. Right Click on SOLASTA Crown of the Magister
  3. Select Properties...
  4. Select the BETAS tab
  5. Put in the Beta code ireallyhatebugs
  6. Click on CHECK CODE
  7. Select the 0.3.4_beta branch (instead of NONE).
    • If you can't see it, restart Steam and re-open the BETAS tab, it should be available now.
  8. When you successfully select the 0.3.4_beta branch, you should see a small message under the code box
  9. That's it, just close the Properties window and the hotfix should start downloading!
Note: If you're running into infinite loading screens, make sure you read the following thread https://forums.solasta-game.com/for...do-if-youre-stuck-in-infinite-loading-screens

This will be the last patch before switching our entire focus to the next big update, which will drop this winter season! We'll have to ask you all to be a bit patient until then, as we won't be delivering any updates until then - every small patch we make delays the larger one, and we know you're all waiting for more content from us, not just fixes. We will go into more details as to what this big Winter Update contains, but let me already tell you that there will be new quests, more customization and the Rogue's Hide action among other things!
 

millenialboomer

Literate
Joined
Oct 29, 2020
Messages
11
So much this, but also for resolving combat in ways other than attack roll -> damage -> dead mob. I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense. The loot loss was expected, but the XP loss on top wasn't.

I always find it weird that providing XP for alternative ways of dealing with an issue isn't more of a standard feature in the genre. It tends to push me into not even looking for alternative resolutions to issues and just killing everything unless it'd be an alignment violation or something.

Regarding the loot, I think it might be possible to get it via the Scavenger's Guild whenever that gets implemented.

Amazing, mate -- do you have something that will fix the truly shite character models ?

Are they really that bad? I didn't come in expecting AAA graphics and I think they do alright; better than I expected from a studio this size.
 

Infinitron

I post news
Staff Member
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Jan 28, 2011
Messages
97,479
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
https://www.pcgamesn.com/solasta-crown-of-the-magister/early-access-review

Solasta is no Baldur’s Gate 3, but it is Dungeons & Dragons
This RPG based on D&D's rules is a bit too raw to be considered a real contender right now, but there is promise

solasta-rpg-baldurs-gate-3-900x506.jpg


Solasta: Crown of the Magister starts where any good Dungeons & Dragons campaign should: with four folks coming together over some cheap ale to discuss a proposition, one which promises to launch them on a grand quest. Banter forges a bond between them while also recounting the harrowing mishaps that befell them on their way to the tavern. It also serves as a bit of tutorial, teaching the player how to navigate menus, sneak past enemies, and use clever combat manoeuvres to even uncertain odds.

For players familiar with fifth edition D&D, this will serve as a light refresher. But for those who’ve never rolled a set of oddly shaped acrylic dice, the barrage of pop-ups introducing new buttons and concepts might be overwhelming. Experienced players and newbies alike may find that even though they’re reading a lot of instructions, some relatively basic things remain unexplained.

The requirements for dual-wielding or the nuances of reactions come to mind. You can search for such things in the game’s reference guide, which is literally just a rulebook resembling the D&D Player’s Handbook. It’s a dependable, if inelegant, way to fill the gaps in the tutorial.

After your trope-y mysterious benefactor gives you your first task – to search a nearby camp for survivors of a possible attack – you’re given leave to explore the main town of Caer Cyflen. It’s a disappointingly barren place that feels like no one really operates there unless they’re trying to sell you something or are related to the plot in some way.

There are faction NPCs that will gladly pay you in gold and reputation for books you find on your travels, but there isn’t much reason to choose one over any other at this stage of the game.

Solasta is in Early Access, of course, and allowances must be made. Hopefully this sort of thing will be fleshed out. But the blandness of Caer Cyflen is a microcosm of something that bodes ill for Solasta as a whole: D&D’s open game licence allows game designers to use 5e’s rules, but not its settings. So, while Larian’s Baldur’s Gate 3 takes place in D&D’s Forgotten Realms, the world Solasta presents is completely original.

And yet, it is not: it feels like a super generic fantasy world, complete with reliable tropes like elves and orcs and whatnot. Even the slight twist developer Tactical Adventures puts on it – a sort of reverse-Witcher backstory in which a great cataclysm drops humans into a world full of magic and monsters – has yet to reveal a plot hook that feels fresh in this space. Of course, there is plenty of room to grow into something unique. But in the 15+ hours I’ve spent with it, it all felt run-of-the-mill.

Some of the other world-building elements are hit and miss. Cosmetic character creation options in particular are limited and frankly pretty ugly – especially when considering the competition that had the internet thirsty for devil men in early October. But when it comes to straightening out stats and classes, and selecting personality traits and demeanours, Solasta could give Baldur’s Gate 3 a run for its money.


