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Solasta Solasta: Crown of the Magister Thread - now with Palace of Ice sequel DLC

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,058
The final battle is way too easy. I was playing on autopilot at the end, so I started the fight without potions ready, most spells gone, one character was at 50% of health. I kept the few remaining spells in reserve, waiting for when things get really tough, and then it was over. Zero replay value.
I was underprepared too and in the very last fight things weren't looking good at all for many rounds to come, was getting overwhelmed so my arm at some point was even reaching for F9 but then... it was over. For such designed "hold your ground no matter what" fight it was pathetic. They did several difficulty levels and even many custom options so I crank it up to max default but this one fight especially felt anticlimatic because it should've been designed differently for high level: much more mobs, for one.
Yes, very weak 'hold your ground' fight. First, we fought all these enemies before in the exact same quantities and at lower levels. At level 10 it's a boring walk in the park. Bringing down the flyers is easy (and why they fuck are they even flying in the first place?), the abomination are big dumb brutes, the warriors are worse, and the assassins don't hit that often anymore due to your high AC.

I loved 90% of Solasta. But the 10% of late game fells unfinished.
Solasta does one thing well - turn-based combat with lots of spells. A pure joy to play it. The story is ok-ish, the dialogue design is meh (just fast-forward me to the next fight, please), the side quest design is worse, especially those 'travel back to the old location and fight some things to complete the quest then travel back for 4 days), and at some point you realize that there's no need to use different tactics (which is the most glaring flaw), so rinse and repeat.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,604
Location
Bulgaria
The final battle is way too easy. I was playing on autopilot at the end, so I started the fight without potions ready, most spells gone, one character was at 50% of health. I kept the few remaining spells in reserve, waiting for when things get really tough, and then it was over. Zero replay value.
A lot easier than the battle with the many frogs in the greenhouse for sure.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,916
Pathfinder: Wrath
I haven't felt the need to fire up Solasta ever since I killed Aksha, so yeah. The encounters need another thorough pass to improve their repetitive nature, and Cataclysm mode needs an overhaul (incl. locking the character creation to point buy instead of rolling). I don't see a reason to continue past Aksha without these things.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,581
The final battle is way too easy. I was playing on autopilot at the end, so I started the fight without potions ready, most spells gone, one character was at 50% of health. I kept the few remaining spells in reserve, waiting for when things get really tough, and then it was over. Zero replay value.
I was underprepared too and in the very last fight things weren't looking good at all for many rounds to come, was getting overwhelmed so my arm at some point was even reaching for F9 but then... it was over. For such designed "hold your ground no matter what" fight it was pathetic. They did several difficulty levels and even many custom options so I crank it up to max default but this one fight especially felt anticlimatic because it should've been designed differently for high level: much more mobs, for one.
Yes, very weak 'hold your ground' fight. First, we fought all these enemies before in the exact same quantities and at lower levels. At level 10 it's a boring walk in the park. Bringing down the flyers is easy (and why they fuck are they even flying in the first place?), the abomination are big dumb brutes, the warriors are worse, and the assassins don't hit that often anymore due to your high AC.

I loved 90% of Solasta. But the 10% of late game fells unfinished.
Solasta does one thing well - turn-based combat with lots of spells. A pure joy to play it. The story is ok-ish, the dialogue design is meh (just fast-forward me to the next fight, please), the side quest design is worse, especially those 'travel back to the old location and fight some things to complete the quest then travel back for 4 days), and at some point you realize that there's no need to use different tactics (which is the most glaring flaw), so rinse and repeat.

Its pretty much every turn based CRPG once you got the group composition right, you use the same strategies all over with a few key fights countering it . If you are used to D&d the same old strategies will mostly apply, 5E isnt revolutionary,reactions and counterspells legendary actions on boss, better melee classes , wizards tuned down. As for replayability its still possible to redo it with a different team, there's not that many choices however .
You are a bit harsh with solasta , redoing 90% of the same content to access a few different dialogue choices , like in some crpg with only one character , was not a good exemple of replayability either .
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,071
The final battle is way too easy. I was playing on autopilot at the end, so I started the fight without potions ready, most spells gone, one character was at 50% of health. I kept the few remaining spells in reserve, waiting for when things get really tough, and then it was over. Zero replay value.
I was underprepared too and in the very last fight things weren't looking good at all for many rounds to come, was getting overwhelmed so my arm at some point was even reaching for F9 but then... it was over. For such designed "hold your ground no matter what" fight it was pathetic. They did several difficulty levels and even many custom options so I crank it up to max default but this one fight especially felt anticlimatic because it should've been designed differently for high level: much more mobs, for one.
Yes, very weak 'hold your ground' fight. First, we fought all these enemies before in the exact same quantities and at lower levels. At level 10 it's a boring walk in the park. Bringing down the flyers is easy (and why they fuck are they even flying in the first place?), the abomination are big dumb brutes, the warriors are worse, and the assassins don't hit that often anymore due to your high AC.

