Grunker
RPG Codex Ghost
Vacation, baby. Is this in a polished, playable state yet?
Just started this - Scavengers talked about moving into dungeons after I'd cleared them and gathering stuff and selling it for a percentage. Is this just fluff or can I actually expect gold for loot I don't pick up and haul?
play a bit more, gold will start swimming your way. You will also have a chance of picking things that you missedJust started this - Scavengers talked about moving into dungeons after I'd cleared them and gathering stuff and selling it for a percentage. Is this just fluff or can I actually expect gold for loot I don't pick up and haul?
Party-wide. Once you read a recipe, everyone can craft it (provided he has the required proficiencies).Are crafting recipes individual or party wide?
Yes but they will not open chests for you, so... don't miss'em.Is this just fluff or can I actually expect gold for loot I don't pick up and haul?
As far as I know there are no time limits or any other sort of downsides to accepting them immediately. You're free to accept them whenever you feel like it.more inane questions: the mission board, can I safely accept all the quests and do 'em when I feel like it? The fact that the wording says "start mission" makes me think accepting them locks me into doing it now
The closest I got of wiping was in a random encounter where I got surprised by a green dragon. He rolled high for initiative and breathed my party twice while they were all bunched up, killing the ranger and the mage and leaving the pala and cleric with 20% health. All characters were level 10 btw, so you can easily die if you get shafted hard like I did.After 50-60 hours the game is still fun even though way too easy. I think they should've seriously limited the amount of magic items the game gives to you as the characters get ridiculously powerful anyway around level 6-7.
You are pretty slow dood, I was done after 47 already.
I don't think scaling down the amount of powerfull stuff you get would be beneficial, after all finding that +2 shield in the volcano was one of the highlights of that area. They should definitly have added more and stronger enemies however.
But 5e set a trap for them here. It is an inherent design point of 5e that characters become close to immortal after level 7. It is made for cr*tical role type campaigns, where only one character every few dozen seasons dies. Total party wipes are more theoretical than an actual threat. They certainly have escalated the threat against this inherent mellowing out of the rule system on higher levels, numerically some of the later encounters are quite ridiculous. But the problem is 5e's challenge rating as a system of threat measurement is not only heavily flawed, it also factors in literally zero magical items.
So while their balance might have worked out for either the flood of magical items or the inherent power of a medium level 5e hero both together broke the camels back - especially as those things amplify each other exponentially. A +X magical piece of equipment is much more effective with bounded accuracy.
SOLASTA SORCERER UPDATE DROPPING HOT ON JULY 13TH!
Hey there folks,
We're happy to finally share with you the release date of the Sorcerer Update, coming in next week on Tuesday July 13th! The Sorcerer Update will not only bring a new playable class to the Solastan roster, but also several new environments for the Dungeon Maker and a plethora of bug fixes and improves. But before that... Let's go back to the good ol' habits of our Dev Updates!
And by good habits I mean cat pictures. Can't go wrong with 'em.
The Sorcerer is finally here!
As promised during our Kickstarter, the Sorcerer is coming for free next week to Solasta - with three archetypes to choose from! Sorcerers are powerful spellcasters with the innate ability to cast magic using their Charisma attribute. While they do not know as many spells as a Wizard would, they more than make up for that with their ability to twist their spells thanks to their Metamagic feature. The three available subclasses are:
- Draconic Sorcerer: Draconic Sorcerers’ powerful magic comes from their bloodline, which they claim can be traced back to powerful dragons of ancient times.
- Mana Painter: Mana Painters were born out of the mana starvation that followed the Cataclysm, with some individuals suddenly gaining the innate ability to drain magic and use it as their own.
- Child of the Rift: When the opening of the Rift forced a new magic brought by the gods of Tirmar into Solasta, those most deeply affected by it were named the Children of the Rift.
Fireball is the question. The answer is yes.
Ironman Mode, DM Update & Other Bugfixes
The Sorcerer is not the only thing coming up in this update. Ironman Mode is making its way to Solasta, experts and masochists rejoice as the game mercilessly grinds your save file to dust when you run into a gamer over. At the same time, you will also gain access to three new environments in the Dungeon Maker, each with their own set of props and gadgets. Lastly, we've also done a whole lot of bug fixes and improvements, such as the Tome of Understanding finally being usable, potions no longer requiring concentration, the primed chain shirt no longer missing from the Arcaneum shop and auto-equip finally being disabled!
Woodlands Environment
Catacombs Environment
Sewers Environment
Alright folks, this is the end for today! See you on July 13th for the Update. Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Solasta has one core issue that hamstrings the encounter design: you cannot flee an encounter and the death of any party member without the ability to rez them results in a game over. This makes it so that every encounter, pretty much, has to be surmountable. In a high attrition D&D campaign not every encounter has to be winnable, and there are plenty of interesting scenarios that involve extracting your party from an impossible situation or fleeing following a death or two. This also makes it so that random encounters generally are more exp/loot faucets rather than sources of genuine danger. There were probably some design constraints that lead them down this route (probably related to roleplay and quest flags), but the game would have been better if it could account for deaths and substitutions.
It may be a different skill in different dialogs.why even give me the option to have multiple speech skills on the same character if the game is going to decide I can only ever use one on that character lol
There is a certain ill-telegraphed point in the plot after which you cannot complete side quests outside of main city. So make sure that after you find the fifth mcguffin that you finish them all before continuing with the main quest.the mission board, can I safely accept all the quests and do 'em when I feel like it?
You've forgotten to mention the most important part of the update:Looks like the Sorcerer update is coming next week. Also adds a few more things such as three more environment types for the dungeon maker and a fix to no longer require concentration for potions.
https://steamcommunity.com/games/1096530/announcements/detail/2976298542489916315
It may be a different skill in different dialogs.why even give me the option to have multiple speech skills on the same character if the game is going to decide I can only ever use one on that character lol
I think the game picks the character with the highest proficiency bonus first, and only then applies personality traits, if there's more than one.It's pretty dumb that the game decides for you which character can attempt to intimidate and which can persuade. I have never seen my paladin have other options than Persuade despite being of Violent personality, for instance
I think the game picks the character with the highest proficiency bonus first, and only then applies personality traits, if there's more than one.