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KickStarter Solasta: Crown of the Magister + Primal Calling & Lost Valley DLC Thread

Discussion in 'General RPG Discussion' started by whydoibother, May 27, 2021.

  1. whydoibother Arcane

    whydoibother
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    Last edited by a moderator: Apr 14, 2022
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  2. jackofshadows Magister

    jackofshadows
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    It's out on Steam, fuck yeah!
     
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  3. Removal Learned

    Removal
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    If you verify the game in gog, it'll start the update to 1.0
     
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  4. Larianshill Arbiter

    Larianshill
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    [​IMG]

    The way Mountaineer gets one part of the Shield Master feat on the max level is honestly hilarious, and baffling.
     
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  5. Bara Magister

    Bara
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    Mountaineers base their martial arts on the the mountain goat by ramining things.
     
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  6. V_K Arcane

    V_K
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    Pushing enemies is very useful in Solasta since you can push them off various ledges to their deaths. This just gives you the opportunity to do that as a bonus action rather than main action.
     
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  7. Abu Antar Prestigious Gentleman Tweet, tweet Patron

    Abu Antar
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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Game is officially out on Steam.
     
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  8. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex 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: Kingmaker
    :yeah:



    https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/3199204

     
    Last edited: May 27, 2021
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  9. Larianshill Arbiter

    Larianshill
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    [​IMG]

    Yes, DM, I rolled my stats fair and square. How could you ever tell?
     
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  10. V_K Arcane

    V_K
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    Oh shit, the new Dungeon Maker update adds plates and switches. That's hugely welcome . The puzzles part of the game have been probably the biggest disappointment for me - they've clearly put effort into adding various puzzle mechanics, but insisted on either making them very easy, or just have a book with the solution lying nearby. I've only found three puzzles in the game somewhat engaging (nowhere near challenging, mind you).
    But now someone can do a Grimrock-style mod!
     
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  11. Harthwain Magister

    Harthwain
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    So, I downloaded the game earlier today, thinking it got released. It cost me >12GB. Now I learned that the actual release was later in the day and the game has to... download another >12GB?

    :rage:

    But seriously, why do you need to essentially re-download an entire game?
     
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  12. Grampy_Bone Arcane

    Grampy_Bone
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    1-10 is not a full campaign.
     
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  13. Lacrymas Arcane

    Lacrymas
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    Pathfinder: Kingmaker
    Still not out on GOG?
    It is.
     
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  14. Decado Prestigious Gentleman Old time handsome face wrecker Patron

    Decado
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    Codex 2014
    Sure it is. Done properly, 1-7 could be a full campaign. As I recall, the level cap in BG1 was around 7, 8 with Sword Coast.
     
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  15. NJClaw OoOoOoOoOoh Patron

    NJClaw
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    Pathfinder: Kingmaker
    I'm Ridin' with Biden I'm Ridin' with Biden
    Somebody forgot to tell that to Baldur's Gate, one of the best D&D campaigns in a videogame I can think of.
     
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  16. whydoibother Arcane

    whydoibother
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    Whuddaya think, does the equipment exist to run a good DEX fighter? I want a berserking slashy elf at the front lines next to my all defense overly cautious dwarf cleric.
     
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  17. Lacrymas Arcane

    Lacrymas
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    Pathfinder: Kingmaker
    Most 5E pre-written campaigns end at around lvl 10 too.
     
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  18. whydoibother Arcane

    whydoibother
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    Temple of Elemental Evil was a low level campaign too, and its some of the best digital D&D.
     
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  19. Cryomancer Arcane Glory to Ukraine

    Cryomancer
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    It is. On 5E, less than 3% of the players even played above lv 10. And the CR of monsters and his abilities are different on 5E. Vrocks for eg, was CR 9 and now are CR 6. You can take out 80% of monster manual on lv 10. 5E is not like pathfinder, where most adventure paths end above lv 15. Even otherworldly adventures on 5E like descend into arvenus end at lv 13. And in some 2E games, you have even more limited level caps. Like the Baldur's Gate 1, eye of the beholder 1 and Dark Sun : Shattered Lands. I love high level gameplay, but we already have KoTC2 and PF:WoTR. Why a third high level game in a single year?
     
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  20. Lacrymas Arcane

    Lacrymas
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    Pathfinder: Kingmaker
    You are showing surprising restraint here.
     
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  21. Ontopoly Hater of Larian

    Unwanted
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    Surely though, IcewindDale is better, right? That would mean higher leveled campaigns are better too.
     
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  22. V_K Arcane

    V_K
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    So now that it's out, impressions, as promised. Some of it I've kinda posted already. Overall, I was getting a huge throwback to Goldbox and Dark Sun. From the former, it has the structure - you go through a relatively linear succession of dungeons fighting large-scale battles punctuated by occasional encounters (or in case of Solasta, cutscenes) that sometimes allow you to make a choice or pass a skillcheck to avoid a fight or pick an alternative path. From the latter, it's the four-strong party and more engaged exploration. Although many quests give you one or two companions, so I'd say roughly 30-50% of the time you're fighting with a larger party.