I loved 90% of Solasta. But the 10% of late game fells unfinished.
Solasta does one thing well - turn-based combat with lots of spells. A pure joy to play it. The story is ok-ish, the dialogue design is meh (just fast-forward me to the next fight, please), the side quest design is worse, especially those 'travel back to the old location and fight some things to complete the quest then travel back for 4 days), and at some point you realize that there's no need to use different tactics (which is the most glaring flaw), so rinse and repeat.

Its pretty much every turn based CRPG once you got the group composition right, you use the same strategies all over with a few key fights countering it . If you are used to D&d the same old strategies will mostly apply, 5E isnt revolutionary,reactions and counterspells legendary actions on boss, better melee classes , wizards tuned down. As for replayability its still possible to redo it with a different team, there's not that many choices however .
You are a bit harsh with solasta , redoing 90% of the same content to access a few different dialogue choices , like in some crpg with only one character , was not a good exemple of replayability either .
Verticality almost completely stops being an element in area/fight design once you're a couple of hours into the game. You don't even have to worry or think about knocking enemies off ledges because there simply aren't any to begin with. Similarly the threat of getting shoved off a ledge by an enemy also becomes a non-existent issue. In the rare event that you find yourself in an area with pillars and cliffs there's no threat of being knocked off since the enemies you find in those areas usually are cannon fodder like fire spiders or random skeletons.
Similarly the light/darkness was changed during the beta and outside of a select few fights like the one with Aksha (which is early in the game anyway) it hardly matters either.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,916
Pathfinder: Wrath
I've been saying the lighting and verticality are gimmicks for forever. There's verticality in 5E because we inhabit a 3D space and 3D spaces tend to do that, but it's never a huge element in our sessions. In Solasta, at most it only hinders you from getting to an enemy for a few turns or prevents your "melee" chars using their melee weapons. Which is a moot point because every character can use any weapon efficiently if they have proficiency, so switching to a ranged one is trivial. What Solasta needs is an overhauled cataclysm mode and improved encounters. Like I said, that's a one-man job imo.
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,071
I've been saying the lighting and verticality are gimmicks for forever. There's verticality in 5E because we inhabit a 3D space and 3D spaces tend to do that, but it's never a huge element in our sessions. In Solasta, at most it only hinders you from getting to an enemy for a few turns or prevents your "melee" chars using their melee weapons. Which is a moot point because every character can use any weapon efficiently if they have proficiency, so switching to a ranged one is trivial. What Solasta needs is an overhauled cataclysm mode and improved encounters. Like I said, that's a one-man job imo.
The thing is the game was advertised as having that "gimmick" as a part of its core design philosophy
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,058
Its pretty much every turn based CRPG once you got the group composition right, you use the same strategies all over with a few key fights countering it.
Memory might be playing tricks on me but I think BG2 and IWD2 did a much better job to keep you on your toes. At very least there was a number of memorable fights that demanded quite a lot from you - the red dragon, the demilich, twisted rune, fight for the holy avenger in both games, not to mention the endgame fights.

I never once had to use protection from elements. I cast stoneskin once, decided it was unnecessary. Used Haste only a couple of times. Used maybe 3 healing potions in the entire game. The need to use consumables and spells is driven by difficulty and the encounter design. In most cases clicking on enemies and casting magic missiles, fireball, or square firewall was enough to get the job done.

You are a bit harsh with solasta, redoing 90% of the same content to access a few different dialogue choices , like in some crpg with only one character , was not a good exemple of replayability either .
I meant replaying for the reasons you replay games like Silent Storm. Not to get different outcomes but to enjoy the tactical combat. I was amazed at first that there are 3 different firewalls configuration or that I could levitate. The the novelty wears of...
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,581
Its pretty much every turn based CRPG once you got the group composition right, you use the same strategies all over with a few key fights countering it.
Memory might be playing tricks on me but I think BG2 and IWD2 did a much better job to keep you on your toes. At very least there was a number of memorable fights that demanded quite a lot from you - the red dragon, the demilich, twisted rune, fight for the holy avenger in both games, not to mention the endgame fights.

I never once had to use protection from elements. I cast stoneskin once, decided it was unnecessary. Used Haste only a couple of times. Used maybe 3 healing potions in the entire game. The need to use consumables and spells is driven by difficulty and the encounter design. In most cases clicking on enemies and casting magic missiles, fireball, or square firewall was enough to get the job done.