You assign your standard D&D alignments, like chaotic good or neutral evil, but you also give your characters traits based on these alignments. These traits act like guardrails to steer your characters through conversation: characters that use slang might turn off more noble-leaning NPCs. Almost all of the conversation between your party and other NPCs is fully and competently voice acted, yet done without any input or direction from you.

On rare occasions you’ll be required to make a dialogue choice, which is tied to both a party member and, potentially, a skill check. Some of your traits affect what appears here. If your character is more inclined to violence, like my dwarf fighter, then his signature move in scenarios like this will be to try to intimidate people.



It’s pretty good fun to just wind up a bunch of characters and watch them go like clockwork toys. Since you choose your starting party at the beginning, and can potentially create every member (or choose from a short list of pre-gen characters), you could create a wildly mismatched group of personalities just to see how they’ll navigate certain situations. It’s interesting to see how different groups, maybe one without a healing cleric or anyone capable of reading magic, would figure out a given puzzle.

All this automation comes at a cost, however, which you’ve probably already guessed. And yes, I do wish there were more options to role-play more actively. A multiplayer option would also really set Solasta apart: Considering how air-tight its mechanical translation of 5e’s ruleset is, this would be a brilliant platform in which to host a digital tabletop session or two. Its clean UI shows nearly all the necessary information all the time, and you even get a bunch of customisable dice that really roll on-screen for every check, attack, and damage calculation. It’s the closest a videogame has got to being D&D without engaging with real people.

The combat scenarios in Solasta are where the most clever and devious world design happens. Most dungeons are actually dark, and require your party to consider how they plan on seeing through it. Some races do so naturally, but those that can’t will need a light source. Ignore this at your peril, because enemies who aren’t illuminated will have you at a disadvantage. And yet, carry a torch in your hands at your peril, too, because enemies get bonuses to hit against you when you’re lit up.



Some of the best dungeon layouts use terrain and elevation to really test your party’s gumption. Almost immediately, you’ll find yourself having to jump over gaps to get to enemies, at the risk of them shoving you off the ledge you just traversed. Many enemies can fly, or climb up the walls, finding weird ways to get you by thinking outside the box as you defend against them. There’s plenty of skulking in hallways and brawling with standard fighter types, but the more off-the-wall (pun intended) encounters are the most memorable, and leave me most excited to see more.

If you’re clamouring for a Dungeons & Dragons adaptation that’s as faithful as it can be to the dice-throwing of its source material, Solasta is worth checking out. But if an enrapturing world and story are more your priority, I don’t think it’s ready for you yet. Waiting out this first wave of Early Access updates – at least – would be wise.

Solasta: Crown of the Magister was released into Early Access on October 20th, 2020. At the time of writing, they are aiming to release fully in around six months, sometime in 2021.
 
Last edited:

Shrimp

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Jun 7, 2019
Messages
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You assign your standard D&D alignments, like chaotic good or neutral evil, but you also give your characters traits based on these alignments. These traits act like guardrails to steer your characters through conversation: characters that use slang might turn off more noble-leaning NPCs
Has anyone actually seen this come into play yet? The tags and personalities felt like flavour text during my one playthrough.
 

millenialboomer

Literate
Joined
Oct 29, 2020
Messages
11
Has anyone actually seen this come into play yet? The tags and personalities felt like flavour text during my one playthrough.
Unless he's talking about pure flavor, I think the journalist is just projecting what he thinks they're for. I haven't read of any features like that (it would be lame anyway to be locked out of choices based on tags). I have seen Lord Carran and the Legacy Council react a lot differently to my character's banter for sure, but it's all flavor.
 

vazha

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Aug 24, 2013
Messages
2,065
There definitely is promise. But it feels and plays much more like a Drakensang & Blackguards lovechild than your typical D & D fare. Not that I am complaining.
 

Rieser

Scholar
Joined
Oct 10, 2018
Messages
285
Drakensang & Blackguards lovechild
From what little I've played, this is a ridiculously apt description.

Is that a good or a bad thing? I've only played Blackguards, and found it interesting but ultimately fairly shit. The main thing it did for me was reignite my will to play Expeditions again, due to turn-based, hexen battlegrounds...
 

millenialboomer

Literate
Joined
Oct 29, 2020
Messages
11
I think the main problem with those games is that their combat systems aren't refined; not sure if games like Blackguards are using official Dark Eye rules or not, but they don't grab you. Even though 5E is simple as hell, on the other hand, it's fairly easy to make very interesting combat encounters even with just level 1 characters.
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Oct 22, 2013
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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
Blackguards has very good combat, strong encounter design and a fairly deep character system. If this game matches it we will be in good shape. So far it shows promise but the encounter design is pretty simple.
 

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