    The very good:
    - The rules implementation. I don't play TT DnD so take it with a grain of salt, but as far as CRPGs go, I like 5e better than both 3,5e and ADnD. It's cleaner and less convoluted than 3.5e, but less rigid than ADnD, with just enough customization options to differentiate characters of the same class from one another. And I really, really love what they did to Vancian magic - it finds just the right balance between preparation and flexibility. And the power curve seems just right - not too steep, but not too flat either.
    - UI. Controversial, I know, many people here hate how it looks - but to me the big thing is how it works. It's literally one of the easiest and most painless RPG UIs in recent history - which is even more impressive, given that it's also one of the more complex RPGs in recent history. The only somewhat unwieldy part that took me some getting used to was moving the camera and characters in 3D space - but then again, I don't think any other isometric RPG fares better at that.
    - Verticality and lighting. Even if spells and items for both are relatively easily available, it just makes fighting so much more fun. Highlights include: casting moving lights spell then have it chase a vampire that's desperately running away from it; having my rogue exchange blows with a ghoul while standing on the sides of two pillars, very literally head to head; blasting a fireball up in the air, making a flying lizardman lose concentration and fall prone etc. It also has a huge effect on magic - spells that were largely useless (who'd waste a 3rd level slot on Daylight?) or just not implemented in other DnD games, become real gamechangers - so a mage feels like a proper mage and not just a fireball gun.
    - Crafting. I never though I would say that, but I liked crafting in Solasta. First, it's a throwback to crafting in older games - i.e. it's pared down to basic alchemy and item enchanting, plus making special ammunition. Second, crafting recipes are, for the lack of better word, really well curated - you don't have a gazillion recipes for useless junk, duplicating stores' stock, all the enchantments you can do are fairly unique and useful. And finally, the UI is, once again, the most painless crafting UI I've ever seen.
    - Dialog system. Another controversial aspect given that the game makes every dialog into a cutscene. But those are short and used quite sparingly, while there are some mechanics out there - particularly the insight roll revealing, if passed, chances of success for various dialog options. Simple, but it makes dialogs more gamey. And then the personality tags are a nice way to give player-generate characters some, well, personality.
    - Reactivity. While not a Quest for Glory or Age of Decadence multiple paths kind of game, there's a respectable amount of checks for proficiencies, backgrounds, languages etc. - sometime just for flavor, but sometimes allowing to avoid battles or opening up alternative paths.
    - Difficulty options. They're granular and allow you to finetune everything - from damage modifiers, to AI, to rule variants.

    The good-but-could-be-better:
    - Level design. On the one hand, the locations are varied and interesting, both in their visual design and in their mechanical focus. Once again, lots of options to use dialog skills or stealth to bypass combat or gain tactical advantage. Some are rather linear, but some are not, featuring a lot of optional content. On the other hand, the point-and-click system and the map showing all the containers trivialize exploration. You just click wherever you want to go and the algorithm figures out the path for you, unless you need to push a boulder or open a door somewhere on the way - and then the automap just shows you all points of interest. Although there are secret doors here and there that are not shown on the map and have to be found manually. But I just wish it had OTS camera and WASD movement outside of combat, it would make exploration a lot more engaging. And I've already posted about puzzles.
    - Magic system. On the one hand, as I've said, I really like 5e magic and the verticality and lighting focus make it a lot of fun. My issue was with their implementation of reagents - I chose the option to have them be fully simulated, but either I haven't cast a single reagent-based spell, or reagents are never used and the spell just requires you to have them in your inventory. Also, UI-wise, I wish the game differentiated between crafting ingredients and spell ingredients.

    The bad:
    - To be honest, the only bad thing I can say about the game is that its final area felt somewhat uninspired. It just lacks the spice - you simply go through some very linear - though occasionally brainfucky - location and fight enemies you've already fought elsewhere.
     
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  23. Bara Magister

    Bara
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    There was at least one dog photo in those dev updates Myzrym! Erase not their contributions!

    Anyhow looking forward to getting off work. Biggest win about this game is not being in the bloody sword coast or any part of the forgotten realms and having something new to explore for a change.
     
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  24. Larianshill Arbiter

    Larianshill
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    [​IMG]

    I saw this, and knew that the world is in need of great heroes to save it. Meet the team.

    [​IMG]
     
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  25. whydoibother Arcane

    whydoibother
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    Couldn't disagree more.
    Good: ruleset implementation and level/encounter design, especially the meaningful verticality and light.
    Bad: audio-visual presentation (including UI), and the webcomic tier writing.
     
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