You are a bit harsh with solasta, redoing 90% of the same content to access a few different dialogue choices , like in some crpg with only one character , was not a good exemple of replayability either .
I meant replaying for the reasons you replay games like Silent Storm. Not to get different outcomes but to enjoy the tactical combat. I was amazed at first that there are 3 different firewalls configuration or that I could levitate. The the novelty wears of...
Those games were more challenging for sure, but they are a completely different genre of game despite being under the vast RPG tag , its rtwp with npc stats adjusted for real time, same for pathfinder its artificially harder and require more number crunching on highest difficulties . I notice you dont mention TOEE either, as its the same thing its easy and faithfull to the rules .
Solasta is 99% faithfull to pen and paper system thats why you are not on your toe, most official wotc modules are not too challenging either it requires DM experience to tweak it . Biggest solasta flaw is its far far too lenient on the number of rest possible. Right now its kinda a story mode difficulty , they should include a classic mode with one rest only after 3 hard fights or so, but that require reworking the module and replacing each campsite . Cannot blame them also , the average guy is completely retarded and want easy instant gratification. They have to sell their game .
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,669
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,581
Paladin 20, Bard 20, Alchemist 20, Cleric 20, Sorcerer 20, and Kineticist 20.
What about other 5 characters in party?
https://rpgcodex.net/forums/threads...nd-strats-thread.124160/page-202#post-7372218
It's ONE character.
The other five are all succubi who serve the main character as sex slaves. Everybody knows that.
Lesbians...
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
The final battle is way too easy. I was playing on autopilot at the end, so I started the fight without potions ready, most spells gone, one character was at 50% of health. I kept the few remaining spells in reserve, waiting for when things get really tough, and then it was over. Zero replay value.

I have same thoughts.

A lot of potentials, but lacking polish? What was missing?

First fights with Soraks were fun for me though. Verticality, importance of light, using game world object like massive stones. This all either disappears later or becomes less and less important.

Final fight is just really anti-climatic.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,271
What was missing?
cant recall mage on enemy side that would cause me trouble. But then I was having 2 ranged acrobat characters.

Enemy AC and hit chance deviates rapidly from party past first soraks. This is why you end up playing on autopilot
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,370
Location
Frostfell
Will Tactical Adventures get license to make D&D products in the future? Wizards of the Coast see no problem with mobile cashgrabs and SCL style games. I would love to see a official D&D product made by this devs. TBH I prefer solasta setting over sword coast, but would be amazing to have D&D games set in more interesting locations(realms of dread, mystara, dark sun, and even more unexplored parts of the forgotten realms like Thay)
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,071
The post-game cinematic feels like it's setting up a sequel or DLC. About a week ago they also made a survey where they inquired about what people would be most interested in in future patches.
I think we're much more likely to see additions to their current game rather than a brand new title.
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,335
Will Tactical Adventures get license to make D&D products in the future? Wizards of the Coast see no problem with mobile cashgrabs and SCL style games. I would love to see a official D&D product made by this devs. TBH I prefer solasta setting over sword coast, but would be amazing to have D&D games set in more interesting locations(realms of dread, mystara, dark sun, and even more unexplored parts of the forgotten realms like Thay)

If they got the license they'd probably have to give wotc a portion of their sales. Better off sticking to the SRD and homebrewing in the gaps.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,370
Location
Frostfell
If they got the license they'd probably have to give wotc a portion of their sales. Better off sticking to the SRD and homebrewing in the gaps.

You are right. Lets be real, Wotc has made a total of zero interesting settings. Solasta is a bit interesting. I would't put in the same tier of Dark Sun, but Solasta is far more interesting than sword coast.

"but what about eberron" "Eberron was created by author and game designer Keith Baker as the winning entry for Wizards of the Coast's Fantasy Setting Search, a competition run in 2002 to establish a new setting for the D&D game. Eberron was chosen from more than 11,000 entries, and was officially released with the publication of the Eberron Campaign Setting hardback book in June 2004" from wikipedia

BTW : DDO is based on Eberron and a decent mmo. Would be cool if we get more video games set there.
 

Thac0

Time Mage
Patron
Joined
Apr 30, 2020
Messages
3,325
Location
Arborea
I'm very into cock and ball torture
You are right. Lets be real, Wotc has made a total of zero interesting settings.

The sad thing is they have it in them. Magic the Gathering, their card game, has some sets which are genuinly good. Sure those have degraded strongly over the years aswell, but there are still some talented people dreaming those up. Even very recently I liked Kaldheim, their viking spinoff plane.
Just for DnD all they do is rehasing the functioning settings of the past, like Barovia and Icewind Dale. Sure it makes sense financially as a close to risk free approach, with a massive influx of new players who do not know these settings yet, but it is a tad boring and cowardly.
 

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